Re: C# (C sharp question)

2017-02-18 Thread AudioGames . net Forum — Developers room : Turkce_Rap via Audiogames-reflector


  


Re: C# (C sharp question)

Thank you for the answers guys, we can keep this thread going for all kind of programing discussion/questions related to these issues.

URL: http://forum.audiogames.net/viewtopic.php?pid=298298#p298298





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Re: Phone number varification in games

2017-02-18 Thread AudioGames . net Forum — General Game Discussion : sito via Audiogames-reflector


  


Re: Phone number varification in games

here we go again, guys, if it was another dev noone would complain but since it's sam you all just feel like going and complaining cause you could. noone here maid up a good argument why phone number shouldn't be given out to sam, ya all keeps telling sam that he's stewpid and that he has a bad security. give me one reason why we shouldn't give out our phone  numbers to sam, just one reason which haven't to do with security

URL: http://forum.audiogames.net/viewtopic.php?pid=298297#p298297





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Re: Any party-leading turn-based strategy?

2017-02-18 Thread AudioGames . net Forum — General Game Discussion : Caccio72 via Audiogames-reflector


  


Re: Any party-leading turn-based strategy?

Wowww, aou people were eight, despite the total lack of PvP and cooperative play, Entombed is really a very cool game, so it was definitely worth the money I spent on it!I realized that at the "funny" moment when I ran into a zombie-version of one of my ddied ex-characters for the 1st time, and also after reaching the 3rd dungeon-floor with the bazar.However, you were wrong about the importance of the bazar, I managed to find and buy round a dozen very cool equipment, which made my further adventure significantly easier.Now I wonder...my last character, a barbarian-healer, along with a ranger-mage compaignon, and normally her wolf-pet, still died at the 4th floor yesterday...now if I continue my saved game, (since I really feel sorry for this one), will it run into its own-zombie-self this time, and will the (also dead) compaignon appear by its side as welle??Oh yeah, and after a full restart with a new character, will I have the amount of 
 my previous initial TPs, (trade points used in the bazar), or I will have only the remaining sum from my last game??? (meaning the one played with my previous character)If so, than I guess I should try to sell the most of my looted stuff in the Bazar for TPs, instead in that pretty poorly equipped store for gold...Edit:Resumed my saved game, on 5th dungeon-level now...I wonder where is the next settlement with store and bazar...full of looted items to sell!(btw I completed my 1st quest recently)

URL: http://forum.audiogames.net/viewtopic.php?pid=298285#p298285





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Re: death match project alpha update public beta

2017-02-18 Thread AudioGames . net Forum — New releases room : hannes via Audiogames-reflector


  


Re: death match project alpha update public beta

hi danney can you perhaps add a server sink feeture to deel with lag problems if posseble plees

URL: http://forum.audiogames.net/viewtopic.php?pid=298296#p298296





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Re: operation redspot. The final debriefing.

2017-02-18 Thread AudioGames . net Forum — General Game Discussion : sito via Audiogames-reflector


  


Re: operation redspot. The final debriefing.

guys, what ironcross said at least makes sence, he's at least sivilised, everyone else in this topic keeps crying about the game's structure cause we on RTU got powerful. but what if mister connor here didn't post the topic would you all cry about it? nah. to everyone here that's complaining just because our team is powerful, grow up. and to connor. stop be always against sam for no reason. you cause much drama, you know?

URL: http://forum.audiogames.net/viewtopic.php?pid=298295#p298295





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Re: Street Fighter V Official thread

2017-02-18 Thread AudioGames . net Forum — General Game Discussion : Deng via Audiogames-reflector


  


Re: Street Fighter V Official thread

Yeah. I always do the offline missions as well. And then, the online ones just fall in place, if i play casual matches.

URL: http://forum.audiogames.net/viewtopic.php?pid=298294#p298294





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Re: VIP Mud VS Mushclient

2017-02-18 Thread AudioGames . net Forum — General Game Discussion : Dragomier via Audiogames-reflector


  


Re: VIP Mud VS Mushclient

The only thing I saw that I liked about VIP Mud was how easy it was to connect to a Mud. Unless I'm doing it the wrong way, it's hard to connect with Mush Z.

URL: http://forum.audiogames.net/viewtopic.php?pid=298292#p298292





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Re: Orbs CCG

2017-02-18 Thread AudioGames . net Forum — New releases room : arnold18 via Audiogames-reflector


  


Re: Orbs CCG

Hi all. My problem is that  sometimes i cant doubleclick a card. I just do that and no results. I managed to do the first mission so thats not bad, but clicking doesn't work in every situation.

URL: http://forum.audiogames.net/viewtopic.php?pid=298293#p298293





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Re: VIP Mud VS Mushclient

2017-02-18 Thread AudioGames . net Forum — General Game Discussion : zub0 via Audiogames-reflector


  


Re: VIP Mud VS Mushclient

ah, i see. well i have been using mushclient for a while, and it works fine for me. I just had recently realized that with my own laptop, i could install vip mud, and so, i was just curious as to whether or not it would be worth while. but from what i have received, i think mushclient will do fine. thanks for the comparisons

URL: http://forum.audiogames.net/viewtopic.php?pid=298291#p298291





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Re: C# (C sharp question)

2017-02-18 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: C# (C sharp question)

That works, too. Never used it, though. I'll have to do so.

URL: http://forum.audiogames.net/viewtopic.php?pid=298290#p298290





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Re: Discussion about Blind Accessibility - the next steps?

2017-02-18 Thread AudioGames . net Forum — Off-topic room : magurp244 via Audiogames-reflector


  


Re: Discussion about Blind Accessibility - the next steps?

So if I understand correctly your taking a top down topographical view centered on the users position, drawing solid collision shapes to it, or is it just outlines? Then scaling it to 32x32 and playing 32 sounds for each element along the vertical axis of the array? Hmm, I think Sik tried something similar when he was working on his side scroller here awhile back. It might be enough to work, your using GameMakers built in sound engine yes?To whom is your vision question directed?

URL: http://forum.audiogames.net/viewtopic.php?pid=298289#p298289





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Re: VIP Mud VS Mushclient

2017-02-18 Thread AudioGames . net Forum — General Game Discussion : Draq via Audiogames-reflector


  


Re: VIP Mud VS Mushclient

I think that also depends on how many triggers you have loaded at a given time as well as what file format your sounds are. I had pretty poor results if I was playing sounds in MP3. Sounds in .WAV seem to get handled better. The more triggers you have loaded, the more the client has to process incoming text. That's one reason why classes are useful.

URL: http://forum.audiogames.net/viewtopic.php?pid=298288#p298288





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Re: Discussion about Blind Accessibility - the next steps?

2017-02-18 Thread AudioGames . net Forum — Off-topic room : magurp244 via Audiogames-reflector


  


Re: Discussion about Blind Accessibility - the next steps?

So if I understand correctly your taking a top down topographical view centered on the users position, drawing solid collision shapes to it, or is it just outlines? Then scaling it to 32x32 and playing 32 sounds for each element along the vertical axis of the array? Hmm, I think Sik tried something similar when he was working on his side scroller here awhile back. It might be enough to work, your using GameMakers built in sound engine yes?

URL: http://forum.audiogames.net/viewtopic.php?pid=298289#p298289





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Re: Any party-leading turn-based strategy?

2017-02-18 Thread AudioGames . net Forum — General Game Discussion : Caccio72 via Audiogames-reflector


  


Re: Any party-leading turn-based strategy?

Wowww, aou people were eight, despite the total lack of PvP and cooperative play, Entombed is really a very cool game, so it was definitely worth the money I spent on it!I realized that at the "funny" moment when I ran into a zombie-version of one of my ddied ex-characters for the 1st time, and also after reaching the 3rd dungeon-floor with the bazar.However, you were wrong about the importance of the bazar, I managed to find and buy round a dozen very cool equipment, which made my further adventure significantly easier.Now I wonder...my last character, a barbarian-healer, along with a ranger-mage compaignon, and normally her wolf-pet, still died at the 4th floor yesterday...now if I continue my saved game, (since I really feel sorry for this one), will it run into its own-zombie-self this time, and will the (also dead) compaignon appear by its side as welle??Oh yeah, and after a full restart with a new character, will I have the amount of 
 my previous initial TPs, (trade points used in the bazar), or I will have only the remaining sum from my last game??? (meaning the one played with my previous character)If so, than I guess I should try to sell the most of my looted stuff in the Bazar for TPs, instead in that pretty poorly equipped store for gold...

URL: http://forum.audiogames.net/viewtopic.php?pid=298285#p298285





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Re: VIP Mud VS Mushclient

2017-02-18 Thread AudioGames . net Forum — General Game Discussion : Exodus via Audiogames-reflector


  


Re: VIP Mud VS Mushclient

only thing  I'll say here is that VIP mud's handling of audio was pretty piss poor from what I remember. Particularly busy games, where you'd get a lot of sounds triggered at once would bring the client to it's knees. Just something to be aware of, if you're in a busy fight or what have you, expect the client to slow down or outright crash.

URL: http://forum.audiogames.net/viewtopic.php?pid=298287#p298287





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Re: Any party-leading turn-based strategy?

2017-02-18 Thread AudioGames . net Forum — General Game Discussion : Caccio72 via Audiogames-reflector


  


Re: Any party-leading turn-based strategy?

Wowww, aou people were eight, despite the total lack of PvP and cooperative play, Entombed is really a very cool game, so it was definitely worth the money I spent on it!I realized that at the "funny" moment when I ran into a zombie-version of one of my ddied ex-characters for the 1st time, and also after reaching the 3rd dungeon-floor with the bazar.However, you were wrong about the importance of the bazar, I managed to find and buy round a dozen very cool equipment, which made my further adventure significantly easier.Now I wonder...my last character, a barbarian-healer, along with a ranger-mage compaignon, and normally her wolf-pet, still died at the 4th floor yesterday...now if I continue my saved game, (since I really feel sorry for this one), will it run into its own-zombie-self this time, and will the (also dead) compaignon appear by its side as welle??Oh yeah, and after a full restart with a new character, will I have the amount of 
 my previous starting TPs, (trade points used in the bazar), or I will have only the remaining sum from my last game??? (meaning the one played with my previous character)

URL: http://forum.audiogames.net/viewtopic.php?pid=298285#p298285





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Re: operation redspot. The final debriefing.

2017-02-18 Thread AudioGames . net Forum — General Game Discussion : superb via Audiogames-reflector


  


Re: operation redspot. The final debriefing.

That is indeed well-said Ironcross 32, I agree completely.

URL: http://forum.audiogames.net/viewtopic.php?pid=298286#p298286





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Re: Any party-leading turn-based strategy?

2017-02-18 Thread AudioGames . net Forum — General Game Discussion : Caccio72 via Audiogames-reflector


  


Re: Any party-leading turn-based strategy?

Wowww, aou people were eight, despite the total lack of PvP and cooperative play, Entombed is really a very cool game, so it was definitely worth the money I spent on it!I realized that at the "funny" moment when I ran into a zombie-version of one of my ddied ex-characters for the 1st time, and also after reaching the 3rd dungeon-floor with the bazar.However, you were wrong about the importance of the bazar, I managed to find and buy round a dozen very cool equipment, which made my further adventure significantly easier.Now I wonder...my last character, a barbarian-healer, along with a ranger-mage compaignon, and normally her wolf-pet, still died at the 4th floor yesterday...now if I continue my saved game, (since I really feel sorry for this one), will it run into its own-zombie-self this time, and will the (also dead) compaignon appear by its side as welle??

URL: http://forum.audiogames.net/viewtopic.php?pid=298285#p298285





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Re: VIP Mud VS Mushclient

2017-02-18 Thread AudioGames . net Forum — General Game Discussion : Draq via Audiogames-reflector


  


Re: VIP Mud VS Mushclient

Honestly, I'd suggest trying out both clients to see what works for you and what doesn't. I get really peeved when people say a piece of software sucks and the software they used is the best. It may be the best for their needs, but someone else might have different needs/wants that their software of choice addresses. I hate having to use the JAWS cursor, someone else may think it's just fine. Doesnt' make us right or wrong, just means we have different views on accessibility.

URL: http://forum.audiogames.net/viewtopic.php?pid=298284#p298284





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Re: operation redspot. The final debriefing.

2017-02-18 Thread AudioGames . net Forum — General Game Discussion : severestormsteve1 via Audiogames-reflector


  


Re: operation redspot. The final debriefing.

I agree 100% that caps are needed, and perhaps map resets I don't know, every 6 hours, maybe every 12 if you really want that?  But also what I notice sometimes Sam is that you get too personal, and take these complaints and arguments on the defense. That's not just you either, but I'm talking to you as the developer. See, the RTU and all that is a good idea, but only if the map resets and scraps them out and gives the "n00bs" a chance at getting somewhere. Personally it's quite fun for me when I create a base and have to defend it to the death with players who have just about the same items as me, because I know I have a fair chance. For example, I made a base a couple nights ago but because Q had access to your base storage, he decimated it with hundreds of throwing stars to which he had easy access. And then, there are probably 50 to 100 barricade bombs by the RTU base, and I think I'm being modest with my estimate.Even with c
 aps and resets, it still would be possible to engage in epic team wars, the only difference is it would rely on skill and speed to get the upper hand rather than collecting a mass of items over a 6 to 8 hour period every day divided among 15 to 20 team members and building up an empirical monster machine of a base with barricade bombs spanning a swath of territory of greater size than the Red River Valley.

URL: http://forum.audiogames.net/viewtopic.php?pid=298283#p298283





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Re: VIP Mud VS Mushclient

2017-02-18 Thread AudioGames . net Forum — General Game Discussion : dd via Audiogames-reflector


  


Re: VIP Mud VS Mushclient

seriously? I still use vip 1, I don't have the issue with the blanks barring very occasional times, but those are quite rare

URL: http://forum.audiogames.net/viewtopic.php?pid=298282#p298282





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Re: death match project alpha update public beta

2017-02-18 Thread AudioGames . net Forum — New releases room : prajwal via Audiogames-reflector


  


Re: death match project alpha update public beta

that is not games issue  that is  other  softwares  personal  interface and  systems  so enjoy this  super  nice game

URL: http://forum.audiogames.net/viewtopic.php?pid=298281#p298281





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Re: Looking for a dual 1/4 inch female to dual male RCA Cable

2017-02-18 Thread AudioGames . net Forum — Off-topic room : Chris via Audiogames-reflector


  


Re: Looking for a dual 1/4 inch female to dual male RCA Cable

In that case, I'll get a 3.5mm to RCA cable. I should have purchased that in the first place. I did manage to find a dual quarter inch toRCA cable, but I think both ends are male which isn't exactly what I want.

URL: http://forum.audiogames.net/viewtopic.php?pid=298280#p298280





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Re: i need a free online game

2017-02-18 Thread AudioGames . net Forum — General Game Discussion : vlad25 via Audiogames-reflector


  


Re: i need a free online game

hiand if you want multiplayer fps so can take in consideration also redspot by sam tupy .it's one of the most ownage fps-s

URL: http://forum.audiogames.net/viewtopic.php?pid=298279#p298279





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Re: Vmware images with screen readers installed

2017-02-18 Thread AudioGames . net Forum — Off-topic room : NevEd via Audiogames-reflector


  


Re: Vmware images with screen readers installed

Hey. A bit late, but I was having trouble finding accessible VM Ware images myself, now that I stumbled upon this, I downloaded the windows 3.1 and windows 95 images. I know how to boot into windows 3.1 by typing win at the dos prompt, and windows 95 boots up fine, but how do I enable the screen readers?

URL: http://forum.audiogames.net/viewtopic.php?pid=298278#p298278





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Re: a topic

2017-02-18 Thread AudioGames . net Forum — General Game Discussion : Socheat via Audiogames-reflector


  


Re: a topic

He even doesn't understand what Sebby has said in the second post.lol

URL: http://forum.audiogames.net/viewtopic.php?pid=298277#p298277





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Re: BG Twenty20 Cricket

2017-02-18 Thread AudioGames . net Forum — New releases room : Socheat via Audiogames-reflector


  


Re: BG Twenty20 Cricket

I've downloaded the game today, and I like it very much.

URL: http://forum.audiogames.net/viewtopic.php?pid=298276#p298276





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Re: Redspot, blood and paril. First public beta released!

2017-02-18 Thread AudioGames . net Forum — New releases room : luiscarlosgm via Audiogames-reflector


  


Re: Redspot, blood and paril. First public beta released!

Yes it's down. Sam says that it's moving it's server to an other contry, but why not mine?

URL: http://forum.audiogames.net/viewtopic.php?pid=298274#p298274





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Re: C# (C sharp question)

2017-02-18 Thread AudioGames . net Forum — Developers room : stewie via Audiogames-reflector


  


Re: C# (C sharp question)

To get around the control issue, tab between the controls you added to the form. Hit f4 to edit one. Expand the location attribute and you can set its coordinates on the form manually. This can get annoying after a while, but there are controls that lay out elements on the form for you. I believe it is called flowLayoutPanel but I can't fully remember.

URL: http://forum.audiogames.net/viewtopic.php?pid=298273#p298273





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Re: Looking for a dual 1/4 inch female to dual male RCA Cable

2017-02-18 Thread AudioGames . net Forum — Off-topic room : jack via Audiogames-reflector


  


Re: Looking for a dual 1/4 inch female to dual male RCA Cable

You're gonna need straight rca to rca cables, and an rca soundcard like the uca202. the uca202 is a usb soundcard that accepts rca. And for everything else, just buy some 1/4in to 1/8in adapters, that's what I did. I'm still trying to figure mine out too, and I know I need an rca to rca audio cable and am looking for a cheaper alternative to the uca202.

URL: http://forum.audiogames.net/viewtopic.php?pid=298275#p298275





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Re: Phone number varification in games

2017-02-18 Thread AudioGames . net Forum — General Game Discussion : jack via Audiogames-reflector


  


Re: Phone number varification in games

Amine and Cocoa, it's not as simple as you're putting it. Twitter has a thing called a privacy policy. And Twitter is also a big company, and can afford to get their asses sued if caught passing out phone numbers or a security breach occurs. Sam, however, could not afford that if it happened. I'm not saying it would, but if there's a security breach in the server if it ever were to happen, and someone were 18 or over and angry enough, they could probably be in a position to sue for the sensitive information being disclosed without consent, whether intended or not. Credit to him for using a strong encryption method, but why not rap that into even more encryption with ssl?

URL: http://forum.audiogames.net/viewtopic.php?pid=298272#p298272





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Re: VIP Mud VS Mushclient

2017-02-18 Thread AudioGames . net Forum — General Game Discussion : ironcross32 via Audiogames-reflector


  


Re: VIP Mud VS Mushclient

@2 true, but you would always hear blank blank blank blank blank blank all the time, which is enough to drive one batty. Way to fix that was to get Sa2NVDA addon, and set your speech to system access.

URL: http://forum.audiogames.net/viewtopic.php?pid=298271#p298271





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Re: death match project alpha update public beta

2017-02-18 Thread AudioGames . net Forum — New releases room : tomecki via Audiogames-reflector


  


Re: death match project alpha update public beta

Hi. GData Antivirus don't allow to execute the program dueto virus. of course i can turn it off, but the best situation will be when any antivirus don't report virusses in your game.

URL: http://forum.audiogames.net/viewtopic.php?pid=298270#p298270





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Re: Phone number varification in games

2017-02-18 Thread AudioGames . net Forum — General Game Discussion : blink_wizard via Audiogames-reflector


  


Re: Phone number varification in games

So my only question would be, what about those who don't have a phone? Sam, you were one of these people for a good while. If you don't have a phone, what ya gonna do about that? Besides, the idea is kind of pointless because I can go get one of those trash numbers and put it in. Phone number's aren't much

URL: http://forum.audiogames.net/viewtopic.php?pid=298269#p298269





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Re: operation redspot. The final debriefing.

2017-02-18 Thread AudioGames . net Forum — General Game Discussion : ironcross32 via Audiogames-reflector


  


Re: operation redspot. The final debriefing.

@57 What's wrong with Sam playing his own game? I'd say if he's actually gonna play like a player and not use admin commands, etc. Then what's the problem. I'd sure like to enjoy a game I made if I ever got that far.OK, I can see both sides of this argument. First off, let me just tell you I have next to no experience with this game, I've played it like 3 or 4 times earlier in its life, and played it like for 15 minutes just the other day, so if you want to ignore this based on I don't know what the fuck I'm talking about, then go ahead. First, Sam and RTU team, do you not think that there is a single individual on the RTU team who doesn't like being on the top? Do you not think that they can be arrogant, or dickish, even sometimes without them realizing it. I'd scoff if the answer to these questions is a no, because it's human nature to act different when you've got power. Also strength in numbers. Let's imag
 ine you're in a bar, and you're not in a good mood, girl dumped you, stressful week at work, etc. Let's say you're gonna get wasted, cuz why the hell not. Let's also suppose you're just itching for a good fight. Even so, are you likely to go after a burly looking 250 pound dude who looks to be like 6 foot 3 if you're skinny, weigh about 15 and about 5 foot 10? unless you're absolutely smashed, probably not. Well, what happens if you have 3 buddies with you, then what? He don't look so tough anymore, does he? Also, say you've been working out at the gym for the past year, you still have your buddies with you, you've been in half a dozen brawls. Now who is gonna look tough to you? The same scenario applies here. The more people you have, the more you've challenged other teams and won, etc. the bigger you're gonna feel, and its gonna change you, at least within the scope of the game. Let's say this, say you were on t
 he RTU team, had all this health, had a base, all the resources, pretty much untouchable. Now, say you got kicked off the team for whatever reason, would your play style remain the same? probably not for too long. Oh you might be able to whoop up on some people while you still had all those items and health and such, but what happens when they start to run out, sure you gotta go around and pick up items now rather than buying them. Now, I don't know what you can and can't buy from the base, again, lack of experience, but I have gotten, and thus do know the effects of an item grabber. They pull a shit load of items around you to where you're virtually swimming in them. Now you're just like anyone else, oh, now you're gonna be more experienced than nubes, but you're not gonna have shit piles of items all the time, and you're not gonna hvae your buddies to back you up, so yehah, your play style is going to have to change.I have seen time and ti
 me again the greed coming out of this community. Manifesting in bitching and moaning about things being paid, wanting more updates, acting like the world owes them X, Y, and Z. So yes, I do believe that some of the complaints in this thread are either unfounded, or are blown out of proportion. Yes, if you want to get good at this game, it appears you are going to need to work for it. If you don't like grinding, well most games aren't for you then. Play something casual or play on QC or RS. Again, I can't say if its worth it because I haven't done it. If not, then either just go after individuals, form your own team or don't play. If you want a pure FPS, make one.Now, to sam. You can run your game how ever the hell you want, because you made it, you control it. But every good dev should try to balance their vision versus community feedback. If you are too conservative, and you stick to only what you see for the game, and it doesn't jive well with 
 the community, you'll start to lose players. If you are too liberal, listening to the community's ideas and suggestions too much, then you start to lose sight of how you wanted the game to work. Some of the community will love you, because you implemented their ideas, but you would also lose players because people would come to realize that this isn't the game they liked to play, its all cluttered now with a bunch of wild stuff. Plus, you would be more stressed out and tired trying to do all this, and you would eventually not want to work on the game anymore. I can't speak to this from the vantage of a developer, but as a player of mainstream games, I have seen this happen. The point I'm trying to make is this, if 90 out of 100 people say there's something wrong, swallow your pride and look into the issue, doing otherwise, such as telling them no this is wrong, or ignoring them essentially makes you a narcissistic mother fucker, unless you have a good r
 eason. but generally, if 2 thirds of the majority of people you talk to say you suck, then sorry, but you suck. I am not accusing you of this by the way, just putting it out there. Also ,there's nothing 

Re: Redspot, blood and paril. First public beta released!

2017-02-18 Thread AudioGames . net Forum — New releases room : chrisfaelnar via Audiogames-reflector


  


Re: Redspot, blood and paril. First public beta released!

Hi. I can't log in. Is the server down?

URL: http://forum.audiogames.net/viewtopic.php?pid=298267#p298267





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Re: Phone number varification in games

2017-02-18 Thread AudioGames . net Forum — General Game Discussion : Sam_Tupy via Audiogames-reflector


  


Re: Phone number varification in games

1. I would encrypt with BGT's standard encryption+ possibly a couple additions of my own. BGT's standard encryption is only broken if someone gets there hands on the executable that performs it, and tricks it into encrypting a number in order to do something. It gets passed from 1 server to another. Just once. From my game, to this API. Another solution, If I was never going to take advantage of 2fa or something like that, I could hash the encryption of the number, which would then require 3 things to actually get the number. 1. First, you would have to obtain access to the server to get the database of numbers. 2. You would have to use a hash cracker on the data to somehow crack the hash and get access to the encrypted string which BTW, is almost impossible. Hashes have so many combinations and values that you'd more likely get a random string that satisfies the hash, not the original encrypted string. Now lets say ya crack a sha512bit hash...3. N
 ow, you need to figure out the actual decryption key to decrypt the string that you gutted from a hash. Unless you can get the server's executable, have fn.

URL: http://forum.audiogames.net/viewtopic.php?pid=298266#p298266





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Re: Survive the Wild!

2017-02-18 Thread AudioGames . net Forum — New releases room : Nightmare via Audiogames-reflector


  


Re: Survive the Wild!

Looking forward to the new dedicated server.

URL: http://forum.audiogames.net/viewtopic.php?pid=298265#p298265





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Re: Stop bots problem

2017-02-18 Thread AudioGames . net Forum — Site and forum feedback : Socheat via Audiogames-reflector


  


Re: Stop bots problem

The stop bot question had appears to me once, but I can deal with it easily. And it never came back again.

URL: http://forum.audiogames.net/viewtopic.php?pid=298264#p298264





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Re: C# (C sharp question)

2017-02-18 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: C# (C sharp question)

Hello there,I do not know how to get around that. I know no possible workarounds other than having sited help. As for your third question, go to file->new->project In other words, go to the file menu, go into the new sub-menu, and select 'project...'. That is where it will be. If it is not there, then either VS is screwed up, or it's a bug in the installer.

URL: http://forum.audiogames.net/viewtopic.php?pid=298263#p298263





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Re: VIP Mud VS Mushclient

2017-02-18 Thread AudioGames . net Forum — General Game Discussion : dan_c via Audiogames-reflector


  


Re: VIP Mud VS Mushclient

as the first experience I had with mush was the mush z package, all the pluggins mentioned above were already active, making it essentially accessible out of the box.  I use that to play pretty much every mud now though, apart from cosmic rage which I've just started.

URL: http://forum.audiogames.net/viewtopic.php?pid=298262#p298262





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Re: Discussion about Blind Accessibility - the next steps?

2017-02-18 Thread AudioGames . net Forum — Off-topic room : daigonite via Audiogames-reflector


  


Re: Discussion about Blind Accessibility - the next steps?

I emailed Meijer today and he responded, pointing out that irl applications are quite different from video games. I would think that having a 2D map would also be helpful in devices, but hey he's the experienced one, not me lol. Honestly from the way he put it it sounds like there's a lot of potentially interesting developments, I'm going to follow his work now. Thanks for the suggestion.What I plan on doing for Colors is using the objects that handle collision (there are two, one for angles and one for squares) and drawing them as shapes on a separate surface that's 512x512, location relative as if the player was in the center of the surface; then use a radial blur shader to blur the lines a bit. Then, I want to shrink it to a 32x32 square, which can be used with the algorithm. Each pixel I get the associated luminosity (also called value) and then take those values into an array representing the square. Then, as I parse through the array, the row count
 er will be the horizontal, the column counter will be the vertical and the value in the array is the luminosity/amplitude. The drawing function is called one step, then the processing functions are done the next; this is due to how GML handles draw cycles. Then I can trigger the sounds for each of the 32 channels, having their pitches assigned accordingly, and have the volume of each column adjusted for the values in the rows as the sounds are playing. Once the sound is complete dispose of the object.Is this helpful at all? I guess if you don't know how to draw the collision map that might be an issue.weird question but are you blind/vi or sighted? Might be helpful to discuss this with pictures since that's half of the problem, if you can see.

URL: http://forum.audiogames.net/viewtopic.php?pid=298261#p298261





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Re: Keyboard Controls for action/adventure games

2017-02-18 Thread AudioGames . net Forum — General Game Discussion : Nick via Audiogames-reflector


  


Re: Keyboard Controls for action/adventure games

can you go over each action on What the player 1 default keys for Mortal Kombat XL for the PC only?I have tried googling for the default keys but I didn't get any PC controls for MK XL.Plus I do not know what the menu keys are for Mortal kombat XL on PC for steam only.anyway, I will buy Mortal kombat XL on steam.

URL: http://forum.audiogames.net/viewtopic.php?pid=298260#p298260





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Re: Resident evil 7

2017-02-18 Thread AudioGames . net Forum — General Game Discussion : seb2314 via Audiogames-reflector


  


Re: Resident evil 7

Yeah once the game is completed I'll definitely give it a shot

URL: http://forum.audiogames.net/viewtopic.php?pid=298259#p298259





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Re: C# (C sharp question)

2017-02-18 Thread AudioGames . net Forum — Developers room : Turkce_Rap via Audiogames-reflector


  


Re: C# (C sharp question)

EthinFirstly taking time to answer those questions.as a second, how do you get over that matter regarding controls which you've mentioned above?also,  i've downloaded vs 2017 and although i've chose universal Windows platform c# during the installation process, when i run vs, i can't find c# from the new projects menü, where is that located?

URL: http://forum.audiogames.net/viewtopic.php?pid=298258#p298258





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Re: Resident evil 7

2017-02-18 Thread AudioGames . net Forum — General Game Discussion : hanif via Audiogames-reflector


  


Re: Resident evil 7

great to hear that you are nearing the end of the game.anyways, there are 2 DLCS available, will you try that one also?

URL: http://forum.audiogames.net/viewtopic.php?pid=298257#p298257





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Re: Redspot, blood and paril. First public beta released!

2017-02-18 Thread AudioGames . net Forum — New releases room : krishna via Audiogames-reflector


  


Re: Redspot, blood and paril. First public beta released!

hmm, I'm wondering if that's why I wasn't able to log on.I wonder, does anyone know what message if any comes up if you are banned from the game?That way, I would know of sure if I have been banned or not.I don't want to jump to conclusions if I can help it because it just don't really make sense to be banned just because I got loged out once.I'm hoping that problems with the server is why I'm not able to play but I guess we'll just have to see.Getting a response from Sam is a bit hard to do most likely because he has school and whatnot however, it woul be nice to be able to send a message to him weather it be an email or something like that where you have move of an assurance of getting a response.

URL: http://forum.audiogames.net/viewtopic.php?pid=298256#p298256





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Re: operation redspot. The final debriefing.

2017-02-18 Thread AudioGames . net Forum — General Game Discussion : vlad25 via Audiogames-reflector


  


Re: operation redspot. The final debriefing.

ok. here.in the post 38 sam was tlking about something like accusing. yes guys. i was the one who accused sam of using give commands on redspot. after that some people looked on forum before the accuse thing. so well, that's why people think so. but now, i can tell you that sam didn't use those commands and also i can admit, yes, i was wrong.i'm publicly going to apologize for my wrong statement because like i said, i wasn't right.

URL: http://forum.audiogames.net/viewtopic.php?pid=298255#p298255





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Re: a topic

2017-02-18 Thread AudioGames . net Forum — General Game Discussion : raygrote via Audiogames-reflector


  


Re: a topic

I think a moderator needs to step in again. This is doing nothing productive. Nothing at all.

URL: http://forum.audiogames.net/viewtopic.php?pid=298254#p298254





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Re: Orbs CCG

2017-02-18 Thread AudioGames . net Forum — New releases room : death via Audiogames-reflector


  


Re: Orbs CCG

Developer looks at the forum a lot apparently, so at least it'll be seen. We'll see though.

URL: http://forum.audiogames.net/viewtopic.php?pid=298253#p298253





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Re: operation redspot. The final debriefing.

2017-02-18 Thread AudioGames . net Forum — General Game Discussion : dd via Audiogames-reflector


  


Re: operation redspot. The final debriefing.

oh so you did, must've missed that one

URL: http://forum.audiogames.net/viewtopic.php?pid=298252#p298252





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Re: Orbs CCG

2017-02-18 Thread AudioGames . net Forum — New releases room : david_solomon1 via Audiogames-reflector


  


Re: Orbs CCG

Yeah, was about to say the energy colors are unlabelled so playing cards is a bit of a shot in the dark, but looks like you already covered that in the forum post. I remember finding this when advanced fallen worlds went under and I thought I had contacted someone about fixing the problem, but perhaps not.

URL: http://forum.audiogames.net/viewtopic.php?pid=298251#p298251





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Re: death match project alpha update public beta

2017-02-18 Thread AudioGames . net Forum — New releases room : Valmorian via Audiogames-reflector


  


Re: death match project alpha update public beta

so guys he gets its lagging unless you uhave a bug to report besides lag, it would be helpful not to spam with already posted posts otherwise he has to spend time reading them instead of actually fixing bugs and the lag issue

URL: http://forum.audiogames.net/viewtopic.php?pid=298250#p298250





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Re: Discussion about Blind Accessibility - the next steps?

2017-02-18 Thread AudioGames . net Forum — Off-topic room : magurp244 via Audiogames-reflector


  


Re: Discussion about Blind Accessibility - the next steps?

In a real world setting I may be inclined to agree about practicality, but it also depends on what kind of image data your processing. If you'll recall I had mentioned Depthmap images as being ideal for navigation because in a depthmap how close or far away an object is determines how bright or dark an object is, presenting a clear sense of depth. For example if you fed [this] or [this] image through the process it would convey a fairly clear sense of where objects are and their depth in the environment, although I would probably invert the images so the closer the object is the louder it would sound, and further the quieter. In a real world setting its a bit tricky without stereo imaging to build a depthmap of a scene, something I think Peters been working on with newer camer
 a features. In a game setting though, its much easier to build a depthmap from existing data and remove ambient lighting as a factor altogether, although having the option to view lightmaps could be a feature. I haven't quite figured out how to render depthmaps quite yet myself, my video card being unable to handler shaders certainly doesn't help. Anyway, the idea was I could use solid color textures to add or remove objects from the depthmap at render time so users could determine their position based on volume for distance, pitch for height and time for width to help get a general sense of where things were in front of them. Finer details is definitely one of the short comings with the approach though, but having a zoom capability could also help.

URL: http://forum.audiogames.net/viewtopic.php?pid=298247#p298247





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Re: Browser games with most deep quest system?

2017-02-18 Thread AudioGames . net Forum — General Game Discussion : music097 via Audiogames-reflector


  


Re: Browser games with most deep quest system?

well.dark grimoire is awesome, but where can i get experience?i mean, is there any good area for level 2?please.

URL: http://forum.audiogames.net/viewtopic.php?pid=298248#p298248





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Re: Redspot, blood and paril. First public beta released!

2017-02-18 Thread AudioGames . net Forum — New releases room : blindndangerous via Audiogames-reflector


  


Re: Redspot, blood and paril. First public beta released!

No, you haven't been banned, Sam says he's moving the server to a dedicated host.  Not sure when it'll be back online, but I'm sure some one'll post when that happens.  Apparently it'll be in France, not sure why there, as now US players will get higher pings, but their you go.

URL: http://forum.audiogames.net/viewtopic.php?pid=298246#p298246





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Re: Phone number varification in games

2017-02-18 Thread AudioGames . net Forum — General Game Discussion : Cocoa via Audiogames-reflector


  


Re: Phone number varification in games

Twitter has a website and probably projects, Sam has a website and projects too so what's really different. Why do you believe that Twitter encrypts your phone number or never give it out to anyone, I could also ask how do you know that? I don't know why, are you guys against Sam personally or you just want to talk or really what. As it stated, the phone number field is inforced. You may or may not be able to skip it, but you would be able to leave all the registration system entirely.

URL: http://forum.audiogames.net/viewtopic.php?pid=298249#p298249





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Re: Orbs CCG

2017-02-18 Thread AudioGames . net Forum — New releases room : blindndangerous via Audiogames-reflector


  


Re: Orbs CCG

I've started, and the game is pretty good.  If anyone else starts playing and you want to add to this, go ahead.http://orbsccg.com/forums/general-discu … nd-players

URL: http://forum.audiogames.net/viewtopic.php?pid=298245#p298245





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Re: Redspot, blood and paril. First public beta released!

2017-02-18 Thread AudioGames . net Forum — New releases room : blindndangerous via Audiogames-reflector


  


Re: Redspot, blood and paril. First public beta released!

No, you haven't been banned, Sam says he's moving the server to a dedicated server.  Not sure when it'll be back online, but I'm sure some one'll post when that happens.

URL: http://forum.audiogames.net/viewtopic.php?pid=298246#p298246





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Re: BrushTone v1.2.2 Paint Tool

2017-02-18 Thread AudioGames . net Forum — Off-topic room : Giovani via Audiogames-reflector


  


Re: BrushTone v1.2.2 Paint Tool

I also like this idea. I have tried this software and It is good for basic blind paintings.I have a question.What do You prefer for painting? Using mouse, or keyboard?

URL: http://forum.audiogames.net/viewtopic.php?pid=298243#p298243





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Re: death match project alpha update public beta

2017-02-18 Thread AudioGames . net Forum — New releases room : prajwal via Audiogames-reflector


  


Re: death match project alpha update public beta

danny? plese have a look  gane  reacting  strange lags  reacting strange

URL: http://forum.audiogames.net/viewtopic.php?pid=298244#p298244





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Bk2 help

2017-02-18 Thread AudioGames . net Forum — General Game Discussion : mariaespino26 via Audiogames-reflector


  


Bk2 help

Sorry to bother you guys with this again. How do I defeat the killer robot on stage at level four I can feet most of the enemies and a generator but when the robot gets too close to me, it Insta kills me.  If you guys have any strategies to recommend, I'm open to anything.

URL: http://forum.audiogames.net/viewtopic.php?pid=298242#p298242





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Re: VIP Mud VS Mushclient

2017-02-18 Thread AudioGames . net Forum — General Game Discussion : Draq via Audiogames-reflector


  


Re: VIP Mud VS Mushclient

I prefer VIPMud myself, mostly due to its interface. Having to use the JAWS cursor to review text annoys me to no end. My first client was GMUD, followed by MonkeyTerm. Both clients required me to use the JAWS cursor to review text. It's just personal preference. VIPMud works out of the box, doesn't require the user to dink around with a ton of extra plugins to get accessibility, and has a clean, simple interface.As for the price, you pay for convenience I suppose. I bought it to support the developer because I like the product.

URL: http://forum.audiogames.net/viewtopic.php?pid=298241#p298241





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Re: operation redspot. The final debriefing.

2017-02-18 Thread AudioGames . net Forum — General Game Discussion : Exodus via Audiogames-reflector


  


Re: operation redspot. The final debriefing.

heh,I pretty much said the majority of this thread consisted of Git Gud, Scrub! back in post 33

URL: http://forum.audiogames.net/viewtopic.php?pid=298240#p298240





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Re: Survive the Wild!

2017-02-18 Thread AudioGames . net Forum — New releases room : Smoke-J via Audiogames-reflector


  


Re: Survive the Wild!

Just so everyone is aware. Sam is currently doing a server back up of the vps, in prep to moving to a dedicated gaming server. the game will be down for a few hours. then he will release a client update so everyone will be connecting to the new server. this update wont' be the big expected one, but it will have a few new things in it.

URL: http://forum.audiogames.net/viewtopic.php?pid=298239#p298239





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Re: Redspot, blood and paril. First public beta released!

2017-02-18 Thread AudioGames . net Forum — New releases room : blindndangerous via Audiogames-reflector


  


Re: Redspot, blood and paril. First public beta released!

So I'm going to ask this here, since this seems to be the place.  I was given no reason, no warning, just a ban.  Was trying to see how many barricade bombs was around, and how long it was taking for each beep to play, as a few of us were speculating why the lag was so high and I was killed even after asking my intentions.  Didn't wanna go afk since he was chasing me, and I also said I was not going after the base.  Got killed and logged back in, and was banned, after saying again, what I had been trying to do.  No warnings, just a straight ban.

URL: http://forum.audiogames.net/viewtopic.php?pid=298238#p298238





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Re: VIP Mud VS Mushclient

2017-02-18 Thread AudioGames . net Forum — General Game Discussion : dd via Audiogames-reflector


  


Re: VIP Mud VS Mushclient

minor correction, the developers of nvda actually did code in support for vip 1, although 2 natively supports it it can still work with 1if you pay for vip you don't really get that much to be honest, as ironcross said you're paying to play free games, and you're not even getting that much... just removal of the demo timer, MSP and I believe the debugger module

URL: http://forum.audiogames.net/viewtopic.php?pid=298237#p298237





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Re: VIP Mud VS Mushclient

2017-02-18 Thread AudioGames . net Forum — General Game Discussion : ironcross32 via Audiogames-reflector


  


Re: VIP Mud VS Mushclient

I'm gonna try to be objective here, because I hate VIPMUD. The first difference is the price tag, around $30 for VIP, nothing for MUSH. If you pay for VIP, you're essentially paying to pay free games. second, accessibility, VIP is inherently accessible out of the box, except with NVDA, and V2 is supposed to fix that, whether it does or not I can't say since I have only used V1. MUSH on the other hand takes a little work to get it accessible. The MUSHreader plugin is an essential, as without it, text will not be read as it arrives, although you can still review the output window to read text, this is not acceptable in most cases. Another plugin you'll probably want is capture output, which dumps all incoming text to a notepad window that's a control tab away. The key here is that though new lines are being appended here as they come in, your place in the output window is not altering, in other words, it won't scroll you to the bottom constantly. You us
 e the arrows to read this window like any other text editor. It also gives you control 1-0 to read the most recent lines, 1 being the most recent and 0 being the tenth line. Another plugin you might want is channel history, and this plugin requires a little setup. It gives you buffers you can cycle through with ALT left and right arrow, and logs messages o those buffers and then leaves it for your review with alt up / down arrow. How you set this up is through triggers which match incoming text, the buffers are yours to name. That's about it for plugins unless you want to make sound packs, in which case you'll probably want luaaudio and others.VIP has a two window approach, the output window and the typing window, which you cycle through with the tab key. In MUSH, tab will try to autocomplete based on things it finds in the output window. VIP has a neat feature of being able to make aliases in the input window by typing out a sequence like a: and some other stuff, w
 hich I've not experienced because I only hit that accidentally and its annoying. VIP like MUSh can do aliases, triggers, macros, speedwalking, numpad keys, and I think scripting, though this is a proprietary language. Most of the soundpacks out there are for VIP, a few adventurous souls are using MUSH for SP making, but not many.If you don't get the capture output window plugin, the only other way to review text is to us jaws cursor / nvda object hav commands, this is the way I do it, I don't like having that window open there, just one more thing I have to cycle through. I have an NVDA addon that will set focus to the output window whenever you alt tab into MC, saing myself two keystrokes.

URL: http://forum.audiogames.net/viewtopic.php?pid=298236#p298236





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Re: Discussion about Blind Accessibility - the next steps?

2017-02-18 Thread AudioGames . net Forum — Off-topic room : daigonite via Audiogames-reflector


  


Re: Discussion about Blind Accessibility - the next steps?

Determining multiple different areas shouldn't be too hard, having a multi channel approach is the best route. Having the ability to either read through each channel individually or at once would be beneficial too.Meijer would work best as a sort of on the fly immediate mapping of the surroundings, I think. Raycasting would be more applicable to more games so I think it would be more of a fundamental component.The button issue on consoles is challenging. Most options don't need to be changed dynamically and could be mapped to an accessibility option menu. On the fly combinations would have to be reserved for the most vital functions and could probably be done by pressing an initial button combination as an "accessibility input toggle", then press the button for the function. Depending on the game's focus it can implement that function, whether it's an option or information menu.I think in such an API we should have a set of option
 s, all of which provide some sense of accessibility. The first two that would be easiest to implement in a 3D title would be accessible environment sounds and menu accessibility. Just these two alone would add a lot more accessibility to current titles and would most likely be a cinch to implement.More advanced options such as raycasting, collision proximity noises, Meijer's algorithm and other tricks would require more work to implement from the developer's point of view due to the lack of "on rails" implementation of these things. Probably what would be best would be to build some sort of tool that allows the easy testing of these components for the developer. For example, with raycasting, it might be useful to have tool that has a custom collision map for the raycasting, which may compensate for clipping mistranslations. Meijer's could be a configuration tester, ect. I'm just thinking of ideas on the top of my head.Regarding braille cel
 ls - I think it might be possible to use an electromagnetic component to compensate for most of the motor elements. There would need to be some sort of locking mechanism so it would require some directly mechanical components, but that might be a cheaper alternative.

URL: http://forum.audiogames.net/viewtopic.php?pid=298235#p298235





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Re: death match project alpha update public beta

2017-02-18 Thread AudioGames . net Forum — New releases room : Valmorian via Audiogames-reflector


  


Re: death match project alpha update public beta

its super super super super laggy, but its to be expected really. till all the things get worked out commands take a large number of minutes to go through. sucky net of mine doesn't help

URL: http://forum.audiogames.net/viewtopic.php?pid=298234#p298234





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Re: a topic

2017-02-18 Thread AudioGames . net Forum — General Game Discussion : Ethin via Audiogames-reflector


  


Re: a topic

This topic is nonsensical nonsense. Tabutcu, if it's spam like you claim (which I was barely able to interpret because of the (excuse me if I offend) bad grammar), then why the hell did you even create it? And no, Google Translate is not a bad site. It's actually a very good one. So why did you create this topic if it's spam like you claimed in post ten?This message in other languages (using Google Translate - ha!):This message in Turkish:Bu konu anlamsız saçmalıktır. Tabutcu, (nedense rahatsız edersem özür dilerim) kötü dilbilgisi yüzünden yorumlamayı beceremediğim iddia ettiğiniz gibi spam olan spam ise, o zaman neden cehennemi oluşturdunuz? Ve hayır, Google Çeviri kötü bir site değildir. Aslında çok güzel bir şey. Öyleyse, ondan sonra iddia ettiğiniz gibi spam olan bu konuyu neden oluşturdunuz?Latin:Hic locus est absurdum dicere. Tabutcu si suus spam petis ut (quod vix possit intellegi, quia (si scandalizaverit te habe me excusatum) mala grammatica), cur non etiam infernum crearent? Nec, Google Translate site non est malum. Est etiam valde bona. Et cur hoc loco, si creare est spam vobis ut post se in decem?Bask:Gai hau zentzugabeko zentzugabekeria da. Tabutcu, spam da aldarrikatzen duzun bezala bada (horrek apenas gai interpretatzeko nengoen du (barkatu I iraindu bada) gramatika txarra delako), orduan zergatik demontre zuen, nahiz eta sortu duzu? Eta ez, Google Translate ez da txarra gune bat. Egia esan, oso on bat. Beraz, zergatik gai hau sortzeko spam da aldarrikatu duzu post hamar urtean bezala, bada?Or in spanish:Este tema es una tontería absurda. Tabutcu, si es spam como usted dice (que apenas pude interpretar por culpa de la mala gramática), entonces por qué diablos lo creaste? Y no, Google Translate no es un mal sitio. En realidad es una muy buena. Entonces, ¿por qué creaste este tema si es spam como reclamaste en post diez?I could go on, but yeah.

URL: http://forum.audiogames.net/viewtopic.php?pid=298233#p298233





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Re: Street Fighter V Official thread

2017-02-18 Thread AudioGames . net Forum — General Game Discussion : dd via Audiogames-reflector


  


Re: Street Fighter V Official thread

I like how every single mission list I've looked at so far has had at least 1 offline one, for people on PS4 without plus it means we don't get screwed over by everything being online

URL: http://forum.audiogames.net/viewtopic.php?pid=298232#p298232





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Re: How do I configure and install windows xp on an old laptop?

2017-02-18 Thread AudioGames . net Forum — Off-topic room : willbilec via Audiogames-reflector


  


Re: How do I configure  and install windows xp on an old laptop?

windows 7 pe runs fine off usb. When I try using the pe to install xp it says something about partitions not beeing supported. When I tried to use an nlight iso it started but came up with a message saying Ulanot found do you no how to configure partitions so that xp will install with eather disk part or aomei partition asestent

URL: http://forum.audiogames.net/viewtopic.php?pid=298231#p298231





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Re: VGStorm Presents Manamon, a new fully featured RPG!

2017-02-18 Thread AudioGames . net Forum — New releases room : Jayde via Audiogames-reflector


  


Re: VGStorm Presents Manamon, a new fully featured RPG!

I can't test the thing with the switch, because I've done that part on my current playthrough and I am simply not going to restart. So if someone is far earlier in the game, please feel free to provide directions/details on where I've made a mistake. I apologize for that.Now, with that said, Nick, if the walkthrough is just plain wrong, then map the surroundings. Find the switch, stand on it, and map the route, by steps, between the switch and the box. Then work backward. This is how I did it in the first place. Took me about three minutes. The surrounding walls do make it tricky because it's easy to shove the box into a corner or a place where you can't push it in the right direction, but mapping the route between box and switch should help.

URL: http://forum.audiogames.net/viewtopic.php?pid=298230#p298230





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Re: Discussion about Blind Accessibility - the next steps?

2017-02-18 Thread AudioGames . net Forum — Off-topic room : CAE_Jones via Audiogames-reflector


  


Re: Discussion about Blind Accessibility - the next steps?

Peter Meijer has dropped by here before to mention that the vOICe is not ideal for high-speed games, a few years ago.I did put a vOICe-like feature in Redsword. Come to think of it, something like that might be better to replace the buggy confusing radar in my current project.The vOICe is pretty noisy, in the information sense. It's great for navigation, assuming uniform coloration, but I imagine that even with enough computing power to increase the resolution, fine details would remain elusive.I like the idea of a cross between the vOICe and Swamp-style radar. The idea is to cut it down to the necessary information, then, if practical, add the aesthetic touches. This should be trivial for any physics engine ... well, period, but raycasting would function as something of a vertual cane. The basic implementation would be the slimmest and would just distinguish solid objects from open space (although, given that we should expect some developers to jus
 t slap it on with the default settings, said defaults probably should look for things that really stick out, color-wise, since those are usually important). Make it configurable for the level of detail, etc the game requires. Ex, in Minecraft you need to distinguish block types, but in Harry Potter you probably don't care about the exact patterns in the tiles or carpet, so long as it's not a trick step.That's basic environmental scanning. It'd probably be good to let time-sensitive or high priority objects make sound independent of the scan cycle. I don't see this being something easy to make the responsibility of an accessibility API, but I'd recommend trying to incorporate it anyway, as otherwise I expect the idea of togglable audio beacons either wouldn't occur to most devs, or would seem like undue labor to do it from scratch. Incorporating it in the API would make it easier to get more player customization included in complex games, I s
 uppose--i.e., in Swamp there are map beacons and player beacons and beacons for tracking specific players and each of these is separately togglable. The pesky part is that PC games have plenty of extra keys to make available for these features, but if this goes to consoles, would the game that uses this much stuff have buttons left over for quickly toggling accessibility features?(Regarding the cost-per-dot thing, IIUC the cost is for the mechanism that moves them, since each dot must be moved individually. I remember coming across an article in which someone used microfluidics to effectively take that part out of the equation, but I've not heard anything of it since, which is how most of the exciting ones go.)

URL: http://forum.audiogames.net/viewtopic.php?pid=298229#p298229





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Re: very serious security issue with the site

2017-02-18 Thread AudioGames . net Forum — Site and forum feedback : Karlitos via Audiogames-reflector


  


Re: very serious security issue with the site

i'm karlitos and i have a problem with login on this forum could someone tell admin addres where I can request deleting all my data on this server? Regards, Karlitos

URL: http://forum.audiogames.net/viewtopic.php?pid=298227#p298227





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Re: operation redspot. The final debriefing.

2017-02-18 Thread AudioGames . net Forum — General Game Discussion : dd via Audiogames-reflector


  


Re: operation redspot. The final debriefing.

I love how the whole of the RTU's defense can basically be summarized in 2 phrases though, which I shall proceed to dosomeone's done it alreadygit gud, scrubprops to anyone who recognizes that second one

URL: http://forum.audiogames.net/viewtopic.php?pid=298228#p298228





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Re: operation redspot. The final debriefing.

2017-02-18 Thread AudioGames . net Forum — General Game Discussion : Dragomier via Audiogames-reflector


  


Re: operation redspot. The final debriefing.

I agree with you, Arjen. This is, in no way, an attack post, but Sam, I must say this: This game is further proof of your inability or lack of interest in the thoughts of your players. The balance issues are in no way new and have been brought up numerous times, but again, you simply say that we need to get good at the game. Now, one thing I notice the difference of, between you and other game devs, is the other devs always have a way for casual players to be able to compete. Alter Aeon, for example, is highly intuitive but has it's complex side, and you're not going to not beat the game if you don't use the complex side. You are neglecting the fact that some people kinda just want to come on and blast away at people for a few minutes rather than run from them for an hour or six as you say. You are adamantly holding onto the fact that your base is destructible, which it is, but your base is like that annoying, regenerating boss with healing potions: You can hit them
  as much as you like but they'll just regenerate the health you just took away and smite you down where you stand. I stand strong beside the others when I say: MAKE A CAP!

URL: http://forum.audiogames.net/viewtopic.php?pid=298226#p298226





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Re: very serious security issue with the site

2017-02-18 Thread AudioGames . net Forum — Site and forum feedback : Karlitos via Audiogames-reflector


  


Re: very serious security issue with the site

Draco hereit keeps putting my posts under Carlitos name AGAIN, as seen in the DMPA topic in new releases, I made those posts and for whatever reason it loves to think I'm Carlitos.I am not. I can assure you. Any ideas guys?

URL: http://forum.audiogames.net/viewtopic.php?pid=298225#p298225





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Re: death match project alpha update public beta

2017-02-18 Thread AudioGames . net Forum — New releases room : Karlitos via Audiogames-reflector


  


Re: death match project alpha update public beta

Draco hereregarldess of what name it puts my post under (Mind looking at that again forum admins?)I like the game and now I've seemingly manged to somehow suddenly click with tractor beam usage I'm slowly liking it but I can totally get how a new player can get frustrated or worse, even manage to blow up their ship through not realizing their cargo hold is full. IMO an automatic protection would go a long way towards noob-proofing the game down the line, something like 'You can't lock onto debris as your cargo hold is full'Been thinking about the weapons and this occurred to me.IMHO, only let people attach each other if they sign up for PVP in some form, be it bounty hunters, guilds, clans, flags, whatever. That way the starting station isn't a bloodbath and those of us who don't want to be harrased by people shooting constatnly (since we know it'll all happen) can play how we like.Or, even, later on down the 
 line have AI controlled stuff for weapons to be used on.. Just thinking aloud herebut I can again totally see a new player getting frustrated by being ganged up on by older players. I mean earlier on in the chat there were people asking the most basic of questions that the help didn't really covver such as how to work the ship or how to collect cargo. Yes, the guide's useful but again that's not in the help documentation as it is right now.Draco.

URL: http://forum.audiogames.net/viewtopic.php?pid=298223#p298223





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Re: Phone number varification in games

2017-02-18 Thread AudioGames . net Forum — General Game Discussion : Muhammad Hajjar via Audiogames-reflector


  


Re: Phone number varification in games

Well Amin, Twitter is Twitter, and Sam is Sam. I think my point is clear in these words.

URL: http://forum.audiogames.net/viewtopic.php?pid=298224#p298224





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Re: Programming language that accessable for the blind

2017-02-18 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Programming language that accessable for the blind

For one, BGT is ***not*** a programming language, so stop categorizing it as such. If it was, I think it would be far more widely known to the entire world than it currently is, and it would be regularly maintained (and have a lot more functionality). As it currently stands, BGT is a scripting language (and the file extension description even says so), and that's it for it. Second, VB.NET and/or VB is easy to use, although I don't like the VB6 IDE... at all. Third, @tabutcu, you are slightly wrong on your first point in that if you want to use VB you have to know it. That is implicitly implied and there is no reason to state it unless you are clarifying it. To do anything--absolutely anything--you have to know how to do it. The same concept applies here.Finally, @danang137, Visual BASIC is completely accessible. You need to download Visual Studio, not some old, dilapidated version of visual basic. Visual Studio will take a long t
 ime to install, I admit, but it's well worth the wait. And your getting quite ambitious with your ideas, too. Antivirus programs are very difficult to create (although not as hard as building an operating system kernel), but media players are easily done. Before you get ahead of yourself, though, learn the language first. All programming languages are accessible in the meaning that we all mean when we say that something is accessible. All of them. We probably won't be able to write all of them (take APL, for instance), or we may not like them (0815, 360 Assembly, 4DOS Batch, 6502 Assembly, 6800 Assembly, 8086 Assembly, and 8th come to mind), but they all are accessible. The only one that I can see you guys having trouble with is the Whitespace programming language. A hello world in that looks like:Say hello.   


  
 
  

  
  

 
  
 



   

  
  
  
  
 
   
  

 

 
  



 
   
   
   
   
  
  
   
  
  
 
  
   
 

 

   

 




 
   



 
  
 
 

 
   
 
  

  
 

 





 
  
 
  
  
  
 
 

   
   
 
  

  
 

   
   
 


  
 


  
  
However, things get easier:Hello world in:Action Script:trace("Hello world!");Ada:with Ada.Text_IO; use Ada.Text_IO;
procedure Main is
begin
  Put_Line ("Hello world!");
end Main;ALGOL W:begin
write( "Hello world!" )
end.etc. Or hello world with a 

VIP Mud VS Mushclient

2017-02-18 Thread AudioGames . net Forum — General Game Discussion : zub0 via Audiogames-reflector


  


VIP Mud VS Mushclient

hello all, wasn't sure where to put this, so hopefully its in the right place. My question is, what differences are there between vip mud and mush client, and vip mud vs paid vip mud? thanks

URL: http://forum.audiogames.net/viewtopic.php?pid=298221#p298221





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Re: death match project alpha update public beta

2017-02-18 Thread AudioGames . net Forum — New releases room : prajwal via Audiogames-reflector


  


Re: death match project alpha update public beta

players  x y  z  numbers  tiles  getting  automatic move  dont know y  plese have a look on  some times  it gos  _ and some times  it  canot go to minus  for ship yard  plese  danny have a look  on   game? also cannot dock  for cargo  it worck some times  but  some times not ...   it fine  cause  this is a beta

URL: http://forum.audiogames.net/viewtopic.php?pid=298220#p298220





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Re: C# (C sharp question)

2017-02-18 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: C# (C sharp question)

Hello there,I can probably answer most of your questions:1. I use Visual Studio. As for your secondary question inside this one, you do not need to have any replacement for Drag & Drop. In fact, you don't need to use that... at all. I know that JAWS and NVDA automatically read controls within the GUI designer, and the toolbox is readily accessible and usable. I'd say that everything is accessible and/or usable, accessibility-wise. The only difficulty with the GUI designer is the placement of widgets (or controls). When you place a control on the form that you are building, it is placed at the center of the form (I think?). Any other controls you add will be on top of that first control, making it impossible for sited people to use the program. I know that in the GUI designer the arrow keys move controls around, but neither JAWS or NVDA speaks the coordinates or the position it's at.2. This question was basically answered in my first answer.3. C# can be compiled to both a DLL and an executable. Beware, however, that unless you get a program such as Dotfiscator, your programs will be easily decompiled into MSIL. From there, it's not that hard to get back the original source code, or a reasonable imitation of it.4. It's quite hard to compare C# to Python and vice versa. The languages are extremely different, but the most major comparison is the fact that C# is primarily meant for Windows only (as evidenced from all of the Windows.* namespaces and no Mac.* or Linux.*, etc... namespaces), although that is changing with .NET Core, and Python was meant, from the start, as a cross-platform, interpreted language.Some other easily detectable comparisons are:A. C# uses a standardized C/C++/Java syntax, i.e.:for (int i = 0; i <= 100; ++i) {
// what to do with i...
}Rather than the indention-based syntax like Python uses:for i in range (0, 101):
  # Do something with i...2. C# has several new concepts that Python does not: namespaces, assemblies, assembly references, and the ability to be JIT-compiled.3. C# has different keywords than Python. Python has the False,      class,      finally,    is,         return, None,       continue,   for,        lambda,     try, True,       def,        from,       nonlocal,   while, and,        del,        global,     not,        with, as,         elif,       if,         or,         yield, assert,     else,       import,     pass, break,   
    except,     in,         and raise reserved keywords; while C# has the abstract, as, base, bool, break, byte, case, catch, char, checked, class, const, continue, decimal, default, delegate, do, double, else, enum, event, explicit, extern, false, finally, fixed, float, for, foreach, goto, if, implicit, in, int, interface, internal, is, lock, long, namespace, new, null, object, operator, out, override, params, private, protected, public, readonly, ref, return, sbyte, sealed, short, sizeof, stackalloc, static, string, struct, switch, this, throw, true, try, typeof, uint, ulong, unchecked, unsafe, ushort, using, virtual, void, volatile, and while reserved keywords (section 2.3.1 in Pythons language specification and section 2.4.3 in C#'s language specification).4. Python has reserved classes of identifiers (_*, __*__, and __*); C# does not (section 2.3.2 of Pythons language specification).I could probably come up with more
 , however I will not. These are probably the most trivial of comparisons, anyways. Note that when I refer to sections of either of these languages language specifications, I am referring to the latest versions of them, not, say, Python 2.7 or 3.2, or C# 3.0 or 2.0.

URL: http://forum.audiogames.net/viewtopic.php?pid=298219#p298219





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Re: Orbs CCG

2017-02-18 Thread AudioGames . net Forum — New releases room : blindndangerous via Audiogames-reflector


  


Re: Orbs CCG

Nice find, gonna check it out now.

URL: http://forum.audiogames.net/viewtopic.php?pid=298215#p298215





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Re: BrogueSpeak, an accessible roguelike

2017-02-18 Thread AudioGames . net Forum — New releases room : blindndangerous via Audiogames-reflector


  


Re: BrogueSpeak, an accessible roguelike

not sure whatever happened to him, he seems to have disappeared.  Anyone asked on the reddit?

URL: http://forum.audiogames.net/viewtopic.php?pid=298217#p298217





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Re: I am searching for some specific muds

2017-02-18 Thread AudioGames . net Forum — General Game Discussion : zub0 via Audiogames-reflector


  


Re: I am searching for some specific muds

hello thereI have been playing Geas and it has a martial arts class. It is of course a classless mud, so its more like a skill set. And it, to me, is  great. You have basic kicks, such as side kick, roundhouse, and those sorts, and once you get those skills high enough, you unlock other advanced kicks. For example, this is not the case just an example, once you get roundhouse high enough, you can then do spin kick. that sort of thing. You also have hand combat, and you can disable kick combat, so you can decide what fighting style you wish to part take at any time.

URL: http://forum.audiogames.net/viewtopic.php?pid=298218#p298218





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Re: Phone number varification in games

2017-02-18 Thread AudioGames . net Forum — General Game Discussion : Amine via Audiogames-reflector


  


Re: Phone number varification in games

Put it like this.It's not like Sam asked you for the number or forced you to put it, there are players who love his games, who love to play them, those can do that.How about twitter that forces you to put a phone number in order to create an account?Well, those who feel like using it, they would put, if they don't, they won't. It's their choice.

URL: http://forum.audiogames.net/viewtopic.php?pid=298216#p298216





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Re: operation redspot. The final debriefing.

2017-02-18 Thread AudioGames . net Forum — General Game Discussion : arjan via Audiogames-reflector


  


Re: operation redspot. The final debriefing.

I seriously could not believe what I heard while reading Sam's post about how to possibly destroy the RTU base. It really made me wonder how I could continue to keep taking the developer of the game seriously. I was going to make a very long post about it, but I think KeyIsFull and Exodus did a good enough job and I'd just mostly be repeating what they said. 6 hours just to be able to stand up to the best? Yeah, so much for the whole FPS thing. Thanks but no thanks, I think you got your genres mixed up there. This sort of attitude is also exactly why I would not pay for RS. No matter what else I buy with my money, if something is going to be charged for then I do expect to see some responsibility on the part of the person receiving my money. Staying mostly quiet while reading the hundreds of drama posts about RS and STW has left me with the conclusion that this responsibility simply does not exist. It takes more to be a good game dev, not just being able to code somethin
 g enjoyable. Balancing the game is one such thing, and if the developer is not only unwilling to make balance adjustments but also recommends to play the game for 6 hours straight just to be able to compete with the better players, then there is not really much I can do except shake my head and find something else to do.

URL: http://forum.audiogames.net/viewtopic.php?pid=298213#p298213





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Re: Resident evil 7

2017-02-18 Thread AudioGames . net Forum — General Game Discussion : seb2314 via Audiogames-reflector


  


Re: Resident evil 7

Forget about the trainers for RE7. They're useless and they won't help you complete the game. In RE6 you can use a trainer but it'll help you for the bell puzzle only. Again, a trainer won't help you complete the game, they might help you go through certain areas easier, nothing more

URL: http://forum.audiogames.net/viewtopic.php?pid=298214#p298214





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Re: death match project alpha update public beta

2017-02-18 Thread AudioGames . net Forum — New releases room : Karlitos via Audiogames-reflector


  


Re: death match project alpha update public beta

Yes, it's laggy as hell honestlyPost 45 was Draco, not Carlitos by the way

URL: http://forum.audiogames.net/viewtopic.php?pid=298212#p298212





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Re: shadow rine full voice version released

2017-02-18 Thread AudioGames . net Forum — New releases room : david_solomon1 via Audiogames-reflector


  


Re: shadow rine full voice version released

English page has been there for almost a year now.As for distribution, pretty sure that restriction was only for when the download needed to be unlocked by finishing a questionnaire.

URL: http://forum.audiogames.net/viewtopic.php?pid=298211#p298211





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Re: death match project alpha update public beta

2017-02-18 Thread AudioGames . net Forum — New releases room : cuddley via Audiogames-reflector


  


Re: death match project alpha update public beta

it's so, dam, laggy

URL: http://forum.audiogames.net/viewtopic.php?pid=298210#p298210





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Re: operation redspot. The final debriefing.

2017-02-18 Thread AudioGames . net Forum — General Game Discussion : aaron via Audiogames-reflector


  


Re: operation redspot. The final debriefing.

Also, you don't normally get devs of fps games playing constantly. They might come on for a round or two after launch and maybe sometimes they'll come on to give people a nice surprise, but they won't have a constant team up trying to gain power, they leave that to the players. While I know the goal here is to maybe show off bases so eventually you can get another bass dominating, at the same time it's sometimes good to reset the field a bit to give new blood a chance to be in the spotlight.

URL: http://forum.audiogames.net/viewtopic.php?pid=298209#p298209





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Re: I am searching for some specific muds

2017-02-18 Thread AudioGames . net Forum — General Game Discussion : simba via Audiogames-reflector


  


Re: I am searching for some specific muds

Hi.Thanks for the help, I will check those muds out.It's not required that both muds meet both criteria, just some categories I am looking for.Greetings Moritz.

URL: http://forum.audiogames.net/viewtopic.php?pid=298208#p298208





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Re: death match project alpha update public beta

2017-02-18 Thread AudioGames . net Forum — New releases room : Valmorian via Audiogames-reflector


  


Re: death match project alpha update public beta

this is great! gonna download it now, f you need a tester lem no! great to see things moving along! and I'm actually glad half the page isn't full of people asking to be testers.

URL: http://forum.audiogames.net/viewtopic.php?pid=298207#p298207





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Re: operation redspot. The final debriefing.

2017-02-18 Thread AudioGames . net Forum — General Game Discussion : burak via Audiogames-reflector


  


Re: operation redspot. The final debriefing.

I fully agree with that limit stuff, man.

URL: http://forum.audiogames.net/viewtopic.php?pid=298206#p298206





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Re: death match project alpha update public beta

2017-02-18 Thread AudioGames . net Forum — New releases room : Karlitos via Audiogames-reflector


  


Re: death match project alpha update public beta

It's lagging like crazy again as of right now 7:43pm GMT.Messages seem to be the only thing working anywhere near to normal. And as said, nobody can dock so I'd like to see more stations on the map or more docks on the station.

URL: http://forum.audiogames.net/viewtopic.php?pid=298204#p298204





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Re: shadow rine full voice version released

2017-02-18 Thread AudioGames . net Forum — New releases room : Valmorian via Audiogames-reflector


  


Re: shadow rine full voice version released

here ya go, should be latest ver https://www.dropbox.com/s/cua1n9f6g9igx … 3.exe?dl=1

URL: http://forum.audiogames.net/viewtopic.php?pid=298203#p298203





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