Re: Game Awards Future Class Nomination Request

2020-12-10 Thread AudioGames . net ForumGeneral Game Discussion : superblindman via Audiogames-reflector


  


Re: Game Awards Future Class Nomination Request

Wanted to reply to this thread one more time to thank you all. Thanks to you, it is done. I have officially been inducted into the first ever Game Awards Future Class! Thanks so much once again to all those who nominated me! I genuinely appreciate all your kind words. if you'd like to check out the entire Future Class 2020, clickity click on this link!https://thegameawards.com/future-class? … ISBoZ187v8Thanks again!

URL: https://forum.audiogames.net/post/597293/#p597293




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Re: Game Awards Future Class Nomination Request

2020-11-25 Thread AudioGames . net ForumGeneral Game Discussion : superblindman via Audiogames-reflector


  


Re: Game Awards Future Class Nomination Request

8: yes indeed I did work on Jackbox Party Pack 6, and some of my feedback bled through into Party Pack 7 as well.

URL: https://forum.audiogames.net/post/592759/#p592759




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Re: Game Awards Future Class Nomination Request

2020-11-25 Thread AudioGames . net ForumGeneral Game Discussion : superblindman via Audiogames-reflector


  


Re: Game Awards Future Class Nomination Request

Thank you, 6! Apreciate your nomination as well!

URL: https://forum.audiogames.net/post/592734/#p592734




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Re: Game Awards Future Class Nomination Request

2020-11-25 Thread AudioGames . net ForumGeneral Game Discussion : superblindman via Audiogames-reflector


  


Re: Game Awards Future Class Nomination Request

Thanks very much to 2 and 4! In response to 3, right now it is all specifically nominations. They're calling this a "class," though, so I'm not exactly sure what the next step is, however it's possible that multiple folks, those who pass a certain number of nominations or something, might just be "in the class," if you know what I mean. I know very little about how it is going to be handled beyond this first nomination bit. Thanks again to all of you.

URL: https://forum.audiogames.net/post/592698/#p592698




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Game Awards Future Class Nomination Request

2020-11-25 Thread AudioGames . net ForumGeneral Game Discussion : superblindman via Audiogames-reflector


  


Game Awards Future Class Nomination Request

Greetings all you amazing blind gamers out there,,this year, the Game Awards is doing a specialized award called the Game Awards Future Class. This class is intended to celebrate those who have pushed the medium of video games forward. It is meant to celebrate the bright, bold, inclusive future of video games. I have, therefore, decided to throw my hat into the ring. If you feel that I have contributed in a major way to the bright, bold, inclusive future of video games, say with my work on the Last of Us Part 2, and my continuing to work with companies like Ubisoft and other unannounced projects in gaming, please, if you would, consider nominating me. Today is the last day for nominations, and I do apologize for the short notice, but I thought I'd present this here as well and see what happens. If you'd like to nominate me, or honestly anyone you feel deserves this recognition, please go to www.tgafutureclass.comYou will need a photo, and my email address if you choose to nominate me for this. My photo can be found here: https://www.dropbox.com/s/v1nvzfjhywq5t … e.jpg?dl=1And my email address is superblindma...@gmail.comThanks so much if you choose to nominate me for this, and honestly, thanks as well if you nominate anyone. I believe the award itself is important, and believe that lots of amazing people in this industry deserve it. Thanks again!

URL: https://forum.audiogames.net/post/592652/#p592652




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Re: Just gonna leave this here...

2020-10-14 Thread AudioGames . net ForumGeneral Game Discussion : superblindman via Audiogames-reflector


  


Re: Just gonna leave this here...

Firstly thanks to Stirlock for shouting out my blog post here. I highly recommend you guys check that out if you're interested, as I got 6 hours of time in with the game thanks to Ubisoft. Then, if you want further detail, feel free to check out our podcast, where we discuss what I experienced and I provide some podcast-exclusive info, either on your podcast platform of choice, or on www.breakdownwalls.net/podcastLastly, I want you all to know that I will absolutely be streaming this game around its launch, along with likely all other Ubisoft titles, so if you would like to check out what is posssible before committing to a purchase, you're welcome to join me there on www.twitch.tv/superblindman

URL: https://forum.audiogames.net/post/580298/#p580298




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Re: Full breakdown of all accessibility functionality in The Last Of Us 2

2020-07-01 Thread AudioGames . net ForumGeneral Game Discussion : superblindman via Audiogames-reflector


  


Re: Full breakdown of all accessibility functionality in The Last Of Us 2

Hey folks!Been busy lately, so haven't had time to jump back on here in a while, but I did want to respond specifically to post 241.While the message about puzzles being inaccessible is heard for all puzzles, it is not a message specifically directed at the blind. It appears on screen as well. The idea is that the cognatively-impaired, folks who just don't want to have to deal with puzzles, or even cannot do so, and may not have the same accessibility features enabled, can still skip puzzles if they like. However, I can confirm that all required puzzles, and at least a couple optional ones, are accessible to the blind. Navigation assistance will take you through all puzzle elements, and you needn't skip any puzzles if you don't wish to. That said, there are a couple of rope-swinging puzzles that are currently a pain if you're blind, and I have already submitted feedback to this effect to my contacts at Naughty Dog. I hope this clarifies things for you guys.

URL: https://forum.audiogames.net/post/547591/#p547591




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Re: Full breakdown of all accessibility functionality in The Last Of Us 2

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


  


Re: Full breakdown of all accessibility functionality in The Last Of Us 2

Greetings!Yes, everything is explained in tutorials as you play.Also, one final friendly reminder. My stream starts in just over an hour if you guys would like to be there. www.twitch.tv/superblindman is the place to go!

URL: https://forum.audiogames.net/post/543135/#p543135




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Re: Full breakdown of all accessibility functionality in The Last Of Us 2

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


  


Re: Full breakdown of all accessibility functionality in The Last Of Us 2

Hey folks!First of all, we made it! It's out Ah!Secondly, yes, the way item tracking works is that it tracks the closest item to you. So if there are multiple items in an area and you want to try and change your target, do a scan, listen for the position of an item further away, and try to move in that direction without tracking. Then, when you feel like you're closer, scan again, and track. You should get your other item this time. I hope that helps.

URL: https://forum.audiogames.net/post/543070/#p543070




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Re: Full breakdown of all accessibility functionality in The Last Of Us 2

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


  


Re: Full breakdown of all accessibility functionality in The Last Of Us 2

Hi there!2 things.First, yes, in the US, TTS will be on automatically as long as your PS4's text to speech is on.Second, my stream information for those who requested it. I will be streaming the game tomorrow afternoon at 1:30 PM eastern standard time over on Twitch. You can find me there at www.twitch.tv/superblindmanAnd in case you didn't know yet, my stream is also making a dream a reality, as for the first time I will be playing the game FOR my sighted fiance instead of the other way around.Look forward to having as many of you there as can join! It's gonna be amazing!

URL: https://forum.audiogames.net/post/542949/#p542949




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Re: Full breakdown of all accessibility functionality in The Last Of Us 2

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


  


Re: Full breakdown of all accessibility functionality in The Last Of Us 2

There is an audio queues glossary that you can access either from the audio menu, or if you're in the middle of your game, the pause menu, at any time. It's ridiculously expansive, and includes explanations of the types of situations in which you would hear each queue. I recommend new players reference it often.

URL: https://forum.audiogames.net/post/542750/#p542750




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Re: Full breakdown of all accessibility functionality in The Last Of Us 2

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


  


Re: Full breakdown of all accessibility functionality in The Last Of Us 2

Greetings!A couple quick updates here!First, an urgent one for folks outside the US. The method I provided of turning on TTS in the game was only very slightly off. When the initial launch menu loads, the first option that is focused on is "continue," for those who just want to skip all that. So to turn on TTS, press down once, then press right. Other options in that first menu are text and speech languages. Again, I really hope this helps.Secondly, answering a question I saw, you can indeed throw bricks through glass from afar to draw enemies. There is even a specific sound queue when holding a brick that means you're targeting glass. So there ya go.

URL: https://forum.audiogames.net/post/542698/#p542698




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Re: Full breakdown of all accessibility functionality in The Last Of Us 2

2020-06-16 Thread AudioGames . net ForumGeneral Game Discussion : superblindman via Audiogames-reflector


  


Re: Full breakdown of all accessibility functionality in The Last Of Us 2

Greetings!Firstly, believe me when I say I have made it very clear how important audio description is. I already informed my contact that I'm getting a lot of feedback about it, and he knows that when I say a lot, I mean a lot. Also no, it's highly unlikely that the first game will be made accessible. The Last of Us 2 was built from the ground up with accessibility in mind, and yes, the ideas on accessibility formed during development of this game will be used in future Naughty Dog games, but in order to implement them into TLOU1, they would have to basically recode the entire thing, which isn't likely to occur any time soon.Also, I've been asked about turning TTS on in the game outside the US. I have since been informed that TTS is the very first option in the menu that comes up when you first start the game. So if you're outside the US, you should only have to press the right arrow when the game is loaded to turn on TTS, and you're good from there. TTS will also automatically speak in the language the game is set to, and I believe that defaults to the system language of your console. But even if I'm wrong about that, language is, I believe, the third option, which you will hear if you turn on TTS first. So there ya go.

URL: https://forum.audiogames.net/post/542095/#p542095




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Re: Full breakdown of all accessibility functionality in The Last Of Us 2

2020-06-16 Thread AudioGames . net ForumGeneral Game Discussion : superblindman via Audiogames-reflector


  


Re: Full breakdown of all accessibility functionality in The Last Of Us 2

Hi again! I'm back to answer more things!1:  No, things like chairs and tables will not currently be identified, as that would fall under audio description, which currently is not in the game. Like I said, though, keep the feedback coming.2:  Crafting is fully accessible. It is done in a menu which is entirely read to you via TTS, just as everything else is.3:  Puzzles are mostly accessible as of the current patch, and if I have understood what I heard correctly, will be fully accessible as of the next patch. They are scripted so you'll be given the appropriate prompts to complete them.4:  The person who said Soren is wrong is actually incorrect. The PS4 does have a feature wherein you can press the down arrow while highlighting a game, and in some cases music from that game plays as you bring up its dynamic menu. However, I do not yet know if the Last of Us part 2 is one of these games, as I don't currently have my copy just yet.Those answers were out of order, but as always, I hope they help. Keep 'em coming, guys!

URL: https://forum.audiogames.net/post/542069/#p542069




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Re: Full breakdown of all accessibility functionality in The Last Of Us 2

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


  


Re: Full breakdown of all accessibility functionality in The Last Of Us 2

Greetings!First, 109.I don't believe any game on PS4 has functionality to check for updates within the game itself, save perhaps for MMO's which wouldn't allow you to connect to them without updating. I do apologize, though, as my set of instructions was specific to the US. The game may check for updates when you click to launch it as well, and if it finds one, won't launch right away. I hope that helps a little.As for feedback, believe me they are absolutely seeking feedback. That's why the game is tracking accessibility usage data, because they want to learn from this. You can send feedback through their typical contacts, (Naughty Dog doesn't specifically have an accessibility lead, but Sony does), and I am also passing on individual bits of feedback to my own contacts as well.Now for 111. Yes, bricks and bottles work the way you're suggesting, with one difference. If you flick the right stick up to throw the brick or bottle at the enemy, you will always aim for the head. Bricks and bottles are always head-targeted, even for the sighted, because the idea is to severely stun your opponent. It gives you enough time to run up and devastate them with a melee attack. So there is no body or leg targeting when aiming a brick or bottle. You can, as you suggest, switch your intention by either re-aiming the brick or bottle, or flicking the stick back down.And now, a first. Regarding your second question on skill upgrades, the answer is... I don't actually know. I did a lot in playtesting, but I never had an opportunity to mess with skill upgrades. And the thing is, we can already choose to make our enhanced listen scan distance up to 30 meters. So being quite honest, I cannot personally verify whether or not there is any reason for us to upgrade listen mode in the game except maybe just to move further along in the skill tree. It is possible they came up with something though, so we'll have to wait and see on that one.

URL: https://forum.audiogames.net/post/541488/#p541488




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Re: Full breakdown of all accessibility functionality in The Last Of Us 2

2020-06-14 Thread AudioGames . net ForumGeneral Game Discussion : superblindman via Audiogames-reflector


  


Re: Full breakdown of all accessibility functionality in The Last Of Us 2

Post 107, you already have the right idea. Press options on your game, and scroll down that list, which does work with TTS, until you hear "check for updates." Press X on that, and if there is an update, it will begin installing automatically. If not, you will be informed your game is up to date.

URL: https://forum.audiogames.net/post/541393/#p541393




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Re: Full breakdown of all accessibility functionality in The Last Of Us 2

2020-06-14 Thread AudioGames . net ForumGeneral Game Discussion : superblindman via Audiogames-reflector


  


Re: Full breakdown of all accessibility functionality in The Last Of Us 2

Hey again guys!Going to attempt to answer 93 as clearly as I can.The navigation assistance will likely be required, as even though this game is linear, it is wide-linear, meaning maps are quite large. You don't have to use it all the time, though. As for side stories, should you discover one, pressing L3 to walk the "golden path" will switch to the path needed for that side story, and will switch back to the main story path once the side event is done. They are up to you to discover, though. Also, to provide a little perspective here, side stories and items will very likely be missed by sighted people too. There is so much here, so many things in this game's world, that very few people are going to find everything in a single playthrough, blind or sighted.I sincerely hope this helps in some way.

URL: https://forum.audiogames.net/post/541307/#p541307




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Re: Full breakdown of all accessibility functionality in The Last Of Us 2

2020-06-13 Thread AudioGames . net ForumGeneral Game Discussion : superblindman via Audiogames-reflector


  


Re: Full breakdown of all accessibility functionality in The Last Of Us 2

87:There will be tutorial mesages during gameplay as well, reflective of the accessibility features that are enabled when you play.Also, I will drop you an email a bit later, sure.

URL: https://forum.audiogames.net/post/540833/#p540833




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Re: Full breakdown of all accessibility functionality in The Last Of Us 2

2020-06-13 Thread AudioGames . net ForumGeneral Game Discussion : superblindman via Audiogames-reflector


  


Re: Full breakdown of all accessibility functionality in The Last Of Us 2

Greetings! Back again to answer a few more things.1:  Technically, you can't exactly tell when you're behind an enemy, but you can still get all the information you need to know. If you approach an enemy slowly, while crouching, you will get a warning rumble if you're about to step into their line of sight, at which point you should probably back off for a second. If they are turned away from you, though, you will simply get the triangle prompt when you're close enough, which will allow you to grab them and either kill them immediately with square, or drag them away, or use them as a human shield... Whatever you decide. Crouching, by the way, is initiated by pressing circle once.Also, one concession that has been made for the blind is a feature called invisibility while prone. If you hold circle for a second, Elly will go prone, lying flat on the ground. This in itself can provide decent cover for her, but for the blind, it was decided that we'd provide the option to make her invisible in this state. The reasoning behind this is that we, the blind, can't actually see the physical cover that might help us, so we have a  sort of natural cover this way. The invisibility does not work against dogs and their scent-tracking abilities though, so it isn't simply an easy mode. Also, if an enemy is close enough to you that they'd basically be stepping on you, you will still get detected, prompting you to remain careful.If you still feel invisibility makes stealth too easy, though, there is another option you may wish to use to challenge yourself. Switch invisibility to "limited," and then you will only be able to remain invisible for a certain amount of time. The time will be determined by the difficulty you have Stealth set to. This can be based on which difficulty you select, (easy, normal, hard, survivor), but remember also that the difficulty can be customized, so you can influence this directly by changing stealth difficulty regardless of which of these you chose.I also feel I need to respond directly to post 83. While I answered your question about being able to move freely, I do want to stress one thing. Using the tools, like assisted navigation, does not make the game easy. You still have to handle your enemies, be that going all out and attacking, being stealthy, or whatnot. Even if you use navigation all the time to find all the items and to always go down the golden path, encounters will still be challenging. But for those who simply want to experience the game's story, there are plenty of ways to make them challenging as well. You can get as much or as little difficulty out of this as you like, regardless of whether or not you use the navigation help. Keep in mind here that, while L3 may point you in the direction you're supposed to go, that way will often be blocked by hoards of infected or groups of human enemies with guns and explosives and all manner of weaponry.In response to the post asking about recommended settings for challenging stealth but fun combat, I will again recommend limited invisibility, combined with whichever stealth difficulty you like. But if you want the combat to be just pure fun, maybe lower the damage enemies do to you, and increase the damage Elly does to them. All these are options you can set. Again, it is super duper customizable.I hope this answers more of your questions. Keep 'em coming!

URL: https://forum.audiogames.net/post/540763/#p540763




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Re: Full breakdown of all accessibility functionality in The Last Of Us 2

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


  


Re: Full breakdown of all accessibility functionality in The Last Of Us 2

Hey folks!Gonna take a second to answer a couple questions, and hopefully clear up a few things.First, windows. If you're tracking anything using assisted navigation, the game is going to lead you to the point of entry for the place you're trying to get in. So for example, if you are tracking an item, and that item is in a building with a locked door, the item tracker will lead you to the window so you can smash it, get in, and get what you're after.Second, I want to assure you that yes, you can move through the game freely if you so choose. You are still given a prompt to press triangle for interactables and items, (unless you turn on autopickup items in which case you need only walk over them), so you can move around without tracking things and you will still find quite a lot. If you like, you can even attempt to track enemies using their own footsteps instead of using the enemy tracker. You are never forced into anything. All the assistance options are there to help you should you choose to use them. Keep in mind as well that the difficulty is very malleable, meaning you can make certain aspects of the game as easy or as difficult as you like. Now all that said, also keep in mind that not using the item tracker, at least occasionally, will probably put you at a disadvantage. The item tracker can put you on the path toward things that are quite far from your current position, enabling you to explore quite a lot while tracking.I hope all this makes sense.

URL: https://forum.audiogames.net/post/540448/#p540448




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Re: Full breakdown of all accessibility functionality in The Last Of Us 2

2020-06-11 Thread AudioGames . net ForumGeneral Game Discussion : superblindman via Audiogames-reflector


  


Re: Full breakdown of all accessibility functionality in The Last Of Us 2

Greetings all,Brandon Cole here. As has been mentioned, I worked on TLOU2 for 3 years as their official total blind accessibility consultant. I am very familiar with the systems and how they work. I see the podcast episode has already been mentioned in this thread, so I recommend listening to that first, but if you have done so and still have questions, feel free to respond here and I'll get to them as soon as I can.Also, though Liam will be streaming the game at midnight, which is fantastic for those who want to hear the game right away, I would like to encourage some of you to come to my stream on the 19th and beyond as well. There are 2 reasons for this.1:  I will be demonstrating and explaining the features directly from the perspective of someone who worked on them and already understands them in great detail.2:  I will be playing the game FOR my sighted fiance, instead of her playing the game for me, which is literally making a dream I mentioned having back in my GAConf 2017 speech a reality. It's bound to be full of awesomeness, and her reactions as well.My first stream will be Friday, June 19, at 1:30 PM eastern, and will take place as all my streams do on www.twitch.tv/superblindmanAgain, if I can clarify or answer anything, just post a reply here and I'll get to it when I can. Thanks all for your many kind words about the game!

URL: https://forum.audiogames.net/post/540260/#p540260




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Re: A Superblindman Reintroduction: Streaming and Podcasting

2020-05-21 Thread AudioGames . net ForumGeneral Game Discussion : superblindman via Audiogames-reflector


  


Re: A Superblindman Reintroduction: Streaming and Podcasting

Hey folks! I want to let you all know that today, which is Global Accessibility Awareness Day, I will be representing the blind community in a big way as I will be featured on the front page of Twitch for an entire hour. If you'd like to tune in, I will be streaming today between 1:30 and 5:30 eastern, and the Twitch feature begins at 2:00 eastern. It's gonna be Animal Crossing New Horizons, so if you're interested in how that is played, all the more reason to stop by. Go to www.twitch.tv/superblindman around 1:30 eastern if you're interested! Thanks all!

URL: https://forum.audiogames.net/post/531968/#p531968




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Re: A Superblindman Reintroduction: Streaming and Podcasting

2019-11-04 Thread AudioGames . net ForumGeneral Game Discussion : superblindman via Audiogames-reflector


  


Re: A Superblindman Reintroduction: Streaming and Podcasting

Hey folks!Superblindman here to invite you all to join me on stream for a party! Every Monday, at least for the next while, I'll be hosting streams of the Jackbox Party Pack, which you can watch on www.twitch.tv/superblindmanBut the fun doesn't have to stop there. Not only can you watch, you can actually play along, joining in every game by going to www.jackbox.tv and entering the room code we'll give you both in chat, and verbally over the stream. We'd love to have you. The more the merrier. The first stream starts at 2:30 eastern, and goes until 5:30 eastern. The second starts at 7 PM eastern, and runs until 10 PM eastern.For those not interested in Party Pack, I present to you a rundown of my plans for the week, so you can tune into any stream you like.Monday: Party Pack both streamsTuesday: Phoenix Wright: Trials and Tribulations: both streamsWednesday: Day OffThursday: 1-stream day where we play, and likely finish Catherine: Full BodyFriday and Saturday: We continue Manamon, and possibly start Manamon 2 if we finish.Again, all these streams are happening on www.twitch.tv/superblindman so come check it out! Thanks for reading, and continue to be awesome!

URL: https://forum.audiogames.net/post/472790/#p472790




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Re: A Superblindman Reintroduction: Streaming and Podcasting

2019-09-13 Thread AudioGames . net ForumGeneral Game Discussion : superblindman via Audiogames-reflector


  


Re: A Superblindman Reintroduction: Streaming and Podcasting

Greetings folks!Today is one of my audio game days, but it is also a notable one. Today, live on stream, I will be playing the new demo for Falling Squirrel's the Vale, and evaluating the changes. Then, I will continue my ongoing playthrough of Manamon, which we are currently about 9 or so hours into. All of you are welcome to come by and say hello, or just enjoy the content. If you'd like to watch, hop on over to www.twitch.tv/superblindman at about 2:30 eastern time. Thanks, and I look forward to greeting you there!

URL: https://forum.audiogames.net/post/461729/#p461729




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A Superblindman Reintroduction: Streaming and Podcasting

2019-08-19 Thread AudioGames . net ForumGeneral Game Discussion : superblindman via Audiogames-reflector


  


A Superblindman Reintroduction: Streaming and Podcasting

Greetings all,My name is Brandon Cole, and these days I am a creature of many hats. I am a streamer, podcaster, blogger, and accessibility advocate and consultant for video games. I just wanted to write this post to introduce you folks to a couple of things you might be interested in.1:  For starters, a link to my podcast, where I talk about games from a standard and accessibility perspective, and interview lots and lots of guests as well, can be found at www.breakdownwalls.net/podcastIt is part of the Break Down Walls project, wherein we aim to break down the barriers between disabled and nondisabled gamers by including everyone in the conversation, and educating on accessibility.2:  My almost daily Twitch streams, where you can watch and/or listen to me play all sorts of games, from mainstream video games to audio games to games that have been modified for blind playability, can be found at www.twitch.tv/superblindman3:  My Youtube channel, where much of what I have streamed has been uploaded, can be viewed at www.youtube.com/superblindman4:  And in case you're interested in my blog, where I write articles about games and gaming from a blind person's perspective, as well as review some games, you can find that at www.brandoncole.netThanks very much, and I hope you all enjoy my content!! Continue to be awesome!

URL: https://forum.audiogames.net/post/456541/#p456541




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Re: Superblindman Introduces Himself in a New Way

2018-11-13 Thread AudioGames . net ForumGeneral Game Discussion : superblindman via Audiogames-reflector


  


Re: Superblindman Introduces Himself in a New Way

I'm always happy to see you hop on stream, Connor, and I appreciate that you'd join Patreon if you could. It's all good, man. Just keep having a good time, and jump on Patreon later if you can. Thanks again.connor142 wrote:I've only jumped on this crazy train about three weeks ago. I usually just like to hang on fridays and play as much jackbox with yall as I can, but all the other stuff really looks cool though. Never the less, the weekly jackbox streams have become a thing to look forward to. If I had disposable income, I'd join the patrion. School sucks. 

URL: http://forum.audiogames.net/post/393035/#p393035




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Re: Superblindman Introduces Himself in a New Way

2018-11-13 Thread AudioGames . net ForumGeneral Game Discussion : superblindman via Audiogames-reflector


  


Re: Superblindman Introduces Himself in a New Way

Hey, thanks guys! I appreciate both of the replies this post has gotten so far. Enjoy that Youtube channel. There is a ton of stuff there. 

URL: http://forum.audiogames.net/post/393024/#p393024




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Re: Madden Accessibility Update

2017-10-19 Thread AudioGames . net ForumGeneral Game Discussion : superblindman via Audiogames-reflector


  


Re: Madden Accessibility Update

Alright, folks, time for me to hop, skip, and jump in here, and throw out a few things.First, I have played and completed the Longshot story mode, and have a few things to say here. I actually thought I also had a couple of corrections to the Quicktime Event guide for it, but it turns out, um, I don't. It is in fact just me who was dumb, for like 20 minutes, reading the wrong quicktime event. So... Woops. Still, I have a couple things to throw in.1:  I absolutely have to continue to campaign for a list of the dialog choices, and probably an expanded quicktime guide if there are any significant changes to events based on those choices. What lead me to the decision to bring this up again actually isn't the fact that I don't necesarily know what choice I'm making for the big decisions. It was a little thing. The questions the coach asks you... I hated looking dumb for always picking the answer on the left even if it was wrong. Haha. So if that i
 s ever done, we shouldn't be told which ones are right, (we should really pay attention on our own), but we should be told which option is which. Thanks!2:  There is a significant difference between playing as Devon during Longshot and playing a regular game. That difference is more than just the fact that you strictly control Devon, it's the way passing works. In a regular game, our accessibility instructions tell us to tap the face buttons in sequence until we get a vibration indicating an open receiver. This seems to work in a regular game, but in Longshot, I eventually figured out that it does not. Devon will, in fact, throw at whichever receiver you press the button for first. This, I believe, is what lead to so, so many dropped passes for me in story mode, and initially caused my confusion about whether I had to try and catch the ball or not. It would be pretty sweet if this mechanic worked the same way universally.3:  There is a moment in stor
 y mode, (no spoilers), where you are challenged not to throw to a certain receiver. However, the buttons the receivers are assigned is determined, I assume, based on their positions. It would be nice if, just for that moment, the receiver the challenge says not to throw to could be specially identified somehow, either with a warning rumble instead of an immediate throw, or an audio cue that warned us which one they were at the time. While I understand this might be seen as a minor concern, I believe we should have the option of completing or not completing that challenge the way a sighted player would.4:  There are 2 points where things have to be thrown at targets in a competition-style event. I would seriously love to have an audio or rumble-based targeting system for these, as I sort of hated just tossing everything away until I could skip the event.5:  I would also love it if this same targeting mechanic were applied to Steer the Ball quicktime moments, d
 espite the fact that i somehow managed to complete them in story mode. It did take some trial and error, and some luck, and it'd be nice if we could have an indicator of the proper direction as we steered the ball as well.6:  Speaking of skipping events, it should be noted that not all quicktime events are skippable. The one I got stuck on for no reason because I was looking at the wrong event was actually one of these. No matter how many times I tried it, there was only ever a retry button. Also, the moment where you throw things at targets had to be skipped with the circle button after you had failed, not by going down to skip and pressing X. Just something to toss in there.I get that these things may take some serious work to do, but if we don't ask, they definitely won't happen. No matter what, thanks for listening, and thanks for all this. We seriously cannot thank you enough for your dedication and hard work.

URL: http://forum.audiogames.net/viewtopic.php?pid=334269#p334269





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Re: Hello from EA - Madden NFL feedback

2017-03-13 Thread AudioGames . net ForumGeneral Game Discussion : superblindman via Audiogames-reflector


  


Re: Hello from EA - Madden NFL feedback

Hi there!Karen, it's a pleasure to see you on this forum. i had the honour of meeting you at the Game Accessibility conference, and I was so happy to see how interested you were in this topic. Now for what few suggestions I have.First, real quick, to get this out of the way, a place you want to make sure text to speech is present: the play selection menu. Furthermore, I was thinking there should be an additional place, maybe in the main menu though I'm not sure exactly where, where people like me, who have never been Football fans before, can go to learn what each play actually was, through description and perhaps, after some other features were implemented to identify different field positions, an audio demonstration of a play. I understand this would be a massive undertaking, but I keep thinking that, if you're going to choose a play, you should know what that play involves.Second, do you happen to know what determines which button must be pre
 ssed to throw to which receiver? Is it their relative position to you? Their position on the field? I ask because I think all you would need, if I'm right about this, would be a tone that plays, (a different-sounding tone depending on which button would need to be pressed), letting you know when that receiver is open. I don't want to turn a feature like that into a cheat of any kind, though, so how about this. That tone is also affected by the stats of the player you're controlling. So for example, if you have poor, uh, we'll say playmaking ability, (I know nothing about Madden remember), then maybe you're more likely to hear that sound at the incorrect time. Perhaps too early, or too late. Blind gamers who become more experienced might figure out ways to use the game's natural audio, making it possible that they will know better and either ignore the tone when controlling a player with a low stat, or throw earlier than the tone plays and succeed. I won
 't count that out as a possibility because, again, never played Madden. Haha.Just thinking out loud, as it were, but I imagine Madden's version of Franchise mode would be a blast just with the implementation of text to speech. After all, focus there is on management, and I think you can choose to play the games, but I also think, (i could be wrong), that you can choose to just watch them too. I could see that making blind people feel like they were really on the sidelines, yelling at their team when they screw up, which as i understand it is kind of the point of that mode.Anyway, these are just a few little ideas. Trying to offer a kind of baseline here given my lack of experience with this game, and hoping I have done an OK job. I may contribute more if i think of anything else, but thank you again, and best of luck. Here's hoping the rest of EA gets psyched about this too.

URL: http://forum.audiogames.net/viewtopic.php?pid=301926#p301926





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Re: Casting Call for Voice Actors for "A Hero's Call"

2017-01-07 Thread AudioGames . net ForumGeneral Game Discussion : superblindman via Audiogames-reflector


  


Re: Casting Call for Voice Actors for "A Hero's Call"

I've thrown my name into the hat, as it were. Here's hoping. This will be my fourth professional job to date, if I can get it. Yee haw!

URL: http://forum.audiogames.net/viewtopic.php?pid=292890#p292890





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