Re: a question for jayde

2021-03-15 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: a question for jayde

yeah He said he had 34gb of sounds. THat really is a drip in the water if you look at something like  the total of the Sonnis.com audio bundles, each of which is about 10-12 gb. They've been releasing a yearly bundle since 2015 meaning that he could easily have 55gb of sounds just from those.

URL: https://forum.audiogames.net/post/623057/#p623057




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Re: Manamon 2: Impressions Thread

2021-02-17 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: Manamon 2: Impressions Thread

There probably weren't enough tour games played to be able to come to such a snap assessment of the online metagame. I probably would have gone for singles only instead of expanding to doubles and higher on the extra days to really let  the meta develop  a bit more, with longer breaks between games so that people could modify their teams.

URL: https://forum.audiogames.net/post/616473/#p616473




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Re: trimps(screen reader version) issues?

2021-01-24 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: trimps(screen reader version) issues?

hey, I can't access the controls for auto structure, just the thing that turns it on or off. Is this a known issue?

URL: https://forum.audiogames.net/post/609268/#p609268




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Re: Dungeon crawl stone soup 0.26 stabble is out!

2021-01-15 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: Dungeon crawl stone soup 0.26 stabble is out!

I wish there was a way to see dungeon layout better. The strategies in the quickstart guide are out of reach because I don't know if I'm in a long corridor or in a room and I know there isn't much to be done about that, just saying. I am getting better at this though, the command flow is becoming easier.

URL: https://forum.audiogames.net/post/606986/#p606986




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Re: Dungeon crawl stone soup 0.26 stabble is out!

2021-01-14 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: Dungeon crawl stone soup 0.26 stabble is out!

I found a lot of lines in init.txt that said oound instead of sound at the beginning, using find and replace to change oound to sound enabled a bunch of extra sounds but I'm not sure if that typo was intended to disable a bunch of the sounds because they were wrong or not. I wish there was a way to hide the sacii map, I have no use for it and it just reads that thing out every time I move, i wish I at least knew what the player's coordinates were  but they don't show up on the status display or the % screen as far as I can see. That's because on the contorl+x sreen, you can see the monster's coordinates, like 0, 1, but I don't know the player's coordinates so I can't move into the monster's square to attack it.

URL: https://forum.audiogames.net/post/606914/#p606914




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Re: Dungeon crawl stone soup 0.26 stabble is out!

2021-01-14 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: Dungeon crawl stone soup 0.26 stabble is out!

I found a lot of lines in init.txt that said oound instead of sound at the beginning, using find and replace to change oound to sound enabled a bunch of extra sounds but I'm not sure if that typo was intended to disable a bunch of the sounds because they were wrong or not. I wish there was a way to hide the sacii map, I have no use for it and it just reads that thing out every time I move, i wish I at least knew what the player's coordinates were  but they don't show up on the status display or the % screen as far as I can see.

URL: https://forum.audiogames.net/post/606914/#p606914




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Re: Dungeon crawl stone soup 0.26 stabble is out!

2021-01-14 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: Dungeon crawl stone soup 0.26 stabble is out!

so I got a bit farther in this game, got to ehe second level but I still don't really know where I'm going, the movement commands won't let you move if there are enemies nearby I think, but my hp was so low that tab wouldn't let me fight them. It said, you are too injured to fight recklessly. Or something. I can't rest, because there was enemies nearby, so I just let them kill me. I tried to use shift+g which is the command that lets you travel through different dungeon floors, and then hit < to travel to the nearest stair up, but it just ignored me.

URL: https://forum.audiogames.net/post/606792/#p606792




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Re: Dungeon crawl stone soup 0.26 stabble is out!

2021-01-13 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: Dungeon crawl stone soup 0.26 stabble is out!

I am having trouble navigating around the dungeon. I can move my character  but can't see the map or anything, there's no auto move option or anything. And the fact that NVDA doesn't read text updates super kills the immersion since I have to just hunt and peck around the screen with the review cursor to see if anything's changed. I didn't see any extra docs about accessibility changes made or anything, just the included manuals and quickstart guides.

URL: https://forum.audiogames.net/post/606531/#p606531




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Re: crazy party rage quitters list

2021-01-06 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: crazy party rage quitters list

to be fair, if you can actually take a turn, you can select give up and just cut the round off, the really annoying one is sleep since you can't  even take your turn.

URL: https://forum.audiogames.net/post/604903/#p604903




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Re: crazy party rage quitters list

2021-01-05 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: crazy party rage quitters list

I think cp should have a global forfeit option so that you can concede at any time. I know I hate being slowly tortured to death with those steal all your cards decks, and I would gladly forfeit immediately if I could, but if I never get a chance to do so, it's quicker to just alt-f4 out of there.

URL: https://forum.audiogames.net/post/604550/#p604550




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Re: my opinion: top 5 most difficult boss fights in Manamon 2

2021-01-04 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: my opinion: top 5 most difficult boss fights in Manamon 2

hyper tarbu took me a pretty long while to defeat, because I didn't read any guides, I had to figure out which machines to take out first and then to not take out the machines too fast either. Also I didn't have any electric attacks when running the fight which didn't help, but that was one of the coolest boss fights I've seen on Manamon games.

URL: https://forum.audiogames.net/post/604292/#p604292




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Re: Top 20 most terrifying game bosses, blind edition

2021-01-01 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: Top 20 most terrifying game bosses, blind edition

I'll split this list up into terrifying/ unsettling like they should scare you, and just really hard to deal with and you just want to bang your gaming table when you lose because they were so hard. The bosses that make you want to keep playing the game to finally beat them.Scary terrifying / unsettlingZombified undead hate, bk3: The sound design and music during this boss fight are super top notch. It's too bad you didn't include something like a zombie rot mechanic to really push the difficulty factor up because honestly that thing was a bit of a pushover once you figured out the gimmick to beating him. I still can hear the music and sounds though, which shows how well put together it was.Mouse, Treasure Hunt: Whatever this thing is, it's got some really demonic vocalizations, especially if you lose, when it taunts you evilly and laughs. Just the idea of whatever it is makes me feel a bit queasy.Massacred souls, bk3: the fact that sometimes the pain sound is a huge guy screaming and sometimes it's a tiny girl screaming is really weird to me. The other bosses on that level didn't make me feel weird like that one did.Irodium, Manomon: The scene where Irodium is unleashed is pretty well done sound design wise. Now if only it had voice acting, that would be really scary, especially since it's this little kid, Yavon, who's doing the unleashing. The fight is pretty great too, though coming prepared for it with the right manamon makes it a lot less trouble.Future map, swamp: The behemoth zombie has some of the greatest sound design in the swamp game. The way it can just punch through walls like it was nothing, and you hear them falling down, gets the blood pumping like little else in the game does. Even though you just have to blow it up with grenades or the flamethrower to kill it, which isn't too different from how you deal with normal zombies, it sounds like such a badass.Bosses that were just frustratingly hard to defeatThe heart, slay the spire: this one is an obvious add to this list. After journeying all the way up to the top of the spire, many decks aren't ready to beat the heart even if they can take down everything else just fine.The faceless Angel, alter aeon. Unlike most tough alter aeon mobs whose game plans basically consists of wearing the right equipment and wailing on them with whatever you've got, the faceless angel acts more like an actual game boss, adding more and more abilities and hitting harder as its health drops. It's also resistant to many of the normal ways to beat bosses on the game.Cyborg Man, Technoshock: This may be the most frustrating of the robots to defeat, which is ironic since you encounter the first one in the middle of level 5. It is able to see you from incredibly far away and move out of your line of fire before you even shoot at it, and if you do somehow manage to land a hit, it can throw fireballs at you, which you have to duck, because they explode near you if you just step aside. That mechanic didn't make sense to me, but it's what it is. If it gets close to you, it takes 25% health off with its punches.Rusty, second form, Adventure at C: The annoying thing about this boss is how patient you have to be to kill him. And if you fall in one of the pits he creates, well, you have to start all over from the beginning, so that's even more annoying.Final room, code dungeon: even with solid spatial awareness, it is really easy to get turned around in this game. The fact that the monsters don't go through doors means that they often bottle up at the entrance if you somehow run out of there, and so you are swarmed as soon as you go back in for another pass. I actually still haven't beaten this because it's pretty wild.

URL: https://forum.audiogames.net/post/603517/#p603517




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Re: slay the spire now accessible!

2020-12-22 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: slay the spire now accessible!

This sort of problem happened another time, and I think updating mod the spire was what fixed it. I'm using 3.18.0 right now. I tried toggling all the mods on and  off again, but the communication mod doesn't toggle like the others. Is the latest mod the spire verison 3.18.0?Edit: yes, I'm using 3.18.0 and communication mod says I need 3.18.11. It's in the description field of the mod info panel. I updated to 3.18.2 via the steam workshop, but had to move the new mod the spire.jar file into the slay the spire installation folder, because if you try and just launch it from the workshop directory, it says cannot find desktop 1.0.jr

URL: https://forum.audiogames.net/post/601160/#p601160




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Re: slay the spire now accessible!

2020-12-22 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: slay the spire now accessible!

This sort of problem happened another time, and I think updating mod the spire was what fixed it. I'm using 3.18.0 right now. I tried toggling all the mods on and  off again, but the communication mod doesn't toggle like the others. Is the latest mod the spire verison 3.18.0?Edit: yes, I'm using 3.19.0 and communication mod says I need 3.18.11. It's in the description field of the mod info panel.

URL: https://forum.audiogames.net/post/601160/#p601160




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Re: slay the spire now accessible!

2020-12-22 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: slay the spire now accessible!

This sort of problem happened another time, and I think updating mod the spire was what fixed it. I'm using 3.18.0 right now. I tried toggling all the mods on and  off again, but the communication mod doesn't toggle like the others. Is the latest mod the spire verison 3.18.0?Edit: I think I was running the wrong mod the spire or something because I ran it straight from the installed location and it now works, i may have been running some other mod the spire.

URL: https://forum.audiogames.net/post/601160/#p601160




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Re: slay the spire now accessible!

2020-12-22 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: slay the spire now accessible!

This sort of problem happened another time, and I think updating mod the spire was what fixed it. I'm using 3.18.0 right now. I tried toggling all the mods on and  off again, but the communication mod doesn't toggle like the others. Is the latest mod the spire verison 3.18.0?

URL: https://forum.audiogames.net/post/601160/#p601160




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Re: slay the spire now accessible!

2020-12-22 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: slay the spire now accessible!

This sort of problem happened another time, and I think updating mod the spire was what fixed it. I'm using 3.18.0 right now. I tried toggling all the mods on and  off again, but the communication mod doesn't toggle like the others.

URL: https://forum.audiogames.net/post/601160/#p601160




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Re: slay the spire now accessible!

2020-12-22 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: slay the spire now accessible!

hey, is there something wrong with communication mod? I'm using version 1.0.4, but in the mod the spire window, the option for it is unable to be checked no matter what I do. I checked the github page and 1.0.4 is indeed the latest version.

URL: https://forum.audiogames.net/post/601133/#p601133




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Re: Muds That Have Soundpacks

2020-12-14 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: Muds That Have Soundpacks

ChatMUD has a mush-based soundpack called chatpack. Available on chatpack.org

URL: https://forum.audiogames.net/post/598501/#p598501




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Re: fun party games over zoom?

2020-12-09 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: fun party games over zoom?

there are many online versions of  cards against humanity, and you can also play quentin C gameroom games online. If you are willing to deal with the fact that qcgc was made for the blind, I mean, it's not like sighted people can't play it and the interface isn't totally unuseable for them.

URL: https://forum.audiogames.net/post/596830/#p596830




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Re: reflections from a former developer

2020-11-12 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: reflections from a former developer

Battle zone reloaded was probably my last gasp at trying to make audio games in the near future, and it isn't even the fault of audio games really. I think it's just my inability to program sustainable and extensible games, or to juggle all the pieces of large projects. I often feel like i am trying to manage too much data at once, and trying to make things like a level editor, with all of the things I wanted so I could design the level in a  wysiwyg interface, just didn't work out for me. I really liked the smoothe sound design in bzr, and I realize that that's probably my forte when it comes to game creation and development. I do a lot better creating content than actually programming infrastructure. TO be fair, I'm a lot better at programming now that I started my job so maybe I wouldn't be that bad now, but I don't have high confidence. I think my hope for bzr was to make a side scroller that combined the best parts of the bokurano deboukin series with the best of the beat em up fighting games I'd played. Again, it's showing its age. Side scrollers seem to age really fast, and yet there is still plenty of room to innovate.I have yet to see anything like temple run, which is something I had considered making a few years ago when endless runner games were all the rage. Right now the major endless runners we have, Perilous Marathon, Fear, and Endless Runner, move the player in a single direction, forward, and the player controls every step in the other directions, but I'm pretty sure that there was jumping, platforming and strategic falling involved in temple run, which would be the next step of the journey for the runner games.

URL: https://forum.audiogames.net/post/589096/#p589096




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Re: Manamon 2: Impressions Thread

2020-11-10 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: Manamon 2: Impressions Thread

by cleaning it up do you just mean the grammatical and spelling errors or would you be making more substantial changes? I don't think you'd be changing the plot much, even some of the really dumb twists, but

URL: https://forum.audiogames.net/post/588624/#p588624




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Re: Manamon 2: Impressions Thread

2020-11-10 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: Manamon 2: Impressions Thread

someone should write an article with spotlights on all the manamon in manamon 2 similar to what was done with Jade's manamon 1 guide, so that it's all gathered up into one resource. I'd do it but I don't feel like scouring 5000 posts and I have barely played through the main game story one time so I don't have the clout.

URL: https://forum.audiogames.net/post/588475/#p588475




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reflections from a former developer

2020-11-10 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


reflections from a former developer

I am just reflecting here but am interested to hear responses to these. In May 2010 I made this account, and I was 13 years old. i was no stranger to this site, having discovered it a year earlier. I would often watch my brother play SoundRTS and when I got my own computer, I immediately fell in love with it and made mods for it. Sound mods were a way bigger thing back then, especially since games didn't make a huge effort to protect their assets like they do today. One time I was bored and, in a day, made a mod for the Horse racing game, but with Tarzan Junior sounds, so it sounded like Tarzan Junior was riding the horse in the game, complete with all of the over the top sounds that Philip Bennefall normalized.In April of that year, BGT had went into public beta. I had done a bit of rudimentary programming before that, including trying to make audio games in autoit, but with little success. So of course I jumped on to that because it was everything I wanted: a way to make games without all the hassles, and my 13 year old brain didn't want to deal with hassles. By July I had released both Shoot Glaggo Down, and Demise or Domination, which were pretty much concept clones of Acefire and Chopper Challenge. I didn't fork any code from them, because there was no code to fork, and I mostly used sounds stolen from other games such as Dark Destroyer. You can still download those games from the AGArchive today. I don't think any of that would fly at the present. People would complain that the games were boring, that they'd been done numerous times before, before being drowned out by the stolen sound complaints. Maybe the moral of this story was that a 13 year old shouldn't be showing off like he's hot stuff, and I totally agree with that now. But for its day, I was hot stuff, I was beginning to go places with BGT!And then I released a game that I named, while in a very creative state of mind, Side Scroller. Back when q9 was thought to be a challenging game, even after the update to fortune fields to let the player get pretty much unlimited health, I realized that I could do better, and I wasn't going to charge $30 for it, no sir! the idea for side Scroller was born, and it was around July when I started working feverishly on it. Those were some of the most enjoyable times that I remember.  Hours on my clock would disappear. Code would get written, sounds designed, testing done. And man did I enjoy testing! When I went to a computer camp later that year I brought the code with me and designed the second boss fight, the famous fireboss that still gets me killed at least once when I fight it. The Battle Zone topic ballooned to over 2000 posts I believe, and the topic on Klango hit 4000. Life was great! I was the first person to make a sidescroller in BGT, and it was arguably the most advanced side scroller available at the time, until BD2 got released. Today, I feel like Battle Zone is showing its age. There's not really a second dimension, the panning is jumpy, the levels are randomly generated, the sounds are mostly taken illegally again because I didn't have a good collection even by that time. And yeah, when I play it today, I have fun. There's something really cathartic about slicing and dicing with a sword that swings as fast as you can hit the space bar, and the enemy screaming every time you hit it and then dying with a totally randomized death and falling sound. The espeak-acted cutscenes were great fun to design, and they made people laugh, and added a cartoonish personality to the game that stil endures to this day, especially since there aren't really other games that I can think of with a lot of espeak voice acting in them. But had I released something like that this year, I probably would have been told that it's boring, that we have better games now, that the sound design isn't that good, and to stop using the pirated assets. We hold our devs to higher standards than we used to. This is a great thing. Maybe it would have had better reception in the developers room, where standards seem to be a bit lower. Maybe we should encourage budding devs to post their first few projects to the devs room to get more constructive feedback and less vitriole, because face it, the vitriole isn't going away any time soon.Then there was Damage Extreme in 2012. A game I never really finished. I think i had already began to see the writing on the wall of burnout by this time, but refused to accept it. This game has aged way better than Battle Zone because the only other similar game we have to this, besides Enemy Attack, which I based it off of, is sonic invaders, at least as far as I know. The future was very bright for this game, but I just didn't have the mental stamina to keep hacking on it. I think I have even less of that today. I would rather do some work up front to make it code itself if anything, and I really don't want to do that now. By this time I had ammassed a much 

Re: CrimeHunter 2.0 audio teaser!

2020-11-09 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: CrimeHunter 2.0 audio teaser!

can you add more enemy voices?

URL: https://forum.audiogames.net/post/588301/#p588301




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Re: The Gates of Halloween

2020-11-01 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: The Gates of Halloween

yeah I get the feeling the difficulty levels past hard weren't even playtested, because the damage you take is literally impossible to recover from no matter how well you play on those higher levels. They probably just put in a difficulty multiplier on each number that adds damage, speeds things up etc and called it a day.

URL: https://forum.audiogames.net/post/585414/#p585414




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Re: The Gates of Halloween

2020-10-31 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: The Gates of Halloween

how do you kill renfield on hard? That's where it really got impossible for me. With al the pits just spawning everywhere and then you can't avoid being hit by him because he can attack you while jumping, it's just crazy. PLus I think he regenerates if you die, so you can't just lose some lives killing him.

URL: https://forum.audiogames.net/post/585169/#p585169




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Re: slay the spire now accessible!

2020-10-20 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: slay the spire now accessible!

hey is it possible you can make the Thorton mod accessible? Specifically the run mechanic which you can only read via OCR right now.https://steamcommunity.com/sharedfiles/ … irelogin=1

URL: https://forum.audiogames.net/post/581690/#p581690




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Re: Entombed has too many bugs

2020-09-30 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: Entombed has too many bugs

I usually get my fairy characters killed as soon as I get a high level reincarnate scroll then get them reincarnated. The lower level they are when dying, the better, so they can gain race-based stat increase as well as the stat increases from perk itemss.

URL: https://forum.audiogames.net/post/575630/#p575630




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Re: Entombed has too many bugs

2020-09-27 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: Entombed has too many bugs

Hey Chris, when I installed that 1.05b version, the .exe file that loads hte game opens then immediately closes, no error or anything. Am i missing some components? Version 1.02k was working fine.

URL: https://forum.audiogames.net/post/574944/#p574944




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Re: Entombed has too many bugs

2020-09-26 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: Entombed has too many bugs

Yeah, I do. I'll upload them somewhere soon

URL: https://forum.audiogames.net/post/574642/#p574642




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Re: Entombed has too many bugs

2020-09-26 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: Entombed has too many bugs

yeah, since so much of entombed is based on RNG, saving and loading is your friend. Also I found that the level of the reincarnate scroll you use does matter. I am pretty sure that you can reincarnate as any race you have encountered on or above the floor the scroll level is. For example if you are using a level 2 reincarnate you can reincarnate as a cave bat, goblin, kobold, ratkin or dungeon creep, but if you have a higher level one you might get luckier and reincarnate as a hobgoblin (level 6+) or an imp (level 9+) which is why you'd want the higher level ones, especially for something like your pet, since you can often power your pet way up. And that introduces another cool bug, AI controlled stuff can pick up and use weaoppns and armor they would normally not be able to. So a cool trick for your reincarnated pet is to drop something like a claymore or a great axe on to the ground during combat, and then watch them pick it up (this might take a turn or two but the picking up and wielding stuff chance is pretty high if they're already unarmed, a bit lower if they have one hand free).  and then they have that tihng wielded, at least until they lose their hand. Pretty op!

URL: https://forum.audiogames.net/post/574543/#p574543




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Re: Entombed has too many bugs

2020-09-26 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: Entombed has too many bugs

yeah, since so much of entombed is based on RNG, saving and loading is your friend. Also I found that the level of the reincarnate scroll you use does matter. I am pretty sure that you can reincarnate as any race you have encountered on or above the floor the scroll level is. For example if you are using a level 2 reincarnate you can reincarnate as a cave bat, goblin, kobold, ratkin or dungeon creep, but if you have a higher level one you might get luckier and reincarnate as a hobgoblin (level 6+) or an imp (level 9+) which is why you'd want the higher level ones, especially for something like your pet, since you can often power your pet way up. And that introduces another cool bug, AI controlled stuff can pick up and use weaoppns and armor they would normally not be able to. So a cool trick for your reincarnated pet is to drop something like a claymore or a great axe on to the ground and then watch them pick it up and then they have that tihng wielded, at least until they lose their hand. Pretty op!

URL: https://forum.audiogames.net/post/574543/#p574543




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Re: A few questions regarding Sequence Storm

2020-09-17 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: A few questions regarding Sequence Storm

my favorite tracks are new order,  haramod's theme, dublin, and petals. ANd for the workshop tracks, amazing princess wings, hardcase, and autumn day distraction are all fantastic to listen to. I'm not sure if you can get hardcaes anymore since it's now part of the dlc tracks.

URL: https://forum.audiogames.net/post/571620/#p571620




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Re: Let's Talk Combat

2020-09-14 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: Let's Talk Combat

I can't think of any fully real time combat audio game rpg's. In the pure turn based genre we also have manamon and manamon 2, slay the spire which isn't technically an audio game but still great, the wastes, and all of the various gamebooks of course.

URL: https://forum.audiogames.net/post/570774/#p570774




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Re: 10 years of playroom!

2020-09-10 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: 10 years of playroom!

oh battle cars is cool. Would definitely enjoy an online version of this! It uses only a standard pack of 52 cards so you don't have to worry about designing extra cards.

URL: https://forum.audiogames.net/post/569538/#p569538




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Re: LimeBerry Studios looking for content creators and internal testers

2020-09-10 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: LimeBerry Studios looking for content creators and internal testers

what sort of content are you looking for? Sounds? Story? text? voice acting? images? Marketing material?

URL: https://forum.audiogames.net/post/569514/#p569514




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Re: slay the spire now accessible!

2020-08-29 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: slay the spire now accessible!

I do have sts lib installed so that might be part of it.

URL: https://forum.audiogames.net/post/565535/#p565535




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Re: slay the spire now accessible!

2020-08-29 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: slay the spire now accessible!

yes, everything closes. SO I guess it isn't text the spire. hmm

URL: https://forum.audiogames.net/post/565455/#p565455




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Re: slay the spire now accessible!

2020-08-28 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: slay the spire now accessible!

why is it that when I quit from  a game and the main menu is supposed to come back up, the game instead crashes? Or the main menu comes up and then I try and continue or abandon my game, the game also crashes? There is usually a slight interruption in the music which I think is probably something the text the spire mod is doing and that is probably what's causing the crash. It doesn't crash the first time I start a game, only if I am going back to the main menu after a game.

URL: https://forum.audiogames.net/post/565331/#p565331




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Re: AxMud, a new Mud client with accessibility features

2020-08-27 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: AxMud, a new Mud client with accessibility features

Looking at the documentation this client does support triggers, aliases, keys, and scripting, there is definitely a sound system but I have no idea how sophisticated it is. It is probably just letting you play sounds in the center of the field, no special audio features. The client does support many common mud protocols, including mxp/pueblo, msdp, mssp, and gmcp. There's two scripting types, ax basic scripting which is this pretty high level internal thing, and then tasks, which is a lower level thing where you can actually mess with the interface and add windows and things. The sad thing about the task language is that you have to use perl, which is one of the most hated languages out there because it's so hard to read. Also, intentional lack of support for jaws and NVDA when the dev can easily use something like tolk doesn't make any sense to me. Overall I'm giving this one a pass, though cross platform is nice if you actually do manage to figure out a way to make a soundpack, they can all use the same one.

URL: https://forum.audiogames.net/post/564977/#p564977




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Re: slay the spire now accessible!

2020-08-23 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: slay the spire now accessible!

enemy indexes do seem to change with enemies that summon minions. such as the gremlin leader on act 2, he summons gremlins if you kill them, so he starts at enemy number 2 but as he summons more, the number goes up.

URL: https://forum.audiogames.net/post/563890/#p563890




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Re: slay the spire now accessible!

2020-08-21 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: slay the spire now accessible!

is there any way you can extract the text from the downfall mod? For example in the spirit character there is a text that just says something like, Gain 1 spirit_advance and you have to figure out by experiment what that effect is, becaues it isn't actually a power, it's this special thing where you can ignite the ghost flame early. I'm not sure if the text for that is included in the mods or not. I think those are localization strings though

URL: https://forum.audiogames.net/post/563225/#p563225




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Re: ChatMud Town Hall!

2020-08-16 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: ChatMud Town Hall!

if you missed the chatMud Town hall yesterday, a log is available at: https://chatmud.com/meetings/town_hall_08-15-20.txt

URL: https://forum.audiogames.net/post/562016/#p562016




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Re: ChatMud Town Hall!

2020-08-15 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: ChatMud Town Hall!

THe first town hall was in October 2018, the second was in march 2019 and this one is in 2020, thus the third annual one. ChatMUD has been online since November 2017. about the town hall happening in a little more than 4 hours, I read the agenda, and there's a lot of exciting developments especially in the area of the virtual reality and how anyone can harness it. Also, The new main area has been locked down since they began working on it, meaning I haven't gotten to visit it. so I am definitely going to be checking that out myself after the formalities.

URL: https://forum.audiogames.net/post/561698/#p561698




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Re: slay the spire now accessible!

2020-08-10 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: slay the spire now accessible!

I think I found a pretty epic exploit with the mod. at a rest site, choose to smith. Select your card, then type confirm and then immediately enter 1, and you can smith an item and rest as well. You have to enter 1 before the next screen shows up.

URL: https://forum.audiogames.net/post/560274/#p560274




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Re: Chatmud players.

2020-08-08 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: Chatmud players.

When you install the soundpack, you should get a desktop icon called chatpack that you can click on to open it. Not sure how you were opening it before but you don't have the soundpack installed or anything.

URL: https://forum.audiogames.net/post/559460/#p559460




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Re: Chatmud players.

2020-08-08 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: Chatmud players.

@ironcross If you're talking about who I think you are, I don't think that person who was rubbing you the wrong way logs  in much anymore, and he is also not a moderator; I actually don't remember if he ever was or not. You do bring up a good point though. ChatMUD is more a social platform than a game, so interactions between people on the platform have a heavier weight than they would on a more gamelike system such as Miriani. We're always looking for fresh new blood, and on August 15 we will be having our Town Hall meeting where we will talk about the state of the system as well as show off new systems that have been being worked on in order to give even more personality to areas that you build. So this is an exciting time to be checking ChatMUD out, especially since you most likely have a lot of extra time on your hands due to movement restrictions caused by the pandemic. On ChatMUD I am Athlon, and I have also created the Chatpack soundpack for mushClient. I work with the administration to implement support for all of the new building features that they're working on. You can download chatpack from www.chatpack.org

URL: https://forum.audiogames.net/post/559397/#p559397




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Re: Chatmud players.

2020-08-08 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: Chatmud players.

@ironcross I don't think that person who was rubbing you the wrong way logs  in much anymore. You do bring up a good point though. ChatMUD is more a social platform than a game, so interactions between people on the platform have a heavier weight than they would on a more gamelike system such as Miriani. We're always looking for fresh new blood, and on August 15 we will be having our Town Hall meeting where we will talk about the state of the system as well as show off new systems that have been being worked on in order to give even more personality to areas that you build. So this is an exciting time to be checking ChatMUD out, especially since you most likely have a lot of extra time on your hands due to movement restrictions caused by the pandemic. On ChatMUD I am Athlon, and I have also created the Chatpack soundpack for mushClient. I work with the administration to implement support for all of the new building features that they're working on. You can download chatpack from www.chatpack.org

URL: https://forum.audiogames.net/post/559397/#p559397




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Re: Chatmud players.

2020-08-08 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: Chatmud players.

@ironcross I don't think that person who was rubbing you the wrong way logs  in much anymore. You do bring up a good point though. ChatMUD is more a social platform than a game, so interactions between people on the platform have a heavier weight than they would on a more gamelike system such as Miriani. We're always looking for fresh new blood, and on August 15 we will be having our Town Hall meeting where we will talk about the state of the system as well as show off new systems that have been being worked on in order to give even more personality to areas that you build. So this is an exciting time to be checking ChatMUD out, especially since you most likely have a lot of extra time on your hands due to movement restrictions caused by the pandemic. On ChatMUD I am Athlon, and I have also created the Chatpack soundpack for mushClient. I work with the administration to implement support for all of the new building features that they're working on.

URL: https://forum.audiogames.net/post/559397/#p559397




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Re: slay the spire now accessible!

2020-08-08 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: slay the spire now accessible!

isn't there a way to view your replays? Maybe you could make that accessible somehow? Maybe like, you type proceed to walk around and then during battle, each of your moves has a 1 second delay where the text gets written to the screen or something? Not sure how much you can program with that though.

URL: https://forum.audiogames.net/post/559395/#p559395




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Re: Accessible stock trading simulator?

2020-08-03 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: Accessible stock trading simulator?

TD Ameritrade has a paper money simulation.  I haven't used it myself but the TD Amaeritrade web site itself is very accessible. The only thing I'm missing are the charts, but I haven't found a source for accessible interactive charts anywhere.

URL: https://forum.audiogames.net/post/557862/#p557862




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Re: help with traitor mission in Sequence Storm?

2020-07-18 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: help with traitor mission in Sequence Storm?

Hyper drift all the time, on straight sections and on busy sections. Hyper drift whenever your energy meter fills up to about half, because when you hyper drift you get speed boost. Make sure when you hyper drift that you'll be able to hit a lot of notes during the hyper drift to make it last longer. I wouldn't even bother with the speed boost since you miss out on notes that way.

URL: https://forum.audiogames.net/post/553648/#p553648




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Re: Manamon and Manamon 2 move diversity: my thoughts

2020-07-17 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: Manamon and Manamon 2 move diversity: my thoughts

In Pokemon, the same type attack bonus is times 1.5, and I think it's about the same in Manamon. It might be a little less, as Manamon seems to mainly make multipliers a bit less than Pokemon, such as the  factors for stat stage changes and also that there are only five levels of positive and negative stat stage changes as compared to Pokemon's 6, but 1.5 is a good benchmark. This is fairly easy to test. If your mon can learn two moves of the same effect points, one of which is the same type as the Manamon and one which is not you can just compare the average damage of the two moves and divide them to get the factor. Also, there  are some moves that have more than one type. In this case, you get the same type attack multiplier for each type that matches. So the torkin, which is ghost and flame type, gets diabolical fire early on which is also ghost and flame type, meaning it has double same type bonus on that move, which is a big reason why it's such a great early game mon.

URL: https://forum.audiogames.net/post/553401/#p553401




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Re: slay the spire now accessible!

2020-07-13 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: slay the spire now accessible!

g, r, w, and b are different class energies. The ironclad uses r for red, the silent uses g for green, the defect uses b for blue, and the watcher uses w for white. The color doesn't seem to matter like, if you have 3 energy to start with, and are playing the ironclad but you had a modifier that gave you defect cards, and you played a defect card that gave you blue energy, you could still use the blue energy on ironclad cards, I think.

URL: https://forum.audiogames.net/post/552029/#p552029




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Re: traiding monky bisness kee for manamon 2

2020-07-12 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: traiding monky bisness kee for manamon 2

the monkey business key is a simple name/key system and not tied in any way to the computer it's on.

URL: https://forum.audiogames.net/post/551492/#p551492




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Re: slay the spire now accessible!

2020-06-26 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: slay the spire now accessible!

so the main menu reader mod seems to only read the main menu and literally nothing else, pressing enter just makes a click noise and doesn't activate any of the options except quit, which quits the game. Is this all it does right now? I'm just making sure I didn't miss anything, I know the dev is still working on it.

URL: https://forum.audiogames.net/post/545749/#p545749




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Re: slay the spire now accessible! - need your help

2020-06-20 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: slay the spire now accessible! - need your help

Ithink my performance problems stem from javaw.exe using 2 gigabytes of ram when the game is running. Is this normal for the rest of you or should it be using less? If so how to make it use less? THis just seems like an uncommonly high amount of memory.

URL: https://forum.audiogames.net/post/543527/#p543527




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Re: slay the spire now accessible! - need your help

2020-06-20 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: slay the spire now accessible! - need your help

THis is a lot better on my CPU so thanks. There is still an annoying amount of lag when selecting cards sometimes, I used to be able to select cards immediately one after the other in combat and now I have to wait about a second and a ahfl between each one now which is weird, but I think that's something with text the spire or the game.Also, hiding the windows stops the mod from working, at least on my pc.

URL: https://forum.audiogames.net/post/543397/#p543397




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Re: slay the spire now accessible! - need your help

2020-06-20 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: slay the spire now accessible! - need your help

THis is a lot better on my CPU so thanks. There is still an annoying amount of lag when selecting cards sometimes, I used to be able to select cards immediately one after the other in combat and now I have to wait about a second and a ahfl between each one now which is weird, but I think that's something with text the spire or the game.

URL: https://forum.audiogames.net/post/543397/#p543397




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Re: slay the spire now accessible! - need your help

2020-06-20 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: slay the spire now accessible! - need your help

that's so weird that even with a sleep value of 10 it's using so much CPU, maybe autoIt uses that much normally? Seems like a problem in the language if so. I did look at your source code and it looks efficient to me. But maybe some of these functions like  controlGetText uses a lot of CPU. You may want to run a profiler, though not sure if autoIt has one. Let me know if it uses as  much CPU for you as it does for me, you can test it yourself by watching the CPU usage in the task manager.

URL: https://forum.audiogames.net/post/543354/#p543354




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Re: slay the spire now accessible! - need your help

2020-06-20 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: slay the spire now accessible! - need your help

that's so weird that even with a sleep value of 10 it's using so much CPU, maybe autoIt uses that much normally? Seems like a problem in the language if so. I did look at your source code and it looks efficient to me. But maybe some of these functions like  controlGetText uses a lot of CPU. You may want to run a profiler, though not sure if autoIt has one.

URL: https://forum.audiogames.net/post/543354/#p543354




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Re: slay the spire now accessible! - need your help

2020-06-20 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: slay the spire now accessible! - need your help

hey, the problem with read the spire using huge huge amounts of CPU is still present. It's using  18% of my CPU right now and I'm pretty sure it doesn't have to be using that much. In your while loop that keeps the game running, add something ikesleep(5)to it and that should drastically cut down on CPU usage. You aren't giving other programs their fair share of the CPU. It drastically lowers my battery life when it's running for no good reason.

URL: https://forum.audiogames.net/post/543340/#p543340




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Re: slay the spire now accessible! - need your help

2020-06-19 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: slay the spire now accessible! - need your help

is it me or does the very latest of text the spire have significant amounts of lag when typing things like choices, and when attacking enemies during combats like, a 1 second or more lag?

URL: https://forum.audiogames.net/post/543039/#p543039




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Re: slay the spire now accessible! - need your help

2020-06-18 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: slay the spire now accessible! - need your help

I mean all the other windows OCR just fine, so I don't think those settings affect OCR. It doesn't seem to actually OCR like, the monitor I think. My laptop scren is actualy broken

URL: https://forum.audiogames.net/post/542720/#p542720




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Re: slay the spire now accessible! - need your help

2020-06-18 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: slay the spire now accessible! - need your help

nope, no dice there, I guess I'll have to throw in the towel. I tried a few different arbitrary resolution numbers and a 30 instead of a 60 and nothing, it's like the window doesn't even exist for all NVDA knows. Weird.

URL: https://forum.audiogames.net/post/542707/#p542707




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Re: slay the spire now accessible! - need your help

2020-06-18 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: slay the spire now accessible! - need your help

Yes, i switch to the window called slay the spire, and then OCR the ontrol that is on the same navigator object level as the minimize and close buttons. There is no other object to OCR there.

URL: https://forum.audiogames.net/post/542697/#p542697




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Re: slay the spire now accessible! - need your help

2020-06-18 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: slay the spire now accessible! - need your help

THose values are the exact same ones in my file. I still can't OCR the game window. It just shows me my system tray and part of the start button when I try. I'm using windows 10 OCR.

URL: https://forum.audiogames.net/post/542689/#p542689




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Re: slay the spire now accessible! - need your help

2020-06-18 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: slay the spire now accessible! - need your help

how do I change to windowed mode? IT's in full screen right now and I don't know how to fix it

URL: https://forum.audiogames.net/post/542676/#p542676




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Re: slay the spire now accessible! - need your help

2020-06-17 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: slay the spire now accessible! - need your help

Does the author of text the spire have plans to make it so we can do daily run or endless mode? I don't want to shell out money for a controller or have to call IRA every time and use teamviewer if I want to do the daily run and all that.

URL: https://forum.audiogames.net/post/542556/#p542556




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Re: slay the spire now accessible! - need your help

2020-06-15 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: slay the spire now accessible! - need your help

no it's read the spire, that's peter's app that automatically reads text the spire screens. How do I disable full screen mode?

URL: https://forum.audiogames.net/post/541705/#p541705




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Re: slay the spire now accessible! - need your help

2020-06-15 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: slay the spire now accessible! - need your help

that's weird whenever I switch to slay the spire and OCR it I get nothing exept some stuff from my system tray.

URL: https://forum.audiogames.net/post/541700/#p541700




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Re: slay the spire now accessible! - need your help

2020-06-15 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: slay the spire now accessible! - need your help

is there a reason why read the spire is using 13% of my CPU? Maybe there's a loop that isn't sleeping long eonugh or something?

URL: https://forum.audiogames.net/post/541664/#p541664




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Re: slay the spire now accessible! - need your help

2020-06-12 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: slay the spire now accessible! - need your help

The only sad thing about hide all is that read the spire can't read the hidden windows. Mega cudos to you for making that Peter, it makes the game so much more fluid!

URL: https://forum.audiogames.net/post/540585/#p540585




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Re: slay the spire now accessible! - need your help

2020-06-12 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: slay the spire now accessible! - need your help

how to hide the windows? I don't really need the relic or player windows, but I'm afraid alt-f4ing the windows will close the whoe game, and I'll lose all my progress

URL: https://forum.audiogames.net/post/540420/#p540420




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Re: slay the spire now accessible! - need your help

2020-06-12 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: slay the spire now accessible! - need your help

so I got the game installed but when I launch the game from mtsLauncher, the music plays. But nothing appears in the output window. The only reaction I can get from the game is a weird plastic clicking noise when I press escape. Choices show up to select my class in the choices window. But the prompt window has no edit field to type anything. The first time I launched the game, I did see the prompt to type my save file name in the output window, I switched to the slay the spire window and typed the name and pressed enter but I think I pressed escape first before oding it which broke it, and that prompt to enter my save file name has never hsown up again. Is there a way to delete my save data or something?Edit: Deleting the preferences folder in the install location worked, so I'm playing!

URL: https://forum.audiogames.net/post/540321/#p540321




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Re: slay the spire now accessible! - need your help

2020-06-12 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: slay the spire now accessible! - need your help

so I got the game installed but when I launch the game from mtsLauncher, the music plays. But nothing appears in the output window. The only reaction I can get from the game is a weird plastic clicking noise when I press escape. Choices show up to select my class in the choices window. But the prompt window has no edit field to type anything. The first time I launched the game, I did see the prompt to type my save file name in the output window, I switched to the slay the spire window and typed the name and pressed enter but I think I pressed escape first before oding it which broke it, and that prompt to enter my save file name has never hsown up again. Is there a way to delete my save data or something?

URL: https://forum.audiogames.net/post/540321/#p540321




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Re: Official Sable Contest

2020-06-03 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: Official Sable Contest

She said she was using her phone. So she probably had one phone headphone in her ear and one computer one or something like that. I've jury rigged stuff like that up before.

URL: https://forum.audiogames.net/post/536786/#p536786




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Re: Galactic Colonies: Public accessible alpha version available

2020-05-26 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: Galactic Colonies: Public accessible alpha version available

I refuse to play until we have a better view of this hexagonal map so that I can more strategically place my buildings. It's literally just hoping and praying once you get to the more complex sectors and I refuse to do that.

URL: https://forum.audiogames.net/post/533824/#p533824




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Re: Official Sable Contest

2020-05-23 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: Official Sable Contest

he doesn't have a builtin mic on his laptop?

URL: https://forum.audiogames.net/post/532593/#p532593




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Re: NVDASAPI: convey SAPI speech through NVDA

2020-05-23 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: NVDASAPI: convey SAPI speech through NVDA

My guess is it only works in nvda 2019.3 and up

URL: https://forum.audiogames.net/post/532592/#p532592




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Re: Official Sable Contest

2020-05-22 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: Official Sable Contest

@brian in order to record audio and the game at the same time you would need to buy a mixer or use a software audio routing program like vb cable or virtual audio cable. But you could record the game then record a separate track with your commentary over it. TO do so with audacity:1. Go to the preferences dialog in audacity with ctrl-p, and in the treeview of preference categories, click the device option and then tab to the host field and choose windows wasapi from that list. Then press enter to close the dialog. Open the transport menu with alt-r then click rescan audio devices.To record the game track, press shift-I from the main window and you will open a combo box with input devices. You will see a list of output device loopbacks such as speaker/headphones loopback. Pick the one that corresponds to your output device and press enter. Open the transport menu again, and under transport options, ensure the software playthrough is unchecked, and overdub is checked.Press r to begin recording. Play through your game, it will get all your computer audio. When you are finished, alt tab back to audacity then press the spacebar. You can check the status bar and it will just give you the sample rate of 44100 if it's not recording.To record your commentary:press home to go back to the beginning of the recording. Go to the track menu with alt-t, click add new, then click audio track to start another audio track. Press shift-I to go back to the list of input devices then select your microphone, then enter to confirm. Check that track 2 is selected by pressing up/down arrows. If it says not selected or if track 1 is selected, press enter to toggle the select state of the track you are focused on. then press r to start recording your commentary. You'll hear the other track you recorded and you can talk over it and stuff. Press space when you're finished recording.Press alt-f for the file menu, then click export and then click export audio... And then in the type combo box select mp3 and then in the name box name it and save it and just let it export and then dropbox it or something so we can hear it.

URL: https://forum.audiogames.net/post/532485/#p532485




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Re: Official Sable Contest

2020-05-22 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: Official Sable Contest

@brian in order to record audio and the game at the same time you would need to buy a mixer or use a software audio routing program like vb cable or virtual audio cable. But you could record the game then record a separate track with your commentary over it. TO do so with audacity:1. Go to the preferences dialog in audacity with ctrl-p, and in the treeview of preference categories, click the device option and then tab to the host field and choose windows wasapi from that list. Then press enter to close the dialog. Open the transport menu with alt-r then click rescan audio devices.To record the game track, press shift-I from the main window and you will open a combo box with input devices. You will see a list of output device loopbacks such as speaker/headphones loopback. Pick the one that corresponds to your output device and press enter. Open the transport menu again, and under transport options, ensure the software playthrough is unchecked, and overdub is checked.Press r to begin recording. Play through your game, it will get all your computer audio. When you are finished, alt tab back to audacity then press the spacebar. You can check the status bar and it will just give you the sample rate of 44100 if it's not recording.To record your commentary:press home to go back to the beginning of the recording. Go to the track menu with alt-t, click add new, then click audio track to start another audio track. Press shift-I to go back to the list of input devices then select your microphone, then enter to confirm. Check that track 2 is selected by pressing up/down arrows. If it says not selected or if track 1 is selected, press enter to toggle the select state of the track you are focused on. then press r to start recording your commentary. You'll hear the other track you recorded and you can talk over it and stuff. Press space when you're finished recording.Press alt-f for the file menu, then click export and then click export. And then in the type combo box select mp3 and then in the name box name it and save it and just let it export and then dropbox it or something so we can hear it.

URL: https://forum.audiogames.net/post/532485/#p532485




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Re: crazy party deck pack by rb studios

2020-05-17 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: crazy party deck pack by rb studios

the reason to use ocean is because of the tide card which gives you a straight +5 power to water type attacks. I experimented with a krakken tentacle harassment deck with tide, and if the if you can get rid of the op's natural mistrust card then you can go to town with tentacle harassment. I think that break parry should not be a manipulation card, since that means it usually just gets parried anyway and makes it useless.

URL: https://forum.audiogames.net/post/530414/#p530414




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Re: Sable Challenge

2020-05-16 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: Sable Challenge

I personally think that you should be allowed to play your project even past the may 31 deadline, but keep the editing features locked. THe main reason why I haven't even bothered downloading the alpha is because creating the project and getting all the sounds imported and everything will take several hours of work, and all of that will just be erased on May 31. Also, there is no assurance that adventures created during the alpha will be compatible with the official version

URL: https://forum.audiogames.net/post/529884/#p529884




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Re: crazy party deck pack by rb studios

2020-05-16 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: crazy party deck pack by rb studios

Desert + cactus roll - The desert + cactus roll deck is also a new addition that has decent value around 1200-3600 hp. Rock statue is a great card, switching your op to rock type and making them weak to cactus roll so that it actually does enough dmg. I wish that cactus roll could be used with the ent posture instead of just the cactus posture since the ent posture is pretty much a better cactus posture.Special Arrow spam with barriers: Good for 600-1800 hp. Even with the nerf to unforseen confinement this is still a very solid one. Thunder and Void arrows are all you need, and you can often make this quicker with spectral dimension to switch them to ghost as well as yourself if you've been in a different type to resist your op's moves.

URL: https://forum.audiogames.net/post/529827/#p529827




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Re: collaboration rhythm rage pack?

2020-05-03 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: collaboration rhythm rage pack?

will old levels be compatible with the new version?

URL: https://forum.audiogames.net/post/525323/#p525323




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Re: Manamon 2 songs list

2020-04-26 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: Manamon 2 songs list

i think that music might hav ebeen custom made.

URL: https://forum.audiogames.net/post/523172/#p523172




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Re: Galactic Colonies: Public accessible alpha version available

2020-04-25 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: Galactic Colonies: Public accessible alpha version available

I think just having a coordinate announcement on each object on your planet would be fine and then you don't have to worry about coding a whole new bunch of gestures. SOmething like, unexplored crystals, b5 and then you can find anything that is close to b5, like A4, or c4 or c6 and know that it is easy to be linked. Of course, moving up or down rows will still be annoying as you have to scroll through the entire row to get to the next one, but we already have to do that anyway. It would definitely be an improvement and a really easy one to implement.

URL: https://forum.audiogames.net/post/522549/#p522549




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Re: undead-assault is back!

2020-03-26 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: undead-assault is back!

Here is the way I solo missions. It's pretty much Connor's method but with a few modifications start by getting the swordthen kill zombies till you can open the door at 50 50 and the door at 76 50Kill zombies till you have 1500 points, which should be during round 4, and pick up the juggernog at 83 100. This increases your hp to 100Using this method you can totally ignore the box, which costs way too many points, since you have plenty of hp to take a few hits.Head to coordinate y 0 and go to x 150 or 200, killing zombies as you do. After round 5 the sword will take two hits to kill the zombies, which is fine, as you can just hit them, move away from them, and turn and hit them again.Wait for a fire sale and fill your two weapons with cz 75 and ak 47Use the cz 75 during rounds about 6 to 8 as it's quieter and only takes two hits to kill the zombies. You should not need to use fire sale anymore after this, since you'll probably get enough max ammo drops that you never run out of ammo.After round 9, use the ak47, as it's a bit stronger, and can generally kill the zombies in 1 fewer hit than the cz75. So if it takes 3 hits for the cz75, it will take 2 for the ak47.If you ever get insta kill, switch back to the cz75, move left, and be extremely aggressive to make the most of insta kill time. This is super important because insta kill time lets you finish rounds quickly, so you can get to the harder ones sooner. Be really care about zombies that spawn in front of you if you're moving left, because you don't have much range in the front if you're facing that way. But don't be afraid to spray bullets because max ammo drops happen pretty often.Pretty easy, it just  becomes a matter of being patient enough to regenerate your health if you get hit, and using insta kill mode to your advantage. Though there have been a few times where insta kill mode didn't actually let me insta kill the zombies which was sad.

URL: https://forum.audiogames.net/post/512662/#p512662




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Re: VIRTUAL FOLEY ARTIST – FOOTSTEPS from boom

2020-03-04 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: VIRTUAL FOLEY ARTIST – FOOTSTEPS from boom

there's a virtual instrument as well as a library of sound files that were sampled from the instrument, so you can use those sounds out of the box. You would need native instruments in order to use the instrument.

URL: https://forum.audiogames.net/post/506203/#p506203




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Re: Is it worth purchasing TombHunter?

2020-03-04 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: Is it worth purchasing TombHunter?

I actually really enjoyed tomb hunter. Still haven't completed it but the difficulty curve is great. If you can ignore the inconsistency of the world and just play the game it's great

URL: https://forum.audiogames.net/post/506202/#p506202




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Re: Does anyone have the Tactical Battle map packs collection made by Alla

2020-02-18 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: Does anyone have the Tactical Battle map packs collection made by Alla

age of warlords 2 is in the works in progress zip file. I lost that file sadly. There were some other interesting things in there, like the starcraft pack. Nothing there was really in a playable state as far as I could see which was sad, but there were sounds that could be used.

URL: https://forum.audiogames.net/post/502434/#p502434




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Re: Item Power Surge in Super Deekout

2020-02-02 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: Item Power Surge in Super Deekout

it's not doubled I think it's increased by about 5 seconds for each surge you get. maybe 10

URL: https://forum.audiogames.net/post/498027/#p498027




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Re: Ever seen a big game studio release an audio-described trailer?

2020-01-31 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: Ever seen a big game studio release an audio-described trailer?

I think nocturnus hoped there would be more flashy sound effects and production elements in this game. It is standard to have those in trailers to get the blood up. These are a lot more sedate, which makes this seemlike a peaceful trailer at least of rhte minute or so I listened to of it.

URL: https://forum.audiogames.net/post/497661/#p497661




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Re: Ever seen a big game studio release an audio-described trailer?

2020-01-31 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: Ever seen a big game studio release an audio-described trailer?

I think nocturnus hoped there would be sound effects and production elements in this game. It is standard to have those in trailers to get the blood up.

URL: https://forum.audiogames.net/post/497661/#p497661




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Re: Sale on VGStorm Titles!

2020-01-22 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: Sale on VGStorm Titles!

I wouldn't be opposed to the music in the sound test playing over light background noise to prevent people from recording it as easily. I just want to be able to play the music while I work on something else. I would like a sort of auto advance option on the sound test feature that would move you to the next song after this one was finished, and you could enable or disable it. But I also think Aaron is done writing code for this game because we haven't seen any updates to the code. So it's all a pipe dream anyway. It's on to the next project because that's where the money is.

URL: https://forum.audiogames.net/post/494970/#p494970




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Re: Sale on VGStorm Titles!

2020-01-22 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: Sale on VGStorm Titles!

I wouldn't be opposed to the music in the sound test playing over light background noise to prevent people from recording it as easily. I just want to be able to play the music while I work on something else. I would like a sort of auto advance option on the sound test feature that would move you to the next song after this one was finished, and you could enable or disable it. But I also think Aaron is done writing code for this game so it's all a pipe dream anyway. It's on to the next project because that's where the money is.

URL: https://forum.audiogames.net/post/494970/#p494970




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Re: Sale on VGStorm Titles!

2020-01-21 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: Sale on VGStorm Titles!

I would pay a little extra fee, like $5-$10, for a manamon 2 soundtrack player.

URL: https://forum.audiogames.net/post/494736/#p494736




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Re: Feedback topic to The alter aeon quest compendium. Sloe edition

2020-01-18 Thread AudioGames . net ForumGeneral Game Discussion : keyIsFull via Audiogames-reflector


  


Re: Feedback topic to The alter aeon quest compendium. Sloe edition

nice guide! To do the distemper quest go to the vemarken apothecary and say distemper, and she will tell you to gra b something I forgot. GIve it to her and she will give you a potion you can use on the dog.

URL: https://forum.audiogames.net/post/493905/#p493905




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