Re: fight to the death: first game, created by me!

2018-01-03 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: fight to the death: first game, created by me!

Dark wrote:Honestly! sometimes this community behaves like a bunch of eight year olds!ashleygrobler04 wrote:@mahdi... don't be such a pussy, i am sorry for this, but my temper can not handle it any more.for fuck sakes man.I won't disagree with the rest of your post, but if you can't control your language when you have a temper, it's best to leave it, otherwise you will IMHO come off as a small child who has heard too many things they shouldn't have, even if the message beneath it is fair.Like Dark I am not even about to figure out whether the op of this topic has a history of offenses here. It's not worth it. If the game is really that bad or rips off from someone else, do what you will. Either try it, or move on. Either say something constructive or nothing at all. Just don't come on here acting like the kind of community response we see in this topic is warranted. It isn't at all. No excuses. End of story. *sighs* Not that I expect my words to do any good, but I do feel better now .SLJ wrote:@mahdi: I wonder how you have learned to code, if you need a translator to write in english. I hope your english gets better over time, simply to avoid confusion and bad communication. I'm sorry to say this, but I think that's needed to release anything.SLJ, you've got a lot of respect from me. That is exactly what I would've said, and I'm glad you did because I didn't want to be the first in 50 posts to say something like this.Mahdi, I don't know what you have been doing on here, nor do I care to know. But I do hope for your sake that your English improves and that you will put in an effort to learn it. I can't help you find a better translator, but I hope that whatever you end up doing, that it works better than what you are doing now. Right now we can barely understand what you say.  I also hope that you are learning from the source code you use instead of releasing a game with it. Acknowledging that you used someone else's source code is generally not enough, you have to change it in a lot of ways and do a lot of the work on your own before it is acceptable. It sounds like you are trying to do that, so I wish you the best of luck!

URL: http://forum.audiogames.net/viewtopic.php?pid=345624#p345624





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Re: fight to the death: first game, created by me!

2018-01-03 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: fight to the death: first game, created by me!

Dark wrote:Honestly! sometimes this community behaves like a bunch of eight year olds!ashleygrobler04 wrote:@mahdi... don't be such a pussy, i am sorry for this, but my temper can not handle it any more.for fuck sakes man.I won't disagree with the rest of your post, but if you can't control your language when you have a temper, it's best to leave it, otherwise you will IMHO come off as a small child who has heard too many things they shouldn't have, even if the message beneath it is fair.Like Dark I am not even about to figure out whether the op of this topic has a history of offenses here. It's not worth it. If the game is really that bad or rips off from someone else, do what you will. Either try it, or move on. Either say something constructive or nothing at all. Just don't come on here acting like the kind of community response we see in this topic is warranted. It isn't at all. No excuses. End of story. *sighs* Not that I expect my words to do any good, but I do feel better now .SLJ wrote:@mahdi: I wonder how you have learned to code, if you need a translator to write in english. I hope your english gets better over time, simply to avoid confusion and bad communication. I'm sorry to say this, but I think that's needed to release anything.SLJ, you've got a lot of respect from me. That is exactly what I would've said, and I'm glad you did because I didn't want to be the first in 50 posts to say something like this.Mahdi, I don't know what you have been doing on here, nor do I care to know. But I do hope for your sake that your English improves and that you will put in an effort to learn it. I can't help you find a better translator, but I hope that whatever you end up doing, that it works better than what you are doing now. Right now we can barely understand what you say.  I also hope that you are learning from the source code you use instead of releasing a game with it. Acknowledging that you used someone else's source code is generally not enough, you have to change it in a lot of ways before it is acceptable. It sounds like you are trying to do that, so I wish you the best of luck!

URL: http://forum.audiogames.net/viewtopic.php?pid=345624#p345624





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Re: The Road of Life

2017-12-25 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: The Road of Life

How do you know at what angle the aircraft are coming? In my experience, I hear them coming from the left or the right, but never from in front or behind. I guess I'm supposed to wait until they start shooting, and listen to the sound of the shooting to figure out at which angle they're going and try to move out of the way? I also don't know how to tell if they're in front or behind. There's a subtle pitch change when they're behind it seems, but it's sometimes difficult to spot.

URL: http://forum.audiogames.net/viewtopic.php?pid=343560#p343560





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Re: The Road of Life

2017-12-21 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: The Road of Life

Q tells you about the dangerous section of thin ice coming up. AFter you get to 200 meters out, you want to be going at least 15 meters per second (press s to check that). IF you're not going 15 meters per second by the time you reach 200 meters down the road, you are likely to fall through the ice. And obviously for the thin sections of ice which you scroll through with tab adn shift tab, you want to be going even faster (q will repeat the thin section of ice you're focused on). If I become better at the game, I will try to record a walkthrough.

URL: http://forum.audiogames.net/viewtopic.php?pid=343037#p343037





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Re: The Road of Life

2017-12-17 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: The Road of Life

Thanks defender for the advice!Two more questions.When I hear a hole in the center and I turn to avoid it, often the sound of the water pans to one side, but ends up moving to center before long and I fall into it, and I can't figure out why. I do still have a tendency to turn way too much as I'm used to games like Top speed where you have to hold the arrows most of the time to continuously steer, as opposed to more realistic steering where the arrows act as just turning the wheel one way or the other. The only thing I can think that I'm doing wrong is that I'm turning so much that I somehow wind up circling the hole and falling into it, but I really don't know how I'd be doing that bad. Lol. Any ideas?Also, Defender you had said that speeding up will shake the enemies off or something. Is this simply so that you can lose them once they've spotted you, or is there a minimum speed you should go to avoid trouble? I'm still not brave enough to try the day mode yet .

URL: http://forum.audiogames.net/viewtopic.php?pid=342488#p342488





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Re: The Road of Life

2017-12-16 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: The Road of Life

Whoa, this is a cool game! I'm absolutely horrible at it, but admittedly it's well after midnight and I'm tired. A few questions before I go to bed:1. I'm still confused about how holding shift for alignment works, so that has gotten me killed a number of times. How do you align yourself west/0 degrees reliably? Right now I'm panicking when I have to turn and running off the side of the road.2. I've only been brave enough to try the night mode because I don't want to deal with being fired on. Is there much hope in avoiding enemy fire, or, as is often the case in historical battles, is there an element of chance that you simply have no control over? I hope there's at least something you  can do to deal with enemy fire, or it wouldn't be fun.3. On the islands, I think you can make repairs for your truck, or heal your wounds if you were shot in the daytime. I've never made it past 1000 meters, let alone to an island. While I don't understand fully how to get on and off the island, I do have a rough idea in my head of how it's structured. This is going to illustrate my lack of historical knowledge I'm sure, but what am I looking for on the islands if I am not hurt? I assume there are supplies there I need to pick up, but the readme doesn't mention that unless I missed it. Do I need to go to both islands?4. Stemming from that, after I've done what I have to do on the islands, what do I do then? Do I head back east for some purpose? And probably a dumb question, does the road extend west past the  islands?5. Is this an endless mission or can you actually come out safely if you're good/lucky enough? Okay, that's pretty much every question I can think of.Someone mentioned how the 0 degrees facing west thing was confusing. I could see how it would be, but I've never been good with orientation, I prefer math instead, so having 0 degrees facing the direction I need to go, whether it's meant to be north or west, doesn't really bother me all that much. At the end of the day I still imagine a strait narrow road going forward. I don't imagine it going left, and as far as my limited understanding of the game goes, you don't need to heavily rely on the true directions, you just have to keep track of where you're going in space, however you choose to orientate yourself. IF you want to think of it as going north instead, I think you could get away with that in this game.I like these kind of driving games even if I'm horrible at them, and the sound design actually gets me really worked up. I hate sudden loud noises so I can't play it too many times because I keep clumbsily driving off the side of the road, but in a way that's how a game should be. After all, if I were for some reason doing this in real life, falling through ice into a cold lake would hardly be a quiet or pleasant experience! Thank you so much for this great game! Now I'm probably off to sleep, but hopefully I will feel courageous and strengthened enough tomorrow to try it again .

URL: http://forum.audiogames.net/viewtopic.php?pid=342436#p342436





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Re: The Road of Life

2017-12-16 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: The Road of Life

Whoa, this is a cool game! I'm absolutely horrible at it, but admittedly it's well after midnight and I'm tired. A few questions before I go to bed:1. I'm still confused about how holding shift for alignment works, so that has gotten me killed a number of times. How do you align yourself west/0 degrees reliably? Right now I'm panicking when I have to turn and running off the side of the road.2. I've only been brave enough to try the night mode because I don't want to deal with being fired on. Is there much hope in avoiding enemy fire, or, as is often the case in historical battles, is there an element of chance that you simply have no control over? I hope there's at least something you  can do to deal with enemy fire, or it wouldn't be fun.3. On the islands, I think you can make repairs for your truck, or heal your wounds if you were shot in the daytime. I've never made it past 1000 meters, let alone to an island. While I don't understand fully how to get on and off the island, I do have a rough idea in my head of how it's structured. This is surely  going to illustrate my lack of historical knowledge I'm sure, but what am I looking for on the islands if I am not hurt? I assume there are supplies there I need to pick up, but the readme doesn't mention that unless I missed it. Do I need to go to both islands?4. Stemming from that, after I've done what I have to do on the islands, what do I do then? Do I head back east for some purpose? And probably a dumb question, does the road extend west past the  islands?5. Is this an endless mission or can you actually come out safely if you're good/lucky enough? Okay, that's pretty much every question I can think of.Someone mentioned how the 0 degrees facing west thing was confusing. I could see how it would be, but I've never been good with orientation, I prefer math instead, so having 0 degrees facing the direction I need to go, whether it's meant to be north or west, doesn't really bother me all that much. At the end of the day I still imagine a strait narrow road going forward. I don't imagine it going left, and as far as my limited understanding of the game goes, you don't need to heavily rely on the true directions, you just have to keep track of where you're going in space, however you choose to orientate yourself. IF you want to think of it as going north instead, I think you could get away with that in this game.I like these kind of driving games even if I'm horrible at them, and the sound design actually gets me really worked up. I hate sudden loud noises so I can't play it too many times because I keep clumbsily driving off the side of the road, but in a way that's how a game should be. After all, if I were for some reason doing this in real life, falling through ice into a cold lake would hardly be a quiet or pleasant experience! Thank you so much for this great game! Now I'm probably off to sleep, but hopefully I will feel courageous and strengthened enough tomorrow to try it again .

URL: http://forum.audiogames.net/viewtopic.php?pid=342436#p342436





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Re: Audiostrike - New shooter game by Morokuma

2017-10-26 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: Audiostrike - New shooter game by Morokuma

stewie, you beat me to it. LolI think there's a strategy but don't know what it is.A few questions of my own. On the stage1-2 boss, if I stay directly in front of him, his missiles never hit me, but it gets ridiculously loud as all the missiles fire around me. Is this normal, and is it the strategy to beating him? On stage 3-4, the same thing seems to be the case, though I've had less success with that one because it s simply chaos. If you don't have a charge shot on hand, what is the best way to defeat those bosses? So far I've resorted to spamming them with bullets and trying to stay out of the way.

URL: http://forum.audiogames.net/viewtopic.php?pid=335291#p335291





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Re: Audiostrike - New shooter game by Morokuma

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


  


Re: Audiostrike - New shooter game by Morokuma

Thanks for the recording Nyanchan. I'm afraid I'm still really confused about stage 7. I don't get how you know where you're supposed to go with all that stuff on the screen, and how you eventually manage to get the missiles to calm down. What about that thing that the radar sometimes sees that's approx 90 seconds until collision? Any idea what that is, and if it has any purpose? I've shot it before and it seemed to do something advantageous, but amidst the chaos I really don't know what's going on.Also the 7-4 boss and beyond seem pretty scary by that recording!

URL: http://forum.audiogames.net/viewtopic.php?pid=335023#p335023





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Re: Audiostrike - New shooter game by Morokuma

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


  


Re: Audiostrike - New shooter game by Morokuma

Thanks for the recording Nyanchan. I"m afraid I'm still really confused about stage 7. I don't get how you know where you're supposed to do with all that stuff on the screen, and how you eventually manage get the missiles to calm down. What about that thing that the radar sometimes sees that's approx 90 seconds until collision? Any idea what that is, and if it has any purpose? I've shot it before and it seemed to do something, but admist the chaos I really don't know what to do.Also the 7-4 boss and beyond seem pretty scary by that recording.

URL: http://forum.audiogames.net/viewtopic.php?pid=335023#p335023





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Re: Audiostrike - New shooter game by Morokuma

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


  


Re: Audiostrike - New shooter game by Morokuma

I'm somehow not surprised; these games tend to have more levels than it initially seems. Look at bk3.

URL: http://forum.audiogames.net/viewtopic.php?pid=334927#p334927





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Re: Audiostrike - New shooter game by Morokuma

2017-10-23 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: Audiostrike - New shooter game by Morokuma

Orin wrote:How many stages are there in this game?spoilersBy the looks of it, there are 7.

URL: http://forum.audiogames.net/viewtopic.php?pid=334920#p334920





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Re: Audiostrike - New shooter game by Morokuma

2017-10-23 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: Audiostrike - New shooter game by Morokuma

dd wrote:The radar has 2 separate sets of tones. In both sets the lower pitched one is just like a general warning that there's something passing by, but it won't directly hit you. The higher tone is the one that means you're gonna get hit if you don't move, and there is indeed a hitting prediction for incoming angled projectiles.Really helpful information. I knew how the radar worked, but didn't know that there was angle prediction going on. It's a little confusing, but it is useful and seems to be really accurate.Below are questions I have about stage 7, and a manual for those having trouble with the 5-4 boss. Question first.ON stage 7, there are indeed a gazillion things on the screen, but I think? there may be a way to avoid it, or at least keep things from getting out of control. On 7-1, I was once in a state where there, say, only maybe 5 missiles on screen at 
 once, and somehow I ended the level and began the bonus level, without much threat. I ended up dying shortly after, so when I tried again, I ended up with a gazillion missiles at the end of the level. I somehow managed to avoid being burned to oblivion by staying at one specific point on the screen. It was like I was invisible to the projectiles or something, the radar never went off telling me I was about to get hit, and I survived for at least a minute or two. Then I found out that there was a thing that the radar saw that said it was like 90 seconds until collision, but it wouldn't tell me about what the enemy was. I guess that hasn't been translated yet. Whatever that thing was didn't seem to be moving though, or at least maybe it was moving really slowly since I do recall one time having the level end without me destroying that thing, but when I did destroy it, the missiles seemed to be blowing up the missile launchers or something, which finally calmed things do
 wn and soon the level was over. I am pretty confused at this point, but something is telling me that there's a secret to keeping those missiles from getting out of control. I'll get some sleep and work on it later. Does anyone know what this is about?Now my manual for 5-4:spoilersThe trick to this stage is knowing the pattern of the rockets and knowing what you can and cannot do. To start, I recommend slowing the game down in the mission settings, that helped me a lot and is advantageous for a lot of things in the game for your first runthrough.At least on easy difficulty (haven't tried other difficulties), the boss will ascend and descend a few times like the drill boss. When he wants to fire his rockets he'll warp to another place on the screen. I don't think it's the same place each time but I honestly haven't checked. In any case, he'll be paralyzed there while the rocket
 s are on screen. The rockets he fires are at somewhat random positions but do stick to a pattern: right side, left side, right side, pause, then the same thing again. After that he'll start moving again and firing missiles at you before switching back to rockets. None of the rockets he fires will cross center, but do not depend on trying to slip between them. That hardly ever works because their ranges have overlap.I prefer to be closer to the left side of the screen when the rockets are fired. That way you'll have a good chance of being clear of the right rocket. So stay on the left side as soon as the right rocket fires. The left one won't be long in coming, but despite that, stick to the left side until the right one goes boom. As soon as it does, hold right arrow to quickly get out of the way before the left rocket explodes. This is a time critical maneuver, so be quick! Head right until the left one booms. Now, the next rocket, which should be on the right
 , is dangerously close, so switch direction and head back to the left side of the board. This is just as time critical of a maneuver as the previous one. If you did it right, you avoided all three rockets! You'll have to repeat for the second set of three rockets. The boss is very vulnerable all the while, and I often find that the second set of rockets is more widely dispersed than the first, so you could very well pound away at him while the rockets are fired. Of course don't drop your guard though!Whatever you do, don't mindlessly go in one direction or get too close to the sides. IF you're too far over to one side you run the risk of not being able to move fast enough to get out of the way.

URL: http://forum.audiogames.net/viewtopic.php?pid=334907#p334907





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Re: Audiostrike - New shooter game by Morokuma

2017-10-23 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: Audiostrike - New shooter game by Morokuma

Whoa, this game is cool! I hate stage 5-4 though. I've tried it at least 5 times now and end up getting killed so quickly. I wish there was a way to practice a level so I could get better at avoiding those bombs. Maybe you could do this with benefits and restrictions: choose your charge shot level going in, but no power-ups, no score afterward, no gems earned, etc. Strictly meant for practice purposes.I also prefer the camera follows your ship perspective, but I will admit the field perspective is very advantageous for the drill boss, and the boss of 5-4. I also find the radar obtrusive so I've reduced it to only making sounds when in danger of getting hit. I think in the 5-4 boss, though, you need the radar on at full. Or at least I do.My biggest problem is that when the camera follows your ship, the missiles often make the radar go off, but they're not in the center. I'm not sure if this is a prediction of the trajectory or what, but this does ma
 ke it kinda difficult sometimes to predict where things should be. I've also had issues on occasion hitting things in the center, I often have to go off to a side. I assume this has to do with where the guns on the aircraft are? It's still kinda confusing to me.If anyone can offer up any tips to get through really dense things, I'd be eager to hear. I feel like I"m making progress but am often not sure if I am actually doing things right or if I am just powering through. Since one hit is really costly to progress in a mission, I need to really be on my A game to get through a mission. I've thought of slowing the game way down, but not sure if that will actually help. Lol

URL: http://forum.audiogames.net/viewtopic.php?pid=334876#p334876





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Re: Audiostrike - New shooter game by Morokuma

2017-10-23 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: Audiostrike - New shooter game by Morokuma

Whoa, this game is cool! I hate stage 5-4 though. I've tried it at least 5 times now and end up getting killed so quickly. I wish there was a way to practice a level so I could get better at avoiding those bombs.I also prefer the camera follows your ship perspective, but I will admit the field perspective is very advantageous for the drill boss, and the boss of 5-4. I also find the radar obtrusive so I've reduced it to only making sounds when in danger of getting hit. I think in the 5-4 boss, though, you need the radar on at full. Or at least I do.My biggest problem is that when the camera follows your ship, the missiles often make the radar go off, but they're not in the center. I'm not sure if this is a prediction of the trajectory or what, but this does make it kinda difficult sometimes to predict where things should be. I've also had issues on occasion hitting things in the center, I often have to go off to a side. I assume this has to do w
 ith where the guns on the aircraft are? It's still kinda confusing to me.If anyone can offer up any tips to get through really dense things, I'd be eager to hear. I feel like I"m making progress but am often not sure if I am actually doing things right or if I am just powering through. Since one hit is really costly to progress in a mission, I need to really be on my A game to get through a mission. I've thought of slowing the game way down, but not sure if that will actually help. Lol

URL: http://forum.audiogames.net/viewtopic.php?pid=334876#p334876





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Re: new spanish audio game: graffi's rock band

2017-09-10 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: new spanish audio game: graffi's rock band

Hi,Can you please link to the translated manual, if it's ready? Otherwise I'll have to run it through Google Translate, which might work, but a human translator is always better 

URL: http://forum.audiogames.net/viewtopic.php?pid=329093#p329093





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Re: LWorks Releases Blinded Guide

2017-09-09 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: LWorks Releases Blinded Guide

Yeah, it does that if you don't move to the side at all in a level. Not sure why. LolAlso I was really bored and decided to see if the level ended after so many steps or if it was distance-based. Turns out that thankfully it is the latter; you can't move side to side to bypass dealing with obstacles and complete the level without traveling the required forward distance.

URL: http://forum.audiogames.net/viewtopic.php?pid=328942#p328942





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Re: LWorks Releases Blinded Guide

2017-09-09 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: LWorks Releases Blinded Guide

jack wrote:Keep in mind that challenge mode is also a future mode of play.Where'd you see this? Any ideas about what that will entail?

URL: http://forum.audiogames.net/viewtopic.php?pid=328890#p328890





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Re: LWorks Releases Blinded Guide

2017-09-09 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: LWorks Releases Blinded Guide

I really do enjoy this game a lot! A nice touch is that the level seems to be generated before the level actually starts, which means that if you die, you get to retry the same level again and get past that difficult spot. I'm still pretty scared of the bikes, I normally just try to stay on the grass when one is close to me, but I'm not sure if that's the best strategy. It seems to work so long as I pick the safest side, similar to what I do with the construction work. Is that the best strategy for bikes or do you have other ideas?Here is a recording of me playing the game. This is an anyaudio link, so if you're into that sort of thing, do like/comment if you want, I like to know what people think of my stuff. In this recording I played the game on easy difficulty. I made it to level 14! I will try to do recordings of higher difficulties later. Suffice it to say that Bob was breaking sprinting rec
 ords! So that must mean I made a good bit of progress in getting him through his crazy neighborhood. I swear the people in this neighborhood all have some sort of prejudice toward blind people. Oh let's place this here, and that there, surely that'll get the blindy this time and he'll be out of our sight. We've long been out of his, after all. 

URL: http://forum.audiogames.net/viewtopic.php?pid=328878#p328878





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Re: LWorks Releases Blinded Guide

2017-09-09 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: LWorks Releases Blinded Guide

I really do enjoy this game a lot! A nice touch is that the level seem to be generated before the level actually starts, which mean that if you die, you get to retry the same level again and get past that difficult spot. I'm still pretty scared of the bikes, I normally just try to stay on the grass when one is close to me, but I'm not sure if that's the best strategy. It seems to work so long as I pick the safest side, similar to what I do with the construction work. Is that the best strategy for bikes or do you have other ideas?Here is a recording of me playing the game. This is an anyaudio link, so if you're into that sort of thing, do like/comment if you want, I like to know what people think of my stuff. In this recording I played the game on easy difficulty. I made it to level 14! I will try to do recordings of higher difficulties later. Suffice it to say that Bob was breaking sprinting recor
 ds! So that must mean I made a good bit of progress in getting him through his crazy neighborhood. I swear the people in this neighborhood all have some sort of prejudice toward blind people. Oh let's place this here, and that there, surely that'll get the blindy this time and he'll be out of our sight. We've been long out of his, after all. 

URL: http://forum.audiogames.net/viewtopic.php?pid=328878#p328878





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Re: IOS Audio Game Hub 2.0

2017-07-14 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: IOS Audio Game Hub 2.0

Yeah Dark, I've also had the problem of having ads not available, though admittedly I was spamming the heck out of the ads to get free playthroughs before that, so I thought maybe I just ran out of ads and would have to wait a while before trying again. It's very likely the PC version will be out soon, with the old version of Audio game Hub there was a PC version which I liked a lot better than the IOS version since it was more responsive and had better sound.If you guys would like, I can try to make an audio tutorial/demonstration for Bomb Disarmer and Simon so you can hear them in action. I'll probably do it later today.Sonnar, I'll be sending you an e-mail shortly.

URL: http://forum.audiogames.net/viewtopic.php?pid=319317#p319317





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Re: IOS Audio Game Hub 2.0

2017-07-13 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: IOS Audio Game Hub 2.0

Here are my thoughts and maybe some advice to others:For the advertisements, I've found the best way to deal with them is to tap the button at the bottom right of the screen, which brings you to the app store. Then I have to turn on Voiceover to close the app store and go back into Audiogame Hub. Not sure if there's an easier way to do this.As for the Simon and Bomb Disarmer games: Simon is a little different than the tutorial suggests, as you can use different sound packs with the Simon game. You can get more packs by playing the game and you can also buy some from the app store as well. By default, you get two packs: the first is 4 of the 5 blocks from the blocks game (I prefer this one at present), and the second is some drum sounds. I think the tutorial should use one of those packs, since the tones it does use at present are misleading, and it makes the line between the two games even narrower.Now for Bomb Disarmer. it uses dTMF tones as SLJ descr
 ibed. This is actually kinda funny, because about 10 minutes before I tried that game, a friend and I were talking about how I can improve my recognition of dTMF tones. Well here's an answer I suppose.I thinki it sort of fits too, since if you are disarming bombs, it makes more sense to be using a dial pad than it would to be using some other device. I know this may be hard for some people though, and I won't pretend to be exempt from that myself; I barely can make it to the third level in campaign mode so I'm still not that good. I do enjoy the cut scenes, and can't wait to complete the campaign mode. BTW you can skip those cut scenes by tapping and holding your finger on the screen for one second.Unfortunately there's a bug in Bomb Disarmer. In the tutorial, the layout is slightly different than it is in-game. The bottom left and the top right quadrants are reversed.For the slightly more geeky members of my metaphorical audience, I
 9;ll describe the layout of the screen using the DTMF numberings. Thinking of the tones this way helps me remember the sequences, so here goes.In the tutorial top left is number 8, bottom left is 5, top right is 6, bottom right is 1. IN the actual game, top left is still 8, but bottom left is 6. Top right is 5 and bottom right is 1. Don't sue me if I'm inaccurate, I'm still not good at DTMF recognition! In any case, I hope the discrepancy can be fixed in the next update!Admittedly, I haven't tried the other games since I assume they are largely unchanged, except of course for the improved menu system which I like. I can't wait to check out Animal Escape and Runner, they sound like arcade titles and I am a huge fan of arcade stuff. I think games like Blocks are also fun, games in which there is a strategic element and there is really no end... you keep going with the game getting harder and harder until you lose. I hope there can be more games of
  that variety in future. Something tells me at least one of the above two games will be like that, but only time will tell I guess. Regardless I am eager to check them out, especially on the PC since I find the PC version of this app to be more responsive.Keep up the awesome work!

URL: http://forum.audiogames.net/viewtopic.php?pid=319240#p319240





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Re: Planetary Escape, a horror audiogame

2017-07-10 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: Planetary Escape, a horror audiogame

I actually do think inverting sounds for behind is a good idea and is a decent homebrew 3d audio approach, but I'm not sure how well it's working in practice, at least for me. But, maybe i"m doing something wrong too. Lol

URL: http://forum.audiogames.net/viewtopic.php?pid=318776#p318776





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Re: Planetary Escape, a horror audiogame

2017-07-10 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: Planetary Escape, a horror audiogame

That's a good point Aprone. My main problem is, I'm not sure how to tell if a zombie is in front of or behind me. Sometimes, zombies sound like they are sort of outside the conventional left/right stereo field, if I can put it that way, in which case I would assume it is behind. But in other cases, the zombies sound like they are more or less in a conventional left/right stereo perspective, which I would assume is in front. So far as I can tell though, the in/out perspective are reversed from where i would expect, i.e. I hear something that sounds like it's outside, so I walk forward and it seems like it's getting closer. Because the game is laggy, combined with what Aprone said about the actual movement mechanics, I think that all contributes to why the game feels so hard for me. I also don't think the zombies move at all, but given my vague understanding of the mechanics, I'm really not sure.I remember a few years back, I played a concept demo
  of a game about cats. I can't remember what it was, but it was similar to this, at least in its environment. You rescued kittens from monsters. It used HRTF for 2d sounds, so you could clearly tell if something was in front of or behind you. It felt so much more intuitive to navigate and know what was going on. I always wished that game were more challenging. I can't remember what the game was called or what it uses for hrtf, but I think Planetary escape could really benefit from mechanics similar to that game. I'll try to find a thread for the cat game later.Back to Planetary Escape: Maybe it's my obsession with arcade/endless games, but I wonder if Planetary Escape would get a lot more replay value from that kind of gameplay. You have levels, the first of which is easy to get you used to things, the second is a little harder, adding more zombies, adding obstacles, larger distance to reach the ship, etc. And it just keeps getting harder on every level un
 til you eventually dye. You could get creative with items too but you wouldn't need to; it's a horror game after all and we want to keep it simple. That, combined with a more intuitive indication of your environment, would be a game I might pay for.Just my two cents.

URL: http://forum.audiogames.net/viewtopic.php?pid=318767#p318767





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Re: Planetary Escape, a horror audiogame

2017-07-10 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: Planetary Escape, a horror audiogame

Nick wrote:I'm going to try the game but I can't tell if a zombie is either infront or behind me because there is no sonar sound.Frankly these kind of posts are really starting to irritate me. I see this as nothing more than a trolling attempt. Criticism of this nature generally doesn't help developers.shotgunshell wrote:Personally for me, the game was way to easy.Hmm, I wonder what I'm missing. I can never tell where the zombies are.

URL: http://forum.audiogames.net/viewtopic.php?pid=318752#p318752





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Re: Planetary Escape, a horror audiogame

2017-07-10 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: Planetary Escape, a horror audiogame

I just tried it, and I can't really figure out when the zombies are in front of or behind me. Sometimes, I get eaten even though I don't hear a zombie close to me. I rarely ever make to a point where I can hear the beaken.

URL: http://forum.audiogames.net/viewtopic.php?pid=318749#p318749





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Re: New update to Drive your car!

2017-04-22 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: New update to Drive your car!

This is a fun game. However there are a few things about it which I find annoying.Hitting coins is a little tricky because it is hard to tell when I am centered on a coin. Sometimes I am just one square to the left or right but this isn't very audible. On the converse, mines seem to be a little too easy to hit.I once had a situation where I stopped my car, but could not start it again until I exited the game. I don't know how it happened, but it was a one-time thing so I'm not that worried about it.The music volume in the shop cannot be adjusted, which makes it impossible to hear what items are available in the shop. This is a major problem.I think a little more documentation is needed on items in the shop, and the cars. What is the difference between the cars, is it just the gears and the speeds those gears can achieve? What is the hand break useful for?Some of the wording is a little weird, but that's not really an issue.
 Still, this is a fun little game! I'm now on the normal raceway (third track) and contrary to what other people are experiencing, I am not having any issues due to glitches or bugs. That pit next to a mine near the first turn looks like a brilliant trap. I haven't passed that part yet but I am eager to try again.

URL: http://forum.audiogames.net/viewtopic.php?pid=308283#p308283





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Re: New update to Drive your car!

2017-04-22 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: New update to Drive your car!

This is actually a fun game. However there are a few things about it whcih I find annoying.HItting coins is a little tricky because it is hard to tell when I am centered on a coin. Sometimes I am just one square to the left or right but this isn't very audible. On the converse, mines seem to be a little too easy to hit.I once had a situation where I stopped my car, but could not start it again until I exited the game. I don't know how it happened, but it was a one-time thing so I'm not that worried about it.The music volume in the shop cannot be adjusted, which makes it impossible to hear what items are available in the shop. This is a major problem.I think a little more documentation is needed on items in the shop, and the cars. What is the difference between the cars, is it just the gears and the speeds those gears can achieve? What is the hand break useful for?Some of the wording is a little weird, but that's not really an i
 ssue.Still, this is a fun little game! I'm now on the normal raceway and contrary to what other people are experiencing, I am able to get through it pretty well. That mine next to a pit near the first turn is a trap if I ever saw one, and it's brilliant!

URL: http://forum.audiogames.net/viewtopic.php?pid=308283#p308283





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Re: Spacey Vaders huge upgrade and on line scoreboard goes live

2017-04-22 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: Spacey Vaders huge upgrade and on line scoreboard goes live

I've noticed that the panning on the ships gets more sensitive as they get closer to the ground. While this may be realistic to how the sound would be perceived in a real-world context, it does make targetting harder when ships are higher in the air. Maybe using the same pan step no matter the height would make this easier? Other space invaders games seem to do this.I also notice a slight lag from the game for keyboard input. The screen reader often responds quicker than the game plays sounds. Not sure if this is due to the sound library used or if there is something else going on. It's not a large issue at all though.Finally, what are the different colored dragons and how do they differ? I think black are invisible, but not sure about the others. They scare me though. I did make it to the death wave once and thought surely there must be an ending, but I guess there isn't.Anyway, this is a really fun game!

URL: http://forum.audiogames.net/viewtopic.php?pid=308265#p308265





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Re: deadland a new audiogame by grproductions!

2017-03-17 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: deadland a new audiogame by grproductions!

Muhammad Hajjar wrote:Again, as usual, a sidescroller which you kill enemies. Oof, that's exactly what bgt starters always do, which the comunity have had enough of.Oof, that is perhaps the most discouraging reply I have ever seen. New releases is for posting new releases. And as stated by the forum FAQ:28: Can I post practice games, or alpha or beta versions of games? Absolutely, people on the forum are likely to be a useful source of feedback and suggestions. Bear in mind though practice games might not be suitable for the database or news see The database guidelines for more details.So I don't see why we have to be so pessimistic or push a dev down before he can stand up.With that said, I do worry that because code was borrowed and there are still acknowledged bugs, that this game might have a slow start. I only
  say this because it would take me days to do even this much, if I could even put it together at all, as I am a horrendous bGT coder. Even so, I personally wouldn't want to release something as rough as this, but that's a personal thing and no doubt everyone is different. So what I am essentially saying is that this could either break through the realms of practice games, or it could be forever trapped there if the dev decides coding is not for him and suddenly vanishes. Because BGT is intended to be an easy starter game creation language, and because of the myriad of source code available these days and working examples in the BGT manual, it would be possible for someone, with very little knowledge of BGT's actual syntax, to concatenate something together from the fragments of working code they have which someone else wrote, with likely only minor modifications to change values and such. Then when something wasn't working for whatever reason, or they wanted to p
 roceed to more complicated stuff which required them to actually write original script, they would be stuck. I myself found myself in this situation, which is why I bring it up.Before we start predicting what will happen though, let's at least give this new dev well-earned support and encouragement for having his ambitions and deciding to take a stab at game development. To do otherwise, imho, really slags on a community's reputation.

URL: http://forum.audiogames.net/viewtopic.php?pid=302605#p302605





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Re: deadland a new audiogame by grproductions!

2017-03-17 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: deadland a new audiogame by grproductions!

Muhammad Hajjar wrote:Again, as usual, a sidescroller which you kill enemies. Oof, that's exactly what bgt starters always do, which the comunity have had enough of.Oof, that is perhaps the most discouraging reply I have ever seen. New releases is for posting new releases. And as stated by the forum FAQ:28: Can I post practice games, or alpha or beta versions of games? Absolutely, people on the forum are likely to be a useful source of feedback and suggestions. Bear in mind though practice games might not be suitable for the database or news see The database guidelines for more details.So I don't see why we have to be so pessimistic or push a dev down before he can stand up.With that said, I do worry that because code was borrowed and there are still acknowledged bugs, that this game might have a slow start. I only
  say this because it would take me days to do even this much, if I could even put it together at all, as I am a horrendous bGT coder. Even so, I personally wouldn't want to release something as rough as this, but that's a personal thing and no doubt everyone is different. So what I am essentially saying is that this could either break through the realms of practice games, or it could be forever trapped there if the dev decides coding is not for him and suddenly vanishes. Because BGT is intended to be an easy starter game creation language, and because of the myriad of source code available these days and working examples in the BGT manual, it would be possible for someone, with very little knowledge of BGT's actual syntax, to concatenate something together from the fragments of working code they have which someone else wrote, with likely only minor modifications to change values and such. Then when something wasn't working for whatever reason, or they wanted to p
 roceed to more complicated stuff which required them to actually write original script, they would be stuck. I myself found myself in this situation, which is why I bring it up.Before we start predicting what will happen though, let's at least give him well-earned support and encouragement. To do otherwise, imho, really slags a community's reputation.

URL: http://forum.audiogames.net/viewtopic.php?pid=302605#p302605





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Re: deadland a new audiogame by grproductions!

2017-03-17 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: deadland a new audiogame by grproductions!

Muhammad Hajjar wrote:Again, as usual, a sidescroller which you kill enemies. Oof, that's exactly what bgt starters always do, which the comunity have had enough of.Oof, that is perhaps the most discouraging reply I have ever seen. New releases is for posting new releases. And as stated by the forum FAQ:28: Can I post practice games, or alpha or beta versions of games? Absolutely, people on the forum are likely to be a useful source of feedback and suggestions. Bear in mind though practice games might not be suitable for the database or news see The database guidelines for more details.So I don't see why we have to be so pessimistic or push a dev down before he can stand up.With that said, I do worry that because code was borrowed and there are still acknowledged bugs, that this game might have a slow start. I only
  say this because it would take me days to do even this much, if I could even put it together at all, as I am a horrendous bGT coder. Even so, I personally wouldn't want to release something as rough as this, but that's a personal thing and no doubt everyone is different. So what I am essentially saying is that this could either break through the realms of practice games, or it could be forever trapped there if the dev decides coding is not for him and suddenly vanishes. Before we start predicting what will happen though, let's at least give him well-earned support and encouragement. To do otherwise, imho, really slags a community's reputation.

URL: http://forum.audiogames.net/viewtopic.php?pid=302605#p302605





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Re: I am back, and so is Tomb Hunter

2017-03-10 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: I am back, and so is Tomb Hunter

masonian wrote:I plan, if time permits, to add difficulty levels. They will include things like shorter vanishing platform times, quicker electricity barriers, shorter times to drown, more damage enemies can do, etc.Ah. I was actually going to suggest that. I'd really be in favor of it if you get around to putting it in. Depending on how you've coded it, I suppose it wouldn't be that difficult, but what do I know? 

URL: http://forum.audiogames.net/viewtopic.php?pid=301461#p301461





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Re: I am back, and so is Tomb Hunter

2017-03-10 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: I am back, and so is Tomb Hunter

Jade, most of the content seems fixed, but I swear there are some random elements. Then again, the more I play,the more I think that it's pretty much all fixed. In regards to the learning curve, I do think that a few tweaks could be made to the first couple levels. But anything beyond level 4 should be left where it is because otherwise it's boring. While I found the chalenge of AAC and The Gate quite irritating, I like that it's there. The chalenge that TH presents seems fair and just. I think that there is a large division between hardcore audiogamers who need a fast-action thing with a high level of chalenge lest they find it boring, vs. those who are either starting out or aren't really good at those types of games. A game like Super Liam is good for the latter group, as I've seen firsthand and heard a lot of other stories of sighted people, who have never touched an audio game before, playing at least the first couple levels successfully. Those people
  probably would have a considerably harder time with Aac or The Gate. They'd likely have less patience and skill than someone who is used to that level of challenge in an audio game. As a developer it is undoubtedly difficult to balance difficulty, but I've always enjoyed side scrollers and I've tended to enjoy difficult ones. We see that in the mainstream world too, but because that's such a wide audience, devs can do what they want. Here it really needs more consideration I think. I personally don't want TH to be a game where apart from a few challenges, I can beat the game in 2 hours, with hardly any hits sustained in the process, and once beaten I have nothing left to do but play it again exactly the same way, without any realistic ways to make it harder. This leads nicely into my next point.I also agree with you on your observations of people's reactions to the price. Why would people pay as much for this game as they refused to pay for somet
 hing like The Gate or Psychostrike. Some of that is down to history, the argument is that AAC is better than The Gate and AAC is free, etc. And before someone starts ranting about how we should let that go, I'd remind you that these kinds of squabbles have no doubt made pricing in audio games a very touchy issue as of late, and is yet another thing that taxes developers, and thus becomes very relevant when discussing and making decisions about a game like TH which is under development. With that said, only a handful of people were in support of the price of TH, but that is because only a handful of people have checked out this game or saw the price. There was a somewhat larger opposition, both by the larger audience seen by VGStorm games and the subsequent noise they made, about their pricing. I do hope TH doesn't have that issue but the incidents really shook me and showed me a lack of respect I had not seen yet.If you ask me what I'd personally be willing to p
 ay for TH, I'm not picky on price. So long as I feel I am not spending a fortune and it brings me some enjoyment, I'm happy. I understand though that not everyone is able to spend more money than they absolutely can get away with, so for them it becomes a bigger issue. I gently suggest the price be lowered a bit. I think a price of $15 or $20 for the game makes a little more sense. Montezuma's Revenge and later Mota has considerably larger levels, if I recall Mota levels had around 20 rooms each and there was intended to be 10 levels. I can't remember what the intended price was, but it was in the neighborhood of $30, and expectations I think have changed since then. For $30, TH really does imho have a lot to hold up to. If it stays $30 I will still gladly buy it when it's released, but that's only me. Money and its value is a very subjective thing. So are the benefits you get from purchasing something. So there's no right way to do it really.

URL: http://forum.audiogames.net/viewtopic.php?pid=301387#p301387





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Re: I am back, and so is Tomb Hunter

2017-03-09 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: I am back, and so is Tomb Hunter

Jade, most of the content seems fixed, but I swear there are some random elements. Then again, the more I play,the more I think that it's pretty much all fixed. In regards to the learning curve, I do think that a few tweaks could be made to the first couple levels. But anything beyond level 4 should be left where it is because otherwise it's boring. While I found the chalenge of AAC and The Gate quite irritating, I like that it's there. The chalenge that TH presents seems fair and just. I think that there is a large division between hardcore audiogamers who need a fast-action thing with a high level of chalenge lest they find it boring, vs. those who are either starting out or aren't really good at those types of games. A game like Super LIam is good for the latter group, as I've seen firsthand and heard a lot of other stories of sighted people playing it, at least the first couple levels, but they probably would have a considerably harder time with Aac or
  The Gate. As a developer it is undoubtedly difficult to balance difficulty, but I've always enjoyed side scrollers and I've tended to enjoy difficult ones. I don't want TH to be a game where apart from a few challenges, I can beat the game in 2 hours, with hardly any hits sustained in the process, and once beaten I have nothing left to do but play it again exactly the same way, without any realistic ways to make it harder. This leads nicely into my next point.I also agree with you on your observations of people's reactions to the price. Why would people pay as much for this game as they refused to pay for something like The Gate or Psychostrike. Some of that is down to history, the argument is that AAC is better than The Gate and AAC is free, etc. And before someone starts ranting about how we should let that go, I'd remind you that these kinds of squabbles have no doubt made pricing in audio games a very touchy issue as of late, and is yet another th
 ing that taxes developers, and thus becomes very relevant when discussing and making decisions about a game like TH which is under development. With that said, only a handful of people were in support of the price of TH, but that is because only a handful of people have checked out this game or saw the price. There was a somewhat larger opposition, both by the larger audience seen by VGStorm games and the subsequent noise they made, about their pricing. I do hope TH doesn't have that issue but the incidents really shook me and showed me a lack of respect I had not seen yet.If you ask me what I'd personally be willing to pay for TH, I'm not picky on price. So long as I feel I am not spending a fortune and it brings me some enjoyment, I'm happy. I understand though that not everyone is able to spend more money than they absolutely can get away with, so for them it becomes a bigger issue. I gently suggest the price be lowered a bit. I think a price of $15 or $
 20 for the game makes a little more sense. Montezuma's Revenge and later Mota has considerably larger levels, if I recall Mota levels had around 20 rooms each and there was intended to be 10 levels. I can't remember what the intended price was, but it was in the neighborhood of $30, and expectations I think have changed since then. For $30, TH really does imho have a lot to hold up to. If it stays $30 I will still gladly buy it when it's released, but that's only me. Money and its value is a very subjective thing. So are the benefits you get from purchasing something. So there's no right way to do it really.

URL: http://forum.audiogames.net/viewtopic.php?pid=301387#p301387





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Re: I am back, and so is Tomb Hunter

2017-03-09 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: I am back, and so is Tomb Hunter

Jade, most of the content seems fixed, but I swear there are some random elements. Then again, the more I play,the more I think that it's pretty much all fixed. In regards to the learning curve, I do think that a few tweaks could be made to the first couple levels. But anything beyond level 4 should be left where it is because otherwise it's boring. While I found the chalenge of AAC and The Gate quite irritating, I like that it's there. The chalenge that TH presents seems fair and just. I am not intending to down anyone but I do think that there is a large division between hardcore audiogamers who need a fast-action thing with a high level of chalenge or they will become bored, vs. those who are either starting out or aren't really good at those types of games. As a developer it is undoubtedly difficult to balance such things, but I've always enjoyed side scrollers and I've tended to enjoy difficult ones, as I don't want another Super Liam incide
 nt where apart from a few chalenges, I beat the game in 2 hours and had nothing left to do but play it again exactly the same way, without any realistic ways to make it harder. For the sake of TH, I hope this sort of thing doesn't happen, and this leads nicely into my next point.I also agree with you on your observations of people's reactions to the price. Why would people pay as much for this game as they refused to pay for something like The Gate or Psychostrike. Some of that is down to history, the argument is that AAC is better than The Gate and AAC is free, etc. And before someone starts ranting about how we should let that go, I'd remind you that these kinds of squabbles have no doubt made pricing in audio games a very touchy issue as of late, and is yet another thing that taxes developers, and thus becomes very relevant when discussing and making decisions about a game like this under development. With that said, only a handful of people were in support o
 f the price, and only a handful of people have checked out this game. There was a somewhat larger opposition, both by the larger audience these games saw and the volume of noise they made, about The Gate and Psychostrike's prices.If you ask me what I'd personally be willing to pay for TH, I'm not picky on price. So long as I feel my money is being spent to provide me something that will entertain me for a bit, I'm willing to spend it. I understand though that not everyone is able to spend more money than they absolutely can get away with, so for them it becomes a bigger issue. I gently suggest the price be lowered a bit. I think a price of $15 or $20 for the game makes a little more sense, Montezuma's Revenge and later Mota has considerably larger levels, if I recall Mota levels had around 20 rooms each and there was intended to be 10 levels. I can't remember what the intended price was, but it was in the neighborhood of $30, and expectations I th
 ink have changed since then. That's placing a lot on TH's shoulders. If it stays $30 I will still gladly buy it when it's released, but that's only me. Money and its value is a very subjective thing. So are the benefits you get form purchasing something. So there's no right way to do it really.

URL: http://forum.audiogames.net/viewtopic.php?pid=301387#p301387





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Re: I am back, and so is Tomb Hunter

2017-03-09 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: I am back, and so is Tomb Hunter

Yep, I'm on beta 4.1. In level 3 I go right for a bit, drop down into the water, swim and get the items, then climb up a couple ladders and get items in the rooms. At every ladder I've checked for an alternate drop I can take but nothing seems to present itself, and before I know it I've reached the warp to level 4 without a scroll.

URL: http://forum.audiogames.net/viewtopic.php?pid=301368#p301368





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Re: I am back, and so is Tomb Hunter

2017-03-09 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: I am back, and so is Tomb Hunter

Hmm, I can't seem to find it. And the level layout isn't that complicated either. Any hints?

URL: http://forum.audiogames.net/viewtopic.php?pid=301345#p301345





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Re: I am back, and so is Tomb Hunter

2017-03-09 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: I am back, and so is Tomb Hunter

I still could not find a scroll in level 3. Is there one?

URL: http://forum.audiogames.net/viewtopic.php?pid=301334#p301334





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Re: I am back, and so is Tomb Hunter

2017-03-09 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: I am back, and so is Tomb Hunter

[[wow]] Crashmaster, I want to check that out now. Lol

URL: http://forum.audiogames.net/viewtopic.php?pid=301313#p301313





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Re: I am back, and so is Tomb Hunter

2017-03-09 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: I am back, and so is Tomb Hunter

Firstly, if we are going to stick to the 10 temples, 40 levels idea, then I personally think the first 8 levels, or 2 temples, should be free. That's still a fair bit of content but it gives you 32 levels to pay for and make worth the price. Of course the 10 temples 40 levels idea isn't set in stone, but if that's how you're going to do it, I think that would be the most convenient way of doing it.And I definitely understand motivational issues. I do think it would be in your best interest to have a team of devs/designers. The only problem with that is if they don't have the same vision as you do, you may be overwhelmed as main dev trying to keep everyone on the same page. That could ruin motivation quickly. So it's really a balancing act and has some risks.

URL: http://forum.audiogames.net/viewtopic.php?pid=301298#p301298





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Re: I am back, and so is Tomb Hunter

2017-03-08 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: I am back, and so is Tomb Hunter

I personally am in agreement to Mason in regards to combat. So many games have numbered weapons with shooting with space bar. There's nothing bad about that, ubt it's nice to see a game with a focus on evasion. I've gotten fairly good at avoiding attacks, but it takes some practice and a familiarity with the area you're in. It took me a few tries in some spots but I can get through a lot of it without losing a life now.A possible idea for a boss is to fight in an area where swords and potions respawn every 15 seconds or so. The boss has strong poisonous attacks so you'd have to keep using swords to hurt the enemy while healing from the attacks. I don't know how you'd make it more interesting though, that could become boring after a while.Also more varried areas with different ambiances and themes would be cool, like an outside area or an area filled with obstacles with its own theme.

URL: http://forum.audiogames.net/viewtopic.php?pid=301181#p301181





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Re: I am back, and so is Tomb Hunter

2017-03-07 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: I am back, and so is Tomb Hunter

I personally favor the combat the way it is. I sort of feel like this is in a medieval setting with a few supernatural forces in play. The idea of advanced combat and more modern weapons like guns made it feel more generic to me. It didn't ruin it but took away from the sort of mysterious atmosphere I perceived without them.

URL: http://forum.audiogames.net/viewtopic.php?pid=301045#p301045





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Re: I am back, and so is Tomb Hunter

2017-03-07 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: I am back, and so is Tomb Hunter

I just checked out this game, and I really like it! I completed all six levels. I do have some suggestions though.1. Some grammar is a little weird, and some objects don't seem to have names. Some things that come to mind are "swimming" should probably be "deep water" or something. There are also moments where an over 200-foot drop is spotted, but it's just a border and there is no danger of falling. There are also sections which have a few hundred squares of nothing until you eventually reach the wall. In general there should be more walls in those areas so that there aren't mindless open spaces. Also surfaces have weird numbers after them which don't make a lot of sense to me. And the manual is ripping too much from the Alchemy games manual, and there are a few alchemy references which are confusing, and not enough original material to make it feel like a different game's manual. I'm pretty certain all of these things I men
 tion are just placeholders and will be improved in the final version.2. This game seems to be more focused on platforming and navigating through the levels, but in the alchemy version, it was more about evading the traps. With a few exceptions the layouts were simple. Enemies moved quickly, though nothing had a perceivable step speed. Some obstacles could only be cleared with running jumps, and even then you had to be careful as if you jumped just a hair early or late, you wouldn't make the jump. Electric fields and platforms were very quick to appear and disappear, and so timing became a real concern. Nothing felt like a grid or a matter of coordinates. While I know different games will play differently and can't be expected to match, the alchemy games way of doing things just felt the most alive and I've always hoped it would be recreated in remakes, and it never really has. I do like Tomb Hunter how it is though, I'm just reminiscing and wondering if any
 one shares this thought. LolThere are a few more things I have in mind but the two I've listed above are the most significant, the others are probably asking too much at this point in development. I definitely wish you well on the way forward! I will probably wait until the game's release to purchase it, but rest assured it will have my support.

URL: http://forum.audiogames.net/viewtopic.php?pid=301027#p301027





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Re: How about something fun and stupid? Try The Limit!

2017-03-05 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: How about something fun and stupid?  Try The Limit!

Hi Aprone,I only check the forums sporadically and I just missed this game. Seeing as how the comments people have posted about it were about some sort of addictive musical gameplay, I think it could still work if you use a different, non copyrighted track. It is a little disappointing to me when copyright kills something with a fun potential, which this thing seemed to have. I'd be willing to try and compose a substitute track which negates the need for using copyrighted music. I need an excuse to start writing again.  With that said I don't know how long this would take (I hope only a week or two), but I can't promise anything. In any case I couldn't really do it unless I could make sure it worked as intended in-game. I would under no circumstances host the game publicly in its current form, so you wouldn't need to worry. What do you think of this idea
 ? If you like, you can PM me or just reply to this thread.

URL: http://forum.audiogames.net/viewtopic.php?pid=300711#p300711





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Re: Slide 1.2 Released

2017-01-12 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: Slide 1.2 Released

I agree with BryanT. I am personally not into puzzle games, so I will likely not be buying the additional content, but if I know liam, he's not shortchanging anybody with the new paid features. He's said on Twitter that everything that was available in the old version of Slide is still here, and thus you aren't losing anything. The extra content is like an in-app purchase, and $5 is iirc the lowest price we've seen in the world of PC audio games. An important thing to remember when making a purchase is to not be selfish. Don't purchase something as though you're parting with your money just for your own personal satisfaction. While you are definitely paying for that, you are donating to a worthy cause to support audio game development. You are showing support to someone who's dedicated a fair amount of time and energy to producing something that will entertain a large amount of people, and if he can receive funds from his efforts, even a small am
 ount... That speaks a thousand praises.  $5 is a humble asking price which remember is optional. I know what it feels like to not want to go through the hassle of paying for something, or knowing I don't have the means to pay for it. But, these are common struggles, and the sooner you are able to accept that, the less stress you will be under when you see something that looks tempting. In any case you still have a fun game to play, with or without the additional content.

URL: https://forum.audiogames.net/viewtopic.php?pid=293587#p293587





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Re: Crazy Party: mini-games and card battle! (beta46)

2016-12-20 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta46)

Ugh. This is the first time in this game that I have been truly stumped. Second if you count the volcano world and its 2d maize. Third if you count the intellectual world... but this one has me stumped for a very different reason. I have no clue what I'm even remotely supposed to do to evade the obstacles.Where I am stuck at is the Polar Bear Hunt stage of the new Ice World. The instructions are not very helpful. I am supposed to walk on floating blocks of ice in a side scrolling level. I have not found ways to go up and down, which isn't very good since I am in a direct path with the polar bears. If I have to guess, I'd say I'm supposed to somehow use the ice to walk back and forth, similar to how I would climb the mountains in the heights world... but I have yet to be able to do that. The ice seems to move around too, maybe because it's floating. IF this is some cryptic timing pattern, I have no clue how I'm supposed to deduce it, since if I d
 ie I am returned to the starting point. The F key or other Crazy party keys dont' do anything here either.Any hints on what I should be doing? They are greatly appreciated!

URL: http://forum.audiogames.net/viewtopic.php?pid=290317#p290317





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Re: Blind Gladiator available for iOS

2016-12-02 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: Blind Gladiator available for iOS

Well, I have some good and bad news to report. A bug fix release was just made yesterday which fixes many of the bugs. I've just played through the entire game in the last 2 hours or so. There are a few bugs remaining, but they are much more easily dealt with.First, when announcing your currency, sometimes the number grammar is off, but the currency is reported correctly.Second, when browsing the weapons blacksmith, it is impossible to go past the short sword item, since the game crashes when attempting to play the next option's prompt. Fortunately this weapon is one of the last in the game, so it is possible to bypass everything after the short sword without major issue.And last, when you do beat the game and try to load that game, it acts weird. some voice prompts do not play, and when you try to go to the next fight, the arena ambience just keeps looping, with no sounds to accompany it. It's kind of interesting.Apart from that though, I ha
 ve to say I am very impressed with the amount of bug squashing that happened. The game is indeed very easy, but it is pretty playable now.

URL: http://forum.audiogames.net/viewtopic.php?pid=288071#p288071





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Re: Blind Gladiator available for iOS

2016-12-02 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: Blind Gladiator available for iOS

Well, I have some good and bad news to report. A bug fix release was just made yesterday which fixes many of the bugs. I've just played through the entire game in the last 2 hours or so. There are a few bugs remaining, but they are much more easily dealt with.First, when announcing your currency, sometimes the numbers are a little off, but they are reported correctly.Second, when browsing the weapons blacksmith, it si impossible to go past the short swordf item, since the game crashed when attempting to play the next option's prompt. Fortunately this weapon is one of the last in the game, so it is possible to bypass everything after the short sword and beat it.And last, when you do beat the game and try to load that game, it acts weird. some voice prompts do not play, and when you try to go to the next fight, the arena ambience just keeps looping, with no sounds to accompany it. It's kind of interesting.Apart from that though, I have to say I
  am very impressed with the amount of bug squashing that happened. The game is indeed very easy, but it is pretty playable now.

URL: http://forum.audiogames.net/viewtopic.php?pid=288071#p288071





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Re: Blind Gladiator available for iOS

2016-12-02 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: Blind Gladiator available for iOS

Well, I have some good and bad news yesterday. A bug fix release was just made yesterday which fixes many of the bugs. I've just played through the entire game in the last 2 hours or so. There are a few bugs remaining, but they are much more easily dealt with.First, when announcing your currency, sometimes the numbers are a little off, but they are reported correctly.Second, when browsing the weapons blacksmith, it si impossible to go past the short swordf item, since the game crashed when attempting to play the next option's prompt. Fortunately this weapon is one of the last in the game, so it is possible to bypass everything after the short sword and beat it.And last, when you do beat the game and try to load that game, it acts weird. some voice prompts do not play, and when you try to go to the next fight, the arena ambience just keeps looping, with no sounds to accompany it. It's kind of interesting.Apart from that though, I have to say I
  am very impressed with the amount of bug squashing that happened. The game is indeed very easy, but it is pretty playable now.

URL: http://forum.audiogames.net/viewtopic.php?pid=288071#p288071





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Re: Blind Gladiator available for iOS

2016-11-27 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: Blind Gladiator available for iOS

Hi,I hope the bugs can be fixed. Thanks for listening, and good luck.

URL: http://forum.audiogames.net/viewtopic.php?pid=287474#p287474





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Re: Blind Gladiator available for iOS

2016-11-26 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: Blind Gladiator available for iOS

Hi all,I am having major problems with the app. Not sure how to contact the devs, though I haven't really looked into it. But seeing as people like Simba have been able to play the PC games, I presume there is a sollution, at least on the PC. Maybe the IOS version is broken.Firstly, I have never been able to visit the armor blacksmith, the app just hangs and when I turn voiceover on to kill it, it crashes. Sometimes it does this when going into the shields blacksmith. As a general rule, I can't go to multiple blacksmiths in the same app session. Also in the inn, the introductory message is a fair bit too quiet.When fighting, I have a bit of trouble dodging attacks, especially ones which come from the center. I have to tilt my device a complete 90 degrees just to get the dodging sound to play, and sometimes I still get hit, especially when outside of the tutorial. I suspect the lag of unity combined with the purposefully slow speed at which your characte
 r can dodge is to blame for this.There are also panning issues when attacking. If I am atacking while an enemy comes at me from the right, for example, his attack sound will jump from right to center. Am I to dodge a central attack or to try to remember he came from the right? I know you are only meant to attack when the enemy is taking a break, but in a fluid fighting game, conflicts like this need to be resolved.What makes this game ultimately unplayable for me is that I do not seem to earn gold. The game always tells me I have 100 gold. However I think I actually do earn gold, since I was just playing around and managed to buy an ointment which I wouldn't have been able to afford, since 100 gold is not enough to buy any of the items.After hearing how supposedly easy the PC game is to whiz through, that hints that it does not have as many bugs. And if there are this many bugs that I have found between the beginning and the first fight, then there are bound t
 o be more. While I say this in the most respectful way possible, I wish I'd not spent $15 on this app. I was excited to dive into this game and was quite disappointed with the bugs. But, I really like the concept of the game, and I am always in support of IOS games like this. When the bugs are addressed, I will be the first to listen and enjoy the game.

URL: http://forum.audiogames.net/viewtopic.php?pid=287366#p287366





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Re: 3 new games released as www.rockywaters.co.uk goes live

2016-11-24 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: 3 new games released as www.rockywaters.co.uk goes live

I am not a fan of text adventures and dice games, but am excited to try the Space Invaders game since I grew up mainly with Troopanum 2. I played at when I was 11, bought it for my 12th birthday and not long after got really good at it. But that is far off topic. New developers are always welcome here, and I am eager to see what other games come out!

URL: http://forum.audiogames.net/viewtopic.php?pid=287172#p287172





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Re: Blackspace (3D HRTF First person shooter game)

2016-10-30 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: Blackspace (3D HRTF First person shooter game)

I have installed Open Al via the instructions, and installed the latest JRE I could find, but the game will not run with either the exe or jar file. No window pops up and there is no game process in task manager. I am on Win7 X64. Any advice?

URL: http://forum.audiogames.net/viewtopic.php?pid=284650#p284650





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Re: Announcing the audiogames archive

2016-09-10 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: Announcing the audiogames archive

I have no problem with read-only keys. And yes, it is possible to hand out read/write and read-only keys to the same folder. a friend of mine is hosting several BT Sync folders. One of them he entrusted me with a read/write key, but on his web site he has a read-only key. Now, I have not tested both keys or verified anything, but I am pretty sure BT Sync could do that. I'm not sure what version of BT Sync you're using, the situation I just described was with the 1.3x versions, which I still use.

URL: http://forum.audiogames.net/viewtopic.php?pid=278410#p278410





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Re: Announcing the audiogames archive

2016-09-10 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: Announcing the audiogames archive

I have no problem with read-only keys. And yes, it is possible to hand out read/write and read-only keys to the same folder. a friend of mine is hosting several BT Sync folders. One of them he entrustred me with a read/write keys, but on his web site he has a read-only key. Now, I have not tested both keys or verified anything, but I am pretty sure BT Sync could do that. I'm not sure what version of BT Sync you're using, the situation I just described was with the 1.3x versions, which I still use.

URL: http://forum.audiogames.net/viewtopic.php?pid=278410#p278410





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Re: Announcing the audiogames archive

2016-09-10 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: Announcing the audiogames archive

I think what most likely happened is that a false positive was found and that in turn flagged the whole archive and had it taken down for some reason. Not sure of details, but I really do hope it can be restored. If not, then a BT Sync folder is imho a viable option.Erick, we do not appreciate that tone on this forum. Please read threads a little more carefully. The reason the games are down is not hard to find. All you needed to do was look at the last few posts of the topic... not even the entire thread... to find your answer. Then you would not have needed to waste your time posting immature hate mail on the archive. I appreciate John's effort and dedication, and you should too. He can't help but have technical difficulties.

URL: http://forum.audiogames.net/viewtopic.php?pid=278386#p278386





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Re: Announcing the audiogames archive

2016-09-10 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: Announcing the audiogames archive

I think what most likely happened is that a false positive was found and that in turn took the whole archive down. Not sure of details, but I really do hope it can be restored. If not, then a BT Sync folder is imho a viable option.Erick, please read threads a little more carefully. The reason the games were down is not exactly hard to find. All you needed to do was look at the last few posts of the topic... not even the entire thread... to find your answer. Then you would not have needed to waste your time posting immature hate mail on the archive. I appreciate John's effort and dedication, and you should too. He can't help but have technical difficulties.

URL: http://forum.audiogames.net/viewtopic.php?pid=278386#p278386





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Re: Escape From Cyberdyne

2016-09-10 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: Escape From Cyberdyne

Just tried the game, and I am stumped as to how the navigation works. I can use my mouse to look around, but is it basically a virtual cursor that moves around the screen freely? I am confused. I also have a hard time telling where my character will go when I right click to get him to come toward the mouse. I've only managed to snag one treasure, and I haven't managed to kill any robots.Perhaps a tutorial of sorts is necessary.

URL: http://forum.audiogames.net/viewtopic.php?pid=278374#p278374





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Re: Escape From Cyberdyne

2016-09-10 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: Escape From Cyberdyne

Just tried the game, and I am stumped as to how the navigation works. I can use my mouse to look around, but is it basically a virtual cursor that moves around teh screen freely? I am confused. I also have a hard time telling where my character will go when I right click to get my character to come toward the mouse. I've only managed to snag one treasure, and I haven't not managed to kill any robots.Perhaps a tutorial of sorts is necessary.

URL: http://forum.audiogames.net/viewtopic.php?pid=278374#p278374





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Re: New horror and adventure sidescroller, The gate!

2016-07-06 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

Hi Amerikranian and all,I definitely understand where you're coming from, on most of your points. I haven't touched this game in over 6 months! I should get back into it at some point. I also appreciate your sensitivity toward the developers.I've recently been discussing audio game development and improvement with a friend of mine, and while it may not be appropriate to put an entire rant about that here, I will still write it here anyway for those interested. This is not meant to address anything on the forum, though I've had to deal with a lot of nonsense over the past few weeks. This game definitely generated quite the controversy, so I think this topic is a safe place to put my rant. LolAnyway, like I say I've been talking to a  friend of mine about the current problems the audiogame community faces. I believe with as much attention to detail as we have, and with his BGT knowledge, he could really make something great, of course 
 with a little help from others. We haven't yet started anything though, we both need to actually take our thoughts seriously before we go anywhere. So I'll not say anything more about that. However, the Ches board of Audio Game Innovation topic I created a while ago in the General Game Discussion forum was pretty much a direct result of differing opinions between us. I did not include anything about The Gate in that topic, as I was not seeking input on that game specifically, although it wouldn't be exempt from that discussion.My friend knows BGT a little, and is already having some success creating little test games with it, so is able to deduce perhaps a little quicker than many of us how The Gate works. His problems with the Gate from a technical standpoint are that it uses the same wind ambiance throughout, and the sounds are very dry and standard. While they sound good, they do not sound realistic to the environment. He also criticizes the step-wise movemen
 t of the objects on the board, as it feels very squared and steppish. If you are keen on such things, you will indeed notice that objects in The Gate do not have continuous movement, but stepped movement as they travel through each square on the board.As is a pretty well-known fact by now, The Gate is a very monotonous game. Monotony is, after all, easy to work with in coding a game. All a programmer has to do is create objects or functions that describe one instance of itself, and then recall those things over and over as needed. My friend and I jokingly say things like, "The Gate does things the cheap way," But sadly that is a true statement. For techies like him and I, that does put things in a different perspective. Doing things "the cheap way" in no way makes a bad game by itself, and the consequences of that can be actually good or bad. It depends on whether you use that as a feature, or just an aid to your expediency. Unfortunately, as simple as The 
 Gate is mechanically, difficult often feels cheap so that the game isn't too easy. particularly when you consider the other side-scrollers which were hard in their day but are now quite manageable. Adventure at C: was more complex than The Gate mechanically.In my opinion, The Gate was written far too quickly. But not carelessly or without thought. There is a very large and crucial difference between a game written quickly and carelessly and a game written quickly with effort. I am not trying to degrade The Gate, I am trying to say that the game could be so much better had it been given more time and resources. I am not demanding or complaining about what we have.While it is not easily possible to decrypt The Gate's sound files, it is very possible, and in fact legal and without any hidden secrets, to view The attributes and names of The Gate's sounds. There is a working example in the BGT manual that requires little more than a simple copy/paste procedure 
 and an updated BGT installation to list the files in a pack, and this works as expected on the Gate. With some knowledge of BGT's script you could write up a program to export all the files from within a pack. The files would still be encrypted but you could get a better look at their attributes. I can attest to the fact that the game has over 1,000 sound files, and many of them comprise music alone. However, what I am about to tell you will likely shock you. If you were to take the music out of the game, you would be left with a program that would sit comfortably on a computer from the 90s. The game would be no more than 50 MB in size, if I remember correctly the sound effects were only 18 MB! Though I could be wrong on that. So, that leaves at least 250 MB of the game's data files to music. That, my friends, is a result of the Elias music engine doing its work, and the game doesn't even have many songs! The reason the songs are so large is that Elias expects each so
 ng to be split into multiple layers of complexity which switch depending on the in

Re: a blind legend is out

2016-06-30 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: a blind legend is out

Wait DD, is the PC version on Steam? I'm just curious, I indeed know about a PC version of the game, and I also heard a gameplay of it on Youtube which I think sounds better than the IOS version. But if it's on steam, which I've heard is inaccessible, I won't be getting that. I'd rather pay for a game on Steam that I really want that isn't available anywhere else.

URL: http://forum.audiogames.net/viewtopic.php?pid=266433#p266433





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Re: a blind legend is out

2016-06-28 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: a blind legend is out

Hi Dark,Firstly, turning. I think what you are doing is moving your finger continuously like in Papa Sangre. That is not how turning works in this game. To turn, you simply swipe your finger a bit, and hold it in that position, you will turn at a constant rate so long as you hold your finger on the screen. To make small turns, quickly swipe and release. To make more drastic turns, swipe and then hold your finger until you have turned the desired amount. I often find that sounds don't sound that different when they are in front of or behind you, so be sure to follow Louise by turning as little as possible. She'll never get ahead of you, as she always runs faster than you. She will, as I assume you've figured out already, automatically start moving when you get close, even if your angle is a little crooked as you approach her, so you can't go around her on accident. Not to seem harsh, but the waterfall challenge is one of the easiest deaths in the game to s
 tumble upon. If you can't get past that part, you will not get far in the game I'm afraid.Quite honestly, I have given up on these games trying to be realistic in mimicking a blind person's perspective. I don't make an effort to fuel blind stereotypes, but I am willing to put reality aside for most games, even those that attempt to mimic reality as closely as possible. I am able, perhaps more than most, to live with the fact that Louise is going to yell at me a lot to follow her, so I'll just do that. Then again, I am slightly biased as I hate trying to navigate around an unfamiliar space on my own anyway, so the fact that this isn't a maize game by trade does come to my fancy. I do believe, however, that this game is realistic to a point, as it, to my knowledge, gives you no visual, and has perhaps an unrealistic attention to detail on the audio side of things. You hear things quite a lot more obviously than you would in the real world, but you d
 on't hear things that would make no sense, such as things that beep when they normally wouldn't, or obnoxious navigational cues. I'm glad this game doesn't have any of those, as they just shout, "Hey I'm an audio game!" Louise shouts it too, but not as loudly imho. NO visuals, and this amazing attention to audio which warrants no other artificial navigation aid, both of these things I think are overlooked a lot, especially in video games. Even the sound designers who work on audio games only seem to receive credit for "good sound", nothing more or less. There are times when I hear video games and wonder why a certain sound was used, as it sounds so generic, bland, or just outright wrong in that scene, but so long as it doesn't have any painfully obvious flaws, it seems to be okay for most of the mainstream market. As I'm sure many of us have seen firsthand, many sighted people don't know how to take a game they can't s
 ee. The concept of an audio game is overwhelming enough for many. I've only heard some of the negative criticisms which audiodefense received because the gameplay was apparently too loose, uninspired, and or flawed. And as inaccurate and totally false as I think that is, we cannot afford to have such perceived problems in our games, even if such flaws are exaggerated or untrue... especially among a large community of the market. So I think the decision to make Louise as obvious as she is was a wise one, both for blind people who are not interested in roaming unfamiliar spaces "blindly," and for sighted people who wouldn't even know where to start without a lot of help which borders on hand holding. The game does get much harder further down the line, and there is supposedly an update coming out, mentioned in post 155, with a harder difficulty level in store! I will be excited to see what this does.Just a bit of a spoiler, later in the game... there will be 
 a brief period when Louise will indeed be incapacitated. While of course other characters in the game will step in to help, they only do so much, and then you are left on your own until Louise recovers. You will then be glad for her presence later I'm sure, as you navigate narrow passages which could easily have you losing a life easily.

URL: http://forum.audiogames.net/viewtopic.php?pid=266240#p266240





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Re: a blind legend is out

2016-06-28 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: a blind legend is out

Hi all,The IOS update is still not available, so it seems. I asked @ABlindLegend on Twitter and they have told me that a similar update is indeed coming to IOS, but it will take a bit longer. Not sure if that means it's been submitted to the App store but isn't yet available for download as was the case with audiodefense I believe, or if they're working on it and haven't finished it yet.

URL: http://forum.audiogames.net/viewtopic.php?pid=266187#p266187





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

2016-06-14 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


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

Actually, I handled the turtle a little differently. I found the easiest way for me to do it was to tap the arrows, and just rely on a quick reaction time to catch the turns. Occasionally I'd have to step back to catch one, but in the later worlds you don't have nearly so many luxuries to make mistakes. Going more than 1 step off course in those worlds will send you into a death trap. Die once and you're not winning anything!The intellectual world was well. interesting. Because of my mild autism I have a love/hate relationship with it. The math problems, while challenging, were fun. Someone needs to make a program like the old APH Math Flash but with gameplay like the math games in Crazy party!When I was in Elementary school I could not for the life of me grasp how to do the maths the way they were trying to teach me. So, I came up with my own system, without consent, mind you, and started using it. Of course I had to show my work using their methods, bu
 t because I didn't understand their methods, I just faked my work and used my own methods to find answers. I wasn't always right, in fact if I had tried harder to do it their way I would likely be better at working stuff out, but oh well. The way I do maths now is almost the same as I did it 15 years ago in Elementary school. I can't really explain it, but I will try anyway. For addition, I imagine, funny enough, a braille number line with auto-advancing numbers, similar to an auto-advance function on a braille display. So, if the problem is 52 plus 73, I would first know that we would have a 3 digit answer, because the 5 would have to scroll past 9. Then I would imagine the 5 scrolling up 7 digits to 12, and the 2 scrolling up to 5. The scrolling happens very fast, say, 4 to 8 digits a second, and for sums I know well, I don't have to scroll, the image jumps at me and I can grab it. Where that imagery fails is when my intellectual mind forgets to tell my scrolli
 ng image ahead of time that I'll have to carry a digit. If that happens, the system binds up and I have to start over. I once had a favorable round in addition and scored 34 points! So yeah, addition is my favorite.For subtraction I have two methods. I either try to scroll backwards, or I arrange the numbers from small to large and scroll my number line up from the small to the large, and on the way up, I can count the difference. For subtractions I don't know well, I use the second approach, it goes faster for me that way.For multiplication, mostly I memorize tables, in third grade I think I had to memorize up to 12X12. If I need higher than that, I split the problem into chunks I know, so for something like 13X15, I know 13X10 is 130, and 13X5 is 65... well that one I don't know so I'd have to take 130/2 to figure that out... which I do know. If I need to figure out a times table I don't have memorized, I'll just start from a table I do kn
 ow, and do a quick series of addition or subtraction problems, and the occasional division to get there.Division is harder for me, I don't yet have a reliable imagery system to work out large problems that I don't already know. The best I can do is try to take a bunch of small numbers and try to make them fit into a larger number. I'm good at large numbers by small numbers, because then the chunks are bigger and easier to sort for me. I've not seen squared and square roots yet in the intellectual world though.Now, why I hate intellectual. General knowledge just about kills me, because over half of the questions are about things I do not even know a thing about. Part of it might be from my autism, but I suspect most of it is because I am just not a general knowledge person. I never was. When I watched game shows and trivia shows, I'd do it for the music. If I didn't like the music I didn't like the show. I didn't have, and still don
 't have, an interest in trying to answer the questions! But back to Crazy party. I even tried slowing the game down with Cheat Engine in hopes of looking up the answers, but the game does not use timers as a time limit in that mini game. Instead it is using a play_wait function to wait for a short clip of music to finish playing, and not a timer. This will not slow down with a speedhack as sound playback itself is not directed by the program, but by Windows. In short you will have to play the game, get all the questions wrong a number of times, then copy the questions down and look them up later, and memorize answers, as you won't be able to slow the game down to retrieve them with a cheating program. I normally don't cheat on games, I find it unsatisfying and I believe it shows direct evidence of not wanting to put any effort into beating it, but this is general knowledge. There is no other strategy to pass the quiz except know the knowledge!I hope to return to
  this game soon, I am currently on vacation and so won't be back for 2 days, and I don't have the game ins

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

2016-06-10 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


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

Hi all,Have to agree with many of the things said in post 270. I'm not into this game for the battles, card games, or online play... at least not yet. I have almost a hatred for card and strategy games. Lol. So I mostly play this thing for the adventure mode. I spent about 9 hours last night playing, and another 2 this morning. I do plan to write up a strategy guide and or make a let's play series for adventure mode. No promises though! Consider that most of my guides I've started are only half finished, if I'm lucky...A few points:There should be some kind of way to check if I'm missing mini games in a world. I've only unlocked 71 games, yet I have made it through valley, castle, forest, beach, underground, factory, volcano, intellectual, circus, darkness, and heights. I must be missing something, as I think someone said they've unlocked 107 games, if not more! Now I'm going to have to go through all the worlds, and explo
 re them even more thoroughly than I already did... which to me is a nightmare, since I have no clue where passage openings are, and my spacial navigation isn't very good. I have no idea where I should even start looking for things I've missed.On the same note, how is one supposed to tell when a bonus game can be unlocked? I didn't even know until reading the forum that getting 20 points on the scenic ride in the rowboat would get you a bonus game where you followed the duck through the forest and tried to collect bonus items. I unlocked that game, but at the time didn't think anything of it. I thought it was just part of the normal path. If I am missing these bonus games, how am I to know what to try so I can strive for the remaining mini games I have yet to reach? I'm now  keeping multiple copies of my save data so I can try multiple times with multiple strategies to see what happens. It won't be fun... there should be a much clearer way of 
 knowing at least what to watch for so you can strive toward it, instead of restarting the program 20 times to see if something you think will work actually does something.I find navigating around walls and boundaries annoying, particularly in the beach world and in the escape the lava level in the volcano. More often than not I am frequently literally pounding my head against a wall repeatedly, as I try to figure out where safe openings are. I wish it were easier to tell where clear passages were located. No need for a wall beacon necessarily, but perhaps an echo of your step on the side the wall is on, when you are 1 or 2 steps away from the wall. This way you'll know where the walls are before hitting them. This would probably be a good compromise between ease of use and cryptic areas that make little sense because the player doesn't have an effective way to survey the landscape.I also agree that the water movement could be sped up, not even drastically, but 
 by 50-100 milliseconds per step.I find the English translation unclear or comical on some areas. It is quite obvious to me that the translations were done by those who speak English as a second language. This does not detract from the game, but I believe that a translation should make its best efforts to deliver in the manner of a first language speaker, as much as possible. I would like to help improve it, now that I know what the instructions are meant to say. However I cannot find the English translation anywhere. I guess it is hard coded into the game executable. I also think, though I am not certain, that to do translations, one needs to e-mail the developer to receive instructions/permission. IMHO this makes it more difficult to get work done. What is the rationale behind this?I hope writing a manual for this beast will be done soon, at least a work in progress which goes into more depth than the description on the site. More comprehensive instructions would, witho
 ut a doubt, greatly reduce the amount of uninformed questions being posted, many of which were asked multiple times because people didn't want to read almost 300 posts to see if an answer to their specific question just might have shown up. It is frustrating when I read through a thread where 2 or 3 people have asked a question, and now I have to be the one to ask it again because nobody has even said so much as a word in response to the question. Not trying to blame anyone, this is really a massive beast of an awesome game, but much of it at present is illusive, at least to me and those like me who know nothing about the games which this one is inspired from. I am starting to notice that people who have experience with or knowledge of Mario Party or Pokeymon feel almost at home with this thing, once they know how it is played. I know nothing about those games or even those kinds of games really, so the adventure mode is the only place I can really find a home. Still, it's
  a beautiful experience, and is pretty much worth the approx. 190 MB of disc space this 

Re: New horror and adventure sidescroller, The gate!

2015-10-19 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

Refer to post 159, that describes everything I know about that battle. Aside from that, there are several other tips throughout this topic.Anyone manage to get him on normal yet?

URL: http://forum.audiogames.net/viewtopic.php?pid=235483#p235483





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Re: New horror and adventure sidescroller, The gate!

2015-10-19 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

Ouch Lukas, I second that. I just felt pure game rage after having over 30 arrow pouches, 16 lives, and 9 angel breaths wasted on Hades on normal, and I still ended up losing. I got to the part where he starts launching ghosts at you, and I still managed to hit him a quite a few times into that, though I didn't hear his blood splattering sounds letting me know he's almost dead. Though I may just have missed them. God if there was a way to check to see how much more damage I had to take from him before he was dead. That would at least give me some encouragement. But right now as it is, I'm done. I'll go insane if I keep doing this now. Maybe i'll try again tomorrow.

URL: http://forum.audiogames.net/viewtopic.php?pid=235458#p235458





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Re: New horror and adventure sidescroller, The gate!

2015-10-19 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

Ouch Lukas, I second that. I just felt pure game rage after having over 30 arrow pouches, 16 lives, and 9 angel breaths wasted on Hads and I still ended up losing. I got to the part where he starts launching ghosts. God if there was aonly a way to check to see how much more damage I had to take from him before he was dead. That would at least give me some encouragement. But right now as it is, I'm done. I'll keep going insane if I keep doing this now. Maybe i'll try again tomorrow.

URL: http://forum.audiogames.net/viewtopic.php?pid=235458#p235458





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Re: New horror and adventure sidescroller, The gate!

2015-10-19 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

Hmm Lukas, I wonder if that's meant to be the way it is. When I reached that spot, I died almost instantly and the game went unresponsive for about 10 seconds, then saved itself and took me to the part where I had to fight the huge zombie, can't remember his name. Keep miracle cures saved up, you'll need them!Also for the time being I've left tutorial mode on even on normal, I find it helpful as a reminder of what's to come. It would probably make the game more chalenging with it off, and anyway I suspect I'll soon not need it.

URL: http://forum.audiogames.net/viewtopic.php?pid=235385#p235385





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Re: New horror and adventure sidescroller, The gate!

2015-10-19 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

Hmm Lucas, I wonder if that's meant to be the way it is. When I reached that spot, I died almost instantly and the game went unresponsive for about 10 seconds, then saved itself and took me to the part where I had to fight the huge zombie, can't remember his name. Keep miracle cures saved up, you'll need them!Also for the time being I've left tutorial mode on even on normal, I find it helpful as a reminder of what's to come. It would probably make the game more chalenging with it off, and anyway I suspect I'll soon not need it.

URL: http://forum.audiogames.net/viewtopic.php?pid=235385#p235385





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Re: a blind legend is out

2015-10-19 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: a blind legend is out

Not sure if anyone is aware of this, since I didn't see it mentioned in this topic. But I may have just overlooked it. Anyway, an update to this game was released about 3 days ago which supposedly improves the fighting tutorial and updated the credits.

URL: http://forum.audiogames.net/viewtopic.php?pid=235379#p235379





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Re: New horror and adventure sidescroller, The gate!

2015-10-18 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

Hi all,Well I spent another  2 o 3 hours playing this game, this time trying to unlock the secret mode that can be accessed by beating normal. A strange thing is beginning to happen.I know for a fact that normal difficulty is harder than easy, even before the update came along. On normal, enemies take I'd say 10 percent more damage from you when attacking, and require about 10 percent more firepower to kill. Despite this, though, I have more items and resources now than I ever did on easy, at least as a whole. Right now i've just passed through the castle armory and have been introduced to zombie rats and bees. So I'm relatively close to the end of the game. My inventory looks like this: 8 angel breaths, 20 arrow pouches, 27 holy supplements, 16 miracle cures, and 13 lives. On easy, things weren't quite as favorable. The reason I think it's bettter now than it was is because I know what the game has to offer, and while I wouldn't say 
 I'm perfect at reacting to things as they come, just playing this game so much has sharpened my skills to the point where I feel confident in my ability to progress again, mind you this is normal difficulty we're talking about! While I was playing, I had the crazy idea that I could eventually beat hard if I really tried. Which is something I hardly ever say. LolFor the moment I am taking a break, and will probably attempt to finish this thing tomorrow. I'm excited to find out what the secret mode is. When I find out, I will post about it, though I'll not give too much away at first. 

URL: http://forum.audiogames.net/viewtopic.php?pid=235373#p235373





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Re: New horror and adventure sidescroller, The gate!

2015-10-18 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

Lucas you make some very good points. However I would like to explain my personal opinion on this, since now I am starting to think the attackers are being attacked. I feel like I'm kind of caught in the middle and I'll try to explain why.When I first started playing the game, I was disgusted with the price tag because I simply didn't know how much the game could be. My intent was not to bash the game, it was to question it, to get my thoughts out. I tried as best I could to keep from attacking or accusing anyone, but at the same time I felt a lot of negativity, both toward the game's price and the backlash it got for it. I was caught in the middle here, I wanted to buy the game but didn't want to be accused of over-spending, and eventually I just said, heck with it, I'll do what I want. And so I did. I bought the game expecting to feel ripped off in some way, and once I got into it and got through it, I definitely feel much more satisfied than 
 I thought I would be. But it took me a little while to really feel that way.Another point. It's great that some people were exposed to other games that aren't necessarily mainstream audio games, and so their expectations are higher. But I can say, from the perspective of someone who's only gaming experience was from classic audio games, that this game didn't sell well to me at first. The learning curve and pacing I felt was a little off to get started, and so that is why some of the criticism happened, and I feel that all of it is justified, though the way it is said is a different matter. I went through embracing, shying away from, and hating some things about this game, all at once. Those things are only natural to do when you're overwhelmed or have questions. The reason we criticize a game that brings true innovation, is because some of us don't see it as such because we're still trying to hold on to the routes we know. And while I wouldn&
 #039;t say this game breaks the roots of audio game side scrollers, it definitely is different. The demo didn't do justice to the game imho. Though hopefully this was fixed in the update, which I haven't gotten just yet.The other thing I have issue with, and again this was likely fixed in the update, is how steep the learning curve is, even on easy. I found level 2 easy but level 3 impossible for a while, and then levels 4 to 9 were challenging but comfortable, then level 10 picked up and was impossible for me for the longest time. Not knowing how damaged an enemy is while they can kill me in one hit was also equally frustrating, and then not knowing how a single life lost would affect the rest of the battle was even more so. Once you complete the game, you have a much better idea for it. It's that first introduction to brutality that can make one wonder why you even bother playing, because it feels like you're not in control yet. If of course you have the 
 patience to persevere, you may see it for what it is, but with this game I think it takes a little longer for that to sink in, and as I said earlier the update probably helps with that too since it makes easy a little easier. Fortunately I kept at it, and I am darn happy I did. I encourage everyone else to do the same, as the $30 price tag, while a lot, is actually worth something. If there's one thing we can learn from this, I think it is that we all just have to listen to each other more and have a little bit of self reservation and composure before we start jumping to conclusions about what each other thinks.

URL: http://forum.audiogames.net/viewtopic.php?pid=235336#p235336





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Re: New horror and adventure sidescroller, The gate!

2015-10-18 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

Seriously Hades. Why does he make holes in the floor? Is it a random event or is it on a timer or something? I was just getting into the battle, learning how to dodge his attacks and get in some hits, when all of a sudden he makes a hole in the floor. Jumping those is hard enough in a normal game, and they don't disappear when you lose a life, yet his health seems to regenerate when you die. So basically if you dye later in the battle, you should probably just give up and reload your game and get through the vampire battle again. If the game saved between the vampire and Hades, perhaps that would be better.All this, I think, begins to border on unfair. Almost every attack of his takes one hit to seriously screw you up, and a second hit kills you, and that's if you're lucky. I don't know if I have the patience for that brutality right now. I'm not saying it's a bad thing, but I don't like it when games feel like they're intentionally tr
 ying to kill you. And right now I feel like that's what this one is doing.Edit: I just beat Hades! Yay for me!spoilersaheadDo not read the rest of this post unless you want even more spoilers than already have been given!The Hades battle goes in phases.Phase 1: Hades summons a devil demon dog which shoots fireballs at you. You have to jump them and kill the dog. Ignore Hades until you kill the dog, as there's no way you're going to hit him in that mess.Phase 2: After killing the dog, Hades is by himself for a while. However, Hit him a few times and he'll spawn priests and Satan devils. Again, kill them before continuning your attack on Hades. The priests wil heal him but that's okay, just kill them all and get Hades by himself.Phase 3: Now I will describe Hades's attacks ats bet I can. Hades can fire electric sparks which will stun you, or f
 ireballs which do massive damage. Both of these need to be jumped over. In addition, he has that annoying charge attack which will hit and likely kill you if you don't move fast enough when he fires it. He can also launch attacks which infect you with zombie rot and poison, which will really mess you up especially if you're already low on health from his other attacks. Finally, he can lunge and teleport, though you should be used to that by now. So with that said, keep fighting Hades for a while and fending off his attacks.Phase 4: Once you get roughly half of his health down, he'll make a hole in the floor. My advice for that part is, pick a side of the hole, either left or right, and stick to that. Don't try jumping repeatedly over it, as you will get yourself killed for sure. Not sure if the hole is always in the same place or not, and I think I remember there being more than one hole on the board at once, but just keep to a small area of the field close
  to one side. Don't venture out into the middle any more than is needed. Hades will also summon ghosts to get in your way as well. That should just about sum the battle up.Also, I don't believe his health resets when you lose a life, at least not to full anyway. So if you do lose a life, just keep knocking him down with whatever strategy you choose. My preferred strategy is to use the grey lady tactic, i.e. keep him at a distance and pound him with arrows. But to do that you're gonna need lots of 'em, I had 30 arrow pouches and must have used at least half of them on the last level alone. And that was on easy! You can knock him down with the sword but it requires you to be a bit closer to him, which I personally don't prefer, but it is doable. I'd go for arrows if you have them though, since they seem to hit a little harder than the sword. Pretty soon I may just go test to see if that's true, as I've been curious.Hope that helps pe
 ople like me who were totally overwhelmed and getting frustrated!

URL: http://forum.audiogames.net/viewtopic.php?pid=235326#p235326





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Re: New horror and adventure sidescroller, The gate!

2015-10-18 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

Seriously Hades. Why does he make holes in the floor? Is it a random event or is it on a timer or something? I was just getting into the battle, learning how to dodge his attacks and get in some hits, when all of a sudden he makes a hole in the floor. Jumping those is hard enough in a normal game, and they don't disappear when you lose a life, yet his health seems to regenerate when you die. So basically if you dye later in the battle, you should probably just give up and reload your game and get through the vampire battle again. If the game saved between the vampire and Hades, perhaps that would be better.All this, I think, begins to border on unfair. Almost every attack of his takes one hit to seriously screw you up, and a second hit kills you, and that's if you're lucky. I don't know if I have the patience for that brutality right now. I'm not saying it's a bad thing, but I don't like it when games feel like they're intentionally tr
 ying to kill you. And right now I feel like that's what this one is doing.

URL: http://forum.audiogames.net/viewtopic.php?pid=235326#p235326





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Re: New horror and adventure sidescroller, The gate!

2015-10-18 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

Seriously Hades. Why does he make holes in the floor? Is it a random event or is it on a timer or something? I was just getting into the battle, learing how to dodge his attacks and get in some hits, when all of a sudden he makes a hole in the floor. Jumping those is hard enough in a normal game, and they don't disappear when you lose a life, yet his health seems to regenerate when you die. This, I think begins to border on unfair. Almost every attack of his takes one hit to seriously screw you up, possibly 2 if you're lucky. I don't know if I have the patience for that brutality right now.

URL: http://forum.audiogames.net/viewtopic.php?pid=235326#p235326





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Re: New horror and adventure sidescroller, The gate!

2015-10-18 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

Nice, Key! I really should try again.

URL: http://forum.audiogames.net/viewtopic.php?pid=235320#p235320





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Re: New horror and adventure sidescroller, The gate!

2015-10-18 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

majorspoilersHit the vampire with weapons to wound her, once you start hearing her blood splatting sounds, items will start dropping. When they do, you can stop attacking her, and collect the three wooden pieces. After you get them all, then press enter on the wooden pieces and they'll turn into a weapon which you can kill her with.

URL: http://forum.audiogames.net/viewtopic.php?pid=235309#p235309





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Re: New horror and adventure sidescroller, The gate!

2015-10-18 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

Thank you Connor for those tips! I'm almost tempted to try that fight again, however there is one small problem. Hades seems to be able to make holes in the floor. Have you found that to be a big issue? For me it was enough to be like, yeah whatever I'm not going through that. Lol

URL: http://forum.audiogames.net/viewtopic.php?pid=235292#p235292





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Re: a blind legend is out

2015-10-18 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: a blind legend is out

Hi,I had a lot of trouble with that level too. What worked for me was doing really quick dramatic swipes, almost from one end of the screen to the other. You do have to be really quick with your reflexes.

URL: http://forum.audiogames.net/viewtopic.php?pid=235254#p235254





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Re: New horror and adventure sidescroller, The gate!

2015-10-17 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

Musicman, how'd you finish with 7 lives? From what I can tell, the items are pre-determined, and I only see two extra lives in the first 3 levels, which amoun to 5 lives by the time you get to the Grey Lady. So did you get 4 extra lives, or is there some kind of thing I'm missing here that would allow me to get those lives too? Perhaps there's a hidden pathway or something like in the backwards pathway in the Super Liam spaceship level...I'm glad you have all those items, you'll definitely need them if you purchase the game. Try not to waste them!And yeah Eternal Gamer, zombie rot can be creepy, well I never thought of it the way you describe, because the sound is creepy enough. Just wait until you start getting infected with both zombie rot and poison at once!I definitely agree with K's points but I won't go into that, since as he said the discussion of development is best for another thread I think. I'd say roughly half t
 he posts here are about the actual game, the rest of them sort of trail off into why the game is priced the way it is, what resources are needed for game development, etc. And while those are fun things to talk about, it's a little annoying after a while to see those discussions come up in almost every new audio game thread.

URL: http://forum.audiogames.net/viewtopic.php?pid=235200#p235200





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Re: New horror and adventure sidescroller, The gate!

2015-10-17 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

Ah don't even get me started on that thing! Okay what the heck, I will... Just because I'm bored enough to.The major problem I had with it apart from the very buggy sound engine, is that there were certain things which were simply impossible to do, and the whole setup was just clunky and from what I've heard, had unjustifiable bugs. Even if you set something up correctly according to the engine's spec, it still didn't behave as it should. There was no way to assign keystrokes to check health, lives, or anything else, and you couldn't set up your own custom variable and patterns for things I don't think. No matter how you set up enemies, they'd always move toward you or toward a certain destination and hang onto it like a magnet. That means if they found you, they'd sit on your head and squash you, and nothing you did would make them go away so they'd kill you eventually just by being on top of you and repeatedly attacking you
 . There may have been a way to change this behavior but it wasn't worth going through the clunkiness to figure it out. Shooting enemies was awful too, no matter how you set it up. Creating an obstacle that would kill the player was pretty time consuming, and if you died, you had no way of returning to the game, unless you set up a very specific procedure. By default you would get killed and the thing would just sit there like, yeah what do I do now? And while I understand you can't just expect the thing to know what you want, it almost felt like I was fighting to do what the engine wanted. The whole thing was just so unintuitive and unrewardingly frustrating. We tried to mention these things upon the product's release, but after about 2 to 3 weeks of what I would call very polite and due criticism, they just vanished. I do hope they were not offended or discouraged by our words, as that was not anyone's intent I'm sure.Anyway, I'm done now. Back t
 o more positive things.

URL: http://forum.audiogames.net/viewtopic.php?pid=235161#p235161





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Re: New horror and adventure sidescroller, The gate!

2015-10-17 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

For those who want it, I have made a recording of the grey lady battle. The execution isn't the best, I probably could've made some better timing decisions, but I did it without losing a life and only used about 3 arrow pouches. This was on easy difficulty BTW. Download it here:https://dl.dropboxusercontent.com/u/540 … y_lady.mp3

URL: http://forum.audiogames.net/viewtopic.php?pid=235150#p235150





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Re: New horror and adventure sidescroller, The gate!

2015-10-17 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

Well Eternal Gamer, all I can say to you is good luck. I'm on easy and I am really struggling with it. With you on normal I can only hope for the best... I've come to realize over the years that my reaction time and quick strategic thinking skills aren't quite up to the task of many modern audio games, so it takes me more tries to get things done, and more often than not I feel like I'm totally avoiding strategy and just jumping, swinging like a desperate mad man. Which definitely will not work in this game.spoilerThe way to get across the really long pit is to let the wind enemies carry you over and kill them. You have to be careful though because there are more than one, so they could gang up on you and push you around, and who knows where you'll end up? If my recollection is correct, there are other enemies right after the pit which you could easily get caught up in, and once you do, the wind guys will com
 e back and quite possibly throw you into the large pit. My advice is to let them carry you over and do whatever it takes to get away. You'll probably have to do some fighting. Also I think the wind guys respawn, but not quite sure. Don't rely on them more than you have to, they're still enemies that need to be killed!

URL: http://forum.audiogames.net/viewtopic.php?pid=235144#p235144





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Re: New horror and adventure sidescroller, The gate!

2015-10-17 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

Well Eternal Gamer, all I can say to you is good luck. I'm on easy and I am really struggling with it. With you on normal I can only hope for the best... I've come to realize over the years that my reaction time and quick strategic thinking skills aren't quite up to the task of many modern audio games, so it takes me more tries to get things done, and more often than not I feel like I'm totally avoiding strategy and just juping, swinging like a desperate mad man. Which definitely will not work in this game.spoilerThe way to get across the really long pit is to let the wind enemies carry you over and kill them. You have to be careful though because there are more than one, and if my recollection is correct, there are other enemies right after the pit which you could caught up in, and once you do, the wind guys will come back and suck you right back where you were, and quite possibly into the large pit. My advice is
  to let them carry you over and do whatever it takes to get away. You'll probably have to do some fighting. Also I think the wind guys respawn, but not quite sure. Don't rely on them more than you have to, they're still enemies that need to be killed!

URL: http://forum.audiogames.net/viewtopic.php?pid=235144#p235144





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Re: a blind legend is out

2015-10-17 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: a blind legend is out

I personally haven't noticed this but I'm not on an Android device. Still waiting for my friend Manny to sort out some things before we record a playthrough. Meh...

URL: http://forum.audiogames.net/viewtopic.php?pid=235135#p235135





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Re: New horror and adventure sidescroller, The gate!

2015-10-17 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

Damn Eternal Gamer, you are good!spoilersfortherestofthispostbewarned!Right now I am trying to fight Hades. From what I can tell, his attacks are simple enough but deadly. He first starts out by spawning a lot of dogs and fireballs, then when you hit him he spawns a bunch  of priests. After that he'll spawn Satan devils every now and then, and eventually he'll start knocking holes in the floor. Not sure if all these events are specifically timed or if they're random or what, but all the while he's firing off fire spells which deal massive damage, and electric spells which will freeze you and allow him to step in for eh kill. He can also lunge in for an attack like the vampire lady does. I hope his health doesn't reset when you lose a life. If it does, I will cry. LolDamn I hate this battle! Has anyone reached this point yet and can maybe offer some sort of hint?

URL: http://forum.audiogames.net/viewtopic.php?pid=235134#p235134





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Re: New horror and adventure sidescroller, The gate!

2015-10-17 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

Damn Eternal Gamer, you are good!spoilersfortherestofthispostbewarned!Right now I am trying to fight Hades. From what I can tell, his attacks are simple enough but deadly. He first starts out by spawning a lot of dogs and fireballs, then when you hit him he spawns a bunch  of priests. After that he'll spawn Satan devils every now and then, and eventually he'll start knocking holes in the floor. Not sure if all these events are specifically timed or if they're random or what, but all the while he's firing off fire spells which deal massive damage, and electric spells which will freeze you and allow him to step in for eh kill. He can also lunge in for an attack like the vampire lady does. I hope his health doesn't reset when you lose a life. If he does, I will cry. LolDamn I hate this battle! Has anyone reached this point yet and can maybe offer some sort of hint?

URL: http://forum.audiogames.net/viewtopic.php?pid=235134#p235134





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Re: New horror and adventure sidescroller, The gate!

2015-10-17 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

Damn Eternal Gamer, you are good!spoilersfortherestofthispostbewarned!Right now I am trying to fight Hades. From what I can tell, his attacks are simple enough but deadly. He first starts out by spawning a lot of dogs and fireballs, then when you hit him he spawns a bunch  of priests. After that he'll spawn Satan devils every now and then, and eventually he'll start knocking holes in the floor. Not sure if all these events are specifically timed or if they're random or what, but all the while he's firing off fire spells which deal massive damage, and electric spells which will freeze you and allow him to step in for eh kill. He can also lunge in for an attack like the vampire lady does. Damn I hate this battle! Has anyone reached this point yet and can maybe offer some sort of hint?

URL: http://forum.audiogames.net/viewtopic.php?pid=235134#p235134





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Re: New horror and adventure sidescroller, The gate!

2015-10-17 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

spoilerThat level starts you off in the middle. That wall on the right is just that, a wal. In order to move on to the next part you need to go to the far left where you will find a new entrance.I also just figured out how you're supposed to handle the gate boss. I won't give too much away, the only hint I'll give is that you don't have to attack her as much as you'd think to kill her. Maybe around a half dozen hits and she's dead, but you have to know how to do it. Right now I'm in the final boss, and I haven't even started fighting it yet. Boy, am I scared!

URL: http://forum.audiogames.net/viewtopic.php?pid=235092#p235092





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Re: New horror and adventure sidescroller, The gate!

2015-10-17 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

spoilerThat level starts you off in the middle. That wall on the right is just that, a wal. In order to move on to the next part you need to go to the far left where you will find a new entrance.Still fighting with the gate boss. Damn I hate her, I can never react to her attacks accordingly, so try to snipe her from a distance with the bow and arrow. After hitting her a few times, I hear the blood splattering sounds which are normally indicative of the fact that the enemy is almost dead. However she just will not dye. I've hit her with dozens of arrows after the blood splattering sounds start, and she's not dying. I wish there was a way to check how much health an enemy has such as in BK3. Most mainstream games have life bars for the enemies, it's high time for audio games to allow for similar things imho. Can anyone who has gotten here give me a hint? Am I supposed to kill her the way I've been or is there a puzz
 le of some kind, possibly involving the wooden pieces?

URL: http://forum.audiogames.net/viewtopic.php?pid=235092#p235092





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Re: New horror and adventure sidescroller, The gate!

2015-10-17 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

spoilerThat level starts you off in the middle. That wall on the right is just that, a wal. In order to move on to the next part you need to go to the far left where you will find a new entrance.Still fighting with the gate boss. Damn I hate her, I can never react to her attacks accordingly, so try to snipe her from a distance with the bow and arrow. After hitting her a few times, I hear the blood splattering sounds which are normally indicative of the fact that the enemy is almost dead. However she just will not dye. I've hit her with dozens of arrows after the blood splattering sounds start, and she's not dying. I wish there was a way to check how much health an enemy has such as in BK3. Most mainstream games have life bars for the enemies, it's high time for audio games to allow for similar things imho.

URL: http://forum.audiogames.net/viewtopic.php?pid=235092#p235092





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Re: a blind legend is out

2015-10-16 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: a blind legend is out

Normally the game will give you a progress indicator, it'll announce the progress every 10 percent. So if the game never speaks a progress indicator, you're in trouble. On my connection it took about 4 minutes to download roughly 300 mb of files. I don't think there is any other way to download them.

URL: http://forum.audiogames.net/viewtopic.php?pid=235085#p235085





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Re: New horror and adventure sidescroller, The gate!

2015-10-16 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

Hi all,Well after binge playing the game for a good 4 hours, I can safely say several things. Firstly, what the demo gives you is barely a teaser of what's in the game. Level 4 and onward is where interesting things begin to happen. I can't personally justify the $30 purchase, but with that said, I do not regret making it as I am really enjoying the game. For those who are curious, I'll try to hint at stuff without giving too much away.Later in the game, you will have to fight multiple varieties of various monsters that are introduced early on, Also, with the new obstacles and enemies that are introduced, you will have to definitely develop some level of strategy. There are more places than I can count where I got myself caught right in the middle of a group of items and traps which were very obviously placed in such a way as to mess you up if you're not prepared. The levels get longer and longer as the game progresses, so much so that it's kin
 d of daunting to think about. There are so many stairways, trap doors etc etc. that it's hard to keep track of what level you're on at least for me, however thankfully there are no cryptic sequences that I can see, you just keep going one after the other until you reach the end.Right now I'm stuck at the gate, where you have to fight the vampire woman for the second time. I suspect that is close to the end of the game. I want to beat this boss but I am finally starting to tire. I have 10 lives, 25 arrow pouches, and 6 angel breaths. I suspect this is enough to get through this battle, but the myriad of single hit deaths you can get just irritates me. Not to mention I think her health resets when you lose a life, which makes me wonder why 10 lives is really all that important. If I am wrong about this, someone please do let me know.

URL: http://forum.audiogames.net/viewtopic.php?pid=235084#p235084





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Re: New horror and adventure sidescroller, The gate!

2015-10-16 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

I definitely agree with what Assault is saying about the game's horror vs. Halloween theme, and this was in essence what I was getting at in one of my earlier posts. Also, Sightless's and K Jones tips for the grey lady were certainly helpful, I managed to beat her on medium fairly easily once I mastered taking double and triple jumps and trying to account for the fact that the bow has a limited range. It can't hit stuff which is too close or too far away, the enemy has to be in a sweet spot. Right now the hardest part for me on medium is the dog ambush on the end of the level, I ended up wasting 3 lives getting through that part.Also, a few questions. From one of the posts in this topic, it seems you can hord items, because someone said they heard another person getting 30 lives. Is it possible to do this or would you have to outright cheat? From my experience extra lives especially don't respawn once you get them, unless you reload from a save of course.
 Also, a suggestion for the devs. Have a keystroke to check how many arrow pouches you have, and also another keystroke to use a med kit. I really dislike tabbing through inventory in a do or die situation, and is one of the problems I had with Psycho Strike and Perilous Hearts if I remember correctly, though my memory may be failing me.spoilerstartshereThe gremlin who shoots arrows at you at the very end of level 3 is actually very easy, I'd venture to say that if I made it there on nightmare, I could probably still beat him. Just stay on one side of the screen, keep your bow loaded with arrows, and when he shoots, immediately shoot back and jump. Your arrow will hit him, and his arrow will fly out from under you. He always shoots when he is a certain distance from you, I've never had him attack me from close range.endofspoilerI just purchased the game but have not started looking at the additional content yet. I'm
  pretty excited to get started though. In fact as soon as I submit this post I'll start a new game on easy and see what comes of it.

URL: http://forum.audiogames.net/viewtopic.php?pid=235053#p235053





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Re: New horror and adventure sidescroller, The gate!

2015-10-16 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

I definitely agree with what Assault is saying about the game's horror vs. Halloween theme, and was in essence what I was getting at in one of my earlier posts. Also, Sightless's and K Jones tips for the grey lady were certainly helpful, I managed to beat her on medium fairly easily once I mastered taking double and triple jumps and trying to account for the fact that the bow has a limited range. It can't hit stuff which is too close or too far away, the enemy has to be in a sweet spot. Right now the hardest part for me on medium is the dog ambush on the end of the level, I ended up wasting 3 lives getting through that part.Also, a few questions. From one of the posts in this topic, it seems you can hord items, because someone said they heard another person getting 30 lives. Is it possible to do this or would you have to outright cheat? From my experience extra lives especially don't respawn once you get them, unless you reload your a save of course.Also, a suggestion for the devs. Have a keystroke to check how many arrow pouches you have, and also another keystroke to use a med kit. I really dislike tabbing through inventory in a do or dye situation, and is one of the problems I had with Psycho Strike and Perilous Hearts if I remember correctly, though my memory may be failing me.spoilerstartshereThe gremlin who shoots arrows at you at the very end of level 3 is actually very easy, I'd venture to say that if I made it there on nightmare, I could probably still beat him. Just stay on one side of the screen, keep your bow loaded with arrows, and when he shoots, immediately shoot back and jump. Your arrow will hit him, and his arrow will fly out from under you. He always shoots when he is a certain distance from you, I've never had him attack me from close range.endofspoilerI just purchased the game but have not started looking at the additional content yet. I'm pret
 ty excited to get started though. In fact as soon as I submit this post I'll start a new game on easy and see what comes of it.

URL: http://forum.audiogames.net/viewtopic.php?pid=235053#p235053





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Re: a blind legend is out

2015-10-16 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: a blind legend is out

Hi all,So a friend just asked me for help with the game on his Samsung phone. Apparently the pinch gesture for the shield isn't very stable, he says the shield goes up even when he is holding his fingers in the pinched position. I have never had this problem on my IOS device. Could this somehow be more finicky for Android users?

URL: http://forum.audiogames.net/viewtopic.php?pid=235005#p235005





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Re: New horror and adventure sidescroller, The gate!

2015-10-16 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

I definitely see your points Sightless, especially on the game's arcade feel, price and content. I have no problem with the too many side scrollers thing, though the first two levels of this game had me wondering just how simple this game really was going to be. Level 3 as I said earlier is what made me start to take the game more seriously, especially once I started playing on a higher difficulty. Which brings me to my next thought.I am also having trouble with the Grey Lady as well, I tried to beat her on medium and am finding it impossible, but when I did it on easy, I only lost a few lives and only had to reload my game once. After about 30 lives lost on medium and reloading over and over, I cannot manage to stay alive long enough to kill her. I wonder if her health resets when you lose a life. If so, then that is brutal! I don't want to be sitting there trying to knock out all her health in one life. I almost feel like there should be some way to defend yourse
 lf from the instant death caused by the normal ghosts.I wish the normal ghosts didn't kill you in one hit. It works during normal gameplay but for that boss battle I think it's just too much for me anyway. Sometimes I swear I shot in the right direction with my bow and arrow and my shots don't hit her. I hope I soon figure out why, as I have more than once wasted half my arrows trying to hit her and they end up missing. Any gameplay tips are welcome at this point, since I want to get as good at this thing as I can, so that I'm prepared for higher levels.smallspoileralert!You get the sword after defeating the Grey Lady, so you have three weapons. It's a decent weapon but don't rely on it in a bind, it will not save you at all in my experience. As for the fourth weapon, I suspect you get it after one of the bosses as well.spoilerendshereFor the record, I have decided to purchase the game, though when I
  will do it I do not know. I'm mainly doing it because I'm tired of thinking about what the rest of the game could be. It's a compulsory purchase but I think I will be okay with it in the end. In any case, I'll likely make the purchase over the weekend if it's convenient for me. If not, I will definitely get it before the introductory sale is over. I will try to record a gameplay when time permits, but am in the process of doing A blind legend gameplay first.

URL: http://forum.audiogames.net/viewtopic.php?pid=235002#p235002





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Re: New horror and adventure sidescroller, The gate!

2015-10-16 Thread AudioGames . net ForumNew releases room : raygrote via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

I definitely see your points Sightless, especially on the game's arcade feel, price and content. I have no problem with the too many side scrollers thing, though the first two levels of this game had me wondering just how simple it could get. Level 3 as I said earlier is what made me start to take the game more seriously, especially once i start playing on a higher difficulty. Which brings me to my next thought.I am also having trouble with the Grey Lady as well, I tried to beat her on medium and am finding it impossible, but when I did it on easy, I only lost a few lives and only had to reload my game once. After about 30 lives lost on medium and reloading over and over, I cannot manage to stay alive long enough to kill her. I wonder if her health resets when you lose a life. If so, then that is brutal! I don't want to be sitting there trying to knock all out her health in one life.I wish the normal ghosts didn't kill you in one hit. It works during nor
 mal gameplay but for that boss battle I think it's just too much for me anyway. Sometimes I swear I shot in the right direction with my bow and arrow and my shots don't hit her. Any gameplay tips are welcome at this point, since I want to get as good as this thing as I can so that I'm prepared for higher levels.smallspoileralert!You get the sword after defeating the Grey Lady. As for the fourth weapon, I suspect you get it after one of the bosses as well.spoilerendshereFor the record, I have decided to purchase the game, though when I will do it I do not know. I'm mainly doing it because I'm tired of thinking about what the rest of the game could be. It's a compulsory purchase but I think I will be okay with that even if I am a little disappointed at the end. Who knows, I may not be. In any case, I'll likely make the purchase over the weekend if it's convenient for me. If not, I will definitely g
 et it before the introductory sale is over. I will try to record a gameplay when time permits, but am in the process of doing A blind legend gameplay first.

URL: http://forum.audiogames.net/viewtopic.php?pid=235002#p235002





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