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1  Feedback / DevLogs / Re: Proteus on: June 15, 2011, 02:39:47 am
Bill over at the Accessible GameBase (www.gamebase.info) has just tried it out with Eye-Gaze technology. Turns out it's not possible to play it as as soon as you move the camera spins round like mad.

If you did fancy making this eye-gaze compatible too, Proteus would need...

A. The facility to open up in a window.
B. A way to turn off the mouse "look" controls, but keep an on-screen pointer, and replicate the original mouse functions to key presses. We recon then we could use the new utility "Alt-Controller" http://www.gamebase.info/magazine/read/introducing-alt-controller_554.html to make the game playable with eye-gaze alone.

A lot to ask though, we realise.


www.SpecialEffect R&D and OneSwitch.org.uk
2  Feedback / DevLogs / Re: Proteus on: June 14, 2011, 11:21:34 pm
What a wonderful thing!

Accessibility wise, I've been testing out with a few standard and not-so standard accessibility devices. I've posted a review here: http://www.gamebase.info/members/profile/14/blog-view/591

Here's my accessibility wish-list...

1. Start up screen. If you're reliant upon a pointer-based device alone (e.g. eye-gaze technology), being forced full screen, then having the SPACE bar as your only way to progress, leaves you reliant upon someone else to get you going. Similarly, if you're using reduced controls (e.g. two-switches), SPACE is also an additional button that you never need again, which may be one button too far. Would be great to allow W, UP or a left-click as well as SPACE enabling Porteus to get going.

2. Would be nice to have a way to select full-screen/windowed and to choose the game world size using your main in-game world controls (e.g. something to click on).

3. Allowing for an additional control mode where your mouse pointer is visible and not-locked into the Proteus window will allow a user to quit the game who might be otherwise unable to access the ESCAPE key.

4. A pure one-switch mode would be the icing on the cake, as there's only one other game I'm aware of that can do this, called Portem: http://switchgaming.blogspot.com/2011/02/portem.html - And that's a bit invasion of the body snatchers in atmosphere.

Aside from this, there's so much in this making it accessible from the off. The collision system works brilliantly for people using reduced controls, the control system allows for a lot of versatility in using alternative set-ups, the windowed mode at the start allows you to freely set-up a dwell-clicker. Brilliant stuff!

3  Feedback / DevLogs / Re: FOTONICA on: October 20, 2010, 01:33:35 am
Wonderful looking and playing game, which I personally grasped very quickly. But then I'm a bit of a nut for one-switch / one-button games. Reposting my thoughts on accessibility below...

Had a thought re. accessibility... Thinking about switch users unable to hold a switch easily, nor cope with the speed of the game and also those with visual impairments struggling to see the points where you must jump. What do you think to the following solution...?
Activated via a new Options or Accessibility area:
a. A choice of two different one-switch modes. Standard (as is) and a new "Tap" system.
b. A "Close to the Edge Warning" system (from warning given with loads of time, through to, warning given with very little time - and perhaps offering the ability to have a sonic warning switched on or off).
I'm imagining a game in "Tap" one-switch mode, and "Close to the Edge Warning" turned on to run a bit like this...
i. Start game standing still. Press (and release) SPACE BAR to start automatic relentless running.
ii. As you approach any ledge, the game smoothly and rapidly slows down (a bit like PopCap's Peggle when you git the last pin) - whilst you walk on this "last chance to jump" section of the track, you are given some on-screen indication and sound that you will need to jump.
iii. Press to jump. The game smoothly speeds up again.
iv. Whilst you are in flight, pressing your switch again will bring you back down.
Would be amazing if you could make this game as "easy" as the likes of High High Rockets (http://jamesmontagna.com/gamma4.html) - maybe even easier - should people need it. The bad thing about Canabalt is that most people using one-switch controls due to disability, can't play it. It's just too unforgiving, and requires timing that's far too quick.
I won't be offended if you don't put these in by the way, but I'd absolutely love it if you'd consider it.
Finally, I loved the broad expanse of trees in TOUW. Would love to see these again in Fotonica.
Very best wishes,
www.OneSwitch.org.uk and www.GameBase.info
4  Community / A Game by Its Cover / Re: [AGBIC] Tales of Unspoken world. vers: 0.8.7 [FINISHED] on: August 09, 2010, 11:18:15 am
Fantastic atmosphere. Love the various sound-effects if you just hang-around too. You must have had a lot of fun with those!

Would absolutely love a version tweaked for better access for otherwise disabled players. Here's my wish-list...

1. Menu accessible using the game-play controls (up/down arrows and SPACE bar).
2. Way to quit from the title-screen.
3. Pure one-switch mode (SPACE BAR).
4. Speed control over game (give option to slow down for players with slower reactions).

Would open the game up to a range of otherwise excluded players.
5  Developer / Archived Projects / Re: Tig Duels for Extraordinary Gentlemen - And Such Etc. on: July 12, 2010, 12:58:09 pm
6  Community / GAMMA / Re: We Love Laser on: February 24, 2010, 02:31:38 am
Did you get through!? If so - bloody well done! If not - any chance of an upload? Really looking forward to playing the finished article.
7  Community / GAMMA / Re: ZagiZigi [beta release] on: February 18, 2010, 12:04:59 am
Hi Sophie,

You've got some really good ideas in there for one-switch / one-button play. Really impressed with your high-score name entry - very nice system.

Personally I'd have preferred a diagonal arrow for the diagonal corridors, or at least for the Easy level to be considerably slower. Would be great to open your game up to more disabled gamers with some kind of speed control/ option for slower games.

Would like it too if your difficulty select had the same slow down method as the high-score entry for players with slower reactions (hold to slow the selecter arrow - release to select). It's such a good system it would nice to have it used across the board in your game.

Really looking forward to seeing this developed a little futher I hope, with sound added too. Great work! Finally - would you mind me linking to your web-site and the final game from here: http://tiny.cc/MHIZl ?


8  Community / GAMMA / Re: GAMMA IV on: February 09, 2010, 01:53:58 pm
I can't believe there are so many... It's exciting and nervewracking at the same time. I suspect part of the reason that the Gamma 4 submission amount was such a great success was the inherent simplicity of the theme. That being said, I can now look back fondly on being nearly reduced to tears over attempting to figure out the anaglyph 3D last year.

Too right!!! I'd be chuffed to bits to host any new games at OneSwitch.org.uk, with permission, where people can enjoy your games for many years to come.

By the way, Barrie, I'm curious about what sparked your passion for assistive technology and single button games in the first place. I've never heard of anyone else so dedicated to this particular cause, so I'm wondering -- what is your personal experience with it?

It's awesome to know the side effect of Gamma 4 contributes to such a great cause.

The thing that sparked my passion was working for a number of severely disabled adults many years ago, realising how many things were denied them when it came to fun pass-times. Messing about with some old 8-bit computers and accessible interfaces started to show just how much was possible. One Switch playable games was a part of it.
9  Community / GAMMA / Re: GAMMA IV on: February 01, 2010, 03:35:15 pm
...[if you don't get selected] it's not down the drain since if you release your game anyways, there are plenty of disabled children who would appreciate it no doubt. I'm sure the oneswitch guys will be collecting the publicly-released entries so plenty of kids get to enjoy them. That in itself should make you proud.

Too right!!! I'd be chuffed to bits to host any new games at OneSwitch.org.uk, with permission, where people can enjoy your games for many years to come. And to echo Caffeine Kid earlier, all entrants definitely deserve a huge pat on the back. 150+ games is miraculous and fantastic news! I was really worried that perhaps a bit of passion had gone out of one-button game design, peaking some years back when RetroRemakes ran a one-switch compo. I guess not! Can't wait to play!
10  Community / GAMMA / Re: We Love Laser on: January 22, 2010, 01:34:56 pm
Really looking forward to this one, Caff. Crack on, sir! Plus if it doesn't make it, they'll always be a home for your new one-button games here: http://www.oneswitch.org.uk/2/switch-downloads.htm - in large part thanks to Retro Remakes and 9752AD for massive help with the hosting.

Good luck!
11  Community / GAMMA / Re: Flight on: January 22, 2010, 01:30:30 pm
Good luck, fella! Looking forward to seeing it.
12  Community / GAMMA / Re: GAMMA IV on: December 12, 2009, 10:37:24 am
hey one switch, id appreciate it if you didnt answer questions for us.

13  Community / GAMMA / Re: GAMMA IV on: December 12, 2009, 01:58:31 am
Is it acceptable to simply map all the xbox controller buttons to the same input, along with a set of sensible keyboard keys? It's still effectively a 'one button' game but gives consideration to people who might not be comfortable with standard ergonomics, or be in a situation where 'normal' controls are nasty (like a laptop keyboard, etc.)

It's my understanding, via Fish, that the 'A' button is the only control allowed on the Xbox 360 joypad - but that duplicating access to this control across the keyboard and mouse buttons is fine. I recommend SPACE BAR and LEFT MOUSE CLICK at the least for improved accessibility. You could then use JoyToKey at a post competition stage to map those keyboard/mouse controls to whatever you like on an Xbox 360 joypad.

In-game menus seem like a bad idea if the goal is to fit into 5 minutes. Is it fine if we have some basic 'system configuration' that can be done one-time at startup, so that the game is properly configured for a GDC show computer, but still configurable for random people who decide to play it? Even if a one-button interface could be used for configuration menus, it's kind of absurd to shoehorn them into it if they're only going to be used once.

I think it surely depends upon the game design. Ideally your game will be played beyond the confines of the competition, so adding some kind of difficulty level adjustment and other options will frequently broaden the game's appeal. Just make sure the game has a quick-start facility and surely you're covered there? I've posted some accessibility help that may help futher regarding in-game menus here:

14  Community / GAMMA / Re: Malco Monogatari on: December 10, 2009, 01:59:55 pm
Crack on I'd say! Looks promising.
15  Community / GAMMA / Re: GAMMA IV on: December 10, 2009, 12:22:18 am
Is it right though that the single control mapped to the 'A' joypad button can be duplicated on the keyboard (e.g. SPACE BAR and LEFT MOUSE CLICK doing the same thing as 'A') so games can work with JoyToKey and switch interfaces for players using accessibility technology?
16  Community / GAMMA / Re: GAMMA IV on: December 09, 2009, 08:55:06 am
Just wanted to get a few clarifications:...

2) In terms of switch gaming and multiplayer, how does switch gaming handle multiple player input? (meaning other than "spacebar" which other buttons should I be using?)

I'm not officially linked to the competition, but I've tried to post the best accessibility guidance I can here: http://switchgaming.blogspot.com/2009/12/gamma-iv-one-switch-help.html - which includes some advice for multi-player accessibility standards. Hope that helps?
17  Community / GAMMA / Re: GAMMA IV on: December 08, 2009, 11:34:12 pm
It says at the link's page that the xbox A-button is the "button 1", but I don't know if it's the first index (i.e. Joy button 0) or the index number one (i.e. Joy button 1)

...or, I could bind all buttons to the same single action, just in case, if that's allowed.

For a PC from the Joystick properties utility the Xbox 360 joypad buttons are indicated as:

A = button 1
B = button 2
X = button 3
Y = button 4

LB = button 5
RB = button 6

BACK  = button 7
START = button 8


An easy way to test this is to connect almost any compatible joypad/joystick controller to your PC. Go to "Devices and Printers" (via the START menu and for XP/Vista via the Control Panel). Next access your connected joystick and open up the "Game Controller Settings" or properties. If you press "A" on an Xbox 360 controller - you should see the on-screen button 1 indicator illuminate. Almost all joysticks/joypads will have a button mapped to 1.

There's nothing in the rules to stop you mapping your single control to all of those buttons. Nor also the SPACE BAR and LEFT MOUSE CLICK to make your game compatible with most accessibility switch interfaces. So long as they all do the same thing.
18  Community / GAMMA / GAMMA IV - Accessibility Tips and Ideas on: December 08, 2009, 04:31:41 pm
Very excited about Gamma IV. Thank you for running this!

For entrants interested in making their games accessible to the broadest range of players please take a look here:


Alongside some basic guidance, there's examples of existing one-button games and more that may help people trying to think of something original. GOOD LUCK ALL!

Barrie Ellis
www.OneSwitch.org.uk and the IGDA Game Accessibility Special Interest Group
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