Re: Code Dungeon - A FREE hack & slash dungeon crawler

2021-01-04 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: Code Dungeon - A FREE hack & slash dungeon crawler

@Stealcase I pasted the link in my post, but here it is again in case something broke. The link has a timestamp on it so the player should jump to the code dungeon part of the stream.https://youtu.be/AkqEZ-iLzC0?t=6959

URL: https://forum.audiogames.net/post/604151/#p604151




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Re: Code Dungeon - A FREE hack & slash dungeon crawler

2021-01-03 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: Code Dungeon - A FREE hack & slash dungeon crawler

Don't think I posted here yet, but congrats on an awesome game. Even though it's short as it is I don't think I've seen more immersive audio in a game, the way you can hear the room acoustics changing based on where the walls are is simply amazing.We recently Streamed this game with a friend who managed to be so fast at playing it he just might have accidentally found a way to go out of bounds... But don't pay attention to that bit. ;-)I'm really excited to hear you're working on something new. I can't wait to see the results!

URL: https://forum.audiogames.net/post/604045/#p604045




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Re: Kilta, the RPG manager auto-battler. Update on early access launch

2020-11-06 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: Kilta, the RPG manager auto-battler. Update on early access launch

I've been hyped for this ever since I saw your first tweets and I'll be looking forward to when I can play this game. Knowing how awesome your previous projects sounded like I'm sure this one will be no exception, and I for one will still love to try it out when it becomes accessible

URL: https://forum.audiogames.net/post/587287/#p587287




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Re: Audo, endless racing game

2020-08-03 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: Audo, endless racing game

The way I understood the idea of dividing the track wasn't so much that you only had 3 positions you could be in, and more like something like the rumble strips on a highway that divide it into lanes. So you'd hear them if you moved your ship over them but your movement would still be unrestricted. I think that's a really good idea. If you had something else in mind then I guess this is an alternative feature request Edit: I'd love to see you make a shooter. If it had a lot of different enemies that all act slightly differently and powerups to make the game interesting, I'd be all over it and I think you could make something that sounds really cool with your engine.

URL: https://forum.audiogames.net/post/557903/#p557903




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Re: Audo, endless racing game

2020-08-03 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: Audo, endless racing game

The way I understood the idea of dividing the track wasn't so much that you only had 3 positions you could be in, and more like something like the rumble strips on a highway that divide it into lanes. So you'd hear them if you moved your ship over them but your movement would still be unrestricted. I think that's a really good idea. If you had something else in mind then I guess this is an alternative feature request 

URL: https://forum.audiogames.net/post/557903/#p557903




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Re: Audo, endless racing game

2020-07-28 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: Audo, endless racing game

OK, after playing the game for a bit more I think it might be good to have a slider for the music volume, or at least the kick/snare part of it. If you're playing in a quiet environment, you can hear it all right but I was playing the game in the middle of voice chatting with a friend who had a lot of background noise, which though normally wasn't really a problem was obscuring the music. Another friend told me that while he could hear the music when it was centered he had more trouble localising his position if it went to the sides.

URL: https://forum.audiogames.net/post/556312/#p556312




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Re: Audo, endless racing game

2020-07-28 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: Audo, endless racing game

This game is really cool, especially after this update. I'm really digging the sound design here, I love how you really get a sense of speed even though the audio is very much retro enspired. Making the cars make the wobbling sounds as a form of collision warning is brilliant, it really fits the atmosphere while being really useful and far less obvious than a beep or something.Yeah, the music pans around to show where you are on the screen. I didn't notice it at first but once I did picking up the shields became much easier.

URL: https://forum.audiogames.net/post/556297/#p556297




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Re: InSpire, a mod to make SlayTheSpire Accessible... again!

2020-07-05 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: InSpire, a mod to make SlayTheSpire Accessible... again!

Basically, the difference between the 2 in simple terms is that Text The Spire hooks into the game information to give you an alternative interface to play, while the ultimate goal of Inspire is to essentially be a screen reader for the actual game interface so you'll be playing by being able to navigate through and press every button or card like a sighted person would, which would also include any additional buttons that third party mods might add to the screen. But making a screen reader for a game, especially when you have to figure out and patch the code yourself without being able to see it, takes a lot of time so it's probably still going to be a very long while before this gets to the level of playability that TextTheSpire is giving us right now (this is first hand information from talking to Robjoy over IM as he spent hours figuring out how the game draws the user interface and just how horribly the code is designed making implementing propper accessibility extremely time consuming). hence the focus on the inaccessible interface sections first and the mad respect and gratitude to Wensber for actually letting us discover, and very easily play this game. 

URL: https://forum.audiogames.net/post/548871/#p548871




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Re: Grand theft Accessibility Has Arrived!

2020-04-09 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: Grand theft Accessibility Has Arrived!

Does anyone have experiences with buying the game directly from Rockstar rather than Steam? The game seems to cost a lot less if you get a rockstar key directly, but I'd like to know if there are any accessibility hurtles I should know about if going with that root.Congrats on a cool mod liam!

URL: https://forum.audiogames.net/post/517741/#p517741




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Re: New addicting online fighting game!

2020-04-02 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: New addicting online fighting game!

Doesn't seem to be in Poland either.@Maranatà is the game itself available in English? I guess the manual isn't and the app store description is all in Italian, but in the details the only supported language listed is English if I'm reading the page right.

URL: https://forum.audiogames.net/post/515152/#p515152




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Re: I discovered several new cool features on blind drive!

2020-02-08 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: I discovered several new cool features on blind drive!

Is this game officially out? This sounds like a perfect game to stream for PG13 plays, but if the devs haven't officially released it yet then it'd probably be better to hold off. The video description says it's not released to the public... while giving a link to a build, so there's a bit of conflicting information there.

URL: https://forum.audiogames.net/post/499720/#p499720




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Re: Blind Quest: The Enchanted Castle is available now!

2020-02-07 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: Blind Quest: The Enchanted Castle is available now!

Hi Max,I have also tried to request the update but had no luck, the system claims my E-mail wasn't found.I beat the game yesterday while streaming it.. The stream is quite long, playing through the game took about 4 hours. Skimming through the thread here I see that most things have already been mentioned(battles really need more sounds and variables, the pauses shouldn't be so long and you should be able to interrupt the speech while tabbing through items). Halfway through the game I randomly decided to try applying a Cheat Engine speedhack to see if I could speed up the navigation any, and let me tell you tabbing through items and going through battles is so much more responsive at 5X speed even if the speech interrupts itself.On the topic of speech, something else I noticed while playing is that if you're blind you end up missing out on a lot of information. I decided to OCR the game to see if there was any visuals I could put on the stream, and I found that the game displays your exact health, the exact amounts of HP damage you and your enemies cause, how much XP you get, the quantity of items on the inventory screen, and how much XP you need to level up on the main map. The recorded narrator either makes a lot of this information vague (like how the HP report goes from 100% to >75% and so on) or misses it completely (there's no way to see how much XP you need to level up) or exactly how many potions you have.If you couldn't afford to record more VoiceOvers for this info, just get the Unity screen reader plugin and use it for the battle screen and navigation and leave the prerecorded VoiceOvers for area descriptions and other dialog. Most blind people will thank youfor it and if someone is sighted, you're putting the text there anyway so they can read it. If the reason was something else, like someone thinking this information isn't important, I think that for a turn-based RPG it really is. I would say that RPG's like this are 50% about the story and the other 50% about the numbers which can help you gage how well you're doing, particularly if you add things like equipment down the road.I really hope you build on this concept. You have a lot of potential here for a good RPG and the story, although a bit cliche, is already there to support such a game. If you need any help with testing or more feedback I'd be happy to help, RPG's are one of my most favorite genres so I'd definitely love to see more of them!

URL: https://forum.audiogames.net/post/499344/#p499344




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Re: Ojamajo Doremi games!

2019-09-29 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: Ojamajo Doremi games!

Are there more than 2 units in the game? I did relatively OK on all except 1 game in the second unit and it came up with a message saying work on more units is ongoing so IDK if I should try harder to get better scores on all games or if I beat all levels.

URL: https://forum.audiogames.net/post/465188/#p465188




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Re: Dreamland-official version

2019-08-17 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: Dreamland-official version

For anyone needing help with gestures, on the log-in screen, keep swiping to the right until you get the help button and double-tap, then double-tap on game manipulation. All of the gestures will be listed here, and you can also refer to these in-game by swiping down with 2-fingers at the top and finding the help button.I haven't played too extensively on iOS yet, but the basic idea for the gestures is that the screen is split in 2 halves. The top half is used to operate the interface. Doing 1 and 2 finger swipes here lets you do things like looking for and locking on-to targets, navigating to quests, and reading and sending chats, and checking things like your health. Doing a 2-finger swipe down here will open the same menu as you get by pressing arrow keys on Windows, which is how you can upgrade skills, do inventory management, configure the game and access the help files.The bottom half is used for actual gameplay. Tapping the screen does your basic attack. Tapping and holding, then dragging in various directions lets you move. 1-finger swipes activate the 4 skills in your skill slots, like the k, l, u, i and o keys on Windows. 2-finger swipes activate your inventory slots. There's also some 2-part android style gestures that let you get on and off your mount and/or aircraft. It all sounds really confusing, but I think it's a UI that will probably feel quite intuitive once you get used to it.Regarding the translation, it's actually pretty complete. The voiced story dialogs aren't translated, but NPC's, quest names and objectives, shop menus, as well as help and system messages are all in english. As I said a few posts back the main issue is that the game is stuck using a chinese voice for the moment which can speak English but with a very pronounced accent  and reading numbers in Chinese.

URL: https://forum.audiogames.net/post/456210/#p456210




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Re: Dreamland-official version

2019-08-16 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: Dreamland-official version

For anyone curious, I can confirm the latest public beta of iOS 13 does fix the sound issue both in this game and a few other unity based ones.The main issue right now is the voice, as the voices menu only lists the Chinese voices. THankfully, they speak English so you can still play the game, but any numeric data will be spoken with Chinese numbers. I'm pretty sure this will be addressed quickly enough 

URL: https://forum.audiogames.net/post/455848/#p455848




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Re: Sequence Storm Rhythm Racing Game

2019-08-09 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

@mike for steam guard, when the window comes up, check your email. If you received the steam guard code, copy it out. Then return to the steam guard window, press enter, press CTRL+V to paste in the code and press enter again to verify it. If you use screen review and read by line it should say the authorization was successful and you should just be able to close the window and be on your way.

URL: https://forum.audiogames.net/post/454244/#p454244




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Re: Sequence Storm Rhythm Racing Game

2019-08-09 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

@mike for steam guard, when the window comes up, check your email. If you received the steam guard coed, copy it out. Then return to the steam guard window, press enter, press CTRL+V to paste in the code and press enter again to verify it. If you use screen review and read by line it should say the authorization was successful and you should just be bale to close the window and be on your way.

URL: https://forum.audiogames.net/post/454244/#p454244




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Re: Sequence Storm Rhythm Racing Game

2019-08-08 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

@diego check post 102. I literarly wrote how to use steam with screen readers a few hours ago.

URL: https://forum.audiogames.net/post/454091/#p454091




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Re: Sequence Storm Rhythm Racing Game

2019-08-08 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

Awesome work on the game so far, thank you so much for incorproating all of these accessibility features! I'll probably be streaming this game with a friend later this week if internet decides to behave and nothing comes up. For anyone on the fence because of Steam, I just wrote an up to date guide how to use it. I'd be interested to hear from people who have just started out with Steam if it gave you any trouble, when doing some research and testing for this guide I realised thigns got much more accessible since I signed up years ago.

URL: https://forum.audiogames.net/post/454045/#p454045




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Re: ArtilEcho a new artillery game prototype

2019-05-05 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: ArtilEcho a new artillery game prototype

Yeah, the game was really good. The timing of the test could have been a bit better so more people could have played it. I think this was the first time something like this was done in audio. For people that haven't managed to play, imagine shell shock but instead of just having to deal with wind, in additional to setting the angle and power of your shot you have choice of different weapons, you can move yourself around the map and the terrain has different heights and the shots people make cause it to deform.I filled out the questionaire and one of the suggestions I made is that the server also be made publically available. It looks like the client has configuration files that let you have it connect to a different address and port

URL: https://forum.audiogames.net/post/431429/#p431429




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Re: Granblue Fantasy

2019-05-02 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: Granblue Fantasy

If I'm  reading David's post right, this is a game you play in the browser. If this is the case, then in theory you should be able to just use the translation facilities built into Google Chrome to play. I'll be trying this out later.

URL: https://forum.audiogames.net/post/430846/#p430846




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Re: Granblue Fantasy

2019-05-02 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: Granblue Fantasy

If I'mr eading David's post right, this is a game you play in the browser. If this is the case, then in theory you should be able to just use the translation facilities built into Google Chrome to play. I'll be trying this out later.

URL: https://forum.audiogames.net/post/430846/#p430846




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Re: Dungeon RPG On android

2019-04-21 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: Dungeon RPG On android

It doesn't look like this game is on iOS, at least I can't find it. I looked for the name and didn't find this exact game, then the developer and found nothing. Finally I went to their website through the Google Play profile and can only see an Android link.

URL: https://forum.audiogames.net/post/428247/#p428247




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Re: TramSim: A new simulation game

2019-02-21 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: TramSim: A new simulation game

Here is an alternative download link

URL: https://forum.audiogames.net/post/413515/#p413515




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Re: TramSim: A new simulation game

2019-02-20 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: TramSim: A new simulation game

For those who are having trouble downloading the game, you can get the whole folder zipped. When the page loads, start to shift+tab until you eventually find the "download" option and press it. If you highlight a single file or folder in the list further down the page it'll only download that selected file. But if nothing is selected, which is how the page starts out, pressing download will give you a zip with everything.I tried TramSim  yesterday and I must say the game has tons of potential. It looks like you're doing a lot of things right as there are stations you can stop at, traffic lights, speed limits and you are scored by how well you're doing, and the sounds are quite realistic. However, there are some things that would make the experience even better.Firstly, the controls. The keys and logic make sense, but I find it a bit hard to control my speed. You can press the D and A keys as many times as you want, and so it's really easy to overdo it and have to quickly go in the other direction. This is made worse by the fact that every time you press one of those keys, the game pauses while it plays the click sound. I thhink the accelerator/decelerator should be limited, so you could have 3 or 4 clicks in each direction to accelerate and decelerate, plus the neutral setting.For aproaching stations, I think there needs to be more warning, like in TubeSim or dreamy train. Announce the distance to a station starting at 300 meters to give people time to start stopping. Same thing for traffic lights. You don't have to say how much time will pass until a red light turns green, but making an announcement there's a red/yellow/green light a few hundred meters before you get there would help, and if you hear there's a yellow light you'd know you might not be able to drive through it. You might not even need to use speech for this actually. Because the game is set on the street, you could just take actual sounds of traffic lights and have them get louder as you approach.I can't wait to see where this thing goes. I love simulations!

URL: https://forum.audiogames.net/post/413216/#p413216




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Re: New Text-based Roguelike For IOS and Android: Path Of Adventure

2019-02-15 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: New Text-based Roguelike For IOS and Android: Path Of Adventure

Please don't add a heading at the end. You're correct about the 4-finger tap at bottom being the iOS gesture to go to the last item. It takes some practice to do, especially if you have large fingers and one of the smaller phones, but with practice it's not hard to do and I use it regularly to play POA.

URL: https://forum.audiogames.net/post/411982/#p411982




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Re: New Text-based Roguelike For IOS and Android: Path Of Adventure

2019-02-03 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: New Text-based Roguelike For IOS and Android: Path Of Adventure

Regarding headings, heading level does make a difference, but not as much on a phone with a touch screen.On both a computer and iOS and Android, screen readers have keyboard commands to move to the next and previous heading level, usually it's pressing 1 through 6 or Shift+1 through 6. They also have a key to go to next ore previous heading of any level (H and Shift+H). On touch screens you have gestures that let you quickly move through certain elements, but because a touch screen has a more limited set of things you can do you'll generally just get options to move to Any Heading, Any landmark or Any form control rather than specific types of landmark or heading level.So, marking up groups of items with a level 1 heading, and the items themselves with a level 2 heading is helpful on a computer or if someone has a keyboard connected to their phone, because you can tell the screen reader to go only level 1 headings, but on a touch screen you can only tel it you want to navigate through any heading no matter what its level is.

URL: https://forum.audiogames.net/post/409246/#p409246




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Re: New Text-based Roguelike For IOS and Android: Path Of Adventure

2019-02-01 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: New Text-based Roguelike For IOS and Android: Path Of Adventure

Jumping into this thread after being hooked on this game for a few days. I gone into the castle and almost killed the final boss... Must try harder!I agree with Dark's comments about headings. The one place where I think having headings is really useful is for separating the tabs at the top from the rest of the game and for separating the different inventory sections, while the separate headings for choice group 1, 2... etc might be a little excessive.I have 1 suggestion to ease navigation, or at least make it less necessary to actually navigate around the screen to get information. Consider adding a live region to the page and putting the most important messages to it as they come up. There are _javascript_ libraries to do this, like this one A live region is a section of the webpage that a screen reader speaks automatically if it changes. So, what this script essentially lets you do is get screen readers to speak any text you want at any time. I think for this game, putting any messages that come up above the buttons as well as the messages you get in the battle log as they come up would help greatly, because it would cause both VoiceOver and Talkback to automatically read things like how much damage your attack did right after you tap on a weapon to use it, without you having to manually go back up through the interface to read the battle log.

URL: https://forum.audiogames.net/post/408859/#p408859




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Re: New Horizons, space combat and trading game

2019-01-16 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: New Horizons, space combat and trading game

That's normal. The fuel is only used to create hyper space vortexes.

URL: https://forum.audiogames.net/post/405701/#p405701




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Re: New Horizons, space combat and trading game

2019-01-15 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: New Horizons, space combat and trading game

On the topic of missions, either I'm doing something wrong or I found a bug.spoiler wrote:I can't complete the mission where you have to pick up a guy from a zokalo and take him to the military shipyard. I found him, picked him up, flew to the shipyard and... access denied. Thinking about this while writing this post I realised maybe I should have made sure I had a clean record, but I can't retry the mission so I'd love to hear if someone else managed to do this or if this mission is just broken.

URL: https://forum.audiogames.net/post/405531/#p405531




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Re: New Horizons, space combat and trading game

2019-01-13 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: New Horizons, space combat and trading game

I'll try to answer some of the questions.Regarding finding freeports, also listen out for the beacon sound. Generally they'll be somewhere near a planet, which doesn't have to be inhabited as I came across freeports near planets in uninhabitable systems. Which leads me to another thing, once you find a freeport and you've landed there remember the autopilot has an option to save locations, so you can add any freeports to it and then have it navigate you there.Repairing your ship happens automatically when you land at a freeport. The manual says there's an automatic hull repair upgrade, but I haven't found it yet.Yes, your laser can destroy salvage, though it tries not to do it if the inhibitor is on, which it is by default. Then if you're fighting something and a mineral comes in its path the laser will stop firing.

URL: http://forum.audiogames.net/post/405127/#p405127




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Re: New Horizons, space combat and trading game

2019-01-13 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: New Horizons, space combat and trading game

@darren, make sure your keyboard interrupt for typing in NVDA or whatever other screen reader you're using is off. What I did and would recommend you do is make a configuration profile for the game so that it's off while you play, or switch to using SAPI.I was overwelmed at what was going on at first, but once I got a grip on how to play, mined a bit and upgraded my laser... Yeah, I really started having fun. This game is easily one of the best new releases in a long time. Congratulations on a job well done!

URL: http://forum.audiogames.net/post/405072/#p405072




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Re: You're a Cyclepath!

2018-12-30 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: You're a Cyclepath!

@Eric are you accessing the site from the link in the first post? If so that's why you're getting errors. Look at post #347 which is a few headings back for the new address.

URL: http://forum.audiogames.net/post/401923/#p401923




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Re: audio cookie clicker v1.0 released, our christmas gift

2018-12-25 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: audio cookie clicker v1.0 released, our christmas gift

I was going to report the lag but Munawar beat me to it. With Charm running I noticed that when I enter baking mode it maxes out a core completely on my CPU, which makes my fans very unhappy and seems to sometimes effect NVDA reading. Other than that,  I'm hooked. 

URL: http://forum.audiogames.net/post/400724/#p400724




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Re: Audiostrike - New shooter game by Morokuma

2017-10-24 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: Audiostrike - New shooter game by Morokuma

spoiler wrote:You should give the game a shot on Normal even if you haven't beaten easy. You can unlock some nice supplements this way.

URL: http://forum.audiogames.net/viewtopic.php?pid=335033#p335033





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Re: Audiostrike - New shooter game by Morokuma

2017-10-22 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: Audiostrike - New shooter game by Morokuma

This game is really hard. Now I'm on stage 7 and I haven't yet passed 7-3. If I'm lucky I can kill the first boss but getting there usually takes all my lives. The amount of things flying around is just insane!I'm not saying that's a bad thing. But if you're the ragequitting type, you probably want to clear any easily breakable objects from your desk before starting to play this game.  I'm off to try beating this thing!

URL: http://forum.audiogames.net/viewtopic.php?pid=334694#p334694





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Re: Audiostrike - New shooter game by Morokuma

2017-10-22 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: Audiostrike - New shooter game by Morokuma

To whoever had issues with the drill...Spoiler wrote:It flies in a pattern, either from left to right or right to left. This is where the default top-down camera is good because you can never be confused where it's going. TO avoid it, you want to try to move in the opposite direction as it spirals down to the bottom of the screen. If you track its movements while it's coming down, avoiding getting crushed will be extremely hard if not impossible. You can, of course, keep hitting it for a while as it flies up, so make use of that.

URL: http://forum.audiogames.net/viewtopic.php?pid=334627#p334627





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Re: Audiostrike - New shooter game by Morokuma

2017-10-21 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: Audiostrike - New shooter game by Morokuma

I didn't need this game coming out when it did... I was supposed to be sleping an hour ago! *sigh* Jokes aside, this is all kinds of awesome. Definitely not as easy as it sounds. I'm already finding the different ships being useful on different stages, though blue feather and white falcon seem to be the best ones at least for my playstyle.Like Connor I haven't beaten stage 5 yet. You can avoid the tripple napalms, I was able to do it once but later died to a missile. So it can definitely be done somehow. Probably just requires tons of practice.Definitely an awesome game, it shows not everything has been done with the space invaders genre yet. It's right up there with Villens from Beyond and Dark defender for complexity, except I'd say this game is harder than those 2. Would this be the first audio bullet hel shooter we ever got?

URL: http://forum.audiogames.net/viewtopic.php?pid=334573#p334573





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Re: You're a Cyclepath!

2017-07-29 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: You're a Cyclepath!

The locales folder is only used by electron (the engine that makes the game work without a web browser). So it contains things like error messages of the engine. The game itself is only available in English.

URL: http://forum.audiogames.net/viewtopic.php?pid=321535#p321535





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Re: You're a Cyclepath!

2017-07-29 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: You're a Cyclepath!

Hi all,If you get to close to a wall you'll start to grind to it for a few seconds before you crash. Just listen out for a metallic grinding sound, which will come from whichever side wall you're about to crash into and just head in the opposite direction.For first person turning, the sound of your wheels on the ground will pan. If it's in the center, you're handlebars are straight. If it isn't, that's the direction you're turning in.

URL: http://forum.audiogames.net/viewtopic.php?pid=321462#p321462





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Re: Return Of The King multilanguage version released

2017-04-03 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: Return Of The King multilanguage version released

@TOTO The error says wrong username or password.

URL: http://forum.audiogames.net/viewtopic.php?pid=305343#p305343





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Re: Return Of The King multilanguage version released

2017-04-03 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: Return Of The King multilanguage version released

I can't sign up. My IP got immediately banned even though that was literarly the first time I clicked sign up. I think there seems to be a bit of a bug with that part of the security system. 

URL: http://forum.audiogames.net/viewtopic.php?pid=305334#p305334





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Re: new game online! Desafio Mortal

2017-03-01 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: new game online! Desafio Mortal

This will be most likely my only post in this thread because I don't like to get into toxic flame wars to this scale. But I can't help thinking that even if this game was a clone of Ultrapower it sure as hel isn't one now because the developers have added a lot of additional features to the game. It looks to me like quite a few hours have been put in to expand the maps and add more things to do and weapons to kill with, there's a few quests, etc. I can't help thinking to an extent that some people here, including blink wizard, might want this topic deleted and the game closed simply because the other UP clones we've seen had far fewer changes done to them other than add an item or 2 and give it a new name, where as here I think there's a clear case of perhaps using some code as a base for something much bigger. The developers are also being quite responsive and I know for a fact Ghorth has been in contact with them in regards to changing the net 
 code to help with the lag and avoid some bottlenecks of BGT.Code gets reused all the time, and yet you don't see sighted people calling games like counter strike, team fortress, portal and left4dead clones of half life? Why? They're reusing the same engine, they're all first person and you can shoot things in them. It's because during development, new elements have been added to those games to make them different. I think that's what happened here. Even if some part of UP has been used as a base, the small closed maps full of nothing but weapons have been replaced with more detailed, bigger areas. Heck you don't even have to take part in PVP if you don't want to.

URL: http://forum.audiogames.net/viewtopic.php?pid=299884#p299884





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Re: EarPlay

2016-11-19 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: EarPlay

Another thing that has me slightly worried is their release announcement mentions iOS and Amazon Echo, but not android which did get a Codename cygnus release. While I personally don't use Android anymore it'd be sad to know there's one less game for it (there's already a shortage as it is)

URL: http://forum.audiogames.net/viewtopic.php?pid=286373#p286373





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Re: eurofly a flight audio simulator from slovakia

2016-10-28 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: eurofly a flight audio simulator from slovakia

If anyone missed yesterday's stream,the archive can be found hereIt covers a lot of the most common questions that keep coming up in this thread, so if you want to try the game out, have a listen.

URL: http://forum.audiogames.net/viewtopic.php?pid=284358#p284358





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Re: eurofly a flight audio simulator from slovakia

2016-10-27 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: eurofly a flight audio simulator from slovakia

Hi everyone,Thanks all for your recordings, keep them coming! This evening, PG13 will do a Eurofly stream where we'll explain how to take off and land and try to answer any questions you may have. This should happen at around 7 or 8 PM GMT. I will try to post here again before the stream, but for the most accurate info follow @pg13lp on twitter. You can use This link to listen with any media player. In case you miss the livestream, it will be archived so don't worry!

URL: http://forum.audiogames.net/viewtopic.php?pid=284245#p284245





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Re: eurofly a flight audio simulator from slovakia

2016-10-24 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: eurofly a flight audio simulator from slovakia

Hi Simba,You are definitely welcome to record a tower voice, we currently have less in English than in the original Slovack version. As for inaccuracies, yeah, they are definitely there. The game is realistic to a point but there re some things that are simplified or not quite accurate (like every plane, from the C172 to a A380 having 2 engines)Regarding releasing the translation, there's currently a serious bug that crashes the game if you try to start the second mission which may be related to the translation. I'm in contact with Stefan about this, but if it is indeed translation related I'd rather not release it yet. Once that's sorted out, I'll look into it

URL: http://forum.audiogames.net/viewtopic.php?pid=283854#p283854





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Re: eurofly a flight audio simulator from slovakia

2016-10-23 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: eurofly a flight audio simulator from slovakia

As far as mic quality is concerned, you don't have to worry about that too much, since most Voices will be coming over a radio and/or an intercom speaker, so they will have a lot of processing on them which will get rid of most frequencies. From the recordings we have so far, you can't tell who's using a behringer, a blue yety or a cheep logitec USB mic, they sound very similar after processing.Regarding a text version, the game isn't fully self voicing. The only things that have a VoiceOver is the main menu which is translated, the various airtraffic towers, the flight attendents, and a few airplane messages like pull up or turbulance warnings which are pre-recorded files using a TTS (Alex in the translated version). The rest of the game, such as most status information or place names, is spoken using a screen reader (either JAWS, NVDA, Winmonitor or SAPI).

URL: http://forum.audiogames.net/viewtopic.php?pid=283790#p283790





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Re: eurofly a flight audio simulator from slovakia

2016-10-23 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: eurofly a flight audio simulator from slovakia

Since the cat is out of the bag, yes, we (a few friends plus myself) are working on a translation. It's going rather well. The interface is fully translated, and most VoiceOvers have been recorded. What remains to be done is the documentation, the mission briefings, and we still need more voice actors. The game supports as many voices as you want for flight controllers and flight attendants. If you'd like to become one,here's the flight attendant scriptAnd here's the airtraffic controller scriptWe have 4 towers so far (the original game has 8) and no flight attendants so help in this regard will definitely be appreciated.The game is definitely fun and worth playing, especially because it uses real-world maps so you get to learn a lot about geography while playing, which t
 he game tests you with in the missions. Once the translation is complete, it will be available on the official Eurofly website.

URL: http://forum.audiogames.net/viewtopic.php?pid=283722#p283722





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Re: eurofly a flight audio simulator from slovakia

2016-10-23 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: eurofly a flight audio simulator from slovakia

Since the cat is out of the bag, yes, we (a few friends plus myself) are working on a translation. It's going rather well. The interface is fully translated, and most VoiceOvers have been recorded. What remains to be done is the documentation, the mission briefings, and we still need more voice actors. The game supports as many voices as you want for flight controllers and fight attendants. If you'd like to become one,the flight attendant scriptAnd here's the airtraffic controller scriptWe have 4 towers so far (the original game has 8) and no flight attendants so help in this regard will definitely be appreciated.The game is definitely fun and worth playing, especially because it uses real-world maps so you get to learn a lot about geography while playing, which the game tests
  you with in the missions. Once the translation is complete, it will be available on the official Eurofly website.

URL: http://forum.audiogames.net/viewtopic.php?pid=283722#p283722





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Re: PCS DOS games now on Audio Games Archive

2016-09-30 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: PCS DOS games now on Audio Games Archive

Hi all,I may be able to record a tutorial in the future, however at the moment I'm far from my usual setup so doing this is going to be at least a month away.I haven't used DOS back when it was actually popular, but to my understanding this is why you really need a hardware synth, virtual or real to play DOS games, especially the PCS ones. DOS was never designed for multitasking, this is why you can only be in one program at a time, and for the most part the OS is doing one thing at a time. Conpending this problem, the most popular sound card, the creative Sound Blaster and its billion other clones, were not multichannel (that is they can only play 1 sound at a time). There's a good reason so few DOS screen readers support software speech synthesisers that output to a sound card - because DOS isn't multitasking, when a software synthesisers starts speaking the OS is only concentrating on that, plus a few keys to interrupt it. This of course really 
 slows things down, especially in games where you need as few interruptions. To make things worse, DOS memory access is really confusing and primitive, and if multiple applications try to access some hardware, like a screen reader and a sound player accessing a sound card, it leads to crashes. This doesn't happen with hardware speech because nothing is accessing the sound card so it's more than OK for the game to take it all for itself, and DOS doesn't have to wait for the synth to finish speaking - the Screen reader just sends the text over a serial port which happens many hundred times faster than speaking something in realtime.For all the great things we can emulate now, speech synthesisers are not one of them, which is why you have this somewhat convoluted com0com setup (you can think of it like installing a virtual audio cable=Com0Com, plus an audio repeater=the BNS emulator) to hear the text. Mess, the same emulator that gave us Apple II with Echo speech, 
 has some support for Dectalk PC emulation. Getting it to work as a bind person at first is quite hard though as the emulation is really low level, down to the BIOS and all the wonders of having to tell it what size hard drives are installed and other such things where you have no speech, and the last time I tried it the speech was often glitching out. It may be something worth investigating again though.For now, the best thing to do is to run Dosbox with Com0Com and ASAP, rather than JAWS which uses sound blaster based speech.

URL: http://forum.audiogames.net/viewtopic.php?pid=280854#p280854





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Re: Announcing the audiogames archive

2016-09-11 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: Announcing the audiogames archive

Hi John,If you are interested, you can host the archive on Ghorthalon's server. It's hosting a lot of things including the PG13, dragonapps and a few other sites so it's very well maintained, has 2TB of space so the archive can expand passed 25GB if needed, and because it's a dedicated  linux server there is no anti-virus checking the files or anyone else deciding what gets flagged. We actually tried to make a games archive for PG13, but it didn't get very far, so this way we could link people to a working download page if we stream a game which is no longer officially available. I would also be more than happy to help out writing out links and descriptions if you need more help with it.If you're interested, send an Email via forum to either Ghorthalon or myself.

URL: http://forum.audiogames.net/viewtopic.php?pid=278455#p278455





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Re: Announcing the audiogames archive

2016-09-11 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: Announcing the audiogames archive

Hi John,If you are interested, you can host the archive on Ghorthalon's server. It's hosting a lot of things including the PG13, dragonapps and a few other sites so it's very well maintained, has 2TB of space so the archive can expand passed 25GB if needed, and because it's a normal Linux VPS there is no anti-virus checking the files or anyone else deciding what gets flagged. We actually tried to make a games archive for PG13, but it didn't get very far, so this way we could link people to a working download page if we stream a game which is no longer officially available. I would also be more than happy to help out writing out links and descriptions if you need more help with it.If you're interested, send an Email via forum to either Ghorthalon or myself.

URL: http://forum.audiogames.net/viewtopic.php?pid=278455#p278455





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

2016-07-20 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


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

I just spent the last hour or so playing the game. I haven't progressed that much in, I captured 6 manamons and didn't get to the first arena yet. As many people said before it's extremely obvious where you got your inspirations  from and there's more than enough simularities at how this game works VS the actual Pokemon games, right down to things like having to walk up to, then talk to the store clurk to start the store menu. But credit where credit's do I think you nailed presentation Very well, from the various manamon sounds or descriptions to having original music. I'm not yet sure if I'm going to buy the game. I'll keep going tomorrow and we'll see how it goes. SO far though I definitely think this is a much better game than the gate.

URL: http://forum.audiogames.net/viewtopic.php?pid=268993#p268993





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Re: Crazy Party: mini-games and card battle! (beta39)

2016-07-14 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta39)

@Katil2008: I don't think coins have a use. As for gems, you can exchange them to unlock things - more boards for the board mode, a 6-turn mode for battles and solo minigame parties. You can do that by going to the rwards room from the main menu. If you don't immediately see all the stuff I just brought up, that menu only shows you the things that you can afford at the moment so keep checking it if you get more gems.

URL: http://forum.audiogames.net/viewtopic.php?pid=268105#p268105





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Re: SKULLGIRLS 2nd Encore - more accessible mainstream fighting game [PC]

2016-06-11 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: SKULLGIRLS 2nd Encore - more accessible mainstream fighting game [PC]

If you buy a cross-platform game on Steam, you can use it on any platform which is very nice. Regarding Skullgirls, I asked Lirin to talk to Mike about adding accessibility support. The response was that Mike would talk to the person responsible for the Mac port, though adding it wouldn't be as easy as Windows (lack of a talk equivalent is probably a problem). That was at least a month ago, right when Second encore was released. I haven't heard anything after that.I wonder if the --useClipboard switch would work on the mac version. I would need to ask someone sighted to help me see if the mac steam even has a Launch Options option in the game properties.

URL: http://forum.audiogames.net/viewtopic.php?pid=264015#p264015





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Re: Crazy Party: mini-games and card battle!

2016-05-29 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle!

@Dark perhaps I did OK with the inventory deck because of my starting selection, which in case anyone cares was fire/rock. Now I have a couple of decks that have different specialties, and as I said you really, really need to make some to get anywhere.@Aminiel Thanks a lot for the rename key. That was something I wanted to suggest but... I guess I won't have to anymore which is nice1.

URL: http://forum.audiogames.net/viewtopic.php?pid=262224#p262224





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Re: Crazy Party: mini-games and card battle!

2016-05-29 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle!

There are 2 ways to edit a deck.1. As you pick up cards in the jyms, they get unlocked and added to the "random inventory deck". You'll definitely want to make your own because although playing with that may be OK for the first 3 or 4 jyms it becomes very unmanageable after that. So after selecting the cards you want to collect, you can go to the manage decks menu and select one of the 12 slots. Then you get a menu with all cards that you unlocked, and pressing enter lets you type in how many of that card you want in your deck, which you can always go back and change later.2. The second option is to make a deck via a text file. To do that you should first generate a card reference from the options menu which will create a txt file in the game's folder listing every card. TO actually make a deck, create a new .txt file in the decks folder and name it whatever you like. Now to add cards to it, open the card reference and as it says at the top you jus
 t paste the line of the card that you want in your deck, optionally changing how many of a certain card you have by changing the number after the card's french name from 4 to something other. And that's it! Your Text file decks will appear in the game as deck 13 and higher giving you their file names in the menu.

URL: http://forum.audiogames.net/viewtopic.php?pid=262216#p262216





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

2016-05-23 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


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

Having spent some time with the game, I enjoy it more than I thought I would. That being said some things could definitely be improved.Since a lot of what I think was already said here, I'll just say that, the distant battle sounds definitely need to be worked on. The sounds you're using for distant explosions sound wy too close up. If they were more muffled and panned in relation to you they would make for useful orientation aids. I would also work on the keymap, move the tracking keys for nearest player and your selection to Z and X so you don't have to move your hand. Also it would be very nice if the track nearest player key produced a ping just because the messages you get are incredibly verbose. Lastly, I'm not sure how possible this would be but it'd be really nice if the tracking menu was sorted by distance to make picking targets easier. The Jet isn't as useful as it could be because half the keys don't work, you can
 39;t open the tracking menu or even check what direction you're going in. It would actually be really cool if it had a targetting system (just keep beeping if there are visible players near, because as it stands I mostly use it as a means of fast travel because I can't hit anything.

URL: http://forum.audiogames.net/viewtopic.php?pid=261415#p261415





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Re: SKULLGIRLS 2nd Encore - more accessible mainstream fighting game [PC]

2016-04-16 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: SKULLGIRLS 2nd Encore - more accessible mainstream fighting game [PC]

I didn't get very far in that . The one time I looked for someone beating it on Youtube they exploited the fact that Marie used to not escape out of infinite combos, which she now does.In other news, you might as well get the Second encore now while it's on discount until April 20, the clipboard switch still works. The only thing that doesn't seem to be speaking at the moment is the challenges, but you can still enjoy the voiced story mode (and yes, it's amazing) as well as the survival and trials.

URL: http://forum.audiogames.net/viewtopic.php?pid=257210#p257210





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Re: Plants V.S. Zombies

2016-03-30 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: Plants V.S. Zombies

@拓海 thanks for sharing this game. I'm slowly trying to figure it out and it looks fun. I've always wanted Aprone to continue working on towers of war, so a game in this style makes me very happy. It's also a lot more involved because of you having to pick up the son as it appearsFor anyone that wants to play, AppLocale or whatever the newer thing on Windows 10 is called, is a must. If you run the game without anything or with the wrong language set (AppLocale detected it fine, apart from not seeing the right characters the plant types won't be spoken when you change what you're planting with the number row, and more importantly the game will freeze after the first level ends.Once I get a better grasp on the gameplay and get further than level 2 I will make a recording to explain how to play this game.

URL: http://forum.audiogames.net/viewtopic.php?pid=255457#p255457





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Re: Help test my musical puzzle game?

2016-01-31 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: Help test my musical puzzle game?

Hi,Maybe a moderator should move this to the "new releases" forum. The developer discussion forum is mostly used by developers to share code and such, so less people look at it as a result.Anyway, my only problem I encountered was the download page, which requires you to solve a captcha with no audio alternative. This may be a problem for quite a few people (the only way to solve them right now is either ask someone sighted to read the code, or use Firefox on Windows). That out of the way i downloaded the game and tried it on OS X. I really like this concept. I think it's very original and I definitely enjoyed playing. I got to Level 8 so far before writing this post.

URL: http://forum.audiogames.net/viewtopic.php?pid=248723#p248723





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Re: MarinaBreak - new year release from Nyanchan games

2016-01-14 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: MarinaBreak - new year release from Nyanchan games

You can get the ball to be stuck not only below the paddle, but also to its side. The ball is probably bouncing off the paddle, then hitting one of the side walls, then bouncing back to the paddle and so on.As for powerups, I would love to see them in the arcade mode. Most mainstream breakout games give you powerups inside blocks that appear randomly on the board on occasion, so all you have to do is break a powerup block with the ball to get it. Things you can usually get range from extra balls, different kinds (like the fireballs someone mentioned earlier), larger paddles and so on. Most of these powerups are timed. Another one I can think of that would be good for this game is a low gravity powerup, or one that would give you a second ball that would remain in play either for time limit or until it stops moving.On iOS, blindfold breakout uses a shop system, where you can use your points to buy yourself different kinds of balls, but I'm not sure how well such a
  system would work in marina break because you're not really supposed to lose your ball. It might still have a use for possibly getting one-time use special paddle swings that could for example hit the ball with twice as much force as a normal swing would.

URL: http://forum.audiogames.net/viewtopic.php?pid=246681#p246681





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Re: JI EUM- Kickstarter campaign for visually impaired gamers

2015-12-02 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: JI EUM- Kickstarter campaign for visually impaired gamers

Hi there,First of all I'm really happy you are considering localising this game. Rhythm audio games haven't really been created before, there were only 2 or 3 projects I can think of which were either just concepts or were never completed, and I'm definitely interested in your game. Before I make the pledge though I have a few questions.First, I think this is the first time that I've seen a kickstarter for a game that does not offer the game itself as a pledge reward, either when completed or possibly for alpha/beta play testing. This is a little unusual, but at least in my opinion more people might be interested in pledging if they are sure that they will be receiving a completed product in return. As it stands, the information given in the campaign description is in some ways quite vague, which makes the decision to fund it more difficult. This brings me to my other set of questions. You say this game is for mobile devices, but not which ones specifically. Are you going to release it on both iOS and Android smartphones or just one of the 2? Or is this a console game for a PS Vita or the 3DS? How much is it going to cost when released? Finally, you mention multiple times that you want to localise the game in the US and get it "on track" there. Does it mean that on release the game will be region locked only to the Korean and US app stores? This website, and the community of blind gamers that speak english is very large and worldwide and I myself live in Poland, so if the game would only end up being released in the US I would be somewhat disappointed for having funded something that in the end I wouldn't even be able to play.Once again I really appreciate what you're trying to do, and I'm sure that myself and many other people here will be happy to support your project if we get some more information. ☺️

URL: http://forum.audiogames.net/viewtopic.php?pid=240858#p240858





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Re: Bokurano Daibouken translation Project has officially started!

2015-11-08 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: Bokurano Daibouken translation Project has officially started!

@post 2 I'd like to respectfully disagree with what you said. A shitload of development time has went into BK3, and even more to the translation project. The fact the game was, or still is to an extent, free for all this time is very impressive. Even now the fact that you can  basically name your own price for the translation is surprising, because if you pay the minimum $5 price you're getting a game that's 1/5 of the price of something like the gate, but has way more content and replay value. Honestly, I think it's fair for Yukio to ask for any compensation after writing over 5 lines of code, then also spending time to playtest, and make sounds and music.This is wonderful news! I will be definitely making a donation very soon!

URL: http://forum.audiogames.net/viewtopic.php?pid=237722#p237722





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Re: Bari Bari Racing.

2015-10-31 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: Bari Bari Racing.

The demo doesn't let you use all cars, and you don't get to play the later levels when you finish first.So anyway I have a blast with this game, even though it's very hectic when you're playing in the grand pre modes (then again if I understand correctly, mainstream cart racers are just as intense). There is a few problems I want to report (no clue if the developer reads this forum, I know he has an account here so I'll try anyway)First, I was able to crash the game multiple times when using SAPI and espeak. No idea if it's just that particular voice, but if there are a lot of sounds playing, speech would start to stutter and crackle (all it takes for that to happen is pitting for example). However, if even more sounds play, the game just crashes completely (usually it happened for me when I got hit by something while playing one of the battle grand pre modes). Using NVDA doesn't seem to have this issue. Haven't tried with the 
 pre-recorded speech.Lastly, I wasn't able to get multiplayer to work. I have tried with at least 3 people with different setups and countries (though we were all in Europe) and we got slightly different results every time. Just once, we somehow managed to get the game to start, it was then very sloan eventually crashed. At other times, the person starting the game would get .net exceptions after picking a car, after which things would again crash. In another case, I would pick a mode, car and track, the race would start on my end but not on the other person, then the race would immediately end with my victory, and in one other case right after starting the game and getting the mode selection menu, I would get a message that the partner disconnected. We also tried to play a LAN game using a hamachi network, but we couldn't see each other.I don't know why this is happening - maybe we have really high pings to the central server and the game doesn't wai
 t as long, maybe it's something else. In any case I'm seriously thinking of buying this game, though I'm not sure if I will if multiplayer stays this broken. The gameplay itself is really good. 

URL: http://forum.audiogames.net/viewtopic.php?pid=236861#p236861





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Re: SKULLGIRLS - fully accessible mainstream fighting game [PC]

2015-09-30 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: SKULLGIRLS - fully accessible mainstream fighting game [PC]

Skullgirls is in the current Humble indie bundle with all DLC if you pay more than the average price, which as of writing is about $7. Considering the game is normally $15, a lot more if you add in all the DLC for $5 each, this is kind of a good deal if you wanted to get the game but couldn't afford it.

URL: http://forum.audiogames.net/viewtopic.php?pid=233401#p233401




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Re: Announcing release of Interceptor by Valiant Galaxy Associates

2015-07-18 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: Announcing release of Interceptor by Valiant Galaxy Associates

One of the things I enjoy in the game was how you got splash damage when fighting the tanker. Maybe this could also happen with other ships as well, Say if youre under 2000 meters, any damage to the rocket pod which would cause rockets to be ejected could potentially cause said rocket to explode and damage both yourself and the enemy. This could also happen if the whole ship explodes to encourage keeping your distance somewhat.

URL: http://forum.audiogames.net/viewtopic.php?pid=224615#p224615




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Re: Announcing release of Interceptor by Valiant Galaxy Associates

2015-07-18 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: Announcing release of Interceptor by Valiant Galaxy Associates

I was a curious how far I could go without using any repairs. The first few levels actually went quite well until the command and control one. It had a 3 fighter escort and the first one managed to hit me with a rocket which did a few fun things, and the last fighter finished it off with a computer assisted shot. Still, I actually did pretty well I think. Statistics for Playthrough of the Interceptor Game, on Version 20 (normal mode)The game lasted 32 minutes and 48 seconds and ended on Sunday, July 19, 2015 at 0:42 AM - The player lost!5 epsilon, 5 delta, 5 gamma, 0 beta, 2 alpha, 1 tanker, 0 command and control and 0 mother ships were destroyed, for a total of18.The interceptor destroyed 10 vessels with just one attack, and 5 with two. It fired 25 shots and 11 rockets.The interceptor took 33 turns, traveled 90 meters, consumed 2309 energy and its reactors produced 907 energy. Opponents took 14 turns.Final level reached: 7, final sc
 ore: 97000!

URL: http://forum.audiogames.net/viewtopic.php?pid=224674#p224674




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Re: Announcing release of Interceptor by Valiant Galaxy Associates

2015-07-13 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: Announcing release of Interceptor by Valiant Galaxy Associates

This is the place where I was going to post my stats, but the VMware fusion clipboard sharing thing broke. So, I beat the game and got around 26 points, which is not my highest, that would be around 28 IIRC.Something I was thinking of, the command and control ship and the motherships are kind of underpowered. Dont get me wrong, if you get an unlucky rocket in your face, or go into the fight damaged, it could get more interesting. But just now during this game, I had only a single Epsilon on level 9 so went in mostly OK, pretty much everything in the 90s and a full load of rockets. out of all of those only 1 actually connected, which really didnt mean much because I moved in, and 4 neutrino shots later it was over. For a ship that the manual describes as something you should never come in contact with in a small fighter, its quite wimpy. The main gun mostly gets deflected and does minimal damage, while you can knock out its deflectors in one sh
 ot. If you want to keep this kind of mothership in the game, perhaps make it longer, maybe 12 or 15 levels longer and add a super mothership which could either have more health, so you couldnt just one shot the deflectors, or have it generate a jamming field of some kind that would make computer assisted shots near impossible.

URL: http://forum.audiogames.net/viewtopic.php?pid=223924#p223924




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Re: Announcing release of Interceptor by Valiant Galaxy Associates

2015-07-12 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: Announcing release of Interceptor by Valiant Galaxy Associates

Dark,I think the problem youre experiencing sort of ties ins with a suggestion I want to make. Right now, pressing control pauses speech, but doesnt actually flush the speech buffer. What makes this annoying is that the only thing that does after that are menu movements, but not pressing information keys. So, when the combat menu comes up and it starts reading the first item, I interrupt `speech with control, press D to get the distance, nothing happens, I press control and it continues rattling on, interceptor status sub menu, 99% this, 98% that, etc, until finally it gets to the distance that I requested. Maybe this behaviour should be changed to how this is handled in NVDA, where pressing shift pauses and resumes speech, just like how the game behaves now, while control stops speech and flushes the buffer.The other thing I wanted to suggest is an endless/surviver mode. This could work by making subsequent levels longer and longer, possibly even having on
 ly the bigger command and motherships in the later levels, or making the refuelling and rearming sequences happen less and less. I think this would add to the replay value quite a bit.

URL: http://forum.audiogames.net/viewtopic.php?pid=223669#p223669




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Re: Pokemon Crystal + scripts for interfacing with NVDA

2015-06-05 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: Pokemon Crystal + scripts for interfacing with NVDA

This script is still very much work in progress (and no, Im not its creator). However, here is a newer version which also adds the F7 key to read out the health bar of your opponent while battling. This link will probably continue getting updated with any future versions.https://dl.dropboxusercontent.com/u/1060978/pokemon.zip

URL: http://forum.audiogames.net/viewtopic.php?pid=219085#p219085




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Re: Talking dosbox release 2

2015-05-20 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: Talking dosbox release 2

To those wondering, Im not dead, its just that Im somewhat busy with school and when I come back home quite often I just dont feel like working on anything big.There will be a new version eventually, and it will include a screen reader emulator. Guillem and myself are good friends so we talk pretty much every day. Its a very good idea to be patient (hint: sending me 5 messages asking the same thing in the spam of 2 days is not going to make things go any faster) ;-)

URL: http://forum.audiogames.net/viewtopic.php?pid=217043#p217043




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Re: SKULLGIRLS - fully accessible mainstream fighting game [PC]

2015-05-11 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: SKULLGIRLS - fully accessible mainstream fighting game [PC]

Since were on the topic of new characters, robofortune is also nearly completed and you can play with her in the endless beta. A somewhat interesting fact about beowulf as well. THat looping sound of the chair after you release it wasnt initially in the game. Mike added it after seal pointed out that its hard to figure out where the chair is after you release it since attacks can knock it around. This sound is active only if -UseClipboard is set. Thats just to show you how commited the developers are as far as accessibility goes.

URL: http://forum.audiogames.net/viewtopic.php?pid=215806#p215806




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Re: Talking dosbox release 2

2015-05-10 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: Talking dosbox release 2

When you open the setup tool you should land in a tree view. If youre not, tab around until you get it to it. Then, you need to find virtual pair 1 (maybe you could change pair 0 as well, but I havent tried). Once you do, shift tab twice and youll be sitting in the first of 2 edit boxes that configure the port. You enter COM8 here, then tab to the second box and enter COM9. Then keep tabbing to find the apply button and press it.

URL: http://forum.audiogames.net/viewtopic.php?pid=215633#p215633




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Re: Talking dosbox release 2

2015-05-09 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: Talking dosbox release 2

This took a long time, mostly because I was waiting for Phil to get back to me. Im cautiously optimistic that the next version will include old PCS games, but until that happens I figured I would release what I have up to this point. Version 2 now also includes ASAP which is probably the best way to use this, plus a whole bunch of games. Ive updated the first post with the new and from now on stable download link.

URL: http://forum.audiogames.net/viewtopic.php?pid=215519#p215519




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Re: Talking dosbox pre pre alpha 0.01

2015-05-02 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: Talking dosbox pre pre alpha 0.01

Right, I think you guys deserve an update. That will come a bit later today, but you can expect a few things:-I managed to boot into freedos. This was mostly required by one screen reader, tinytalk which absolutely needed the cover speech thing drivers to be loaded with proper dos. The speech thing was a very cheep sound card that connected to a parallel port and I mostly set it up to free the soundblaster for games that need it. Some apps may work better or worse when booted into it.-The next version will also come with Tyler Spiveys braille ns peak emulator, compiled into an EXE as well as a full version of ASAP. You will need to install com0com to get a virtual serial port, but I think its worth it as ASAP is probably the best dos screen reader out there. Its faster, has the most reliable screen echo and unlike the screen readers that use stalker, doesnt stop the program while its speaking. Its definitely the preferr
 ed way of playing the PCS games, for example. JAWS will still be included so no worries in case you dont want to set that up.-Lastly, just like with Jason Smiths messapple I want to include some games to get people started. Im probably going to include Eamon, Drone, a few of the other games people mentioned here and Ill probably also get in touch with Phil to see if I can get the full versions of the PCS games Im missing@Jack yes, PC speaker emulation works. Its emulated by Dosbox independently of your actual hardware. This was one of the reasons I wanted to get this to work so badly

URL: http://forum.audiogames.net/viewtopic.php?pid=214547#p214547




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Talking dosbox pre pre alpha 0.01

2015-04-28 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Talking dosbox pre pre alpha 0.01

Yesterday I posted a topic about this which was just saying that this will most likely become a thing soon ish, but I think its going to get more views in new releases as it sort of is, as early as its actually coming out.This is a preconfigured version of dosbox Daum that comes with a screen reader and speech all set up to play old 16-bit dos games, even on new 64-bit Windows. For the most part, things work but theres still a lot of room for improvement which will hopefully happen as time permits and as I figure things out. Some basic instructions:Extract and run dosbox.exe. It should take about a few seconds for things to load. You will know when it does as you will hear the jaws startup message, followed by C colon backslash jaws greater. If youve never used a text mode interface, reading up on dos commands may at this point be a good idea, even by typing help and pressing enter which will give all commands, including ones
  specific to dosbox for things like mounting additional directories or disk images or changing the Cycle speed. As far as screen reader keystrokes go, Some keys are the same as JAWS for windows. You can get to a help mode with insert+1, turn on the jaws cursor with numpad minus and off with numpad plus (you may need to pass these 2 through in NVDA or JAWS for windows as they may intercept them). When the jaws cursor is on, you can review all lines with the arrow keys. Pressing ctrl+slash will enter the jaws menu if you want to change the speech settings. In this menu, left and right move between options, down enters a submenu and pressing enter accepts a change. To add your own games or programs, you can either copy them into the cdrive folder, or mount local directories into dosbox using the mount command, IEmount D C:\users\me\downloads\dos\gameswhich would cause the C:\users\\me\downloads\dos\games folder to become the D: drive in dosbox.<
 p>To exit, you can either type in exit at the prompt or press control f9. Other keys you can use include control F6, which starts and stops recording to wav in the captures folder, control f11 and f12 which adjust the cycles (how fast the emulator is, anything below 45000 cycles will make the speech quite laggy), and alt f12 which toggles turbo mode.If you ever want to use a different screen reader or try using this with a real or fake hardware synthesizer, you can open dosbox.conf, which is not only where you configure serial ports, but also where you have the autoexec section which includes any commands ran at dosbox start. Ive also included another screen reader, flipper, which may in some cases work better. The speech also seems to pause less with it but screen echo isnt as reliable. If you want to run that instead of JAWS, edit the auto exec section to look something like thismount C cdrivecycles 5C:\flip50\sbtalker /dBLASTERC:\fli
 p50\f_blastC:\flip50\flipperOther things to be aware of, expanded memory (EMS) doesnt work very well with most programs while any screen reader is on so Ive temporairly turned it off. This means that you only have about 640K of RAM instead of 16MB. Also, because the speech by default is using a soundblaster software synthesizer, programs that play sounds this way will either not play them, or play them but interrupt speech or be angry with you because the soundcard is busy. Music playback through the PC speaker, the FM chip of the soundblaster, midi or other sound outputs should work but wasnt testedRight, having said all this, heres yourdownload linkHave fun.

URL: http://forum.audiogames.net/viewtopic.php?pid=214088#p214088




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Re: Talking dosbox pre pre alpha 0.01

2015-04-28 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: Talking dosbox pre pre alpha 0.01

Id love a mac version as well and initially I was planning to release one for both platforms. However, Im having trouble getting dosbox daum to run, it was throwing sdl errors at me with wrong architectures. So I looked at Dosbox-X, which doesnt have mac binaries but I tried compiling the code. While the make command seems to have executed, it just kept saying theres nothing to do and didnt compile anything. The official dosbox 0.74 has issues with screen readers with no screen echo and after posting on the vogons forums it looks as though the mainline developers dont really care much for very deep emulation and are perfectly fine with making it do just enough to run games.If you can get any of the unofficial patched dosboxes to compile, i would also be very interested. I know the feeling with VMs 

URL: http://forum.audiogames.net/viewtopic.php?pid=214095#p214095




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Re: Psycho Strike - New Strategy/Action game

2015-04-26 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: Psycho Strike - New Strategy/Action game

The reason I can think of the crashes happening is that either the game or the elias dll which is the only external library used were compiled in some way that XP doesnt much care for. Could be incompatibilities with visual c redistributables, or something else. This forced me to use my bootcamp partition to play. Not that I mind because I ended up buying the game 20 minutes after playing with the demo.As far as genre, I wouldnt classify this as an FPS, but calling it a beatemup wouldnt be all that inaccurate considering you get to throw bottles at people. I really like how you can take various aproaches to playing, for example you could just rob the bank by killing everyone and grabbing all the cash they drop, or grab a few bombs and just do horrible things to the vault, its very much up to you. Generally, I think the AI is quite nice as well, but Id really love to see some very basic voice commands like follow me, wait here, return to b
 ase, go ahead/behind and, well, thats it really. Having your gangmates is quite helpful, but sometimes they will go doing very counterintuitive things, like when trying to rob the bank, I can usually have them help me with the first vault, but usually at the second they will find attacking random people or cops more interesting, which would be OK but they walk off towards the exit, get bogged down because they made so much noise and get captured.

URL: http://forum.audiogames.net/viewtopic.php?pid=213823#p213823




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Re: eloquence verses dectalk laser tag!

2015-04-24 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: eloquence verses dectalk laser tag!

I have very high hopes for this game. If its taking over 3 days to compile, I better start freeing up disk space because this will probably be one of the most incredible and realistic experiences in my life, completely topping MKX which is my current obsession.I wish you luck and look forward to trying this thing out.

URL: http://forum.audiogames.net/viewtopic.php?pid=213539#p213539




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Re: Audio Rally Racing - New demo

2015-04-12 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: Audio Rally Racing - New demo

The controls are, for the most part fine apart from the brake not working. Turning is different to top speed, but to those who are crashing, youll get used to how it works if you play for long enough.There still needs to be some work done but the games looking very awesome. The engine frequency doesnt seem to reset at the moment and it seems to always go up. If you crash your car, the pitch of it doesnt actually go down which is quite weird and it also seems to continue raising every time you drive down a hill.I definitely like the fact theres track scenery. This is something that was missing in audio racing games up to now and the fact theres things like jumps.

URL: http://forum.audiogames.net/viewtopic.php?pid=212000#p212000




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Re: Trivia Crack

2015-03-12 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: Trivia Crack

Challenges are a type of game that you can play with multiple people at once and work somewhat similarly to when you challenge someone for a crown. When you start, you can add any of your friends you like or manually type in usernames, then you get a rapid fire set of 12 questions and you get put on a board with everyone else. Then, after either 2 days go by or after everyone has completed the challenge, the first person on the board will get some coins, the reward gets bigger the more people there are. The time thing isnt really an issue because as usual you get 30 seconds per answer, and it calculates your total time based on that. The time differences are used to resolve ties.Im really hooked on this game as well. Feel free to challenge me, my username is just like on the forum.

URL: http://forum.audiogames.net/viewtopic.php?pid=208332#p208332




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Re: Modern PCS breakout rewrite

2015-01-19 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: Modern PCS breakout rewrite

If theres anything I plan on rewriting next, its probably shooting range. My 3 most favourite games were, in no particular order, that, breakout and Panzers in north africa which is the one I logged the most time in I think. However, as much as Id like to write a faithfull windows conversion I dont think I could do it accurately as Im not sure how the various calculations worked in that game which is why Im still planning on working on that dos emulation project. On the programming front, Ill probably release a 3rd version of breakout that lets you use I and K in addition to the arrows in menus and maybe look into some stats. After that I want to take some time to learn bass so I can go cross platform, then possibly change breakout so it uses that and come out with a Mac version, then I can think about coding new ideas. Initially, I was planning to release it both on Windows and Mac, but even though the pure basic manual says changing the 
 sound frequency and panning is supported on both Windows and Mac in practice it doesnt actually work on the mac which is why Angelgift also hasnt been released on it.

URL: http://forum.audiogames.net/viewtopic.php?pid=201615#p201615




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Re: Modern PCS breakout rewrite

2015-01-18 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: Modern PCS breakout rewrite

@PhilThanks for the higher quality intro. As far as the other sounds, the ones I have are actually 11khz, probably because I got them from the floppy release. If there are indeed higher quality versions than the 11K ones I have then I can put them in.Meanwhile, version 2 is up. The link is still unchanged. In addition to the classic sounds mode, it also has screen reader support, and you can now lose the clear the wall mode.

URL: http://forum.audiogames.net/viewtopic.php?pid=201473#p201473




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Re: Modern PCS breakout rewrite

2015-01-18 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: Modern PCS breakout rewrite

@crashmasterFreedos is, well, free and similar enough to real dos that we wont be running into compatibility issues. It also has the advantage of being open-source, so if I ever decide to make a premade mess configuration that has dos, a configured screen reader (probably JAWS because, again, its free and it also supports the soundblaster TTS in case the dectalk idea fails), plus a couple of games, theres going to be a smaller chance of running into trouble. On the other hand somehow I doubt microsoft is going to care either way and I can get just about every version of dos, including 6.22 from archive.org under the mess software collection.

URL: http://forum.audiogames.net/viewtopic.php?pid=201511#p201511




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Re: Modern PCS breakout rewrite

2015-01-17 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: Modern PCS breakout rewrite

Hi,First of all, Im glad youre enjoying the game.@Phil Sure, if you want to host it on your website, thats fine. Im now working on an update which plays the breakout theme, but also has the option to use the original sounds. I managed to break something in the process of adding that yesterday, but once I get that fixed We can take care of it.As far as porting other games, its definitely not out of the question. Its also very likely well be able to get an accessible talking DOS solution going thanks to mess once I can get someone sighted to help me configure the emulated machines bios properly and install freedos. Mess can emulate not only the Sound Blaster 16, but they also recently added Dectalk PC emulation so I think theres a big possibility getting something going will not be very hard.

URL: http://forum.audiogames.net/viewtopic.php?pid=201425#p201425




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Re: Modern PCS breakout rewrite

2015-01-17 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: Modern PCS breakout rewrite

Note to self: If you absolutely want to release something at 1 in the morning, at least make sure to include every file. I forgot to select the readme when creating the archive and that was the result. Get it again from the link in post 1, the readme is *really* included now. 

URL: http://forum.audiogames.net/viewtopic.php?pid=201328#p201328




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Re: Modern PCS breakout rewrite

2015-01-17 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: Modern PCS breakout rewrite

Note to self: If you absolutely want to release something at 1 in the morning, at least make sure to include every file. I forgot to select the readme when creating the archive and that was the result. Get it again from the link in post 1, the readme is *really* included now. @Key: There is no way to get a game over in the original clear the wall, or at least I havent seen one. This being said maybe having a limit on how many times you can miss in a level may be a good idea, maybe 20 or 30... thoughts?

URL: http://forum.audiogames.net/viewtopic.php?pid=201328#p201328




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Re: Modern PCS breakout rewrite

2015-01-17 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: Modern PCS breakout rewrite

Hi,The only reason I can think of for the archive failing to extract for some of you is that Im using the LZMA2 algorithm Try to update your 7Zip and extract again, if it still doesnt work maybe you got a corrupted download.

URL: http://forum.audiogames.net/viewtopic.php?pid=201343#p201343




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Modern PCS breakout rewrite

2015-01-16 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Modern PCS breakout rewrite

Looking at the recent discussions about old DOS games I decided to look back into getting some sort of accessible dos emulation going. In the meantime, while trying to figure out why dos screen readers dont really automatically echo anything I pooled out the various games I have for it, breakout being one of them and after playing it for a while I thought why not remake it for newer operating systems? Well, since I wanted to get back into programmingI decided to go for it and this is the resultThe name of the game and the modes are the same because I couldnt really think of anything better. All of the 4 modes are in, gameplay is pretty much unchanged. Compared to the original it has 15 walls vs 13 as well as background music, plus a few more audio queues to show how well youre scoring. I also changed the bust through mode a bit so you can get some bonus points if you can aim well so you can 
 expect to get higher scores than in the original.There is a readme included if youve never played the original breakout before. Also, if you find any bugs, let me know, its my first programming project in a few years and its my first program in pure basic so theres probably something Ive missed. Anyways, hope you have as much fun playing as I did making this.

URL: http://forum.audiogames.net/viewtopic.php?pid=201281#p201281




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Re: Angelgift: the adventure begins!

2014-12-31 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: Angelgift: the adventure begins!

All of the music and sounds are stored in the data file exactly for this reason, so other people dont just take them and use them in their own productions without giving credit. A lot of time went into designing them, I helped with some of them like those massive explosions with the boss demon which required a lot of layering, the voice actors had to spend their free time recording and that also took a few hours, I think you get the idea. 

URL: http://forum.audiogames.net/viewtopic.php?pid=199192#p199192




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Re: Angelgift: the adventure begins!

2014-12-30 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: Angelgift: the adventure begins!

@chrisfaelnar I have this sneaky suspicion that youre using Avast, right? Well, someone at Alwil software thought it would be a good idea to flag every single pure basic application as a virus and delete it. So, you will need to add AG to your exceptions, or temporarily deactivate avast while you play.@everyone having trouble with the boss have you tried your other abilities? Walk around, press keys, see what happens. 

URL: http://forum.audiogames.net/viewtopic.php?pid=199036#p199036




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Re: Toxic, survival horror fps [French]

2014-10-17 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


  


Re: Toxic, survival horror fps [French]

harrylst wrote:the problem is that google drive is not accessible to blind people. might i suggest dropbox for a more collaborative experience? Since a lot of the people will be blind.Not really. Over the last few months google made some impressive progress with docs accessibility. With Dropbox I can imagine that there could be a lot of conflicts, and if someone randomly decides they need to cut the folder out and move it somewhere else, well, that wont be fun.

URL: http://forum.audiogames.net/viewtopic.php?pid=192320#p192320




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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-28 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

All right, I finally got it to work. Yay!Now, I could just stop here and just play the game, but Id like to help with compilation. I ran py2applet --make-setup soundest.py and then built an app out of the setup file it came up with. The resulting app does include all of the frameworks for things like SDL that pygame needs, but all of the game resources are missing and Im getting a lot of failed imports when I run the compiled app. And not surprisingly the game doesnt work this way. On a different note, what happened to the speed setting? I seem to recall that there used to be an option to adjust the speed of sapi/NSSpeech in this case, but I cant find it anywhere and its speaking a bit slow.URL: http://forum.audiogames.net/viewtopic.php?pid=178726#p178726

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-28 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

All right, I finally got it to work. Yay!Now, I could just stop here and just play the game, but Id like to help with compilation. I ran py2applet --make-setup soundrts.py and then built an app out of the setup file it came up with. The resulting app does include all of the frameworks for things like SDL that pygame needs, but all of the game resources are missing and Im getting a lot of failed imports when I run the compiled app. And not surprisingly the game doesnt work this way. On a different note, what happened to the speed setting? I seem to recall that there used to be an option to adjust the speed of sapi/NSSpeech in this case, but I cant find it anywhere and its speaking a bit slow.URL: http://forum.audiogames.net/viewtopic.php?pid=178726#p178726

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-27 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

OK, I just forced the language to English and the game loads. However, theres no TTS. Instead I just get this very helpful message Couldnt use Appkit.NSSpeechSynthesizer. which is followed by errors of missing sound files when ever the game tries to speak something.URL: http://forum.audiogames.net/viewtopic.php?pid=178513#p178513

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

Another reason you should add accessible output is that it supports output to Voiceover on the mac which would be very nice to have. Then I could probably see about trying to compile the game so people dont have to deal with setting up python... or generating speech on Windows.Im very much enjoying the mod, by the way.URL: http://forum.audiogames.net/viewtopic.php?pid=178372#p178372

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

SoundMUD wrote:@pitermach: Did you try the current NSSpeechSynthesizer support?No, because I did not realise such a thing was available. Ill be sure to give it a try then. The last time I tried running soundrts on the mac was a few months ago and it just ended up being angry at me because it was missing sound files for the speech. Ill report after I try.URL: http://forum.audiogames.net/viewtopic.php?pid=178395#p178395

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net ForumNew releases room : pitermach via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

OK, I just tried to get the game to run but it now isnt even starting. Im running python 2.7 from macports that I initially set up for something else. pygame installed fine, but when I try to run the game this happens (I swapped the default soundrts folder with the one for python27)Piotrs-MacBook-Pro:soundrts-1.2-a8 piotr$ python soundrts.pyTraceback (most recent call last): File soundrts.py, line 1, in module  from soundrts import clientmain File soundrts\clientmain.py, line 2, in module File soundrts\commun.py, line 13, in module File soundrts\version.py, line 7, in module File soundrts\res.py, line 126, in module File soundrts\res.py, line 65, in _get_language File /opt/local/Library/Frameworks/Pyt
 hon.framework/Versions/2.7/lib/python2.7/locale.py, line 543, in getdefaultlocale  return _parse_localename(localename) File /opt/local/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/locale.py, line 475, in _parse_localename  raise ValueError, unknown locale: %s % localenameValueError: unknown locale: UTF-8Piotrs-MacBook-Pro:soundrts-1.2-a8 piotr$URL: http://forum.audiogames.net/viewtopic.php?pid=178403#p178403

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