Re: Beatstar discussion

2015-03-08 Thread AudioGames . net Forum — New releases room : arjan via Audiogames-reflector


  


Re: Beatstar discussion

It's only supposed to play after you hit space like 8 or so times. Then it just sits there and plays the action sound until you hit either space or enter again.

URL: http://forum.audiogames.net/viewtopic.php?pid=207939#p207939




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Re: Does Anyone play Sryth anymore?

2015-03-08 Thread AudioGames . net Forum — General Game Discussion : MikeFont via Audiogames-reflector


  


Re: Does Anyone play Sryth anymore?

Far as I can tell, there are no more startup scenarios where you could gain a power or certain eq, sadly.But there's a link in hawklor where you go to the outfitters and get your starting armor and such. However, the GM has given us a much more powerful weapon (mainly GoblinDoom) then in years past. The Hale blade is still buyable once you complete the arms at talwardon adventure in Trithik.I use that weapon just because it used to be my favorite weapon years ago, and its nice to get healed in small bits during battle if I'm running easy mobs in various adventures.I still subscribe to Sryth, and I enjoy it as I only play for a couple hours a day, and still have yet to complete the last couple proving  grounds. Also running two chars takes time too.Another thing I enjoy is having your own serious castle or keep or whatever that has it's own adventures and add ons.Yep, I too have spent quite a sum of rl cash on Sryth, but I still e
 njoy it very much. Mystic Stinger still rides!

URL: http://forum.audiogames.net/viewtopic.php?pid=207940#p207940




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Re: Swamp Campaign Scripting (SCS)

2015-03-08 Thread AudioGames . net Forum — New releases room : CAE_Jones via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

Those timer ifs aren't inside an event, so they get executed once, and never again.Luckily, I did this exact thing just today:(it's based on food in Hard Core mode, but the idea is the same):new var food=500+-1+block time event m=0 s=1add food by -1if food<0 then food=0if food=0 then Defeat=You have starved to death. Game over.if food=60 then play sound ambience/time60.wavif food=30 then play sound ambience/time30.wavif food=20 then play sound ambience/time20.wavif food=10 then play sound ambience/time10.wavif food=5 then play sound ambience/time05.wavif food=4 then play sound ambience/time04.wavif food=3 then play sound ambience/time03.wavif food=2 then play sound ambience/time02.wavif food=1 then play sound ambience/time01.wavset timer m=0 s=0end event+-1+block pickup event -Foodadd food by [random/10/100]add item 1 3,3,[map.width],[map.he
 ight] -Foodend event+-1+shiftq event food>0say=You have [food] food.start timer

URL: http://forum.audiogames.net/viewtopic.php?pid=207941#p207941




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I have an FTP server finally

2015-03-08 Thread AudioGames . net Forum — Off-topic room : benblatch via Audiogames-reflector


  


I have an FTP server finally

Hi all,I have an FTP server that we can share files on. Anything. Music, software, whatever you want. I have a 2TB hard drive, so space is no big issue. Just remember to create folders for the categories and place your stuff in there.Here is the informationAddress: ftp://68.228.81.3:21Username: adminPassword: adminIt is an FTP server, not SFTP.So, enjoy, and please contribute as much as you want.

URL: http://forum.audiogames.net/viewtopic.php?pid=207942#p207942




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Re: Prometheus: The Eternal Wars

2015-03-08 Thread AudioGames . net Forum — New releases room : PrometheusMOO via Audiogames-reflector


  


Re: Prometheus: The Eternal Wars

Greetings!A new upgrade to both mining and trash collector vehicles has been added!After purchasing this one, you will be able to type 'mode' in the vehicle to toggle the excavating or collecting mode from manual to automatic and vice-versa.Variety for the win, enjoy all!

URL: http://forum.audiogames.net/viewtopic.php?pid=207943#p207943




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Mortal Kombat X Comics

2015-03-08 Thread AudioGames . net Forum — Off-topic room : ghost rider via Audiogames-reflector


  


Mortal Kombat X Comics

Hey all. I just found something online. For all of you trying to read the MK X comic book, look no further than the Uncaged Gamez Read and Review on youtube. He basically reads the comic book to you. It's really cool, give it a look.

URL: http://forum.audiogames.net/viewtopic.php?pid=207944#p207944




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Re: Three Monkeys

2015-03-08 Thread AudioGames . net Forum — General Game Discussion : Phil via Audiogames-reflector


  


Re: Three Monkeys

BryanP,I got an error when trying to grab it from the KickStarter page, but found the direct links to the dropbox pages:The direct link to the PC version is at:https://www.dropbox.com/s/ffqtcuowl19i4 … d.zip?dl=0The Mac version of demo is at:https://www.dropbox.com/s/8fm14ydyn9peb … d.zip?dl=0

URL: http://forum.audiogames.net/viewtopic.php?pid=207945#p207945




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Re: Swamp Campaign Scripting (SCS)

2015-03-08 Thread AudioGames . net Forum — New releases room : carlosM via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

audioracer wrote:Hey Folks. I'm having trouble with my script. I'm basing this one off the sample campaign file. I went the time to audibly count down before the thunder crack of amorphous madness. Here is the code with commenting below.map=multi1set music=Music\Map1.mp3x=30y=14no respawn//I'm trying to make the timer speak when it is close to being totally counted down.//So I have the system play the included sound files from the game to represent this.//After the timer reaches 0, you will hear a thunder crack and 20 amorphous zombies will come looking for you.//I use the timer event to program the thunder crack and amorphous zombies.if [timer.minutes]=1 then play sound Ambiance\Time60.wavif [timer.seconds]=30 then play sound Ambiance\Time30.wavif [timer.seconds]=20 then play sound Ambiance\Time20.wavif [timer.seconds]=10 then play sound Amb
 iance\Time10.wavif [timer.seconds]=5 then play sound Ambiance\Time05.wavif [timer.seconds]=4 then play sound Ambiance\Time04.wavif [timer.seconds]=3 then play sound Ambiance\Time03.wavif [timer.seconds]=2 then play sound Ambiance\Time02.wavif [timer.seconds]=1 then play sound Ambiance\Time01.wav//Now we go ahead and start the timer.start timer//Lets add some items for players to pick up before time runs out.add items 60 1 10,30,80,80 *quest= There really is no quest.  This is just here as a test.say=This is just a test of the new campaign mode.  There is very little point to this file except to give people a working file to experiment with.//Don't mind these. I recorded the sound of my braille printer and made multiple copies of it playing. If you don't have the file, it won't work.add amb 7,7 johnfollis\versapointadd amb 14,14 johnfollis\versapointadd amb 7,20 johnfoll
 is\versapoint//Lets give the player some starting gear.starting gear//If the player  reaches this location, then two robot sounds will play randomly. But this doesn't seem to work for some reason.block location event 3,3,10,10add random amb 10,10 johnfollis\roboadd random amb 3,3 johnfollis\robotend event//Now here is the timer event. We set the timer for 1 minute and 30 seconds. This will give you time to pikc up up ammo and weapons before hell breaks looss. But there will be some guards randomly placed on the map to help you if you need it.block time event m=1 s=30play sound player\Hardcore.wavadd spot 3,3,10,10 amorphous=20add random guard=20end event//If you decide to go here to level up, you will have a nice raider shooting at you. So becarefull. Muahahahahahahaha!!!block zone1 event Jackson streetlevel upadd spot 35,16,37,16 raider=1end eventTimers do not count down. This is what I would do:map=multi1

//god mode
//create a countdown variable so the timer knows when to start timing down
new var countdown=0
set music=Music\Map1.mp3
x=30
y=14
no respawn
add items 60 1 10,30,80,80 *
quest= There really is no quest.  This is just here as a test.
say=This is just a test of the new campaign mode.  There is very little point to this file except to give people a working file to experiment with.
add amb 7,7 johnfollis\versapoint
add amb 14,14 johnfollis\versapoint
add amb 7,20 johnfollis\versapoint
starting gear
//any event is prefixed with a number enclosed with plus signs to show how many times it'll exicute.
//In this case, only once.
+1+block location event 3,3,10,10
add random amb 10,10 johnfollis\robo
add random amb 3,3 johnfollis\robot
end event

+1+block zone1 event Jackson street
level up
add spot 35,16,37,16 raider=1
end event
//my idea is to use the timer in reverse. You cannot count down using the timer, so I have to use multiple time events starting at one seconds and ending with 60 seconds.

start timer1
//the line below is the time the timer runs before starting a countdown. In this case, 29 seconds.
//I had to do 29 because it does something strange if I do thirty. I've yet got to think of a solution for that.
+-1+block time event m=0 s=29
//the here's where the countdown variable is needed.
if countdown=0 then stop timer1
if countdown=0 then start timer1
if countdown=0 then set var countdown=1
//this event only exists to reset the timer and to change the countdown variable to 1, so the countdown events announce.
end event
//the next few events are only to announce the countdown.
//if countdown does not equal to one, swamp will ignore the statements.
+-1+time event m=0 s=1
if countdown=1 then play sound Ambience\Time60.wav

+-1+time event m=0 s=30
if countdown=1 then play sound Ambience\Time30.wav

+-1+time event m=0 s=40
if countdown=1 then play sound Ambience\Time20.wav

+-1+time event m=0 s=50
if countdown=1 then play sound Ambience\Time10.wav

+-1+time event m=0 s=55
if countdown=1 then play sound Ambience\Time05.wav

+-1+time event m=0 s=56
if countdown=1 then play sound Ambience\Time04.wav

+-1+time event m=0 s=57
if countdown=1 then play sound Ambience\Time03.wav

+-1+time event m=0 s=58
if countdown=1 then play sound Ambience\Time02.wav

Re: Three Monkeys Prototype for PC and Mac

2015-03-08 Thread AudioGames . net Forum — New releases room : Jeffb via Audiogames-reflector


  


Re: Three Monkeys Prototype for PC and Mac

This seems cool the game keeps freezing and I can't skip the long intro. It's a cool idea though!

URL: http://forum.audiogames.net/viewtopic.php?pid=207947#p207947




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Re: Swamp Campaign Scripting (SCS)

2015-03-08 Thread AudioGames . net Forum — New releases room : carlosM via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

audioracer wrote:Hey Folks. I'm having trouble with my script. I'm basing this one off the sample campaign file. I went the time to audibly count down before the thunder crack of amorphous madness. Here is the code with commenting below.map=multi1set music=Music\Map1.mp3x=30y=14no respawn//I'm trying to make the timer speak when it is close to being totally counted down.//So I have the system play the included sound files from the game to represent this.//After the timer reaches 0, you will hear a thunder crack and 20 amorphous zombies will come looking for you.//I use the timer event to program the thunder crack and amorphous zombies.if [timer.minutes]=1 then play sound Ambiance\Time60.wavif [timer.seconds]=30 then play sound Ambiance\Time30.wavif [timer.seconds]=20 then play sound Ambiance\Time20.wavif [timer.seconds]=10 then play sound Amb
 iance\Time10.wavif [timer.seconds]=5 then play sound Ambiance\Time05.wavif [timer.seconds]=4 then play sound Ambiance\Time04.wavif [timer.seconds]=3 then play sound Ambiance\Time03.wavif [timer.seconds]=2 then play sound Ambiance\Time02.wavif [timer.seconds]=1 then play sound Ambiance\Time01.wav//Now we go ahead and start the timer.start timer//Lets add some items for players to pick up before time runs out.add items 60 1 10,30,80,80 *quest= There really is no quest.  This is just here as a test.say=This is just a test of the new campaign mode.  There is very little point to this file except to give people a working file to experiment with.//Don't mind these. I recorded the sound of my braille printer and made multiple copies of it playing. If you don't have the file, it won't work.add amb 7,7 johnfollis\versapointadd amb 14,14 johnfollis\versapointadd amb 7,20 johnfoll
 is\versapoint//Lets give the player some starting gear.starting gear//If the player  reaches this location, then two robot sounds will play randomly. But this doesn't seem to work for some reason.block location event 3,3,10,10add random amb 10,10 johnfollis\roboadd random amb 3,3 johnfollis\robotend event//Now here is the timer event. We set the timer for 1 minute and 30 seconds. This will give you time to pikc up up ammo and weapons before hell breaks looss. But there will be some guards randomly placed on the map to help you if you need it.block time event m=1 s=30play sound player\Hardcore.wavadd spot 3,3,10,10 amorphous=20add random guard=20end event//If you decide to go here to level up, you will have a nice raider shooting at you. So becarefull. Muahahahahahahaha!!!block zone1 event Jackson streetlevel upadd spot 35,16,37,16 raider=1end eventAmbiance in the swamp's sound folder is spellt Ambience. I corrected several errors regarding that.Timers do not count down. This is what I would do to set up a countdown.map=multi1

//god mode
//create a countdown variable so the timer knows when to start timing down
new var countdown=0
set music=Music\Map1.mp3
x=30
y=14
no respawn
add items 60 1 10,30,80,80 *
quest= There really is no quest.  This is just here as a test.
say=This is just a test of the new campaign mode.  There is very little point to this file except to give people a working file to experiment with.
add amb 7,7 johnfollis\versapoint
add amb 14,14 johnfollis\versapoint
add amb 7,20 johnfollis\versapoint
starting gear
//any event is prefixed with a number enclosed with plus signs to show how many times it'll exicute.
//In this case, only once.
+1+block location event 3,3,10,10
add random amb 10,10 johnfollis\robo
add random amb 3,3 johnfollis\robot
end event

+1+block zone1 event Jackson street
level up
add spot 35,16,37,16 raider=1
end event
//my idea is to use the timer in reverse. You cannot count down using the timer, so I have to use multiple time events starting at one seconds and ending with 60 seconds.

start timer1
//the line below is the time the timer runs before starting a countdown. In this case, 29 seconds.
//I had to do 29 because it does something strange if I do thirty. I've yet got to think of a solution for that.
+-1+block time event m=0 s=29
//the here's where the countdown variable is needed.
if countdown=0 then stop timer1
if countdown=0 then start timer1
if countdown=0 then set var countdown=1
//this event only exists to reset the timer and to change the countdown variable to 1, so the countdown events announce.
end event
//the next few events are only to announce the countdown.
//if countdown does not equal to one, swamp will ignore the statements.
+-1+time event m=0 s=1
if countdown=1 then play sound Ambience\Time60.wav

+-1+time event m=0 s=30
if countdown=1 then play sound Ambience\Time30.wav

+-1+time event m=0 s=40
if countdown=1 then play sound Ambience\Time20.wav

+-1+time event m=0 s=50
if countdown=1 then play sound Ambience\Time10.wav

+-1+time event m=0 s=55
if countdown=1 then play sound Ambience\Time05.wav

+-1+time event m=0 s=56
if countdown=1 then play sound Ambience\Time04.wav

+-1+time event m=0 s=57
if cou

Re: Swamp Campaign Scripting (SCS)

2015-03-08 Thread AudioGames . net Forum — New releases room : carlosM via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

audioracer wrote:Hey Folks. I'm having trouble with my script. I'm basing this one off the sample campaign file. I went the time to audibly count down before the thunder crack of amorphous madness. Here is the code with commenting below.map=multi1set music=Music\Map1.mp3x=30y=14no respawn//I'm trying to make the timer speak when it is close to being totally counted down.//So I have the system play the included sound files from the game to represent this.//After the timer reaches 0, you will hear a thunder crack and 20 amorphous zombies will come looking for you.//I use the timer event to program the thunder crack and amorphous zombies.if [timer.minutes]=1 then play sound Ambiance\Time60.wavif [timer.seconds]=30 then play sound Ambiance\Time30.wavif [timer.seconds]=20 then play sound Ambiance\Time20.wavif [timer.seconds]=10 then play sound Amb
 iance\Time10.wavif [timer.seconds]=5 then play sound Ambiance\Time05.wavif [timer.seconds]=4 then play sound Ambiance\Time04.wavif [timer.seconds]=3 then play sound Ambiance\Time03.wavif [timer.seconds]=2 then play sound Ambiance\Time02.wavif [timer.seconds]=1 then play sound Ambiance\Time01.wav//Now we go ahead and start the timer.start timer//Lets add some items for players to pick up before time runs out.add items 60 1 10,30,80,80 *quest= There really is no quest.  This is just here as a test.say=This is just a test of the new campaign mode.  There is very little point to this file except to give people a working file to experiment with.//Don't mind these. I recorded the sound of my braille printer and made multiple copies of it playing. If you don't have the file, it won't work.add amb 7,7 johnfollis\versapointadd amb 14,14 johnfollis\versapointadd amb 7,20 johnfoll
 is\versapoint//Lets give the player some starting gear.starting gear//If the player  reaches this location, then two robot sounds will play randomly. But this doesn't seem to work for some reason.block location event 3,3,10,10add random amb 10,10 johnfollis\roboadd random amb 3,3 johnfollis\robotend event//Now here is the timer event. We set the timer for 1 minute and 30 seconds. This will give you time to pikc up up ammo and weapons before hell breaks looss. But there will be some guards randomly placed on the map to help you if you need it.block time event m=1 s=30play sound player\Hardcore.wavadd spot 3,3,10,10 amorphous=20add random guard=20end event//If you decide to go here to level up, you will have a nice raider shooting at you. So becarefull. Muahahahahahahaha!!!block zone1 event Jackson streetlevel upadd spot 35,16,37,16 raider=1end eventAmbiance in the swamp's sound folder is spellt Ambience. I corrected several errors regarding that.Timers do not count down. This is what I would do to set up a countdown.map=multi1

//god mode
//create a countdown variable so the timer knows when to start timing down
new var countdown=0
set music=Music\Map1.mp3
x=30
y=14
no respawn
add items 60 1 10,30,80,80 *
quest= There really is no quest.  This is just here as a test.
say=This is just a test of the new campaign mode.  There is very little point to this file except to give people a working file to experiment with.
add amb 7,7 johnfollis\versapoint
add amb 14,14 johnfollis\versapoint
add amb 7,20 johnfollis\versapoint
starting gear
//any event is prefixed with a number enclosed with plus signs to show how many times it'll exicute.
//In this case, only once.
+1+block location event 3,3,10,10
add random amb 10,10 johnfollis\robo
add random amb 3,3 johnfollis\robot
end event

+1+block zone1 event Jackson street
level up
add spot 35,16,37,16 raider=1
end event
//my idea is to use the timer in reverse. You cannot count down using the timer, so I have to use multiple time events starting at one seconds and ending with 60 seconds.

start timer1
//the line below is the time the timer runs before starting a countdown. In this case, 29 seconds.
//I had to do 29 because it does something strange if I do thirty. I've yet got to think of a solution for that.
+-1+block time event m=0 s=29
//the here's where the countdown variable is needed.
if countdown=0 then stop timer1
if countdown=0 then start timer1
if countdown=0 then set var countdown=1
//this event only exists to reset the timer and to change the countdown variable to 1, so the countdown events announce.
end event
//the next few events are only to announce the countdown.
//if countdown does not equal to one, swamp will ignore the statements.
+-1+time event m=0 s=1
if countdown=1 then play sound Ambience\Time60.wav

+-1+time event m=0 s=30
if countdown=1 then play sound Ambience\Time30.wav

+-1+time event m=0 s=40
if countdown=1 then play sound Ambience\Time20.wav

+-1+time event m=0 s=50
if countdown=1 then play sound Ambience\Time10.wav

+-1+time event m=0 s=55
if countdown=1 then play sound Ambience\Time05.wav

+-1+time event m=0 s=56
if countdown=1 then play sound Ambience\Time04.wav

+-1+time event m=0 s=57
if cou

Re: PS4 accessibility features

2015-03-08 Thread AudioGames . net Forum — General Game Discussion : Trenton Goldshark via Audiogames-reflector


  


Re: PS4 accessibility features

If on Facebook, try:https://www.facebook.com/PlayStation

URL: http://forum.audiogames.net/viewtopic.php?pid=207948#p207948




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Re: PS4 accessibility features

2015-03-08 Thread AudioGames . net Forum — General Game Discussion : death_rattlehead via Audiogames-reflector


  


Re: PS4 accessibility features

the official @PlayStation and Soni as well.

URL: http://forum.audiogames.net/viewtopic.php?pid=207949#p207949




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Re: Shadow Line full voice demo released!

2015-03-08 Thread AudioGames . net Forum — New releases room : nuno69 via Audiogames-reflector


  


Re: Shadow Line full voice demo released!

Okay, thanks.Did you got your lag off your computer?Do you 'll continue doing let's play of SR?Maybe I will do one too.

URL: http://forum.audiogames.net/viewtopic.php?pid=207950#p207950




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Re: Online game in bgt!

2015-03-08 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Online game in bgt!

You will probably end up using Enet, though, when all is said and done.  Other languages may provide better networking, but TCP is really bad for realtime online stuff.And lag is hard.  Lag is the reason we don't all have online games.  If you aren't using reliable packet transmission, you can assume all clients are 250 milliseconds behind the server minimum.  They may not be, but be conservative because many will be.  If you are using TCP, double this, at least from the server's perspective.  Other forms of reliable packet transmission may or may not run faster in terms of when the client and server can see state.If you are not making an FPS, it's manageable.  Card games are fine.  SoundRTS is fine.  As soon as you say FPS, you need to start thinking about it though.  There are many solutions to it.  One simple one is the one Quake 3 uses.  This page is in English, and I do not know where to find translations or if such even exist.Unfortunately, though, higher level wrappers are nearly impossible.  This is something where most games write their own because there's not really one model that works universally.  Your higher level networking stuff usually speaks a specific protocol or looks like twisted or Node.js, both of which are useful but decidedly not small or quick projects.  The one BGT is providing is already a higher level than most games work at.  The only thing that can be said here I think is that queues of messages are common: separate the networking into a thread and have it send deserialized messages on a to-be-processed queue and take deserialized messages for serialization and broadcasting on an outgoing queue.  But even this is not universal, and it may not even be particularly common.

URL: http://forum.audiogames.net/viewtopic.php?pid=207951#p207951




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Re: Online game in bgt!

2015-03-08 Thread AudioGames . net Forum — Developers room : revan via Audiogames-reflector


  


Re: Online game in bgt!

hello there,      i can say,    bgt is not good for online games,     we are using visual basic c,  6,  that is more better

URL: http://forum.audiogames.net/viewtopic.php?pid=207952#p207952




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Re: Online game in bgt!

2015-03-08 Thread AudioGames . net Forum — Developers room : revan via Audiogames-reflector


  


Re: Online game in bgt!

hello there,      i can say,    bgt is not good for online games,     we are using visual basic c,  6,  that is more better,    see swamp's server,  60 70 player connecting same time, and not more laggy!

URL: http://forum.audiogames.net/viewtopic.php?pid=207952#p207952




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Re: Mortal Kombat X Comics

2015-03-08 Thread AudioGames . net Forum — Off-topic room : aaron via Audiogames-reflector


  


Re: Mortal Kombat X Comics

Hello,Thanks. I will check this out slightly nearer the time of the game's release so I can get major hype so to speak.

URL: http://forum.audiogames.net/viewtopic.php?pid=207953#p207953




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Re: Death match a new beginning, online roleplaying science fiction MMO

2015-03-08 Thread AudioGames . net Forum — New releases room : techmaster20 via Audiogames-reflector


  


Re: Death match a new beginning, online roleplaying science fiction MMO

Does anyone know when it will be back up?

URL: http://forum.audiogames.net/viewtopic.php?pid=207954#p207954




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Re: Death match a new beginning, online roleplaying science fiction MMO

2015-03-08 Thread AudioGames . net Forum — New releases room : Guitarman via Audiogames-reflector


  


Re: Death match a new beginning, online roleplaying science fiction MMO

Oh know! I'm terrified the best game in the world besides swamp is down. Well I guess we'll just have to wait until danny can bring it back up again. I'm sick of these nasty hackers!

URL: http://forum.audiogames.net/viewtopic.php?pid=207955#p207955




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Re: MessApple, Or, The Return Of Apple2E For the VIP!

2015-03-08 Thread AudioGames . net Forum — General Game Discussion : Guitarman via Audiogames-reflector


  


Re: MessApple, Or, The Return Of Apple2E For the VIP!

H, your right but what do you need that for anyway?

URL: http://forum.audiogames.net/viewtopic.php?pid=207956#p207956




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Re: Death match a new beginning, online roleplaying science fiction MMO

2015-03-08 Thread AudioGames . net Forum — New releases room : ironcross32 via Audiogames-reflector


  


Re: Death match a new beginning, online roleplaying science fiction MMO

I know what happened to the server. It's currently stuck in a runtime / crash loop. Danny is the only person who can bring it back up.

URL: http://forum.audiogames.net/viewtopic.php?pid=207957#p207957




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Re: Roadsplat is back!

2015-03-08 Thread AudioGames . net Forum — New releases room : Tikki via Audiogames-reflector


  


Re: Roadsplat is back!

Hi,the game is really fun, but I have to aggree it becomes way too easy if you spent some coins on upgrades.In my last game I played to level 140 and basically broke the game, too. The game told me I got 1 points, but I got number 17 or something on the scoreboard. And it says I only have 5 roadcoins, but I can keep buying and buying stuff in the shop forever, so that the game now is kind of infinite for me, since I'm way too upgraded to ever die. 

URL: http://forum.audiogames.net/viewtopic.php?pid=207958#p207958




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Re: dectalk 4.41 for nvda

2015-03-08 Thread AudioGames . net Forum — Off-topic room : brad via Audiogames-reflector


  


Re: dectalk 4.41 for nvda

Hi.I run the addon, and it speeks for about 20 seconds then dies, so i have to restart NVDA.

URL: http://forum.audiogames.net/viewtopic.php?pid=207959#p207959




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Re: dectalk 4.41 for nvda

2015-03-08 Thread AudioGames . net Forum — Off-topic room : brad via Audiogames-reflector


  


Re: dectalk 4.41 for nvda

Hi.It seems to be working now. I didn't do anything different.

URL: http://forum.audiogames.net/viewtopic.php?pid=207960#p207960




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Re: Online game in bgt!

2015-03-08 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Online game in bgt!

Visual basic 6 is worse than BGT.  Visual basic 6 requires a bunch of special steps to run on a modern system and died something like 10 years ago.  If VB6 still runs in 5 years, I'll be very astonished.  I'd bet on it being completely dead by Windows 10 or whatever comes after.  If you're not going to use BGT for this, something which may not be a good idea for Jonikster given his questions, use Python or C# or VB.net or even java.  These technologies have foreseeable futures for which people will be able to run your stuff without difficulty.But seriously, look at all the problems people periodically have getting Swamp running.  If you use VB6 for new projects, you deserve everything that *will* happen to you over the next few years as the technology you're using continues to be deprecated.

URL: http://forum.audiogames.net/viewtopic.php?pid=207961#p207961




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Re: Shadow Line full voice demo released!

2015-03-08 Thread AudioGames . net Forum — New releases room : assault_freak via Audiogames-reflector


  


Re: Shadow Line full voice demo released!

I have not gotten rid of the lag on my computer.. but hopefully will soon.

URL: http://forum.audiogames.net/viewtopic.php?pid=207962#p207962




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Re: MessApple, Or, The Return Of Apple2E For the VIP!

2015-03-08 Thread AudioGames . net Forum — General Game Discussion : crashmaster via Audiogames-reflector


  


Re: MessApple, Or, The Return Of Apple2E For the VIP!

Hi all.[[wow]] this topic is old.I barely touched the mess apple program back in 2013.While I am part of that folder, its been stagnant for like ages.I never got round many of the programs though and I never got things fully working enough to really be interested though I had a good bash at the program for a few days.I still am in the folder but there has not been any updates since I don't know I know nothing was done last year and maybe not much before that either.Initially the project seemed to have got to a start but 3 months in the entire thing stopped, I have been seriously thinking of deleting it or at least pulling out to save space as the interest I had is not much anymore.Since I do have beatstar to do and realitysoftware games which I am still doing on and off.I have no idea when the last official comment was posted, a couple queries are in there which are a bit later than that but no one has responded and I can only a
 ssume the official devs of the folder are no more or have lost interest.The folder is still active if you wish to join I guess but there have not been updates for god knows how long.

URL: http://forum.audiogames.net/viewtopic.php?pid=207963#p207963




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Re: pyglet audiogame examples

2015-03-08 Thread AudioGames . net Forum — Developers room : frastlin via Audiogames-reflector


  


Re: pyglet audiogame examples

So essentially there is a separate thread that waits for events to happen and when events happen, they run through the events scheduled in the stack?That is why you can't have a dict, because a dict is dependent on everything going on in frames where as the goal is to have everything happening instantly?I think the only way you could do this in pygame would be to have 2 threads, one for the timer, logic and whatnot and another thread running pygame.event.wait() that will do the stack code event checks. (key_up, key_down, mouse_move... but not tick, tick for each screen happens in the main loop.I got AvBin working,There is a folder with all the dllsthat you place in the same folder as the script and it runs perfectly.

URL: http://forum.audiogames.net/viewtopic.php?pid=207964#p207964




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Re: Braillemon status update!

2015-03-08 Thread AudioGames . net Forum — New releases room : Jeffb via Audiogames-reflector


  


Re: Braillemon status update!

Just an idea, it would be nice if the prize corner listed how many coins each thing was.

URL: http://forum.audiogames.net/viewtopic.php?pid=207965#p207965




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Re: Steampunk Neverland - Zelda-esque RPG

2015-03-08 Thread AudioGames . net Forum — General Game Discussion : jyro22 via Audiogames-reflector


  


Re: Steampunk Neverland - Zelda-esque RPG

@Dark. The demo and purchase links for Kurt Wolf on the http://breakerboxgames.webs.com site have been fixed.You can go here for the demo downloadhttps://www.sendspace.com/file/l2hnrwYou can get the game for only 7.99 herehttps://www.paypal.com/cgi-bin/webscr?c … UZJWPACZ7UThere will be some news on the games this week!

URL: http://forum.audiogames.net/viewtopic.php?pid=207966#p207966




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Re: Steampunk Neverland - Zelda-esque RPG

2015-03-08 Thread AudioGames . net Forum — General Game Discussion : jyro22 via Audiogames-reflector


  


Re: Steampunk Neverland - Zelda-esque RPG

@Dark. The demo and purchase links for Kurt Wolf on the http://breakerboxgames.webs.com site have been fixed.You can download the playable demo here:https://www.sendspace.com/file/l2hnrwYou can get the full game for only 7.99 here:https://www.paypal.com/cgi-bin/webscr?c … UZJWPACZ7UThere will be some news on the games this week!

URL: http://forum.audiogames.net/viewtopic.php?pid=207966#p207966




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Re: MessApple, Or, The Return Of Apple2E For the VIP!

2015-03-08 Thread AudioGames . net Forum — General Game Discussion : Guitarman via Audiogames-reflector


  


Re: MessApple, Or, The Return Of Apple2E For the VIP!

Lol yeah it is old. I was really surprised to find this topic I just searched for an accessible aplle emulator and this came up. If this project is abandond that's really too bad because I'm very interested in old computer stuff like this.

URL: http://forum.audiogames.net/viewtopic.php?pid=207967#p207967




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Re: MessApple, Or, The Return Of Apple2E For the VIP!

2015-03-08 Thread AudioGames . net Forum — General Game Discussion : jaybird via Audiogames-reflector


  


Re: MessApple, Or, The Return Of Apple2E For the VIP!

An Echo NVDA addin would be cool, but very hard to write. Ironicly, it's not the hardware that's the problem, but the software. The Echo's speech chip is emulated pretty well, but this chip, as I understand it, has absolutely no smarts whatsoever. On each Apple disk that talks is a program called Textalker. Textalker is the software that enables the Echo speech. Textalker takes English text and converts it into the actual control signals for the speech chip, telling it what noises to make and when. Then, Textalker sends those signals to the chip with the proper timing. If the source code for Textalker still exists anywhere, it would either be in 6502 Assembly language or some PC DOS language, once again, possibly Assembly, since they did make a version of the Echo for the PC. Thus, Textalker would have to be rewritten from the ground up.

URL: http://forum.audiogames.net/viewtopic.php?pid=207968#p207968




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Re: dectalk 4.41 for nvda

2015-03-08 Thread AudioGames . net Forum — Off-topic room : jaybird via Audiogames-reflector


  


Re: dectalk 4.41 for nvda

I wish there were a DLL version of DECtalk 4.3! That would be great!

URL: http://forum.audiogames.net/viewtopic.php?pid=207969#p207969




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Re: New torrent seedbox site!

2015-03-08 Thread AudioGames . net Forum — Off-topic room : cbenner via Audiogames-reflector


  


Re: New torrent seedbox site!

[[wow]] am very impressed by this site

URL: http://forum.audiogames.net/viewtopic.php?pid=207970#p207970




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Re: Prometheus: The Eternal Wars

2015-03-08 Thread AudioGames . net Forum — New releases room : PrometheusMOO via Audiogames-reflector


  


Re: Prometheus: The Eternal Wars

Hello all!The storage upgrade has been split into 4 levels. The amounts of units they add are:*100*125*150*and 175.Enjoy!

URL: http://forum.audiogames.net/viewtopic.php?pid=207971#p207971




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Re: MessApple, Or, The Return Of Apple2E For the VIP!

2015-03-08 Thread AudioGames . net Forum — General Game Discussion : Guitarman via Audiogames-reflector


  


Re: MessApple, Or, The Return Of Apple2E For the VIP!

[[wow]] that sounds like a terrible job to do. It's sad there were so many good screen readers out there that can't be used on modern machines. I just came across another old screen reader outspoken and I'd really like to hear what it sounds like but there isn't anyway to do that.

URL: http://forum.audiogames.net/viewtopic.php?pid=207972#p207972




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Re: pyglet audiogame examples

2015-03-08 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: pyglet audiogame examples

no. You don't want threads here.  What you do want is to pass on events as soon as you see them, at least if that's possible.  Even if it's not, you don't want to expose it this way. It might be later, and it's best not to introduce lag.Right now, what you would do is have an if statement that moves stuff if a key is down.  A smarter way is to give everything a velocity.  In the on_key_down function, look for the arrow keys and set the velocity on the player.  On the on_key_up function, clear it.  Then, everything is happily handled by the movement code.  By looking at the movement code, I understand everything about movement. By looking at the keyboard functions, I understand everything about the keyboard.  But these concepts are separate: I can work on one without even seeing the other.But more generally, by combining stuff like this in tick, you're treating the keys and the mouse as special. 
  The keys and the mouse aren't special.  The keys and the mouse are indicating to my game that something should happen, but the actual code that makes things happen can and should be as separate as possible.  The code that does things can then be shared between the player (keyboard and mouse), the AI code (everything else), and the network (maybe, it's a little more complicated than that, but the general point stands).  My current project takes this to an extreme you don't need to go to; it's possible to make all display and input completely separate from all logic.This is called the model view controller pattern, and the more you look like the model view controller pattern the better.  In the model view controller pattern, there are three things.  The model is the world and all the code to do things to the model.  The view is the code dealing with screen, sound and text to speech.  The controller is the keyboard, mouse or
  network code.  The more these are separate the happier you're going to be later when your game gets upwards of, say, 2000 lines.  How they communicates varies.  I like publish subscribe frameworks like blinker and the Queue module, and my current project pretends there's a network even though there's not.But more seriously, if you've not done a game of Shades of Doom complexity in Python, please do so now.  You're trying to set precedent potentially for a very long time, and I've never seen a game from you.  This is part of the reason I'd not do this project myself: I have nothing completed and released, though I do have a number of failed and successful but I don't care projects.  Making game engines for everyone is not something I feel comfortable doing, not because I can't.  You're solving problems for everyone, not just for yourself, and you will never, ever, ever be able to back out and 
 say "I was wrong".  I'd usually just shrug and go "yes, this works" and it does, for a reasonably simple and possibly even an intermediate game.  But you're not making a game.

URL: http://forum.audiogames.net/viewtopic.php?pid=207973#p207973




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Re: Prometheus: The Eternal Wars

2015-03-08 Thread AudioGames . net Forum — New releases room : PrometheusMOO via Audiogames-reflector


  


Re: Prometheus: The Eternal Wars

And again!This time...Refinery capacity upgrades are here! There are three levels, up to 300.0, 450.0, and 600.0 refined units. Available at Station Alpha17!Enjoy!

URL: http://forum.audiogames.net/viewtopic.php?pid=207974#p207974




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Re: swamp gamer account, is it worth it?

2015-03-08 Thread AudioGames . net Forum — General Game Discussion : Rory via Audiogames-reflector


  


Re: swamp gamer account, is it worth it?

I'd say buying an account is wurth it, however i am sad that there may never be as many people online as there were in version 2.9 or when the game was free. I do like the chalenge sometimes, but it is a bit chalenging and since i am only a level 7 its not that bad yet, but from what people are saying i understand it may get harder. As for dying, its part of the game. Yes i was sad when i lost my mp5, m40, ammo, medkits, shotguns, and my ar15, but you make a mistake, you learn from it, you play more, and eatch time you die you get a little better because your learning what you did and what not to do. So i'd say buying an account is defonetly wurth it, and you even have the opertunity to purchuse extra months if you  want. I have 11 months on my account, and the reason for this is i haven't played in a while but today i finally logged in for some killing. But it is defonetly wurth it for someone who likes those mainstreme games but who is blind and can't pl
 ay them; i am blind but still managed to play grand theft auto and even left for dead 1 and 2 (somehow)... but yeah its the best online shooter because not only are there zombies, there is player killing which doubles the fun, and makes rtr look like a ctf mission...

URL: http://forum.audiogames.net/viewtopic.php?pid=207975#p207975




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Re: x wing patrol

2015-03-08 Thread AudioGames . net Forum — General Game Discussion : Rory via Audiogames-reflector


  


Re: x wing patrol

Wo wo wo... I need that game! I love star wars... seen all the movies.

URL: http://forum.audiogames.net/viewtopic.php?pid=207976#p207976




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Re: Swamp Account GiveAway

2015-03-08 Thread AudioGames . net Forum — General Game Discussion : ghost rider via Audiogames-reflector


  


Re: Swamp Account GiveAway

So when will you be picking?

URL: http://forum.audiogames.net/viewtopic.php?pid=207977#p207977




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Re: Swamp, zombie FPS by Aprone

2015-03-08 Thread AudioGames . net Forum — New releases room : musicman via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

100% agree with Mad violinist. Great points. By the way, I didn't say dying on purpose was fun, that's just a little insane, but the fact we are actually, once again, dying, is a good thing. I doubt when Aprone first created Swamp, he invisioned a game where people stayed alive for months at a time. I don't find this fun. BTW, I have plenty of other games to play. Which is the reason people don't see me on swamp much anymore. lack of games was never the reason I played swamp. I'm mostly a mainstream gamer. Simple answer is, I enjoyed the community feel once, now I don't. So I usually stay away. Maybe when behemoth or other shiny new features are introduced, I'll go back, try it a bit, then lurk once more. I just find it hard to seriously play the game these days.

URL: http://forum.audiogames.net/viewtopic.php?pid=207978#p207978




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Brailleman

2015-03-08 Thread AudioGames . net Forum — General Game Discussion : App con via Audiogames-reflector


  


Brailleman

Hi allCan anyone make some kind of walkthough or recording for this game.

URL: http://forum.audiogames.net/viewtopic.php?pid=207979#p207979




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Re: Swamp Campaign Scripting (SCS)

2015-03-08 Thread AudioGames . net Forum — New releases room : audioracer via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

Yes I do. So if I want to change the timer for the thunder crack and amorphous zombies to lets say 5 minutes, What would I have to change? I tried your code as is and the braille printer sounds stop for a bit and then the amorphous come after while the braille printers continue there thing. But no thunder crack and no countdown. Now that 29 second line when I changed it to 40, after a bit, the system sed 20 and 60 at the same time. But then it counted down noraml with the thunder crack and amorphous zombies coming after me.

URL: http://forum.audiogames.net/viewtopic.php?pid=207980#p207980




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Re: Braillemon status update!

2015-03-08 Thread AudioGames . net Forum — New releases room : Jeffb via Audiogames-reflector


  


Re: Braillemon status update!

Is the root pass a thing yet? For roots 17 and 18 I think it was.

URL: http://forum.audiogames.net/viewtopic.php?pid=207965#p207965




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Re: User carma - What is it, and how to get it

2015-03-08 Thread AudioGames . net Forum — Site and forum feedback : glaxy via Audiogames-reflector


  


Re: User carma - What is it, and how to get it

This behavior happens if you hit the new link at the top of the forum as well.  There seems to be a minimum refresh time between logging in in order for the topic pointers to be set correctly.You can easily check out our high quality Testking ged practice test  which prepares you .

URL: http://forum.audiogames.net/viewtopic.php?pid=206089#p206089




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Re: Swamp Campaign Scripting (SCS)

2015-03-08 Thread AudioGames . net Forum — New releases room : CAE_Jones via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

start timer+-1+time event m=4 s=0play sound Ambience/time60.wav+-1+time event m=4 s=30play sound Ambience/time30.wav+-1+time event m=4 s=40play sound Ambience/time20.wav+-1+time event m=4 s=50play sound Ambience/time10.wav+-1+time event m=4 s=55play sound Ambience/time05.wav+-1+time event m=4 s=56play sound Ambience/time04.wav+-1+time event m=4 s=57play sound Ambience/time03.wav+-1+time event m=4 s=58play sound Ambience/time02.wav+-1+time event m=4 s=59play sound Ambience/time01.wavblock time event m=5 s=0play sound player\Hardcore.wavadd spot 3,3,10,10 amorphous=20add random guard=20end event

URL: http://forum.audiogames.net/viewtopic.php?pid=207981#p207981




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