Re: Sequence Storm Rhythm Racing Game

2019-09-27 Thread AudioGames . net ForumNew releases room : Game Man via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

@#459I think I'm not able to hear the other racer when I overtake it near the middle/end of the mission because I consistently get a similar score when I play with and without holds so I should be able to hear it around the same area. But I can only hear my self moving past it when holds are off. Also, the taking damage bug sometimes happens when I restart several times but it's not super consistent. Thanks.

URL: https://forum.audiogames.net/post/464806/#p464806




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Re: Sequence Storm Rhythm Racing Game

2019-09-23 Thread AudioGames . net ForumNew releases room : Game Man via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

Hey,There's a bug in the traitor mission where if you have holds enabled with audio cues 1, your opponent can't be heard at all. The only way I was able to complete it was by disabling holds just so I could hear the other racer. Also, if you restart in the middle of that mission, you instantly take a ton of damage.

URL: https://forum.audiogames.net/post/463509/#p463509




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Re: Sequence Storm Rhythm Racing Game

2019-09-10 Thread AudioGames . net ForumNew releases room : Game Man via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

You would definitely have my support on Patreon.

URL: https://forum.audiogames.net/post/461031/#p461031




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Re: Sequence Storm Rhythm Racing Game

2019-08-19 Thread AudioGames . net ForumNew releases room : Game Man via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

The antiviral mission was hard but I completed it! I ended up having to swap the scratch sounds to hear the right notes to play near the end when two notes are playing at once. There aren't sound cues for collecting items yet, right?Also, the Wolf Fragment mission isn't announcing the different medals while driving. I'm still having trouble steering. Even though I know it's kind of first person perspective. I think I'm just finding it hard to get a sense of where in relation I am to the bots. and other elements on the track. Despite these frustrations, I'm definitely still enjoying the game. I started playing with audio cues 2 a bit more and I think it'll take me a bit of get used to but I like it.

URL: https://forum.audiogames.net/post/456531/#p456531




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Re: Sequence Storm Rhythm Racing Game

2019-08-15 Thread AudioGames . net ForumNew releases room : Game Man via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

Hey @special magic games I'm really enjoying the game and really appreciate all the updates.Is there a cue to indicate where you are on the track in relation to where the cars and walls are? I'm having trouble getting the bonus for "Welcome to Daimon Space." I can hear where the walls are but I can't hear where the cars are in relation to mine. If there's no sound cue, can you make it so that when I steer, I can hear my own engine and the engines of other racers? If you pann my racer engine noise as I'm steering, I would get a better sense of where my racer is in relation to either side of the track and other racers. Also, would playing sustained musical notes based on the length of the hold work for holds?

URL: https://forum.audiogames.net/post/455719/#p455719




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Re: Sequence Storm Rhythm Racing Game

2019-08-05 Thread AudioGames . net ForumNew releases room : Game Man via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

I've been playing this game for a few days now and I'm really enjoying it. I'm currently on the tracks that have the fire hazard. Anyways, here are a few notes that might help anyone who's interested in the game.Sequence Storm will announce Narration and let you turn it on in the main menu when you launch it for the first time. To set things up, I recommend going to the options menu, go to cues and change it from visual cues to audio cues by pressing right arrow on that option. Then, I suggest going into the accessibility menu and adjusting the narration speed and and narration volume to your liking. Finally, you should go to the audio cues menu still under accessibility so you have an idea of the different sounds. If you're using a keyboard or some other device that has a bit of a delay, you can compensate for that with the judgment timing offset in the options menu. The help message says to use control up/down arrows to adjust this. You can ignore that since that doesn't work. Instead, just use the left/right arrows. Currently, the main aspect of the game where you're repeating the notes is accessible. Since, he's using percussion instruments rather than notes, the hold notes aspect is disabled when accessibility is on. The racing portion with other computer players can be beaten by using hyper-drift and speed boost. Speed boost only works when the meter is full which will be announced via speech and by holding the H key. Right now, there are not enough  sound cues to let you know where things are when you steer. For example, there are no cues for slip streams, and obstacles. There's an audio cue for the walls of the track but it's difficult to hear. the developer is aware of the issues and will be hopefully pushing some more accessibility updates out this week.

URL: https://forum.audiogames.net/post/453511/#p453511




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Re: SoniFight - Any interest in BlazBlue: Continuum Shift Extend (Steam)

2018-11-01 Thread AudioGames . net ForumNew releases room : Game Man via Audiogames-reflector


  


Re: SoniFight - Any interest in BlazBlue: Continuum Shift Extend (Steam)

Hi there,I would be interested in a config as well.Thanks.

URL: http://forum.audiogames.net/post/390087/#p390087




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Re: A Hero's Call: an Accessible Fantasy RPG from Out of Sight Games

2018-02-22 Thread AudioGames . net ForumNew releases room : Game Man via Audiogames-reflector


  


Re: A Hero's Call: an Accessible Fantasy RPG from Out of Sight Games

So I was able to fine the info with the new character i created. I haven't tried finding it with the old saved file. Anyhow, I have finished the game with most of the quests completed.

URL: http://forum.audiogames.net/viewtopic.php?pid=353424#p353424





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Re: A Hero's Call: an Accessible Fantasy RPG from Out of Sight Games

2018-02-22 Thread AudioGames . net ForumNew releases room : Game Man via Audiogames-reflector


  


Re: A Hero's Call: an Accessible Fantasy RPG from Out of Sight Games

Yes. I've looked in the fort as well. Could it be a bug that the the object I'm looking for isn't populated? I've heard others say that it could be an issue with the game saved file. I created a new character and some of the bugs that I'd encountered before seem to be fix.

URL: http://forum.audiogames.net/viewtopic.php?pid=353401#p353401





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Re: A Hero's Call: an Accessible Fantasy RPG from Out of Sight Games

2018-02-22 Thread AudioGames . net ForumNew releases room : Game Man via Audiogames-reflector


  


Re: A Hero's Call: an Accessible Fantasy RPG from Out of Sight Games

Can anybody give me  hint on where to find the sequence to open the ancient tree in the ruins? I feel like I've looked all over and couldn't find it. I looked in all the towers and went off the roads.Thanks.

URL: http://forum.audiogames.net/viewtopic.php?pid=353388#p353388





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Re: SoniFight v1.0 now available

2018-01-13 Thread AudioGames . net ForumNew releases room : Game Man via Audiogames-reflector


  


Re: SoniFight v1.0 now available

It possible to uncheck the box in the installer with a screen reader. You just have to use something like object nav and/or OCR in NVDA to get at it. You're right though, it can be a pain.

URL: http://forum.audiogames.net/viewtopic.php?pid=347466#p347466





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Re: A Hero's Call: an Accessible Fantasy RPG from Out of Sight Games

2018-01-01 Thread AudioGames . net ForumNew releases room : Game Man via Audiogames-reflector


  


Re: A Hero's Call: an Accessible Fantasy RPG from Out of Sight Games

Hmm. I feel like a few more sounds would add to the atmosphere like door sounds if it's done correctly. It would be too much if a door sound like an opening door was repeated frequently but if it was added so that it played with 5 to 8 seconds of silence in between it could work. It's already slightly weird to hear the priest talking like he's dealing with others when there's no ambient crowd noise in the temple and assuming that he is entertaining other worshipers, wouldn't the door occationall open/close?

URL: http://forum.audiogames.net/viewtopic.php?pid=344907#p344907





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Re: A Hero's Call: an Accessible Fantasy RPG from Out of Sight Games

2017-12-31 Thread AudioGames . net ForumNew releases room : Game Man via Audiogames-reflector


  


Re: A Hero's Call: an Accessible Fantasy RPG from Out of Sight Games

So far I'm enjoying the game and the many maps to explore. I have a few suggestions though and it would be interesting to get everyone's take on.I find the navigation aspect a little annoying sometimes, not because of it using cardinal directions and all that but because there aren't enough auditory landmarks. Instead of a beep telling me that I'm in an open area like the tavern, I would like to see some atmospheric sound to indicate that. Same with the doors. I would like to hear the creaking and/or opening and closing of doors so I can locate entrances without too much thought. The cardinal directions are helpful but sometimes it requires a little more thought locating things. whereas, when we hear something, even in real life when we're traveling, we naturally turn to it intuitively, without much thought.

URL: http://forum.audiogames.net/viewtopic.php?pid=344879#p344879





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Re: A Hero's Call: an Accessible Fantasy RPG from Out of Sight Games

2017-12-29 Thread AudioGames . net ForumNew releases room : Game Man via Audiogames-reflector


  


Re: A Hero's Call: an Accessible Fantasy RPG from Out of Sight Games

Hi guysI think that due to overwhelming downloads and emails being sent, the server is struggling so I think we'll all have to be a little patient. On the bright side, this means that we've probably broken a few records for most anticipated audio game and the first audio game launch to have server problems because of overwhelming activity due to people's excitement.

URL: http://forum.audiogames.net/viewtopic.php?pid=38#p38





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Re: A Hero's Call: an Accessible Fantasy RPG from Out of Sight Games

2017-12-29 Thread AudioGames . net ForumNew releases room : Game Man via Audiogames-reflector


  


Re: A Hero's Call: an Accessible Fantasy RPG from Out of Sight Games

Congrats! Can't wait to play!

URL: http://forum.audiogames.net/viewtopic.php?pid=344394#p344394





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Re: SoniFight v1.0 now available

2017-11-19 Thread AudioGames . net ForumNew releases room : Game Man via Audiogames-reflector


  


Re: SoniFight v1.0 now available

@r3dux Not sure if it's a SoniFight issue or something else but when I'm playing as Hoagie and trying to go to the house, I can't seem to find the door to go in and the mailbox. the only thing SoniFight reads is Inn and fields. I'm using a controller to play because it's easier and more accessible than moving the mouse on a touchpad. with the controller, I can snap to each object. If you can look into this, that would be great.Thanks again.

URL: http://forum.audiogames.net/viewtopic.php?pid=339181#p339181





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Re: SoniFight v1.0 now available

2017-11-19 Thread AudioGames . net ForumNew releases room : Game Man via Audiogames-reflector


  


Re: SoniFight v1.0 now available

@r3dux when a new game load, NVDA says some random stuff and I get an windows error sound. Looks like it works fine now after that cut scene finishes. Thanks.

URL: http://forum.audiogames.net/viewtopic.php?pid=339154#p339154





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Re: SoniFight v1.0 now available

2017-11-18 Thread AudioGames . net ForumNew releases room : Game Man via Audiogames-reflector


  


Re: SoniFight v1.0 now available

I just bought DOTT and Sonifight reads the main menu but errors out when a new game is loaded.Any help with this is appreciated.

URL: http://forum.audiogames.net/viewtopic.php?pid=338997#p338997





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Re: SoniFight v1.0 now available

2017-11-14 Thread AudioGames . net ForumNew releases room : Game Man via Audiogames-reflector


  


Re: SoniFight v1.0 now available

Steam is still not all that accessible but NVDA OCR works pretty well with it. When you OCR each screen by pressing NVDA-r and you want to interact with an item, navigate, use normal navigation keys e.g. control-left arrow/right arrow to move by word, and make sure you're on the item. Press NVDA-shift-m to route the mouse to it. Then left click (NVDA-left bracket on laptops,) to activate the item or right click (NVDA-right bracket) on the item to activate the pop-up menu.Hope this helps everyone using Steam. Maybe someone can write a Steam add-on for NVDA.

URL: http://forum.audiogames.net/viewtopic.php?pid=338360#p338360





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Re: SoniFight v1.0 now available

2017-11-14 Thread AudioGames . net ForumNew releases room : Game Man via Audiogames-reflector


  


Re: SoniFight v1.0 now available

Steam is still not all that accessible but NVDA OCR works pretty well with it. When you OCR each screen by pressing NVDA-r and you want to interact with an item, navigate, use normal navigation keys e.g. control-left arrow/right arrow to move by word, and make sure you're on the item. Press NVDA-shift-m to route the mouse to it. Then left click (NVDA-left bracket on laptops,) to activate the item or right click (NVDA-right bracket) on the item to activate the pop-up menu.Hope this helps everyone using Steam. Maybe someone can write a Steam plugin for NVDA.

URL: http://forum.audiogames.net/viewtopic.php?pid=338360#p338360





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Re: SoniFight v1.0 now available

2017-11-14 Thread AudioGames . net ForumNew releases room : Game Man via Audiogames-reflector


  


Re: SoniFight v1.0 now available

Steam is still not all that accessible but NVDA OCR works pretty well with it. When you OCR each screen by pressing NVDA-r and you want to interact with an item, navigate, use normal navigation keys e.g. control-left arrow/right arrow to move by word, and make sure you're on the item. Press NVDA-shift-m to route the mouse to it. Then left click (NVDA-left bracket on laptops,) to activate the item or right click (NVDa-right bracket) on the item to activate the pop-up menu.Hope this helps everyone using Steam. Maybe someone can write a Steam plugin for NVDA.

URL: http://forum.audiogames.net/viewtopic.php?pid=338360#p338360





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Re: SoniFight v1.0 now available

2017-11-05 Thread AudioGames . net ForumNew releases room : Game Man via Audiogames-reflector


  


Re: SoniFight v1.0 now available

I've seen some pretty good deals on it lately. I recently bought a copy for 8 bucks.

URL: http://forum.audiogames.net/viewtopic.php?pid=336945#p336945





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Re: SoniFight v1.0 now available

2017-11-05 Thread AudioGames . net ForumNew releases room : Game Man via Audiogames-reflector


  


Re: SoniFight v1.0 now available

The version of Street fighter that works with SoniFight is Ultra Street fighter IV.

URL: http://forum.audiogames.net/viewtopic.php?pid=336933#p336933





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Re: SoniFight v1.0 now available

2017-11-04 Thread AudioGames . net ForumNew releases room : Game Man via Audiogames-reflector


  


Re: SoniFight v1.0 now available

Hi:I'm definitely excited by the potential this can bring to mainstream games. r3dux, would it be possible to add in speech for the audio/sound settings in Street fighter 4 as well as when you press left/right arrows in button config to change layouts? Also, I think adding a key to get info such as health would be helpful. Even though the health might be told once in a while, it can be distracting.SLJ, one thing that might help in determining health is using NVDA or your screen reader's OCR to figure out the timers that appear on screen. I was able to read a bit of that as well as the menu options  that didn't talk in Street Fighter 4 with NVDA OCR.

URL: http://forum.audiogames.net/viewtopic.php?pid=336734#p336734





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Re: Preludeamals, a puzzle solving game by Aprone

2016-05-17 Thread AudioGames . net ForumNew releases room : Game Man via Audiogames-reflector


  


Re: Preludeamals, a puzzle solving game by Aprone

I'm now on level 10. I'm definitely enjoying this game.

URL: http://forum.audiogames.net/viewtopic.php?pid=260828#p260828





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Re: Preludeamals, a puzzle solving game by Aprone

2016-05-17 Thread AudioGames . net ForumNew releases room : Game Man via Audiogames-reflector


  


Re: Preludeamals, a puzzle solving game by Aprone

Hey:I'm a little stuck on level 8. I thought I figured out a good solution for it but I have a small problem. I can't get the arm to switch back to using the saw attachment.Any help is appreciated thanks.

URL: http://forum.audiogames.net/viewtopic.php?pid=260801#p260801





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Re: Announcing the first release of Park Boss, an amusement park simulator

2014-10-03 Thread AudioGames . net ForumNew releases room : Game Man via Audiogames-reflector


  


Re: Announcing the first release of Park Boss, an amusement park simulator

Hi:Ive been playing this game for a couple of days now and I really enjoy playing it. I have a couple of suggestion though that might make the simulation more realistic.It would be great if there were more responses from different people rather than the 3 that I hear. Also, it would make sense to either not be able to talk to anyone while in an area that has more than 4 blank square or only recieve 1 response rather than the various responses one might get normally.It would also be great if rides and other attractions are announced autimatically while moving around the park. Space could be reserved for receiving extra information about the ride including instructions on how to play if its playable. It would also be good to be able to interact with food stands by trying the food and maybe be able to talk to the staff that run the stands and restaurants.Once again great game.

URL: http://forum.audiogames.net/viewtopic.php?pid=191139#p191139




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