Re: update, fantasy story version 2.3 has been released!

2021-02-20 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: update, fantasy story version 2.3 has been released!

There's a somewhat official server me and a couple of friends are running on cloud.tardis.pw. The server is in Europe, so pings should be a lot faster.No password, default port.

URL: https://forum.audiogames.net/post/617053/#p617053




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Re: Scarlet Shells, concept demo 1!

2020-12-05 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

Hello,I absolutely agree with @31. It's really sad to see a game with such an insane potential, great sound effects and a, for now, quite standard story line for beat 'em ups to be so lacking in the melee combat department. I am on the fence of backing the project, since I'd love to see it improve, and everything else is very nice from what I can tell.The main issue is that you can mash the punch button, or just stand still, press the space bar in rhythm and basically beat up everyone when your meter is full. This really makes the melee combat static, and it becomes a chore, rather than something enjoyable.The enemy AI is very basic, they move into range and attack whenever they can. I would really love it if they would run away when your meter is full, or if they'd surround you. At the moment, all I need to do is stand still, and button mash, the soldiers are just waiting in line to be beaten up ☺️Combat should be as dynamic as possible. Having multiple keys to punch would make a lot of sense, but even with one key and a timer, you could make a pretty nice combo system. Forcing the player to move around, chase enemies, or generally crowd control are great things to have to improve melee combat as well.Blocking and countering, as mentioned before, would be nice to have.At the moment, I am not seeing any reason to use kicks, maybe their range is smaller than for punches, which should be the other way around.Having said that, I really like the ranged combat with weapons, as well as having momentum, which is insanely difficult to pull off on a VM with keyboard lag btw, haha.I am aware that this is a concept demo, which is exactly why I am looking forward to game improvements, as I believe that generally you are on the right track to create something truly unique.As a sidenote, feel free to drop me a PM and mention here that you have, if you are interested in custom cinematic music for the game, or if you need testing or just want to throw ideas around, I would be happy to help.Good luck and may you have lots of free time, I know it's not easy with life getting in the way! 

URL: https://forum.audiogames.net/post/595602/#p595602




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

2020-07-12 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


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

@stewie I am currently working on notarization for MacOS. Unfortunately, I had a quite busy schedule last week, so I couldn't really put much work into InSpire, this is hopefully going to change. Contributions of any kind are much appreciated.If you have some time, have a glance through the source. If the goals of your project are the same as what InSpire's attempting to do, namely make the game accessible in a way that is as close to the mainstream experience as possible, we could even merge the two projects, if you wish.Let me know what you think, I'm also available if you'd like to discuss this privately. In case of a PM, please let me know if you send one via this topic, as unfortunately we do not get notifications and they are quite easy to miss.@ogomez92 I'm down, if you sponsor the beer and shipping. 

URL: https://forum.audiogames.net/post/551768/#p551768




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

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


  


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

At the moment, you will not be able to play the game using InSpire. I mainly released the first public version to show MegaCrit and the STS modding community that you can make the game accessible using the original game interface, which would be useful in order to have accessibility across all platforms, iOS included.Should you wish to download a public release, you can do so via the releases section of InSpire's Github page. You will need the jar file.Hope this helps!

URL: https://forum.audiogames.net/post/549572/#p549572




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

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


  


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

Thanks for your offer, I've just sent a PM.

URL: https://forum.audiogames.net/post/549540/#p549540




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

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


  


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

@18 It works well from an end user's perspective, however, it's terribly inefficient. You need to spawn a new process whenever a new phrase needs to be spoken, as well as keep track of previous instances, so you can send a kill signal, in case you'd like to interrupt whatever's being spoken. And of course more than one process shouldn't run, as that would result in double speech. Say unfortunately does not respond well to kill signals, and more often than not, it does not clean up properly after itself. This does not matter with a few processes, however, it can be an issue eventually. Unfortunately, there's very little I can do about it, unless I'd accept funding to access Apple's underlying objective C classes, which I frankly don't find fair for end users.@19 Unfortunately I don't have any experience whatsoever with GoG. I believe there is a pack that includes the requirements for InSpire, so you could copy them to your mods folder and run, I suppose.@20 Thanks. The way STS modding works is that the game is quite open. Although there is no documentation available, you can access game classes, and with the help of ModTheSpire, you can patch a running game to add/modify things. It is quite time-consuming, as you need to figure out how developers intended to make things work, then decide where to hook into the system and what to change. This usually boils down to having to find the exact line in a specific function you'd like to patch, in a specific class, with parameters included.Of course, if the game changes, i.e. MegaCrit releases an update, it is very possible that either InSpire, or any of the required mods will break, until they are fixed to work with the latest version. This is one of the reasons why I insist still that accessibility should be part of the core game. But that's for another day.I don't know whether any other game'd provide this level of access, as it is very rare that developers leave a game open, and in this case it was more of an accident than anything else. But in our, and the modders' case, this is a happy accident.Edit: Just to illustrate how much work goes into patching a screen, the splash screen on its own has 4 different locations where it is patched. Once when the screen fades in, then at another place which waits for the enter key to be pressed, and if yes, it simulates a mouse click, then another place where, if the mouse was clicked, the game plays a sound effect, and lastly when the splash screen is fading out, so that it speaks the game's name.

URL: https://forum.audiogames.net/post/549529/#p549529




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

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


  


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

@18 It works well from an end user's perspective, however, it's terribly inefficient. You need to spawn a new process whenever a new phrase needs to be spoken, as well as keep track of previous instances, so you can send a kill signal, in case you'd like to interrupt whatever's being spoken. And of course more than one process shouldn't run, as that would result in double speech. Say unfortunately does not respond well to kill signals, and more often than not, it does not clean up properly after itself. This does not matter with a few processes, however, it can be an issue eventually. Unfortunately, there's very little I can do about it, unless I'd accept funding to access Apple's underlying objective C classes, which I frankly don't find fair for end users.@19 Unfortunately I don't have any experience whatsoever with GoG. I believe there is a pack that includes the requirements for InSpire, so you could copy them to your mods folder and run, I suppose.@20 Thanks. The way STS modding works is that the game is quite open. Although there is no documentation available, you can access game classes, and with the help of ModTheSpire, you can patch a running game to add/modify things. It is quite time-consuming, as you need to figure out how developers intended to make things work, then decide where to hook into the system and what to change. This usually boils down to having to find the exact line in a specific function you'd like to patch, in a specific class, with parameters included.Of course, if the game changes, i.e. MegaCrit releases an update, it is very possible that either InSpire, or any of the required mods will break, until they are fixed to work with the latest version. This is one of the reasons why I insist still that accessibility should be part of the core game. But that's for another day.I don't know whether any other game'd provide this level of access, as it is very rare that developers leave a game open, and in this case it was more of an accident than anything else. But in our, and the modders' case, this is a happy accident.

URL: https://forum.audiogames.net/post/549529/#p549529




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

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


  


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

Thank you.I'd rather not leave people behind if I can help it. Windows is currently my work computer, so in my case Windows is secondary, but the magic of this is that apart from the code for speech, everything else runs cross-platform, so I can develop the mod under MacOS and package it for both operating systems.Funding is a theoretical question in this case, to gauge how much interest's out there to make the mod more efficient under MacOS, when it comes to speech. Regardless of the results, InSpire will work under MacOS as well.

URL: https://forum.audiogames.net/post/548953/#p548953




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

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


  


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

Thanks guys.@Pitermach I couldn't have said it better.@Dark: Protect the rear... The rear! 

URL: https://forum.audiogames.net/post/548900/#p548900




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

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


  


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

@Dark: At the moment, there is very little overlap, as I am focusing on the menus, so the two mods will be able to be used in tandem.As InSpire gains access to new screens, however, this will change. The two mods require two different styles of playing the game. This means that you would need to switch to TextTheSpire's prompt window, or the game's main window to access the two mod's features, and of course, there will be events and actions when you would receive the same message twice, once from TextTheSpire, then from InSpire.InSpire's approach of making the game accessible is different. For example, at the moment, TextTheSpire has no access to the save slots screen, while InSpire has. If you play the game with TextTheSpire, and you end up opening the save slots screen, TextTheSpire will tell you that there is an error, as a save slot already exists, please try restarting the game. Which is true, just by using TextTheSpire features, you would not be able to get to this screen, so if you do, something is wrong.InSpire, due to how I am tapping into the creation and the display of UI elements in the game, will be able to work naturally with mods that define new controls, as long as they use the same methods of creating their controls. This is also possible in TextTheSpire, however, specific support needs to be added for this to happen.@firefly82 No offense taken. The reason is very simple: InSpire is more suited towards people who'd prefer to play the game using a more mainstream approach.As an example, damage is currently not displayed via TextTheSpire, however, you see your or a monster's health decreasing. This is because of the way TextTheSpire handles game state. InSpire will work a bit differently, it will output damage taken instead.Without @Wensber's efforts, nobody in the blind community would have any hope of playing the game, so what I said does not diminish what he did and what he's going to do still. The reason why these two mods were born is completely different, so is the way they approach game access. I feel that InSpire will be able to provide things that TextTheSpire currently cannot, due to its design. At the end of the day, this all comes down to what someone prefers, and how much content is enough for them to enjoy the game. Neither of these choices is wrong.

URL: https://forum.audiogames.net/post/548844/#p548844




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

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


  


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

@Dark: At the moment, there is very little overlap, as I am focusing on the menus, so the two mods will be able to be used in tandem.As InSpire gains access to new screens, however, this will change. The two mods require two different styles of playing the game. This means that you would need to switch to TextTheSpire's prompt window, or the game's main window to access the two mod's features, and of course, there will be events and actions when you would receive the same message twice, once from TextTheSpire, then from InSpire.InSpire's approach of making the game accessible is different. For example, at the moment, TextTheSpire has no access to the save slots screen, while InSpire has. If you play the game with TextTheSpire, and you end up opening the save slots screen, TextTheSpire will tell you that there is an error, as a save slot already exists, please try restarting the game. Which is true, just by using TextTheSpire features, you would not be able to get to this screen, so if you do, something is wrong.InSpire, due to how I am tapping into the creation and the display of UI elements in the game, will be able to work naturally with mods that define new controls, as long as they use the same methods of creating their controls. This is also possible in TextTheSpire, however, specific support needs to be added for this to happen.@firefly82 No offense taken. The reason is very simple: InSpire is more suited towards people who'd prefer to play the game using a more mainstream approach.As an example, damage is currently not displayed via TextTheSpire, however, you see your or a monster's health decreasing. This is because of the way TextTheSpire handles game state. InSpire will work a bit differently, it will output damage taken instead.Without @Wensber's efforts, nobody in the blind community would have any hope of playing the game, so what I said does not diminish what he did and what he's going to do still. The reason why these two mods were born is completely different, so are the way they approach game access. I feel that InSpire will be able to provide things that TextTheSpire currently cannot, due to its design. At the end of the day, this all comes down to what someone prefers, and how much content is enough for them to enjoy the game. Neither of these choices is wrong.

URL: https://forum.audiogames.net/post/548844/#p548844




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

2020-07-04 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


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

0.2 will add the save slots screen, as well as new foundation elements. These are of course are still being refined, but we already have buttons and edit fields.I've changed how InSpire interacts with the game, rather than focusing on the available objects directly and playing sound FX for movement and the various actions, such as activating an item, InSpire now simulates actual mouse movement, and it relies on the game to provide sounds, just like when a sighted person interacts with the UI.Speaking of actions, I've added custom actions for items, which will be handy when choosing what to do with a save slot.Another major feature is adding MacOS support, which I am in the middle of.Speech is currently via the built-in say utility, but some may argue that this is inefficient. To quote from the readme:Java currently cannot use objective C classes directly. Although bridges exist, they rely on an external dynamic library (dylib), which would need signing and notarization in order to run.Since Apple's developer license is not free, and it is an annual price, covering this cost would require continuous funding. Asking Mac users of InSpire for continuous payment while access is theoretically provided for free on other platforms would be unfair.But since I am here, and your opinion counts, if I leave this up to the community, would you, as a Mac gamer, feel that providing funding for InSpire is okay, as long as it can be for the better?

URL: https://forum.audiogames.net/post/548687/#p548687




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

2020-07-04 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


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

Hi all,For some of you, this is not new, but for the rest:Not long ago, I've begun work on a mod for Slay the Spire to make the game as accessible as possible. This includes menus, in-game text, tooltips, flavor text, the map, and of course all of this packaged in a neat keyboard-driven interface.You can grab a release and read a lot more about the project on on GitHub.A few things before you ask:Since we are in the early stages, InSpire is currently not available in the Steam Workshop. This is going to change once we hit 1.0.I cannot tell you an exact release date, as InSpire is not a full-time project at the moment. Having said that, contributions are greatly appreciated and could speed up development significantly.Since the game is playable via TextTheSpire, I am prioritizing menus and features that are currently not accessible when using it, but eventually, 99.9% of the game will be accessible. An exception is the Steam overlay, which is sadly outside of my control.I am currently in contact with Mega Crit, and there is a slight possibility that InSpire will become part of the main game. More about that as things progress.Feel free to comment and ask questions. See post 2 for what's coming in 0.2.

URL: https://forum.audiogames.net/post/548681/#p548681




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Re: Code 7 - Episodes 2 & 3 Out Now

2020-04-20 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: Code 7 - Episodes 2 & 3 Out Now

Thanks, I'm going to post my findings there, I think it'll be easier to keep track of things there.

URL: https://forum.audiogames.net/post/521033/#p521033




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Re: Code 7 - Episodes 2 & 3 Out Now

2020-04-20 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: Code 7 - Episodes 2 & 3 Out Now

Hello,I'm not sure if this is the right channel to report bugs and ask for suggestions, please let me know if there's a better one, i.e. Discord or something else.In episode 2:1. OOPC 02 has an email message, I believe it's the 3rd in the list that does not read.Edit: 2. The second mail does not read in the Archive on OSSec as well.There are a few documents that have only one line, for example the security report on the Archives server, or the Nodes hub list in the server room, on Martinez. I'm not sure if they are supposed to be like that, or we're missing something via speech.Lastly a suggestion, would it be possible to set the rate for speech? I know Unity does not have this built-in by default, but if you prefix this by a [[rate XX]] on the Mac, or  under Windows and make the number customizable via the settings menu, this would greatly enhance gameplay as the default speed is ridiculously slow for people who are used to a higher rate of speech.Thank you very much in advance, and keep up the awesome work!

URL: https://forum.audiogames.net/post/521016/#p521016




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Re: Code 7 - Episodes 2 & 3 Out Now

2020-04-20 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: Code 7 - Episodes 2 & 3 Out Now

Hello,I'm not sure if this is the right channel to report bugs and ask for suggestions, please let me know if there's a better one, i.e. Discord or something else.In episode 2:1. OOPC 02 has an email message, I believe it's the 3rd in the list that does not read.Edit: 2. The second mail does not read in the Archive on OSSec as well.Lastly a suggestion, would it be possible to set the rate for speech? I know Unity does not have this built-in by default, but if you prefix this by a [[rate XX]] on the Mac, or  under Windows and make the number customizable via the settings menu, this would greatly enhance gameplay as the default speed is ridiculously slow for people who are used to a higher rate of speech.Thank you very much in advance, and keep up the awesome work!

URL: https://forum.audiogames.net/post/521016/#p521016




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Re: Code 7 - Episodes 2 & 3 Out Now

2020-04-20 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: Code 7 - Episodes 2 & 3 Out Now

Hello,I'm not sure if this is the right channel to report bugs and ask for suggestions, please let me know if there's a better one, i.e. Discord or something else.1. OOPC 02 has an email message, I believe it's the 3rd in the list that does not read.Lastly a suggestion, would it be possible to set the rate for speech? I know Unity does not have this built-in by default, but if you prefix this by a [[rate XX]] on the Mac, or  under Windows and make the number customizable via the settings menu, this would greatly enhance gameplay as the default speed is ridiculously slow for people who are used to a higher rate of speech.Thank you very much in advance, and keep up the awesome work!

URL: https://forum.audiogames.net/post/521016/#p521016




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Re: Sequence Storm Rhythm Racing Game

2019-10-21 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

As far as I am aware, the game is not unity-based, it's a custom engine. You are right in assuming that unity revs up the system to boost game performance, but I don't think it is the case here.Threads (and threading) should not take up resources on this level, unless there is some serious thread lock-up going on, which should not be the case since the resource use is constant, and is usually not close to a hundred, which might indicate that the system is running out of resources.I think there is a point when we just have to accept that these are the requirements, and on older computers, this means heavier resource use. I am not sure about percentages, but I don't think anyone ever reported more than 60% CPU use. Since the GPU is used, especially for the last person, it is perfectly normal that the fans spin up. Especially on a MacBook, where Windows is notoriously bad when managing the fan and temperatures.Rob

URL: https://forum.audiogames.net/post/469881/#p469881




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Re: Sequence Storm Rhythm Racing Game

2019-10-18 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

They either don't have an English voice installed, or their default is a Swedish one. The default voice can be changed in Control Panel/speech.Hope this helps!

URL: https://forum.audiogames.net/post/469368/#p469368




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Re: Perilous Marathon, a new fast-paced runner by IMS Productions!

2019-10-14 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: Perilous Marathon, a new fast-paced runner by IMS Productions!

@123: Cython makes things harder, but ultimately, nothing guarantees that your game will be uncrackable. On the other hand, plain Python is very easy to decompile, so I think even basic protection would have been good to have. The idea is to make something not worth cracking, because it would take too much time. This is when research becomes important. Imagine a company releasing a product without doing research on the needs of the people, for example asking what flavor they like better, etc. If you just throw something out there that is clearly rushed, it tells a lot about your devotion and your attention to detail. Yet again, this is not a problem for a free game, but it certainly is for a commercial product, where your aim would be to show your best side, since you expect money for your work.If this continues, and you keep releasing unpolished, or not working products, your user base, people who still trust you and your abilities, will just wait for a few months more, until you iron out bugs. Feedback will not come in, you won't make a profit, and generally the thing is going to be a flop. I wish I could say something positive, other than your commitment to updates and fixing issues, but unfortunately, this is a horrible way to launch a product. For you and your user base as well.The Mac and the Windows version updates should not be related, at any rate they should not block you from releasing an update for a platform when you can, especially when you have paid users who have difficulties playing your game.Just my thoughts.

URL: https://forum.audiogames.net/post/468360/#p468360




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

2019-10-14 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


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

Whoa, it's been ages I don't play the game at the moment, but I can be convinced, if I can manage to have enough time on my hands.

URL: https://forum.audiogames.net/post/468334/#p468334




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Re: Perilous Marathon, a new fast-paced runner by IMS Productions!

2019-10-14 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: Perilous Marathon, a new fast-paced runner by IMS Productions!

@cmerry: If you do not have experience with the tools you use, SQL or Python, or anything else, you definitely do not want to release a commercial game. If people pay for a product, they do so in the hopes that the product will work as advertised, which it clearly does not.If things are going on in your life that you need to focus on, e.g. college, you need to prioritize, and decide what is important to you. Not testing a product enough because of your studies is okay if you do not make a profit, you are clearly providing a service to the community, but as I have mentioned before, a commercial product will always have higher level of expectations. If these are not met, it's a very quick way to lose reputation.Security in Python is a bit more involved. I would not say that it is harder, you have premade libraries for you, just like in BGT, except that  you need to understand the concepts behind them to use them properly.Yet again, if you are inexperienced, the first thing that you should definitely not do is release a commercial project.

URL: https://forum.audiogames.net/post/468330/#p468330




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Re: Perilous Marathon, a new fast-paced runner by IMS Productions!

2019-10-13 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: Perilous Marathon, a new fast-paced runner by IMS Productions!

I was planning to write a reply to this topic on release day, but I decided against it. Even now I won't talk about all the things I'd have liked to, because at the very least it would be cause for a massive flame war. The manual and the game use different terms (electric hole vs electric pit), the pricing issues, the registration method, the issue of sounds (legality and why on Earth would anyone use fire to represent lava (which is also misspelled in the manual, by the way), strongly suggest that IMS Productions really needs some more experience before thinking about coming out with a commercial game.With the understanding that the game is meant to be a fun and small one, I really feel that it exists largely to generate revenue. While developers need support, in this case for hosting, it would have been far better to wait and use DropBox or any other service for the moment being. Is it professional? No, certainly not. But I think on this level it is not something that we would have expected, and the developer would not be pressed to generate revenue to cover prices. The only problem is that the price tag, be it any amount, moves expectations up a notch. On the level of a commercial game, these things are just simply not acceptable.This is solely my opinion, of course, so feel free to disagree, or even ignore it altogether, however, the end result could be very damaging not only for IMS Productions's reputation, but for other, less experienced developers as well who are just starting out. This is not the first time either, just think back to Balloon Master.Is it good for a free game? Absolutely, it's a time waster, albeit Mason's endless runner provides a better experience for most players. Commercially though, not so much.

URL: https://forum.audiogames.net/post/468157/#p468157




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Re: Perilous Marathon, a new fast-paced runner by IMS Productions!

2019-10-13 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: Perilous Marathon, a new fast-paced runner by IMS Productions!

I was planning to write a reply to this topic on release day, but I decided against it. Even now I won't talk about all the things I'd have liked to, because at the very least it would be cause for a massive flame war. The manual and the game use different terms (electric hole vs electric pit), the pricing issues, the registration method, the issue of sounds (legality and why on Earth would anyone use fire to represent lava (which is also misspelled in the manual, by the way), strongly suggest that IMS Productions really needs some more experience before thinking about coming out with a commercial game.With the understanding that the game is meant to be a fun and small one, I really feel that it exists largely to generate revenue. While developers need support, in this case for hosting, it would have been far better to wait and use DropBox or any other service for the moment being. Is it professional? No, certainly not. But I think on this level it is not something that we would have expected, and the developer would not be pressed to generate revenue to cover prices. The only problem is that the price tag, be it any amount, moves expectations up a notch. On the level of a commercial game, these things are just simply not acceptable.This is solely my opinion, of course, so feel free to disagree, or even ignore it altogether, however, the end result could be very damaging not only for IMS Productions's reputation, but for other, less experienced developers as well who are just starting out.Is it good for a free game? Absolutely, it's a time waster, albeit Mason's endless runner provides a better experience for most players. Commercially though, not so much.

URL: https://forum.audiogames.net/post/468157/#p468157




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Re: Sequence Storm Rhythm Racing Game

2019-09-17 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

Yes, this is how panning works. If you have two identical sounds, where their channel volumes mirror each other, they will balance each other out, so you will hear them in the middle.

URL: https://forum.audiogames.net/post/462431/#p462431




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Re: Sequence Storm Rhythm Racing Game

2019-09-06 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

As far as I know, it is not accessible yet. Rest assured, the moment it becomes accessible, you will definitely see some epic orchestral tracks by yours truly.Someone will probably have to assist with the visuals though, unless audio cues only tracks are added. Just a dream 

URL: https://forum.audiogames.net/post/459951/#p459951




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Re: Sequence Storm Rhythm Racing Game

2019-09-06 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

To be honest, having a DRM-free version is, as good as Steam's DRM is, worth the extra 15 dollars. Especially knowing that we're supporting @SMG.

URL: https://forum.audiogames.net/post/459932/#p459932




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Re: Sequence Storm Rhythm Racing Game

2019-09-05 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

@Special Magic Games, thank you so much for the extra cues for the barrier, these really help and I was able to complete the bonus objective for Rush to Delivery as well.As the others have said before me, don't feel pressured for not adding things quick enough, you have done a lot more to ensure that blind players have the same, or at least a very close, experience than 99% of mainstream developers in their entire lifetime. Even if things slow down, I think you have proved countless times that we are in good hands. Sequence Storm is massively underrated, which I am hoping will change in the near future.Off to post my long-due review 

URL: https://forum.audiogames.net/post/459724/#p459724




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Re: Sequence Storm Rhythm Racing Game

2019-08-30 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

This is not ideal, but you can open the game's log directory and see the latest log. You should see the version number near the top.Knowing what version we are running would be especially useful now, because the patch notes do not seem to update, and if I am not mistaken, it is currently 2 versions behind.

URL: https://forum.audiogames.net/post/458582/#p458582




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Re: Sequence Storm Rhythm Racing Game

2019-08-28 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

Ah, so it's just Steam. Thank you!

URL: https://forum.audiogames.net/post/458157/#p458157




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Re: Sequence Storm Rhythm Racing Game

2019-08-28 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

@special magic games: Is the 1.1.6 build posted on Steam? I remember you posting the change log last week, but Steam does not display it as of yet in the patch notes.I'm just wondering because of the barrier improvements.

URL: https://forum.audiogames.net/post/458090/#p458090




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Re: Sequence Storm Rhythm Racing Game

2019-08-26 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

Ah, yes, the barriers The way they work is they move from left to right across the track. The trick is to speed up when they are not in front of you, so you can clear their range before they move to where you are.Steering is very delicate, as the track does not seem to be too wide. Listen out for the wall sound and the way a track turns, as you can take damage even if you are not turning when you should. Ultimately, taking damage from walls, unless you are completing a bonus objective, is far better than taking damage from barriers, since they will also slow you down and that can be problematic later on.You can freely move stat points around, so you can adjust your setup for whatever the current mission needs and of course based on how well you do certain things.Acceleration, for instance, will not help much if the track turns a lot.Keep boosting when you are in first place, remember, your power does not need to be maxed out to boost. Make sure you keep your distance and use them whenever you feel you need to. Being rammed also slows you down, as far as I know, so that might be why you go back to second and third place.Yes, the atmosphere is brilliant, futuristic but '80s at the same time, while the story, as cheesy a tiny bit as it is, really makes the game shine even more.Edit: I am still trying to get the Brutal Defences bonus objective on standard, they are tricky for some reason. Oh well... One day.

URL: https://forum.audiogames.net/post/457779/#p457779




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Re: Sequence Storm Rhythm Racing Game

2019-08-26 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

Ah, yes, the barriers The way they work is they move from left to right across the track. The trick is to speed up when they are not in front of you, so you can clear their range before they move to where you are.Steering is very delicate, as the track does not seem to be too wide. Listen out for the wall sound and the way a track turns, as you can take damage even if you are not turning when you should. Ultimately, taking damage from walls, unless you are completing a bonus objective, is far better than taking damage from barriers, since they will also slow you down and that can be problematic later on.You can freely move stat points around, so you can adjust your setup for whatever the current mission needs and of course based on how well you do certain things.Acceleration, for instance, will not help much if the track turns a lot.Keep boosting when you are in first place, remember, your power does not need to be maxed out to boost. Make sure you keep your distance and use them whenever you feel you need to. Being rammed also slows you down, as far as I know, so that might be why you go back to second and third place.Yes, the atmosphere is brilliant, futuristic but '80s at the same time, while the story, as cheesy a tiny bit as it is, really makes the game shine even more.Edit: I am still trying to get the Brutal Defences bonus objective on standard, they are tricky for some reason.

URL: https://forum.audiogames.net/post/457779/#p457779




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Re: Sequence Storm Rhythm Racing Game

2019-08-26 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

Ah, yes, the barriers The way they work is they move from left to right across the track. The trick is to speed up when they are not in front of you, so you can clear their range before they move to where you are.Steering is very delicate, as the track does not seem to be too wide. Listen out for the wall sound and the way a track turns, as you can take damage even if you are not turning when you should. Ultimately, taking damage from walls, unless you are completing a bonus objective, is far better than taking damage from barriers, since they will also slow you down and that can be problematic later on.You can freely move stat points around, so you can adjust your setup for whatever the current mission needs and of course based on how well you do certain things.Acceleration, for instance, will not help much if the track turns a lot.Keep boosting when you are in first place, remember, your power does not need to be maxed out to boost. Make sure you keep your distance and use them whenever you feel you need to. Being rammed also slows you down, as far as I know, so that might be why you go back to second and third place.Yes, the atmosphere is brilliant, futuristic but '80s at the same time, while the story, as cheesy a tiny bit as it is, really makes the game shine even more.

URL: https://forum.audiogames.net/post/457779/#p457779




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Re: Sequence Storm Rhythm Racing Game

2019-08-24 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

That would be indeed awesome. It's not even the 20 credits at this point, but the challenge 

URL: https://forum.audiogames.net/post/457481/#p457481




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Re: Sequence Storm Rhythm Racing Game

2019-08-24 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

I know that this has been mentioned before, but barriers are kind of a pain at the moment.I'm trying to complete the Brutal Defenses bonus objective on standard difficulty, essentially avoiding any collision with barriers.The problem is that, while barrier sounds play from a distance, which is great, I do not know when I am in very close range, which of course changes with speed. Thus, I think I either boost too early, or too late, instead of boosting when the barriers are not near me, which is the center of the stereo field, as far as I know.When boosting, I try to judge how the barrier moves, and usually turn to the side that the barrier just moved away from, or, it is about to move to, hoping that I will have enough time to slip past it.This strategy seems to work a lot of times, but it is not a hundred per cent perfect, unfortunately. It would be very nice to know when the barrier is past my rig.The other problem is when I turn, at least via the keyboard, it is extremely sensitive. Sometimes my rig hits the wall and takes damage even when I am not turning. I assume this is because of how the track turns, which can really throw you off.There is a part on the same track when I assume there are multiple barriers, as I crash into one when the other one is to the left of me. If this is the case, it would be very helpful if we could have the barrier sound pitched differently for one of them.I usually don't mind hitting barriers when it's not a bonus objective, at least for now, I don't have problems with the first few missions even on ultra. So I am definitely not complaining, just wondering if I am missing something or if we have enough indication of what's going on with them.Otherwise, I love the game, I might even pick up a second or third copy to gift and to support development, @special magic games you really deserve it.One more thing, this is with 1.1.5k, at least according to Steam. I don't see the 1.1.6 update yet.Rob

URL: https://forum.audiogames.net/post/457476/#p457476




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Re: Sequence Storm Rhythm Racing Game

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


  


Re: Sequence Storm Rhythm Racing Game

It should be in your game directory, by default the same as where Steam is installed.Hth,Rob

URL: https://forum.audiogames.net/post/455599/#p455599




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Re: Sequence Storm Rhythm Racing Game

2019-08-13 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

You can track news and updates on Sequence Storm's Steam pageYes, Steam should automatically download updates for you.

URL: https://forum.audiogames.net/post/455192/#p455192




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Re: Sequence Storm Rhythm Racing Game

2019-08-13 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

Why is it a trend nowadays to tune things down whenever there is a frustrating element?I understand that not everyone has the same skills, and modern games are accommodating enough to make  the level of difficulty  mostly a matter of personal preference. Having said that, there is definitely something wrong when people are able to complete a game on the first run. It just means that the game is not challenging enough. As a result, people always want more and more content, not realizing that the existing content could provide much more satisfaction on a higher difficulty. True, it might take more time to complete, but nothing beats the feeling when you actually succeed.This is not against Sequence Storm, as I believe the game provides more than enough challenge, just a general remark.I personally think that we should try to match the mainstream experience as closely as possible. At the moment, this is almost possible, with a few exceptions such as having autopilot on while boosting. Things are definitely improving, and I am really looking forward to what @special magic games cooks up next.For this reason, I really like the two-beat approach, it might be interesting to see it change with  difficulty.Regarding held notes, I think it would work if a looped sound, or a whoosh would start playing during the period the note must be held for, and a small chime when the note must be released. The whoosh or looped sound could also be a sequence of tiny chimes in rhythm, increasing in pitch as the rhythm gets closer to the release beat.Hopefully this makes sense.Rob

URL: https://forum.audiogames.net/post/455179/#p455179




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Re: Code 7 VI Mode Is Out Now And Has A Charity Sale

2017-12-15 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: Code 7 VI Mode Is Out Now And Has A Charity Sale

I think we're sailing to off-topic waters here, but a few things worth noting:Narrator had seen a huge improvement since Windows 8, and it is fantastic in Windows 10, it has braille support, and it can be definitely used to access the internet, as well as install Windows without sighted assistance.Regarding Apple, the built-in voices are indeed licensed by Apple, however, o the Mac, there are 3rd party voices available, for example from Acapela.I have switched to a Mac after using Windows for about 10 years, because I was unable to stand all its shortcomings, and things have reached a state where it randomly corrupted my user profile, open dialogs kept crashing, etc. The Mac is not perfect, then again nothing is, but at least I don't have to worry about whether my computer will boot up when I wake up or come home. It works, and it does what it is intended to and then some more. You have both worlds, Unix and Mac at the same time.On a sidenote, before anyone thinks that that computer had a hardware failure, a friend of mine is happily using it for two years now, running Ubuntu on it.Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=342215#p342215





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Re: Code 7 VI Mode Is Out Now And Has A Charity Sale

2017-12-15 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: Code 7 VI Mode Is Out Now And Has A Charity Sale

I think we're sailing to off-topic waters here, but a few things worth noting:Narrator had seen a huge improvement since Windows 8, and it is fantastic in Windows 10, it has braille support, and it can be definitely used to access the internet, as well as install Windows without sighted assistance.Regarding Apple, the built-in voices are indeed licensed by Apple, however, o the Mac, there are 3rd party voices available, for example from Acapela.I have switched to a Mac after using Windows for about 10 years, because I was unable to stand all its shortcomings, and things have reached a state where it randomly corrupted my user profile, the open dialogs kept crashing, etc. The Mac is not perfect, but then again nothing is, but at least I don't have to worry about whether my computer will boot up when I wake up or come home. It works, and it does what it is intended to and then some more. You have both worlds, Unix and Mac at the same time.On a sidetone, before anyone thinks that that computer had a hardware failure, a friend of mine is happily using it for two years now, running Ubuntu on it.Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=342215#p342215





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Re: Code 7 VI Mode Is Out Now And Has A Charity Sale

2017-12-15 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: Code 7 VI Mode Is Out Now And Has A Charity Sale

@Amine, it is indeed a mini game, which is skipped in the VI version.In the regular version, however, you need to install the network jammer on a computer, otherwise the MITM attack won't work, as Nash says. Even if the MITM mini games are skipped in the VI version, the game does not check whether you have installed the jammer on a computer, as long as you have the jammer downloaded, the MITM game will be skipped. This extra step should not be skipped, imho.@Flame, yes. The minigames are skipped in the VI version, unfortunately. I still think that they could be made accessible with the yellow marker announced and a map review feature.Another interesting thing is there is a part where you have to close and open airlock doors. This is timed, but the timer is disabled in the VI version. I am not sure why this is, because we are not at a disadvantage here. Typing airlocks.outer.open or a.o.c can be typed in just as quickly, with or without vision.Once again, I am not trying to be ungrateful, in fact, I think it is very nice that the developers have provided accessibility, as this is probably one of the most unique games out there. I'm just trying to show that the VI mode could be a bit better, and some adjustments could be made to make it even more similar to the original version.This is when I wish Unity was accessible to us, because I would gladly contribute accessibility features.Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=342178#p342178





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Re: Code 7 VI Mode Is Out Now And Has A Charity Sale

2017-12-14 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: Code 7 VI Mode Is Out Now And Has A Charity Sale

@Orko: letters and numbers to type in commands, enter to accept, period to chain commands, e.g. lights.activate, tab to move to the next available command (this is not mentioned in the game).Backspace to go back, space to activate your Coms and to rotate cameras later, and the arrow keys.These are all mentioned in the game as you play, by the way.Hth,Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=342092#p342092





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Re: Code 7 VI Mode Is Out Now And Has A Charity Sale

2017-12-14 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: Code 7 VI Mode Is Out Now And Has A Charity Sale

Found a bug. Spoilers ahead.Nash informs you that you need a network jammer, which you get from his USB stick (good to know that those still exist in the future). He also mentions that you have to install it on a network-connected computer, which is unfortunately ignored in the VI version. So, you can just initiate a MITM attack again, and it will work, even if the jammer is not installed anywhere.Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=342091#p342091





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Re: Code 7 VI Mode Is Out Now And Has A Charity Sale

2017-12-14 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: Code 7 VI Mode Is Out Now And Has A Charity Sale

I agree, as I have suggested before, reviewing the map would be very useful, and it might actually make some mini games accessible, like the one at the end of episode 0, to reach the ship and avoid robots. It could also help with the infamous cameras, in ep 1.Edit: Theoretically, the MITM minim games could work like this as well, review the squares and have the one with the yellow note pointed out after each turn, as you arrow around, then type in the new position.I love what I've seen so far, wish these cameras could be accessible, lol.Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=342080#p342080





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Re: Code 7 VI Mode Is Out Now And Has A Charity Sale

2017-12-14 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: Code 7 VI Mode Is Out Now And Has A Charity Sale

@Orko, I am not sure why it is not working for you. Try a different browser, maybe? I've  never seen it happen, but maybe something is blocking it as well, such as an antivirus of sorts.@flame_elchemist Make sure you hear the 8-bit-style jingle, you can do it right when the game starts. On the mac at least, you have to use the left ctrl key.So, while I'm stuck in the game, I'm listening to gameplays, I really, really wish these mini games were accessible, there is one where you have to place your MITM attack at the right moment, while you can be caught and disconnected from the network. Sadly, this is skipped, for obvious reasons in the VI mode.On a sidenote, I  figured out what happens visually when you tell Sam that one of the robots is active, it displays that the message is censored, this does not get announced in the VI mode, which I might have pointed out earlier.Despite all of these, I really love the game and its atmosphere and how retro and futuristic it is at the same time.Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=342061#p342061





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Re: Code 7 VI Mode Is Out Now And Has A Charity Sale

2017-12-14 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: Code 7 VI Mode Is Out Now And Has A Charity Sale

In case anyone is interested, this is the gameplay I am listening to https://www.youtube.com/watch?v=mkkudsUm37MRob

URL: http://forum.audiogames.net/viewtopic.php?pid=342062#p342062





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Re: Code 7 VI Mode Is Out Now And Has A Charity Sale

2017-12-14 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: Code 7 VI Mode Is Out Now And Has A Charity Sale

Mac and Windows come with voices installed by default, so this should not be an issue.Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=342055#p342055





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Re: Code 7 VI Mode Is Out Now And Has A Charity Sale

2017-12-13 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: Code 7 VI Mode Is Out Now And Has A Charity Sale

@Kevin Yes, I assumed right then. You can embed these speech tags straight in the string that you send to the external function, and the speech synth will process it accordingly, you do not need access to the speech object at all.Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=341946#p341946





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Re: Code 7 VI Mode Is Out Now And Has A Charity Sale

2017-12-13 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: Code 7 VI Mode Is Out Now And Has A Charity Sale

This is for the Mac only, of course, Windows has symilar speech tags. So even if it is not possible programmatically to call the rate setter on an NSSpeechSynthesizer (see https://developer.apple.com/documentati … 450-rate), you can send a [[rate X]] with each string spoken, where X represents a number, in this case words per minute. In my case, this would be around 690-700.On Windows, this is controlled by speed, I believe. (see https://supportdesk.win911.com/support/ … to-speech)Theoretically, this should still work.Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=341939#p341939





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Re: Code 7 VI Mode Is Out Now And Has A Charity Sale

2017-12-13 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: Code 7 VI Mode Is Out Now And Has A Charity Sale

Hi,@Kevin, thank you so much for this, I really appreciate your devotion, and I love the game. I've purchased it about a day before the release in the Humble store, and I'm glad I did.Just a small suggestion, would it be possible to set the speech rate please? I'm currently playing on the Mac, and I set the voice to Alex, but unfortunately, it's really slow compared to what I'm used to.@Orko: Try the Humble store, Code 7's website has a frame with the store page, when you click the 'Play Now' link. There, you can buy the Digital Season Pass, which includes all the episodes.

URL: http://forum.audiogames.net/viewtopic.php?pid=341932#p341932





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Re: It's time to duel! Text based Yugioh is now available in English

2017-06-11 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: It's time to duel! Text based Yugioh is now available in English

@the player: Thanks, I have just updated the link on page 1.@Kodanna: The game is online. To connect, you will need a mud client, such as Mush on Windows, telnet, etc.Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=314846#p314846





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Re: It's time to duel! Text based Yugioh is now available in English

2016-12-27 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: It's time to duel! Text based Yugioh is now available in English

Hi,This is Robjoy, aka. Erion, the guy behind hosting the game. I've just updated the first post with some news and the link for the sound pack.Thank you everyone for keeping the duelling spirit alive. It's nice to see new players around, especially because they're having a great time!We are getting close to the second anniversary of the English version, so I thought we could kick the third year off with a tournament.We'll need rules, organise the event and of course eager players with sweaty hands! Ideas?Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=291149#p291149





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Re: BrogueSpeak, an accessible roguelike

2016-09-02 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: BrogueSpeak, an accessible roguelike

@Haramir You might not want to equip every armour and weapon you find, because if you don't have enough strength, you will be penalised.

URL: http://forum.audiogames.net/viewtopic.php?pid=277383#p277383





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Re: BrogueSpeak, an accessible roguelike

2016-09-02 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: BrogueSpeak, an accessible roguelike

Hello,@Lazycat, First, let me thank you for making this game accessible to us. I am a fan of rogue-likes, so this is a special treat. May I suggest a few modifications?At the moment, navigation is quite cumbersome. Exploring the map is great, however it would be quite nice if we could have sounds when there is an opening. This would be very important, because there are cases when an opening is one tile only.Having 8 different sounds for openings is quite overwhelming, but you could have 4 sounds for the 4 directions. They way I imagine it is 4 different wind sounds with different pitches. North-south ones are coming from the centre (i.e. both sound channel volumes are 100), while east-west ones are panned to the left or right, having one channel's volume muted. If this is not manageable in-game, you could pan the wav files in a sound editor, then just play it as a loop as long as there is an opening. Please let us know if you need help with this!The r
 eason why I am suggesting this is because if you can see the screen, you can scan the map fairly quickly, however, even in explorer mode it takes a bit of time to explore your surroundings step by step.Another feature worth having is the ability to scan at least in the 4 cardinal directions, so for example shift+4 would scan to your left up to an object, such as a monster, wall, door, etc. This would be quite useful when trying to keep your range. True, you can use the tab key after each step, but this would be a much faster option to focus on one direction without having to explore, especially with monsters and navigating around traps.Could you please reword the explorer mode when you are on a tile which is out of your view? For example, instead of saying: "You remember seeing a (objectName) here', it could be: '(objectName), out of view'. There are a lot of cases when you want to scan the map quickly and you don't necessarily care about the f
 act that it is out of view, because the object/tile name is more important.One example I can mention is I found a one-tile wooden barricade that I could burn down to find 4 rings to choose from, I assume it was a treasure room. This would've been quite hard to find without looking around.Stealth adds to the game, however I am not sure how it works at the moment. I have seen monsters die without being noticed, does it matter what direction monsters are facing? If yes, could you add the direction they are facing when you are targeting them with the tab key please?When you are saving and loading, you can enter a name. Could you please add a spoken prompt when these happen?I read on the wiki pages that you can start a custom game. It would be nice if we could customise how the game behaves, e.g. start out with all the items identified, maybe save after each floor is complete, etc.Regarding the ability to name objects, I would keep it, it can be fun
 , as well as relabelling items like scrolls.Once again, thank you very much for your hard work!Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=277364#p277364





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Re: BrogueSpeak, an accessible roguelike

2016-09-02 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: BrogueSpeak, an accessible roguelike

Hello,@Lazycat, First, let me thank you for making this game accessible to us. I am a fan of rogue-likes, so this is a special treat. May I suggest a few modifications?At the moment, navigation is quite cumbersome. Exploring the map is great, however it would be quite nice if we could have sounds when there is an opening. This would be very important, because there are cases when an opening is one tile only.Having 8 different sounds for openings is quite overwhelming, but you could have 4 sounds for the 4 directions. They way I imagine it is 4 different wind sounds with different pitches. North-south ones are coming from the centre (i.e. both sound channel volumes are 100), while east-west ones are panned to the left or right, having one channel's volume muted. If this is not manageable in-game, you could pan the wav files in a sound editor, then just play it as a loop as long as there is an opening. Please let us know if you need help with this!The r
 eason why I am suggesting this is because if you can see the screen, you can scan the map fairly quickly, however, even in explorer mode it takes a bit of time to explore your surroundings step by step.Another feature worth having is the ability to scan at least in the 4 cardinal directions, so for example shift+4 would scan to your left up to an object, such as a monster, wall, door, etc. This would be quite useful when trying to keep your range. True, you can use the tab key after each step, but this would be a much faster option to focus on one direction without having to explore, especially with monsters and navigating around traps.Could you please reword the explorer mode when you are on a tile which is out of your view? For example, instead of saying: "You remember seeing a (objectName) here', it could be: '(objectName), out of view'. There are a lot of cases when you want to scan the map quickly and you don't necessarily care about the f
 act that it is out of view, because the object/tile name is more important.One example I can mention is I found a one-tile wooden barricade that I could burn down to find 4 rings to choose from, I assume it was a treasure room. This would've been quite hard to find without looking around.Stealth adds to the game, however I am not sure how it works at the moment. I have seen monsters die without being noticed, does it matter what direction monsters are facing? If yes, could you add the direction they are facing when you are targeting them with the tab key please?When you are saving and loading, you can enter a name. Could you please add a spoken prompt when these happen?I read on the wiki pages that you can start a custom game. It would be nice if we could customise how the game behaves, e.g. start out with all the items identified, maybe save after each floor is complete, etc.Once again, thank you very much for your hard work!Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=277364#p277364





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Re: Psycho Strike - New Strategy/Action game

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


  


Re: Psycho Strike - New Strategy/Action game

Hi,Unfortunately this game is a typical example of an overshot production, which can be seen in the $25 price tag as well.Most of the music tracks are nice, voice acting is great, but at the core it sadly remains a very minimalistic, repetitive side scroller with some rpg elements thrown in.The game advertises fps features, but in reality the areas have nothing to do with the fps style, as it has been pointed out by others.I presume that Aaron has to pay royalties for the voices, music, Elias, etc, thus the $25 price is somewhat understandable, but I really wish he had put a lot more effort into gameplay itself, rather than having professional music and voice acting. As a comparison, imagine a game with very nice orchestral music, professional character voices, story mode, multiplayer support, while the game is all about pressing the space bar when you hear a beep.A lot of features could have been implemented which would add a lot of replayability. On
 e of these is online coop support. In single player, random events, better rewards for playing longer, taking more people on missions, implementing multiple gangs (thus trading, alliances, etc), different missions (e.g. taking hideouts, being betrayed while selling weapons) are just a few examples.The stages are mostly the same, except item randomisation and a few added doors in two stages. Somewhat pointless, but fun enhancements could have been added, such as breakable items, various sound sources. The footstep sounds are the same on every stage.The game has a lot of potential, and I really dont see why variety is missing, especially after such releases as Adventure at C: or Paladins of the Sky.A lot of people will say that I am unrealistic right now, but as a gamer, I really cannot see entertainment value in this game at the moment.Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=214041#p214041




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Re: Psycho Strike - New Strategy/Action game

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


  


Re: Psycho Strike - New Strategy/Action game

Hi,To address a few things:If Aaron was able to make a complex game like AAC or Paladin of the Skies, then creating a game like Psycho Strike is really a quality downgrade. If two people work on it, then I would expect actually better quality gameplay-wise then those previous two.Yes. Audio game developers do not have the budget of mainstream game companies or studios, but thats fine. As long as the gameplay is good enough, the sound design does not have to be top notch. With Psycho Strike, this has been almost the opposite. e have something shiny and flashy, but as far as the gameplay goes, its grinding on 9 small stages all the time.As a developer, I always focus on gameplay first. If I have no idea of how gameplay will work, then I am not making a game out of it. Sound design is mostly happening either later, or at the same time when I am coding a feature.Games do not have to sound perfect first. Look at Shadow Line. The first version d
 id not sound too great, it had no prerecorded voices, but the community embraced it, because the gameplay is brilliant. Then came version 2, with voice acting and updated music. This is how it should have been from the start, but it was worth the wait.For some reason, Psycho Strike really feels like it was rushed. Perhaps it was intended to be simple and the game price is high because of the resources used. Perhaps there will be updates coming. Perhaps none of the above, I dont know. But I would have waited, even years if needed, to add more content to the final version. This really should have been a very nice concept demo.Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=214081#p214081




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Re: It's time to duel! Text based Yugioh is now available in English

2015-02-13 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: It's time to duel! Text based Yugioh is now available in English

Hi,Due to the nature of the duel server I am strongly considering a full rewrite, which would allow us to expand.At the moment, I am thinking of using Euphoria as the language of the server, with a custom client written for the operating systems we choose to support. Telnet-based connections will not be supported, but since I am planning to host the server in an open repository, anyone will be able to create a custom client.My aim is to create a server which is very easy to expand, e.g. instead of hardcoding cards, they can register for various events, such as attack phase begin, end turn, summon, etc. While the rules are quite complex, I would like to add as many cards as possible (fusion included), but only from the original series. This means no syncro summoning, etc.I have a database of about 5000 cards and their stats. Even if we add just one fifth of it, there is certainly room for rare card tournaments (meaning unlockable cards), trading, etc.O
 n the client side, there will be full audio support (including music, monster/card sounds, etc). I am also thinking of including card images when viewing a cards data.Quite frankly, this is an extremely huge undertaking. I am open for any kind of collaboration, if it can speed up the project. Even so, creating this will take a lot of time and effort, please keep this in mind!Im in the planning stages right now.Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=204650#p204650




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Re: It's time to duel! Text based Yugioh is now available in English

2015-02-13 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: It's time to duel! Text based Yugioh is now available in English

Hi,Huge thanks for your advice!The deck-building interface is going to use two lists. The first will contain all the available cards. You will be able to apply filters, e.g. attack  200 and defense 250, filter the type, etc, as well as search for a card name or description. The second will be your actual deck in progress.Most tournaments, especially rare-card ones, will require deck registration. You will be able to register two decks. At the beginning of a match, you will be able to choose your main and your side deck, based on your two registered decks.You will not be able to edit registered decks, however you will be able to make a copy and edit it outside of the tournament play.Side decks will not be available if you are playing a quick match (e.g. a one-round duel).The official client for the game is going to be a GUI-based application, with an invisible list and some status areas, so that sighted people will also have an idea of wh
 ats actually going on. Regarding card limitations: I think some of the cards were limited due to their powerful effects. Having for example 20 monsters which can remove 2 monsters from the field with a flip effect is not really fair imho. In the case of a tournament, this would also imply that registered decks should be reviewed manually.In the current game, you can use u4 and d4 to move 4 cards up and down, or enter a card number, if you know one.Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=204690#p204690




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Re: It's time to duel! Text based Yugioh is now available in English

2015-02-13 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: It's time to duel! Text based Yugioh is now available in English

I am certainly open and accept any form you prefer. Text via Skype, any IM or mail, audio, etc.Thank you very much for your code in advance!Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=204722#p204722




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Re: It's time to duel! Text based Yugioh is now available in English

2015-02-13 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: It's time to duel! Text based Yugioh is now available in English

daigonite wrote:Good idea, although it might be desirable to actually have multiple decks. Most current simulators allow you to save multiple decks since there are many different playstyles (of course with only 300 cards its going to be limited regardless of what you do).The screen I was describing was the deck editing screen. The game will support multiple decks of course. You will be able to choose which deck to edit, create/delete/copy, register it for an upcoming tournament, rename, etc.We are actually not limited to 300 cards. What I am planning to do is make about 500 available in the first round. People will be able to pick and choose cards and add them to their deck, or use the predefined decks (starter Yugi, etc). Not sure how this would affect the overal balance, but well see. It all depends on how quickly we can implement cards and rules.daigo
 nite wrote:This sounds about right but Ive never heard of a rare-card format; the main formats in yugioh Advanced (ban list in full effect) or Traditional (No fully banned cards, banned cards are Limited). Theres also the matter of OCG (Japanese), TCG (International) or Unlimited (All), and what year format you want to use (for example, iirc in 2004 Goat Decks were all the rage, but the ban lists were different back then, allowing for the use of quick summons of Thousand Eye Restrict to screw over your opponents). Some duel simulators get around this by having it be a manual agreement between players (such as duel network) while others such as Konamis official duel simulator they allow for anything-goes (but many previously successful decks are now obsolete). Obviously the most reliable would be to allow players to mark their specific accepted formats but this is a LOT of work and research on the coders part.Car
 ds traditionally have a rarity level associated to them. For example Yugis Celtic Guardian is common, while Obelisk the Tormentor is ultra rare. Tournament prizes, and trading can be based on this.I am not sure about the format yet. I think the 3-card rule as the only limitation is solid enough, at least for regular duels. Tournaments can be different, I can imagine tournaments having a ban list, perhaps to make the tournament more challenging. This will be up to the tournament organiser. When the game is solid enough, I would like to open up tournament creation to players as well.I can also imagine tournaments where only official decks are accepted, so custom-made decks would not work. The sky is the limit, really...daigonite wrote:Heres a basic rundown of the limitation meaningsThank you!daigonite wrote:The yugioh
  wiki has a list of all card limitation lists, including TCG and OCG.I think we can stray from the official rules here, although Id go with the international ones.

URL: http://forum.audiogames.net/viewtopic.php?pid=204716#p204716




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Re: It's time to duel! Text based Yugioh is now available in English

2015-02-08 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: It's time to duel! Text based Yugioh is now available in English

Hi,Yes, type matters a lot. Monster cards have normal and effect types, for example.Keep your deck at the minimum of 40 cards. Each card decreases the chance of drawing a particular card you want. Believe me, sometimes one card at the right moment can decide the fate of the whole duel.Make sure you have a good balance of monsters (possibly with a flip effect), spells and trap cards. You almost always want one or more monsters on the field.The rest is up to you.Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=204035#p204035




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Re: It's time to duel! Text based Yugioh is now available in English

2015-02-07 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: It's time to duel! Text based Yugioh is now available in English

Youre all welcome!We actually have a lot more players than I expected, which is great! Later on, when people have a better understanding of game mechanics, we can organise tournaments, if theres enough interest.Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=203950#p203950




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Re: It's time to duel! Text based Yugioh is now available in English

2015-02-06 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: It's time to duel! Text based Yugioh is now available in English

Hi,Unfortunately, there are no computer controlled players in the game.Expansion is possible, however any complex change, e.g. implementing fusion is going to be an adventure on its own, due to hardcoded cards.A complete rewrite is perhaps the best way to go.Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=203769#p203769




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Re: It's time to duel! Text based Yugioh is now available in English

2015-02-06 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: It's time to duel! Text based Yugioh is now available in English

Hi,I think the original developer wanted to implement cards across multiple decks. For example, Bean Soldier is not present in the starter decks, but it is available in this game.Sadly, the available cards compared to the more than 5000 officially available cards are quite miniscule.The game was created in c++.I would be happy to work on a Yugioh game as well, Im toying with the idea of a Lua-based game server for years now, including a custom client.Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=203826#p203826




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Re: It's time to duel! Text based Yugioh is now available in English

2015-02-06 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: It's time to duel! Text based Yugioh is now available in English

Hi,I think the original developer wanted to implement cards across multiple decks. For example, Bean Soldier is not present in the starter decks, but it is available in this game.Sadly, the available cards compared to the more than 5000 officially available cards are quite miniscule.The game was created in c++.I would be happy to work on a Yugioh game as well, Im toying with the idea of a Lua-based game server for years now, including a custom client.Edit:@Dark: The game includes a very basic manual, which tries to explain the rules.The possibility of a tutorial is certainly there, however I am not sure how much I would have to modify/rewrite. My situation is something like a stack of marbles. Since the rules are hardcoded, if I remove a marble from the centre, the whole stack might topple over.Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=203826#p203826




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It's time to duel! Text based Yugioh is now available in English

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


  


It's time to duel! Text based Yugioh is now available in English

Hi all,Im here to announce the availability of one of the underestimated gems of the Brazilian Portuguese community, a text-based Yugioh game.A few years ago, we had a Brazilian and an English version available, however it was not quite manageable in its current form.With the permission of the author, Edward Martin Suli Manias, I am hosting a version for the English speaking community.Grab a telnet or mud client and join tardis.pw on port 1963. Assemble your deck from more than 300 cards and lets see who is the king of games!Other than completing the translation and fixing some card names, this is entirely the work of Mr. Martin.See you in the dueling arena!Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=203730#p203730




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Re: It's time to duel! Text based Yugioh is now available in English

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


  


Re: It's time to duel! Text based Yugioh is now available in English

Hi,To see who is connected, type ?who. You will get notified if someone enters. Type ? for help.The game is not based on any engine, it is entirely custom.Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=203744#p203744




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Re: Angelgift v1.03: the adventure begins!

2015-01-13 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: Angelgift v1.03: the adventure begins!

@Adel Lyriel, compared to other angels is quite weak. Literarily her motivation is what makes her continue on her adventure. The number of regenerations depend on her motivation. High motivation means you will have more regenerations. It is not infinite, thus with each regeneration you lose motivation.You only lose energy when you use your abilities. Anything else, like bumping into houses, walking off of a rooftop will not make you lose anything.It is very hard to complete the game without regeneration, but it is possible. Keep out of the range of the demons when they attack, so you dont have to use your shield at all. Be ready to attack them before they attack you. Perhaps the most important thing is, use your energy only when you absolutely need to and only the amount that you need. Attacks cost a lot of energy, make sure every single spell hits.@Stefan: Thank you! I think you know the answer already Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=200930#p200930




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Re: Angelgift v1.03: the adventure begins!

2015-01-12 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: Angelgift v1.03: the adventure begins!

@kruf: please redownload the game.@paddy: Lyriel did not speak during the regeneration sequence.Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=200814#p200814




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Re: Angelgift: the adventure begins!

2015-01-11 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: Angelgift: the adventure begins!

Hi,@Paddy Thank you very much!I have released v1.03. The changelog follows:* The cat got Lyriels tongue while she was regenerating in heaven. We have talked to the kitty and her tongue is back where it belongs!* Lyriel continued to flap her wings when floating upwards after changing her mind during a fall. We have explained to her that this is unnecessary effort on her part and now she stops her wing movement. She even likes it better this way!* The greater demon has reinforced all the demon shields, thus Lyriel is unable to push them upwards anymore.Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=200704#p200704




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Re: Angelgift: the adventure begins!

2015-01-08 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: Angelgift: the adventure begins!

I am not surprised. The boss certainly packs some power!Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=200265#p200265




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Re: blind runner for android

2015-01-08 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: blind runner for android

Actually, you shouldnt be  The first audio game for Android was released around 2011, if memory serves right.Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=200264#p200264




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Re: Angelgift: the adventure begins!

2015-01-07 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: Angelgift: the adventure begins!

Hi,@Phil The Angelgift page is up at http://erion.tdrealms.com/games@Jeffb See the FAQ section of the Angelgift page for the details why saving was not implemented.Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=200127#p200127




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Re: Angelgift: the adventure begins!

2015-01-07 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: Angelgift: the adventure begins!

Hi Locutus,This is all that a game developer can wish for when creating a game. Thank you in the name of the entire AG team.Im also glad that you noticed and enjoyed the more involving concepts of the game.Game on!Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=200098#p200098




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Re: Angelgift: the adventure begins!

2015-01-03 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: Angelgift: the adventure begins!

@Phil, Im going to create a proper page for the game in the near future. For now, the link can be used to download it.Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=199583#p199583




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Re: Angelgift: the adventure begins!

2015-01-03 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: Angelgift: the adventure begins!

Hi,mikerschs2 Im glad you like the game! Angelgift is meant to be a simple Christmas game, with a character who is not supposed to be a superhero. This is the reason why you cant complete the game alone, i.e. without regenerations. She is young, inexperienced. Her only fuel is curiosity and her motivation, once she realises whats going on. As a contrast, we have a far more experienced demon, who is seen as being able to move mountains if he wanted to.Lyriels pain is felt across the world, hence the screams when she gets hit. She is scared, but she is not giving up and fights with what she knows best, her positive emotions. They are not strong, but strong enough to keep the demon in check until she asks for more power (noticed the lightning strikes, have you?)The game is really not combat oriented, it cannot be with a character like Lyriel.
  Not yet, anyways Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=199615#p199615




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Re: Angelgift: the adventure begins!

2015-01-02 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: Angelgift: the adventure begins!

@Soul Keeper Please always use the latest version. The bug you explained has been fixed in 1.02.@hanif Most sound effects were custom-designed based on sounds from sound libraries. Those which were not, were also used by other game companies, including DeepSilver.@johnabreu This is the official link. It should work unless theres a dns problem while trying to access tdrealms.com. http://erion.tdrealms.com/ag_102.zipRob

URL: http://forum.audiogames.net/viewtopic.php?pid=199429#p199429




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Re: Angelgift: the adventure begins!

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


  


Re: Angelgift: the adventure begins!

@Giovani I believe there were hints given in this thread, multiple times, not to mention the complete solution. You should really read them before blaming anyone for not helping you!Have you tried the control key at different positions?Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=199184#p199184




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Re: Angelgift: the adventure begins!

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


  


Re: Angelgift: the adventure begins!

Hello,Thank you everyone for the kind words!Remember that Lyriel is supposed to be the weakest angel. Thus, anything conventional wont work when it comes to combat. Your range, thus, is smaller than the demons.Houses are meant to be helpful in the development of Lyriels character, but they are also physical obstacles. Demons always try to follow you. Try to drag them closer to you, so that they are in range and shoot. Timing and speed is very very important, especially when the lesser demons appear.The E key plays a sound in stereo to tell you how much energy you have. Remember, each time you use your abilities, your energy goes down. If it reaches 0, you will have to go back to heaven and regenerate. You can do this only a couple of times until you lose motivation to continue. Use your abilities only when you absolutely need to, Lyriel is only a fledging angel, after all.The boss is not easy. Do not stay near him when he casts his s
 pells. Blasting him wont work, but you might be able to surround him with your gifts. The bell sound indicates the middle of the area.Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=199020#p199020




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Re: Angelgift: the adventure begins!

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


  


Re: Angelgift: the adventure begins!

Hello,Ive posted v1.02 (see the first post). Now you can skip the credits and the end scenes once the game ends, either because its complete or because you lost.@hanif: Yes, his spells are meant to distract you. Remember your abilities? Use them!@Muhammad Hajjar Make sure you have the latest version!@stefan_ilioaica The up arrow makes Lyriel float.@cj89 The houses are challenging, because they are one step wide. Make sure you are always next to the house, float until you hear a woosh-like sound, let go of the up arrow, press right or left once and wait till she lands. You will get used to it in no time!Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=199028#p199028




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Re: Angelgift: the adventure begins!

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


  


Re: Angelgift: the adventure begins!

Hi,@kruf: I am not sure what you mean. Gifts do not regenerate.@hanif: You can use your shield, but you cant use your spells as you need to weaken him first. The reason why she says she needs toregenerate is because you run out of energy. Focus on your gifts!@soundworx: PureBasic.Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=199034#p199034




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Re: Angelgift: the adventure begins!

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


  


Re: Angelgift: the adventure begins!

Hi,kool_turk: Yes, you are missing something @kruf: I am not sure what you mean. Gifts do not regenerate.@hanif: You can use your shield, but you cant use your spells as you need to weaken him first. The reason why she says she needs toregenerate is because you run out of energy. Focus on your gifts!@soundworx: PureBasic.Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=199034#p199034




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Re: Angelgift: the adventure begins!

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


  


Re: Angelgift: the adventure begins!

Hey,@Dark, you are on the right path! Notice how the demon struggles, then breaks free.The music used in the game is unfortunately not available for free.Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=199098#p199098




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Re: Angelgift: the adventure begins!

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


  


Re: Angelgift: the adventure begins!

Hi,The bell marks the middle of the field, as well as the position of the boss.Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=199111#p199111




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Re: Angelgift: the adventure begins!

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


  


Re: Angelgift: the adventure begins!

Hi,@threeblacknoises You are right, a guy on the left says Yeah, its suicidal. Aka. the alcohol they are drinking/want to drink.I found one possible page where you could buy the tracks. This lists all the tracks on the album:http://www.speew.com/audio/search?q=cd=Epic+ChoirRob

URL: http://forum.audiogames.net/viewtopic.php?pid=199131#p199131




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Angelgift: the adventure begins!

2014-12-29 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Angelgift: the adventure begins!

Hi all,After more than six years of silence, I am finally back, perhaps with a bang? You decide!The time has come for me to announce the release of my long-awaited game, Angelgift!Although a bit later than expected, we still have, I hope, some remnants of the Christmas spirit lurking around.Follow Lyriel, the weakest angel in heaven as she disobeys her fellow angels, flies down to earth and investigates a mysterious coldness spreading in a tiny village.http://erion.tdrealms.com/ag_10.zipI am not exaggerating when I say that this game is the worlds most cinematic audio game ever released. All of the voice actors/actresses were top notch and I am very grateful for having the honour of working with them. Thank you, everyone!Id also like to thank all the beta testers: I know how hard it is to not share anything until it is time!Those who dislike manuals are also in for a tre
 at. The game includes a built in tutorial, hence there is absolutely no manual included. Anything beyond the scope of the tutorial is part of the challenge!Merry Christmas everyone!Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=198934#p198934




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Re: Angelgift: the adventure begins!

2014-12-29 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: Angelgift: the adventure begins!

Hi,Im not able to reproduce the crashes at the moment, nor the other testers it seems, but I will keep you updated and release a fix as soon as I get more insight into the issue.Im sorry for the inconvenience!Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=198943#p198943




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Re: Angelgift: the adventure begins!

2014-12-29 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: Angelgift: the adventure begins!

Hi,I think I have found the cause. It is an extremely rare crash which did not occur on at least 50 pcs where it was tested right after the release.I really hope we wont have anything like this again http://erion.tdrealms.com/ag_101.zipCheers,Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=198956#p198956




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Re: Angelgift: the adventure begins!

2014-12-29 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: Angelgift: the adventure begins!

Regarding scene skips, you will be able to, once you lose or complete the game.Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=198961#p198961




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Re: Angelgift Teaser

2014-10-23 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: Angelgift Teaser

I have been silent for the past couple of months, for various reasons, one of them being that if I set a deadline it is not going to happen. Now, we have no public deadline.I completely agree, the winter season is only good if we have angels around. Unfortunately, they always come with a blast. All I can say is, have a blast for this Christmas! 

URL: http://forum.audiogames.net/viewtopic.php?pid=192851#p192851




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Re: Shades of Doom Version 2.0 Public Beta Released

2014-07-02 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: Shades of Doom Version 2.0 Public Beta Released

Hi,Heres my personal opinion:Phil wrote:- Changes have been made so that sounds again represent the direction of the monster or object. After Windows Vista was introduced, sounds did not well reflect the actual position of the monsters and objects. The sounds seemed to center when the monster or object was close to the player character.It is indeed better now, however it is not 3d sound as it was when using XP.Phil wrote:- You may now use the mouse to play Shades of Doom.This is very nice, Ive been wanting to do this natively.Phil wrote:- Most of the sounds have been improved.Most of them come from Locutuss SOD 1.2 mod.Phil wrote:- The EVA has a new voice.<
 /p>ATT Crystal, if Im right. I personally think that the old EVA was much, much better.Phil wrote:- Cheat codes are included at no charge.- There was a major reworking of the engine.- Many small bugs have been fixed. These are always nice to see.While I appreciate the work put towards a new version, I personally feel that besides general maintenance and minor improvements do not justify a $10 price tag.Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=179174#p179174




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Re: Shades of Doom Version 2.0 Public Beta Released

2014-07-02 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: Shades of Doom Version 2.0 Public Beta Released

Hi,Heres my personal opinion:Phil wrote:- Changes have been made so that sounds again represent the direction of the monster or object. After Windows Vista was introduced, sounds did not well reflect the actual position of the monsters and objects. The sounds seemed to center when the monster or object was close to the player character.It is indeed better now, however it is not 3d sound as it was when using XP.Phil wrote:- You may now use the mouse to play Shades of Doom.This is very nice, Ive been wanting to do this natively.Phil wrote:- Most of the sounds have been improved.Most of them come from Locutuss SOD 1.2 mod.Phil wrote:- The EVA has a new voice.<
 /p>ATT Crystal, if Im right. I personally think that the old EVA was much, much better.Phil wrote:- Cheat codes are included at no charge.- There was a major reworking of the engine.- Many small bugs have been fixed. These are always nice to see.While I appreciate the work put towards a new version, I personally feel that general maintenance and minor improvements do not justify a $10 price tag.Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=179174#p179174




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Re: Shades of Doom Version 2.0 Public Beta Released

2014-07-02 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: Shades of Doom Version 2.0 Public Beta Released

Hi,@Sebby, I am sorry to say but if you compare Time of Conflicts update to the new SOD update, it does not make sense asking for $5 or $10. I would rather pay $10 for the ToC update, any time! Yet, we receive it for free as opposed to this SoD update.Most of the improvements that were made to the engine are not Shades related and are certainly hidden from us. They are possibly going to be used in Sarah, since Phil is holding back on the release mainly due to the engine update.What are the changes requested by the users? I dont really see anything related in Phils post.I dont mind a game being maintained, I dont mind paying for it, but I think that the price must be justified by the changes. In Shadess case, based on the public beta, I dont see anything that would make up for the price.I appreciate the work, but at the moment it really seems to me as if David wishes to get money indirectly from the engine he 
 updated, via maintaining his older games, updating them to run using the latest version.The reason I put the word maintain in quotes, is because, although the engine is updated, it is still using outdated technologies (vb6, DirectSound3D, etc). The engine along with the game, in this sense, has not been modernised.Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=179216#p179216




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Re: Shades of Doom Version 2.0 Public Beta Released

2014-07-02 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


  


Re: Shades of Doom Version 2.0 Public Beta Released

Hi,@Sebby, the problem here is that there is a price for something that should have been in existence for years. Whatever the price is, you have to agree that paying for something that does not add any significant feature to the game is really not worth it. Maybe it is just me, but if I pay for a product, I expect free maintenance and support. Paying extra for additional content, or more features is perfectly understandable, but lets be honest: there arent that many features here that anyone would pay for. This does not mean that Davids work is trivial, or nullified. He certainly spent who knows how much time on updating the engine, and adding what we have in SoD 2.0. But yet again, paying for something that does not add any visible, or significant change seems just wrong to me.As a game developer, it is my responsibility to have a maintained and supported product, especially if it is a paid one. If I add content or anything else that adds more value 
 to the game, paying for it is fine. I spent lots of time coding it, after all. But it is not the gamers fault that I used technologies that are no longer supported. It is not fair, because I will have to spend time and energy on ensuring that it is up to date, but that does not mean that the gamers will have to pay for it.If nothing else, at least make a sequel, or redesign the levels, something that would make the gamers feel that it is a slightly different game.Maybe I am alone in thinking this, I dont know. I certainly would not choose this path.Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=179255#p179255




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Re: The blind swordsman - a flash audio only game

2014-06-19 Thread AudioGames . net ForumNew releases room : robjoy via Audiogames-reflector


Re: The blind swordsman - a flash audio only game

Hi,Great news! Definitely looking forward to it!RobURL: http://forum.audiogames.net/viewtopic.php?pid=177447#p177447

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