Re: Swamp, zombie FPS by Aprone

2017-12-11 Thread AudioGames . net ForumNew releases room : truecraig via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

@Aprone, watching that vid made me want to reactivate my subscription. I loved CTF. And I think I wasn't too bad at it. It's a shame, I used to want to play it a lot, but could barely ever get a good match together. It was a genius idea adding it to Swamp, an FPS with an already active community.@WintergreenKitty: It's a good idea, I've thought about doing it too. My hesitation has been that I thought the sighted community, if you don't mind me presuming, would snub it. I haven't started broadcasting myself, but I do play games like Tekken 7 online and have started amateurishly making videos, I think I'm on the road to trying it. I think if someone else starts streaming blind games, it might bolster my confidence and help me overcome my anxiety, at least on the genre side. I'll still be socially awkward but there's no cure for that except being hurled into the limelight I guess . I'd happily live stream CTF and missions. Or even be a part of CTF tournies if anyone ever wanted to form a team with me.BTW, I'll check out your Twitch stream. I'm sort of a casual viewer so I'm just looking for the sorts of people I want to watch. Your open-mindedness is a good sign already!

URL: http://forum.audiogames.net/viewtopic.php?pid=341781#p341781





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Re: Tactical battle Demon Wars Cycle map 3 dungeon-crawl rpg released

2017-05-27 Thread AudioGames . net ForumNew releases room : truecraig via Audiogames-reflector


  


Re: Tactical battle Demon Wars Cycle map 3 dungeon-crawl rpg released

I'd just ignore the online for now if I were you. We've got... temporary infrastructure issues let's say. You can find more info on Tactical Battle hereWhen we have an actual release of 2.0, there'll be less of a need for these Dropbox links.

URL: http://forum.audiogames.net/viewtopic.php?pid=312808#p312808





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Re: Warsim, text based randomly generated stratogy

2017-04-17 Thread AudioGames . net ForumNew releases room : truecraig via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

@Niklas: Considering each turn is a year/season, I don't know if day to day tasks would factor in. What sort of things are you thinking? How mundane are we going here?

URL: http://forum.audiogames.net/viewtopic.php?pid=307394#p307394





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Re: Warsim, text based randomly generated stratogy

2017-04-16 Thread AudioGames . net ForumNew releases room : truecraig via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

@bashue: I suspected as much. So I've allowed him to retire. He now enjoys a prime spot atop a pike outside the Grand Palace of Aslona @Wastelander: If it helps track it down, this more seems to happen against anyone that you can't skirmish/raid/invade, so the undead and the pests are the two teams I've had this happen against. I thought at first it was just the undead being pretty badass, but I sent around 5k at them and they still didn't take any losses. Sending merc groups doesn't seem to suffer the same problem, I think because you can choose to skirmish, raid or invade those opponents. Just an observation.

URL: http://forum.audiogames.net/viewtopic.php?pid=307272#p307272





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Re: Warsim, text based randomly generated stratogy

2017-04-15 Thread AudioGames . net ForumNew releases room : truecraig via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

@Wastelander: I don't know if I've accidentally really angered my great general by not letting him retire, but I'm getting my butt handed to me when I really shouldn't be. Here's the result when I sent around 4k soldiers, a couple of hundred knights and some bandits at a pest group of around a couple of hundred.the skirmish was a failure and your men were slain(Pests Losses : 0)(your Losses : 4858)(Enemy has 169 men remaining)I outmatch them in every way and even used the fruit. Any ideas what I'm doing wrong here? I'm really, really unpopular if that makes any difference.

URL: http://forum.audiogames.net/viewtopic.php?pid=307151#p307151





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Re: Warsim, text based randomly generated stratogy

2017-04-15 Thread AudioGames . net ForumNew releases room : truecraig via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

@Satelander: I don't know if I've accidentally really angered my great general by not letting him retire, but I'm getting my butt handed to me when I really shouldn't be. Here's the result when I sent around 4k soldiers, a couple of hundred knights and some bandits at a pest group of around a couple of hundred.the skirmish was a failure and your men were slain(Pests Losses : 0)(your Losses : 4858)(Enemy has 169 men remaining)I outmatch them in every way and even used the fruit. Any ideas what I'm doing wrong here? I'm really, really unpopular if that makes any difference.

URL: http://forum.audiogames.net/viewtopic.php?pid=307151#p307151





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Re: Warsim, text based randomly generated stratogy

2017-04-12 Thread AudioGames . net ForumNew releases room : truecraig via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

@Wastelander: Oh! You meant a different Harlaw bug. Oops. Well yeah, that bug with Harlaw mining company can happen if the rebels protect them and you go remove the rebel garrison. It is still protected by rebels, all be it with no soldiers, and you have no way to change this, even if you wipe out the rebels altogether.Ah... I won't go too hard into it yet then  at the minute I'm discovering strategies and seeing what works for building up a decent kingdom.@Bashue, they're only supposed to be options if you're a evil or demonic kingdom... I think.

URL: http://forum.audiogames.net/viewtopic.php?pid=306794#p306794





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Re: Warsim, text based randomly generated stratogy

2017-04-10 Thread AudioGames . net ForumNew releases room : truecraig via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

Oh yeah, I forgot to mention about the Harlaw mine bug... the rebels cozied up to them so I went and gave them a bashing so there was no rebels left, but it still said it was in rebel hands. Even when I sent my entire army against the undefended mine I still couldn't take it. Glad you've fixed that one :-)I still haven't played a game to the end yet, maybe this one will be the one

URL: http://forum.audiogames.net/viewtopic.php?pid=306583#p306583





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Re: Warsim, text based randomly generated stratogy

2017-04-06 Thread AudioGames . net ForumNew releases room : truecraig via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

@Wastelander: Nice one! I never actually considered adding the Game of Thrones music, but it does make it feel more Game of Thrones like! Great work on the other fixes too. Now I understand what those lines in the file were about.. they were the factions' unique locations. And I thought they were things to find when you explore. I allied with everyone just to see all their unique locations And I have noticed other fixes generally too, like communicating with the demon overlord, which is good. I mean I can't convince him to give me more demons, but at least I can try. @Draco: Well actually, the debug menu is useful for some quick tweaks. But for more flexibility you have to get down and dirty with the save files. I started work on a quick WPF app to help me do it after I had some initial wins, but I don't know what most things do quite yet. If modding becom
 es more of a thing, then maybe that was time I could've saved. Oh well.

URL: http://forum.audiogames.net/viewtopic.php?pid=305940#p305940





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Re: Warsim, text based randomly generated stratogy

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


  


Re: Warsim, text based randomly generated stratogy

@WasteLander: Thanks! I'm having fun playing it too. I'm sure I don't remember the north being this tough in the books/films though. I've spotted another bug unfortunately. I've noticed that when you declare yourself a demonic kingdom (as I did in reaction to the demonic hoard appearing), you don't get the promised demons. Though I have noticed the demonic hoard seem to be leaving me alone for now while they're messing up the other kingdoms and bandits. Shame everyone else now detests me... oops. Should've kept quiet.Space? Mmmm... I worry I've opened up a can of worms here. I was only sort of reskinning the existing game.

URL: http://forum.audiogames.net/viewtopic.php?pid=305606#p305606





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Re: Warsim, text based randomly generated stratogy

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


  


Re: Warsim, text based randomly generated stratogy

Actually, regarding space, @DracoSelene's suggestion might work. As opposed to having to introduce some sort of sector/system/quarters schema or something like that. String replacements FTW!

URL: http://forum.audiogames.net/viewtopic.php?pid=305607#p305607





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Re: Warsim, text based randomly generated stratogy

2017-04-02 Thread AudioGames . net ForumNew releases room : truecraig via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

@Wastelander: Sure! I hope no one judges me too much for the mod as it's still a work in progress  . But I think it's fun. https://www.dropbox.com/s/37sumg8te02qu … s.zip?dl=1It's not fully done yet, I haven't crafted the faction relationships yet and the nobility of the Iron Islands and the North are yet to be done as well. I'm also going to customize the exploration location names. There's a couple of departures from cannan, I ended up starting out as a demon king, so thought Stannis was the one who might be seen as closest to a demon king due to his fanaticism for a foreign God. Granted, you have the ability to draft evil laws, which could be lots of fun, but probably don't suit his character, but I couldn't figure out where to tweak his alignment. So yeah, you're Stannis. Hence why you're on hard difficulty.One of the races was mutants, so I decided to make them the Riverlands and explain the transformation in their backstory. Feel free to give this a try and see what you guys think!Thanks for taking an interest.

URL: http://forum.audiogames.net/viewtopic.php?pid=305168#p305168





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Re: Warsim, text based randomly generated stratogy

2017-04-02 Thread AudioGames . net ForumNew releases room : truecraig via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

@Wastelander: [[wow]], there was a debug cheat for that already!I've been trying to avoid using the cheat menu, partly because up until you posted that list, I didn't know the cheats, but partly because I worry temptation will get the better of me  There's some really useful ones there though, even for making sure you get the right kind of start. Thanks!There's still a little more customizability in changing the save files, I've currently got a pretty good Game of Thrones esque setup with the 5 independents as kingdoms with their correct names, leader names, backstories, descriptive types and unit names and made sure all of them were the same race of men, some had the psychoactive men and some were barbarians. I tweaked their growth rates to reflect their environments a little too. The IronBorn, for example, I've handicapped a little with a 
 -5% growth rate, but slightly stronger peasants. I also chose to change the bandit group and mercenaries names and leaders accordingly too. And all in all I've got a pretty well-setup world. It's a fun game, too!But, I'd rather do it in the debug menu if ever they come into there. Or certainly in any custom game setup if ever that feature makes it in. Sorry if it sounds like I'm medalling too much. Also, I have to let you know that I was playing another game of Warsim and I went to have a chat with the Demon Overlord when I was getting a little beat up. I actually asked him "What can I do for the cause?", and he told me to build him some big totems and conquer everything and yada yada. But after that, it was game over. I'm guessing he killed me for being too obsequious or something, but even so it didn't say. I'm not sure if this is a bug, thought you should know though.

URL: http://forum.audiogames.net/viewtopic.php?pid=305085#p305085





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Re: Warsim, text based randomly generated stratogy

2017-04-01 Thread AudioGames . net ForumNew releases room : truecraig via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

@Draco: Interesting you mentioned mods, I've spent the day savefile tweaking to set myself up the perfect game... I'm guessing I'm not the first one. I'm trying to make my life easier for later tweaks.That being said, none of this is because the vanilla game has anything wrong with it, it's just to set things up to be a particular fantasy world to add some flavour to it all.

URL: http://forum.audiogames.net/viewtopic.php?pid=305010#p305010





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Re: Warsim, text based randomly generated stratogy

2017-03-31 Thread AudioGames . net ForumNew releases room : truecraig via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

H. I think I must've corrupted the internal text files somehow when I went looking for how to customize things. A fresh install seems to have fixed it. Nevermind. Sorry, I got curious. I do it to other games too Liking the game so far. I like the open endedness of it. One game you're a hard pushed leader fending off the advances of a fierce rebellion. The next, you're a scheming demonic uprising trying to fend off the forces of the light. In either case, moving from being on the back foot to having some kind of might of your own. I haven't reached a point where the game is too easy yet.I'm sure I'll come up with suggestions later on. The only one I can think of is the ability to name your rival factions and leaders. But then this game seems to have it's own kind of lore. I don't know.In any case, keep up the good work!

URL: http://forum.audiogames.net/viewtopic.php?pid=304852#p304852





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Re: Warsim, text based randomly generated stratogy

2017-03-31 Thread AudioGames . net ForumNew releases room : truecraig via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

I always just use NVDA's read lines commands. Just go up and down the terminal. Sometimes, you'll be moved to the end, so you'll have to go all the way to the top, but then sometimes you won't want to anyway, like after a battle, so it works out alright. I'm having save loading issues. All the time. This is my second game and I can't load my save files. I always get told I have 2 extra variables and that it's a bug and to contact the developer on Reddit (I didn't think you could as I thought it was just lots of boards and subboards and all sorts of stuff). I'm gutted... I was starting to get the hang of it and was starting to become a bit of a beast. But then I made the mistake of going to bed. Anyone have any ideas? I'd rather not start again but if I have to I will.

URL: http://forum.audiogames.net/viewtopic.php?pid=304753#p304753





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Re: Second Castaways 2 public beta

2017-03-15 Thread AudioGames . net ForumNew releases room : truecraig via Audiogames-reflector


  


Re: Second Castaways 2 public beta

@SilverMoon: I've only just started playing this too. There's two sources of information that I know of. The first I found was the readme. That's got a general getting started bit of advice in there. It doesn't go too far though. The second I've found is in the main menu, there's an About the game section, that has lots of little topics with information inside. It's a bit like a Civilopedia for Castaways 2. Hope this helps!

URL: http://forum.audiogames.net/viewtopic.php?pid=302198#p302198





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

2016-08-06 Thread AudioGames . net ForumNew releases room : truecraig via Audiogames-reflector


  


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

I'm enjoying this game, not gonna lie.Will say though, that every update, Windows tries to "Protect your computer" from. Running this on Windows 10. Is it that you need to certificate your app? Or something like that.

URL: http://forum.audiogames.net/viewtopic.php?pid=272793#p272793





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

2016-07-31 Thread AudioGames . net ForumNew releases room : truecraig via Audiogames-reflector


  


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

I'm going to try this, after all Pokemon nostalgia is rife these days.This might've already been bought up in the 1.1k posts on this thread. How are you not getting sued? Mind you, if only they'd made the games themselves accessible... well... anyway I'll leave this there.

URL: http://forum.audiogames.net/viewtopic.php?pid=271687#p271687





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Re: Castaways 2 public beta

2016-03-23 Thread AudioGames . net ForumNew releases room : truecraig via Audiogames-reflector


  


Re: Castaways 2 public beta

I'm gutted I missed the beta of this. I LOVED Castaways (and Swamp, for that matter). Oh well, c'est la vie.And to jump in on the auto-harvesting side of things, to bring up one of my favourite graphical games, Command & Conquer has that concept too. In Generals and Red Alert at least. In Red Alert, your ore trucks will go trundling off to the nearest ore patch (or ore mine in later games), fill up and return to base to unload ore, which automagically nets you some lovely credits. It's nice not to have to micromanage it. Until your mine or patch runs dry, or a pesky Terror Drone or similar comes and puts the breaks on that operation. Those Soviets are just plain rude.

URL: http://forum.audiogames.net/viewtopic.php?pid=254760#p254760





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Re: Paw Prints. A turn-based strategy roleplaying game, by Aprone.

2015-09-18 Thread AudioGames . net ForumNew releases room : truecraig via Audiogames-reflector


  


Re: Paw Prints.  A turn-based strategy roleplaying game, by Aprone.

Aprone, another great game here! I do like your strategy games, they're always interesting. And this one... frustrating. Oh so frustrating. But I will win! My insistence on sticking to normal difficulty may be my undoing. Maybe I should just lose some pride and try it on easy. But not yet.I'm feeling like my new strategy is to go all nomad and charge forward out of the cold areas, not really sticking around. We'll see how that goes. For the relationships idea, maybe it might not all be a bad thing. Maybe it can give the people involved a daily dose onto their morale score, though only if their morale is below content or something like that. To simulate the support that our loved ones can give us in troubled times. As well as the loss if you lose one of them. Keep up the good work!

URL: http://forum.audiogames.net/viewtopic.php?pid=232162#p232162




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Re: Swamp, zombie FPS by Aprone

2015-09-13 Thread AudioGames . net ForumNew releases room : truecraig via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

I'm using win 10 and trying to use Swamp, and I'm also getting something about my IE security settings. Is this a common thing?Ironic, as I don't use IE.

URL: http://forum.audiogames.net/viewtopic.php?pid=231676#p231676




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Re: Tactical battle 2.0 dev 6 released, big changes

2015-09-03 Thread AudioGames . net ForumNew releases room : truecraig via Audiogames-reflector


  


Re: Tactical battle 2.0 dev 6 released, big changes

@vcaparica: If you press ctrl+F1 in game, it will bring up the user guide. If you look under the other guides heading, there's a map making guide by Ian, that's pretty much where me and all the other map pack creators started. There's also a good guide by Allan Thompson on the same subject. HTH.@darth scorp: I'm glad you like multiplayer. It's been a lot of work to get it this far, but I thought it was worth the effort. Hopefully you all agree!I'm not done with TB 3.0 yet, there's still some shoring up I want to do on multiplayer, a few bugs I want to chase down, and of course to give people time to make some map packs for single and multiplayer, which of course is where the real fun of the game is. There's no point releasing without the cool content, right?As you say, you can turn off the battle log. I personally do, unless I'm testing something, so you can see what your opponent is doing in real time. You haven
 39;t then got that retrospective view, true, but I like it that way. Other than that, I'm not sure what else I can suggest. I'm going to make it so that the game announces that it is an opponent's turn if you have battle log on, but I'm not sure what else I can do to make that feel better. I'm not sure about the starship error, it's not something I've come across, but someone did mention it on the mailing list, but I never managed to find out from them how to make it crash for me. What did you do to make it crash?

URL: http://forum.audiogames.net/viewtopic.php?pid=230480#p230480




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Re: Tactical battle 2.0 dev 6 released, big changes

2015-08-29 Thread AudioGames . net ForumNew releases room : truecraig via Audiogames-reflector


  


Re: Tactical battle 2.0 dev 6 released, big changes

No one has officially said on list that their map has been made to either support multiplayer or has made one explicitly for it. Like I said, this release was really to get map developers making maps for it. That being said, Age of Warlords I can imagine is really good for it. Im not sure if it supports it yet though.

URL: http://forum.audiogames.net/viewtopic.php?pid=229663#p229663




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Re: Survive the Wild!

2015-08-26 Thread AudioGames . net ForumNew releases room : truecraig via Audiogames-reflector


  


Re: Survive the Wild!

@Sam, have you considered that the spammers/cheaters might be using virtual machines? That might allow them to circumvent your detection strategy. Just an idea. Not sure how youd resolve it, if that is a problem. And to the people having runtime errors in Windows 10, try changing the compatibility settings to see if that helps. If youve got a desktop icon, press the applications key on it and choose something along the lines of troubleshoot compatibility (thats what it is in Windows 7, I havent upgraded quite yet). HTH.

URL: http://forum.audiogames.net/viewtopic.php?pid=229347#p229347




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Re: Tactical battle 2.0 dev 6 released, big changes

2015-08-25 Thread AudioGames . net ForumNew releases room : truecraig via Audiogames-reflector


  


Re: Tactical battle 2.0 dev 6 released, big changes

I had no idea anyone posted about this! But Im glad to see people are excited for this.Yeah, you need the dev version to use features that are still in development. SO I should stress that this is still being worked on. Ive already started work on dev 7. The map packs and scripts included are also being worked on by their respective authors. As such, the game doesnt get shipped with any multiplayer map packs, mostly because this has only just gone to map pack creators. Im working on one myself, but I realized I need a few more features to be done first.If you look under the download a map pack option, you should see some map packs that are ready to go. Not all support multiplayer yet. Its up to the map pack author to make it so, if its appropriate.@connor142, that sounds like you both had different settings for your battle log. Under preferences, you can choose whether to read out actions as they happen, o
 r to list them out in the battle log at the end of a turn. I suspect you and he both have different settings. I couldve gone for one set experience for multiplayer, but I decided to respect peoples choice in this. Maybe I should put something about it in the user docs.

URL: http://forum.audiogames.net/viewtopic.php?pid=229233#p229233




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Re: Swamp Campaign Scripting (SCS)

2015-08-25 Thread AudioGames . net ForumNew releases room : truecraig via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

@Chris, I came to report that same bug. Guess you got there first.add item zone1 1 Broken ankle at Indie driveWill allow me to pick up an Indie drive at Indie drive.Now, Im not sure if I can wear this Indie drive, or swing it at zombies like the incredible hulk or something, but either way, its not what I thought it would do. Just thought Aprone or someone should know.

URL: http://forum.audiogames.net/viewtopic.php?pid=229234#p229234




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Re: Swamp Campaign Scripting (SCS)

2015-05-04 Thread AudioGames . net ForumNew releases room : truecraig via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

Hi Aprone, thanks for the suggestion. I gave it a try, but no luck. At first, I thought it did work and a few times after dropping off I was told to get more supplies when I hit enter again, but after a while I was able to drop off several times. The only thing I can think of that I did differently was I accidentally ended up running further into the truck. No guarantee that was what did it though. Another possibility is that its my code where Im having the allies randomly picking up (although not really) crates. Ill try turning that off and see if it has any effect. On the up side, this has cleaned up my script a little. So thanks.

URL: http://forum.audiogames.net/viewtopic.php?pid=214882#p214882




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Re: Swamp Campaign Scripting (SCS)

2015-05-04 Thread AudioGames . net ForumNew releases room : truecraig via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

Hi Aprone, thanks for the suggestion. I gave it a try, but no luck. At first, I thought it did work and a few times after dropping off I was told to get more supplies when I hit enter again, but after a while I was able to drop off several times. The only thing I can think of that I did differently was I accidentally ended up running further into the truck. No guarantee that was what did it though. Another possibility is that its my code where Im having the allies randomly picking up (although not really) crates. Ill try turning that off and see if it has any effect. On the up side, this has cleaned up my script a little. So thanks.Edit: I tried turning my allies picking up crates off and it had no effect. Then I remembered it effects me on a map that doesnt have that functionality in it anyway. Worth a try, though.

URL: http://forum.audiogames.net/viewtopic.php?pid=214882#p214882




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Re: Swamp Campaign Scripting (SCS)

2015-04-30 Thread AudioGames . net ForumNew releases room : truecraig via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

Would Aprone still check this thread? Ive got a pretty bad bug effecting me in newer versions. Well, in case he does swing by, Ill post it anyway. In my warehouse missions in my Black October campaign, Ive noticed a recent bug when you drop off crates. On the first drop off, all goes fine. You drop off, and then you have no crates in your possession. After the first lot of crates are dropped off, when you drop off, the crates still remain in your inventory. So essentially, you can stand there hitting enter and dropping off more and more crates! Kinda annoying.Here is my crate dropping off segment. Let me know if its me doing something wrong here.+-1+block while chapterNum=3 and location enter event 85,17,89,30item count cratesHeld=-Supply crateif cratesHeld=0 then say=You must pick up some supplies first// subtract the crates held from zero to see how many to strip the player ofif cratesHeld0 then set 
 var inverseCratesHeld=0if cratesHeld0 then subtract inverseCratesHeld by cratesHeld// give item with a negative number removes items from the inventoryif cratesHeld0 then give item inverseCratesHeld -Supply crateif cratesHeld0 then subtract cratesToGet by cratesHeldif cratesHeld0 then play sound items\crate.wavif cratesHeld0 then radio=[player.name] has dropped off [cratesHeld] crates. You must find [cratesToGet] more cratesif cratesHeld0 then quest=Bring [cratesToGet] more crates back to the truck// if all the crates are retrieved, move them onto the next missionif cratesToGet=0 then campaign=Black October Chapter3a.txtend eventAny help gratefully received.

URL: http://forum.audiogames.net/viewtopic.php?pid=214350#p214350




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Re: Tactical Battle 2.0

2015-04-30 Thread AudioGames . net ForumNew releases room : truecraig via Audiogames-reflector


  


Re: Tactical Battle 2.0

It should work for mp3 files. They are normal .mp3s, right?

URL: http://forum.audiogames.net/viewtopic.php?pid=214349#p214349




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Re: Tactical Battle 2.0

2015-03-27 Thread AudioGames . net ForumNew releases room : truecraig via Audiogames-reflector


  


Re: Tactical Battle 2.0

Normally, whenever people get around to writing them. I know of a few that are in progress. One of my own included.

URL: http://forum.audiogames.net/viewtopic.php?pid=210089#p210089




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Re: Swamp Campaign Scripting (SCS)

2015-02-28 Thread AudioGames . net ForumNew releases room : truecraig via Audiogames-reflector


  


Re: Swamp Campaign Scripting (SCS)

I believe from my experimentation you need to repopulate the map with zombies. Im not sure if the zombies will stay on the old map, so you might be best starting from a blank slate each time. So,remove all zombies on old mapmove to new mapadd new zombiesNot particularly elegant, I know, but scripts arent supposed to look elegant haha.And I dont think your ally would follow you, but I cant be sure. You could try it. Or if not, try jumping the ally to your location after changing maps.

URL: http://forum.audiogames.net/viewtopic.php?pid=206746#p206746




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Re: Swamp, zombie FPS by Aprone

2015-02-27 Thread AudioGames . net ForumNew releases room : truecraig via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

[[wow]], whats with all the antagonism? Well, alright, it stopped and was replaced by admiration, but it was there about a page or so back. Its not healthy.Im loving the sound of the new update. I havent had much chance to play it yet, but it all sounds good. Another update full of good new things. Hopefully this will make LMS and sniper missions more popular and get people out of their warehouses. And though I dont agree with the testing team wanting to be a closed in-group, I respect their decision. Up to them, really. One more thing... people have said about Swamp having no story. Well, yes, true. Its an MMO, so the stories are what the players make. Or, in another vain, SCS campaigns should be used as a platform to bring story to Swamp. Ive been trying. Ive got a bit of writers block with mine, but hopefully youd get the idea. It probably can be done. And I look forward to seeing what gets made wi
 th it.

URL: http://forum.audiogames.net/viewtopic.php?pid=206603#p206603




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Re: Swamp, zombie FPS by Aprone

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


  


Re: Swamp, zombie FPS by Aprone

Apologies, a long response ahead.Kyleman123 wrote:that if i think the player-base would show a bit more patience i think it will pan out better in the long run.I think most people are patient. Its a vocal minority who arent. Please dont tar us all with that brush.Kyleman123 wrote:Now you might be asking, but? but? but??? weve been waiting. weve been waiting several months and all we here is silenceSome of that might be because the testing group is a closed beta group. It is true, all we get IS indeed, silence. All people have to go on are what people who claim to be testers (or sometimes supposed friends of testers) decide to reveal and occasionally what Aprone himself reveals. There are several remedies to this if you chose to do anything about it. * Open up tes
 ting to the player base as a whole if they chose to do so, knowing that theyre testing an unfinished product. A strategy that has worked well not just for games but for several software products. See this wikipedia article section on open/closed beta for more info.* Open up the application process for becoming a tester to more than whichever tester criteria is currently being used (whether its just highest levels, playing for years and years, Aprones friends, people starting with the letter J, or whatever). Allow normal players to submit themselves as testers too, for Aprones verification. * At least have a list of who the current testers are for people to look at. So that we can not only ask testers if not Aprone if we have any concerns or queries, but can also verify the information we are given by people in the community. Of course, there might 
 be no need to do anything, but thats why theres this perceived lack of progress amongst the general player base. Remember, you see the progress, we dont until its fully progressed. Kyleman123 wrote:if Aprone so deems it, he could turn off the surver tomorrow, cut his internet, take his wife by the hand, and run off into the picturesque sun set and never be heard from again.Id like to think not! Quite apart from my love of Swamp and my respect for Aprones mad skillz, I paid for access to Aprones online offerings for a fixed period. Theres probably some legalese buried in some mandatory agreement that means that my money is forfeit regardless of whether anything I pay for is provided or not. But making a moral argument rather than a legal one, taking someones money and not fulfilling your side of the agreement is wrong. At least thats how we see i
 t in the UK. If youd said he was just going to stop developing it and go onto work on something else but left the server running, Im cool with that. Thats entirely different, and may have even been what you meant. If it is, my apologies.

URL: http://forum.audiogames.net/viewtopic.php?pid=204719#p204719




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Re: Swamp, zombie FPS by Aprone

2015-02-03 Thread AudioGames . net ForumNew releases room : truecraig via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

Sorry... more SCS blips. Im trying to use an include to separate out my warehousing code from individual campaign files. However, it wont work if I try and do this. I get: Unknown error. Main menuIf I comment out the include line, the campaign works (though it obviously lacks the helpers my system has). If I copy+paste in the contents of that file, it also works. Im trying to extract the make it work like a warehouse mission type logic into a separate file, since I would probably use it in several places. I also hope that others might find it useful, too. Eventually, Ill try and add in some customisation and such like. So it would be sort of a reusable module. Ive just got to be frugal with the variable count is all. As Im assuming the 100 variable limit is shared between campaigns and includes. Would people be interested in using this kind of thing? Or should I just shut up and keep it to myse
 lf 

URL: http://forum.audiogames.net/viewtopic.php?pid=203539#p203539




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Re: Swamp, zombie FPS by Aprone

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


  


Re: Swamp, zombie FPS by Aprone

@CAE_Jones: Great, glad its not just me having trouble with chaining. I like your truth idea, thanks! Hope you dont mind me using that to handle this particular scenario. @carlosM: I believe (from reading the Campaign guide) chaining ifs should indeed be possible, it just doesnt seem to be working right for me. But I think CAEs idea should help resolve this. Im trying to use these nested ifs to decide where to place a supply crate in a warehouse mission. I want more than a straight up 1 number per area scenario, though, as certain areas are larger and more prone to crates in warehouses than others. SO I want it to be random but weighted. I think this should do it.

URL: http://forum.audiogames.net/viewtopic.php?pid=203432#p203432




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Re: Swamp, zombie FPS by Aprone

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


  


Re: Swamp, zombie FPS by Aprone

Im not online enough to witness too much douchbaggery, really. Youll occasionally get people getting a little rowdy for lack of anything better to do. And I think thats the heart of it. Disclaimer: The following is just my opinion and may well be the ramblings of an ill-informed madman. I do hope however that I have correctly identified and explained what I perceive to be the issues. A bit of an essay ahead. Tl;Dr at the endSwamp is on a league of its own when it comes to combining gameplay, emersiveness and an online community. The fact that we have accessible iPhone games is all great and that, and thats where most accessible devs seem to be going for a headlong charge. Probably for profitability reasons - theres still no reasonably ubiquitous Windows desktop app marketplace. The iPhone games though lack community and the raw power that just comes with having more to control it with than a 4 inch touchscreen. And with that being the di
 rection that developers are flowing, fans of audio games lack choice and Swamp just really doesnt have much in terms of MMO competition IMHO. Some people are trying to do it, theres several new games on this forum that are trying to be the Call of Duty of the blind world, with varying levels of success (Ive not played many of them). So theyre going after gameplay. But community has never been the strong point of PvP FPS games, CoD and other mainstream games in particular are famed for having foul communities. Swamp, being a mostly cooperative game, again wins hands down there against the new and upcoming MMO challengers. There are other games that do community. RS Games and such are the only examples that spring to mind, though I admit Ive not kept abreast of every new audio game out there so there may be better. But theres such a difference in genre there, that it could attract completely different people. So, Swa
 mp has a pretty good position now. Thats good, right? Well, no, not quite. Some people are playing Swamp day in, day out. Theyve mastered the game to the point where they can solo the hardest missions, have all the latest gear and have seen and done it all. Now what? Some choose to help others, which is admirable. But what when theres no one to help? Theres no reasonable competition as far as an audio gaming MMO of this size, complexity and communal strength (well IMO), so playing something else isnt an appealing option. But they want to be there, to hang out online and see if anything new comes along. Boredom ensues. And boredom causes trouble. I think, at least, this is why some people are getting a little narky. As to injecting some team play back into Swamp, that would be great. Im not sure just outright incentivizing with experience for dragging people along on missions is necessarily the only way though.Heres a few sugges
 tions I can think of, feature wise that might help. Youve probably all already thought of these, Im just putting them out there in the discussion. * More Defender type missions, where it is almost impossible to solo. Sure, some level 2,000+ players probably could, but Im not sure if theres really anything you can do about them. * Cooperative campaigns: SCS is a great feature and could go far. Cooperative campaigns would allow the community to make its own cooperative adventures. Im starting to see some interesting single player SCS things happening, though most of them feel a bit like experiments. But I think its starting to grow as a feature. Long shot, granted. I dont underestimate the size of this undertaking of course, but that could be a fun and expanding thing for groups to do. Id be happy to try writing one.* Some kind of in-game events where players must work together to defeat impending threats o
 r doom, or achieve/earn something together. I saw a few before, once, where some raiders were, well, raiding on map 2. This was a 1 off event. Another was the Halloween event where people were scouring all over for pumpkins. I was working with a few others, keeping map 2 checked. We had to work together to find them for mutual gain. Of course, some people piggy-backed, but they probably werent having any fun. Things like this tend to get people involved, maybe it would get the jaded players out of their warehouses too? Okay, Ive talked enough and you probably all hate me for taking up so much space on the page. Aprone, please dont take any of this as an insult, if anything its because this is arguably one of the best of its kind that it has this problem. As for perhaps a new game coming along, as Sneak suggested. Its an idea worthy of thought at least. Though starting a game to get to this size is a daunting prospect. Tl;Dr: Perhaps
  Swamp as a community is a victim of its own success as a great gameplay and MMO experience, with not enough competition offering all that Swamp can. Theres a few things that could be tried to try to inject some team spirit back into the community and break up the 

Re: Swamp, zombie FPS by Aprone

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


  


Re: Swamp, zombie FPS by Aprone

Okay, firstly a SCS question that may be a bug or a misunderstanding on my part.Im setting a number like so:set var rand=[random/1/10]debug=[rand]if rand2 then if rand5 then radio=Something happensMy understanding is that this should execute only when rand gets set to the numbers 3 or 4. Am I right? This isnt the way its working currently.Also, regarding someone addressing the issue of storage characters and such like. How about a space in the armory on map 5? So you have to go to map 5 to begin with, something not everyones brave enough to do. Then there could be an option on the safe zone menu to store items in the armory. Even if its only 3 or 5 slots each, that could be somewhere to store each players most valuables. Just an idea I had.

URL: http://forum.audiogames.net/viewtopic.php?pid=203284#p203284




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Re: Roboid Inc.: New accessible browser game with large story feature

2015-01-24 Thread AudioGames . net ForumNew releases room : truecraig via Audiogames-reflector


  


Re: Roboid Inc.: New accessible browser game with large story feature

silverkey wrote:I agree that a turn by turn combat would be awesome. However for a browser game which is not using Java or Flash or some other plugin, this is very hard to do. You would need to ensure that each player is online (and not idle) at the same time, that they dont wander away from their browser, and then have each players browser constantly poll the server to find out what the other player did and if its your turn or youre still waiting.I havent read the whole of this thread, but you could consider SignalR to do this merely in _javascript_ with your back end code. It is indeed possible. Or sockets.io. There are ways in _javascript_ now to do this without you having to do all the heavy lifting. It would be work, I agree. But a lot less these days than it used to be and certainly not only the territory of browser plugin languages anymore.

URL: http://forum.audiogames.net/viewtopic.php?pid=202168#p202168




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Re: Swamp, zombie FPS by Aprone

2015-01-24 Thread AudioGames . net ForumNew releases room : truecraig via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

Ive got an actual bug (which I may or may not have filed through /report) and some SCS requests:I know everybody and their mother does deathbringers these days, but I did a normal warehouse mission as I was trying to help a new guy. It was against 40 normal zombies, not bitey. But low and behold, dires attacked. Im guessing this is a bug? Or is there a smaller chance of dires in normal zombies?And now onto the SCS things!Not sure if this has been asked before, but could we have the ability to set player stats: i.eset player speed=40set player Assault Mastery=50etc. A toggle on the allies weapon would be good too, to put your allies in burst fire mode for whatever reason.set ally weapon mode=1Now to really rock the boat, how about to set ally stats?And as for allies. Now we have PvP, could we have...add enemy x,y,x,y name=BigBoss gun=M240This would be awesome. Possibly a pain to code, but
  still awesome. That would open up a lot more in SCS. I intend on having some human enemies later on in the campaign Im making. Raiders will take the bulk of that force, but the odd boss character would be cool. Ive got an SCS question too. Is it possible to add new zones to a map in a campaign? Im trying to put a blocade across Carrigan Bridge on map 1. It kind of works, the tiles get changed, but I cant put a zone around it. Heres what I have// blockade across the bridgechange tile 300,188 19change tile 300,189 19change tile 300,190 19change tile 300,191 19change tile 300,192 19change tile 300,193 19change tile 300,194 19change tile 300,195 19// 214 is a new zonerename zone id=214 Blockade of cars// this kind of adding a zone to a map doesnt seem to work // guessing the syntax is a little like this, as it doesnt throw an error// add zone1 id=214 299,188,301,195Or am I barking up the wrong tree here? Cheers

URL: http://forum.audiogames.net/viewtopic.php?pid=202176#p202176




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Re: Swamp, zombie FPS by Aprone

2015-01-24 Thread AudioGames . net ForumNew releases room : truecraig via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

Ive got an actual bug (which I may or may not have filed through /report) and some SCS requests:I know everybody and their mother does deathbringers these days, but I did a normal warehouse mission as I was trying to help a new guy. It was against 40 normal zombies, not bitey. But low and behold, dires attacked. Im guessing this is a bug? Or is there a smaller chance of dires in normal zombies?And now onto the SCS things!Not sure if this has been asked before, but could we have the ability to set player stats: i.eset player speed=40set player Assault Mastery=50etc. A toggle on the allies weapon would be good too, to put your allies in burst fire mode for whatever reason.set ally weapon mode=1Now to really rock the boat, how about to set ally stats?And as for allies. Now we have PvP, could we have...add enemy spot x,y,x,y name=BigBoss gun=M240This would be awesome. Possibly a pain to code
 , but still awesome. That would open up a lot more in SCS. I intend on having some human enemies later on in the campaign Im making. Raiders will take the bulk of that force, but the odd boss character would be cool. Ive got an SCS question too. Is it possible to add new zones to a map in a campaign? Im trying to put a blocade across Carrigan Bridge on map 1. It kind of works, the tiles get changed, but I cant put a zone around it. Heres what I have// blockade across the bridgechange tile 300,188 19change tile 300,189 19change tile 300,190 19change tile 300,191 19change tile 300,192 19change tile 300,193 19change tile 300,194 19change tile 300,195 19// 214 is a new zonerename zone id=214 Blockade of cars// this kind of adding a zone to a map doesnt seem to work // guessing the syntax is a little like this, as it doesnt throw an error// add zone1 id=214 299,188,301,195Or am I barking up the wrong tree here? Cheers

URL: http://forum.audiogames.net/viewtopic.php?pid=202176#p202176




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Re: Swamp, zombie FPS by Aprone

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


  


Re: Swamp, zombie FPS by Aprone

Sorry for a double post, Aprone, but Ive found a SCS bug.If I launch my campaign where I at some point get given an M60, use it, then restart the campaign and do something to earn an M40. If I equip, crouch and fire my sniper rifle, it will start with more than one round in it. Ive had up to 100 rounds in the M40. Which is an awesome weapon! But slightly game breaking. Ive also had this happen with all different weapon classes... brownings with 14 rounds in, etc. This doesnt effect multiplayer (believe me Ive tried), Thought you should be aware of this one.I still like all the work youre putting into this to make it a great game. Please dont get disheartened with all the bug reports.

URL: http://forum.audiogames.net/viewtopic.php?pid=199608#p199608




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Re: Swamp, zombie FPS by Aprone

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


  


Re: Swamp, zombie FPS by Aprone

Sorry for a double post, Aprone, but Ive found a SCS bug.If I launch my campaign where I at some point get given an M60, use it, then restart the campaign and do something to earn an M40. If I equip, crouch and fire my sniper rifle, it will start with more than one round in it. Ive had up to 100 rounds in the M40. Which is an awesome weapon! But slightly game breaking. Ive also had this happen with all different weapon classes... brownings with 14 rounds in, etc. This doesnt effect multiplayer (believe me Ive tried), Thought you should be aware of this one.

URL: http://forum.audiogames.net/viewtopic.php?pid=199608#p199608




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Re: Swamp, zombie FPS by Aprone

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


  


Re: Swamp, zombie FPS by Aprone

Yes, I know you hardcore guys want a reset, but if thats the case like others have said, I want a warning so I dont waste time grinding to crawl up levels.

URL: http://forum.audiogames.net/viewtopic.php?pid=199607#p199607




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Re: Swamp, zombie FPS by Aprone

2014-12-28 Thread AudioGames . net ForumNew releases room : truecraig via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

I like the idea about randomising the weapons you start with in CTF. It would offset people pooring points into particular weapon classes. It would also make things more interesting in general.I... kind of like the boosts idea. Cautiously anyway. It does mean though that your character then doesnt have a play style so much as run around and play with the boost you get. I mean, sure, we could have everyone have the same stats... but like Aprone said it would be a bit vanilla. At the same time, Ive been against players where 1 or 2 shots from their sport rifles would kill you outright. Which sucks. Maybe... when youre in the holding area, you can spend a set amount of points to set your stats. Maybe once per mission? I dont know. Just a thought. That way, you still get everyone with the same amount of points, but there is variety in the strategies. I think. CTF is a tricky beasty to get right and Aprone may well be tweaking this ve
 rsions down the line if it remains popular (which I hope it does). Ok, to move on from CTF:Low level warehouse mission rewards are pretty low right now. I just tried a 10 crate with fierce zombies and barely got the same amount as I used to for a 10 crate when there were no dires or amorphouses. I know on one end of the scale youve got guys getting millions of xp and rep in their missions, but on the other end you wont always get that much for a mission unless you throw in deathbringers. Is that the servers thing where it will nerf rewards when a mission type is seeming to be too easy?I also have a SCS request. Could we have an event for when a menu is closed? Preferably one that would also catch skills and armour menus closing too.

URL: http://forum.audiogames.net/viewtopic.php?pid=198857#p198857




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Re: Swamp, zombie FPS by Aprone

2014-12-27 Thread AudioGames . net ForumNew releases room : truecraig via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

Pvp in CMM would be fun. Youd have to watch out for zombies though...

URL: http://forum.audiogames.net/viewtopic.php?pid=198737#p198737




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Re: Swamp, zombie FPS by Aprone

2014-12-25 Thread AudioGames . net ForumNew releases room : truecraig via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

Id be surprised if Aprone shared those calculations, as it would mean that people might game the system. I could be wrong, though. In which case it would be nice to know roughly what the reward will be before playing a mission. Sorry to slip a feature request in there hehe

URL: http://forum.audiogames.net/viewtopic.php?pid=198542#p198542




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Re: Swamp, zombie FPS by Aprone

2014-12-23 Thread AudioGames . net ForumNew releases room : truecraig via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

[[wow]], Aprone, great work! This looks a huge and awesome update. Ive not had much play time in it yet (had to come out as I overwrote my keys file). But I have noticed that when switching between weapons of the same class, theres a slight lag. Say, for example, Im going for my Remington, theres a second or so before it switches guns between the sport rifles. Does this tie up with what you mentioned in the changelog? I love love love the sound of CTF. I do slightly worry about what you say about an art form though in it. Eventually, the power players will develop unbeatable strategies and it will degenerate into who can implement that winning strategy first. I hope that this doesnt become the case and theres room for ingenuity as in other shoot em ups with CTF. Im yet to play one, but I think the strategy Id have gone for youve already mentioned, and I dont wanna be a mere copycat. Guess I
 ll have to use my brain after all Looking forward to trying out this bad boy. Again, you probably hear it a lot, but keep up the great work. Theres a whole lot of us that appreciate it.

URL: http://forum.audiogames.net/viewtopic.php?pid=198325#p198325




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Re: Swamp, zombie FPS by Aprone

2014-12-23 Thread AudioGames . net ForumNew releases room : truecraig via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

True, and youre probably right, having tried a couple myself now (lots of fun). There are a fair few ways to play and nothing stands out as a cheap winning strategy. You can give yourself advantages, but its just that. Chances are people might let you off not doing Swamp stuff over the festive period  were not evil. Well, not all of the time. Fighting zombies keeps it in check. That being said if you wanted to update it, we wouldnt stop you 

URL: http://forum.audiogames.net/viewtopic.php?pid=198338#p198338




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Re: Audio Game Kit 1.0 released

2014-10-31 Thread AudioGames . net ForumNew releases room : truecraig via Audiogames-reflector


  


Re: Audio Game Kit 1.0 released

Ok, to cover for already existing programmers out there. Why would I use your library rather than my own? I need to hear a bit more about what youre offering.

URL: http://forum.audiogames.net/viewtopic.php?pid=193534#p193534




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Re: Swamp, zombie fps by Aprone

2014-10-28 Thread AudioGames . net ForumNew releases room : truecraig via Audiogames-reflector


  


Re: Swamp, zombie fps by Aprone

@grryfindore, thanks, sorry Ive only just seen your offer. CarlosM has already invited me, but thank you. I already contributed my start to a campaign as well as playing some of the other good ones in there I think its maps that are multiplayer, not campaigns, BTW.

URL: http://forum.audiogames.net/viewtopic.php?pid=193233#p193233




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Re: Swamp, zombie fps by Aprone

2014-10-19 Thread AudioGames . net ForumNew releases room : truecraig via Audiogames-reflector


  


Re: Swamp, zombie fps by Aprone

Hi all.A boring carjourney where I chose playing around with Swamp single player over transcribing work related things (what a choice) lead to me experimenting with creating campaigns. Its great fun! I quite enjoyed it. Maybe what Im writing will come to fruition if I keep at it. However, Im having a problem. Well, a couple, which are stopping me from making the sort of single player campaign that would keep me occupied.Firstly, and this may be something Im doing wrong, in spite of what both the change log (3.3) and the campaign guide say, raiders dont appear to be usable in SCS. Which is a shame. I tried to add raiders to my map, as follows. add spot southAreaX1,southAreaY1,southAreaX2,southAreaY2 raider=waveAmountBut no gun toating brigandish raiders appear on my map. Using amorphous also doesnt work. But normal does. Putting this line to see if anything has been added:debug=[total.zombies]Retur
 ns 0Is this something I did wrong? Or is it a known bug?Secondly, Im using m4 as my map (Im not used to the map maker enough yet). As soon as me and my squad of allies leave the safe zone, if theyre on aggressive. Theyll start shooting at zombies non-stop. Which is good, except these zombies are on the opposite end of the map. They arent hitting anything at that range (understandably). These zombies are well out of range. Is it possible to adjust an allys perception range? Or again, am I doing something wrong?P.S. I know theres a mysterious cabal of people who have all the best campaigns. Ive just never tried getting hold of campaigns until now. What do I have to do to infiltrate them? 

URL: http://forum.audiogames.net/viewtopic.php?pid=192535#p192535




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Re: SoundRTS mod: Blitzkrieg

2014-09-14 Thread AudioGames . net ForumNew releases room : truecraig via Audiogames-reflector


  


Re: SoundRTS mod: Blitzkrieg

@sid512: I take your point about the economics. Thats been the hardest thing to balance. I might try tweeking the numbers a bit to see if maps can sustain a player for a bit longer. @shuteye, I think he means the use of the word mana, if Im not mistaken. And hes probably right. I just cant think what else to call it right now. Special, maybe? Or countdown?Ok, sure, Ill upload it as a zip file. Thats what I did at first, but people on the SoundRTS mailing list said that they didnt know what to do with it, so I made it into an installer to do it all for them. Heres a link to the zip. Its just got the Blitzkrieg mod in the mods folder and the Allied and German campaigns in the single folder. So you can just go ahead and extract it into your SoundRTS folder. Bare in mind that youll still need version 1.12 alpha 9, though. https://dl.dropboxusercontent.com/u/540 … zkrieg.zipI believe something that will help with users getting mods is coming or has come in version alpha 10 that is being developed right now. So fingers crossed you wont need to manually download zip files for much longer. Thanks for your feedback all!

URL: http://forum.audiogames.net/viewtopic.php?pid=189268#p189268




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SoundRTS mod: Blitzkrieg

2014-09-13 Thread AudioGames . net ForumNew releases room : truecraig via Audiogames-reflector


  


SoundRTS mod: Blitzkrieg

Hi all, Im not sure if a mod belongs here, but this felt like the best fit for it. Sorry if I was wrong.Following on from the success of the CrazyMod expansion to SoundRTS, Ive decided to try my hand at a total conversion mod as well. The end result was the Blitzkrieg mod. Blitzkrieg, as you might guess, takes place during World War II. As a result, the gameplay might feel a little different to vanilla (unmodified) SoundRTS. Currently, there are 3 sides. The Allies, Germany and the USSR. They should all feel unique but in their own way balanced (if thats not the case, let me know!). This mod requires SoundRTS 1.12 alpha 9. The following link will take you an installer for both SoundRTS 1.12 alpha 9 and Blitzkrieg pre-configured and ready to go. https://dl.dropboxusercontent.com/u/540 … taller.exeThe campaigns so far are at a starting level, Im waiting to get feedback before I expand on them and make more missions. There is currently 1 mission each for the Allies and German campaigns. These missions should be good to go and hopefully challenging enough. As for multiplayer, I currently dont have a computer that could function permenantly as a server, but Id be very happy if someone else who did would be happy to host one, if they felt this mod was worth a server running. This is just something Ive been developing in my own time, but I hope you guys like it.

URL: http://forum.audiogames.net/viewtopic.php?pid=189107#p189107




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Re: SoundRTS mod: Blitzkrieg

2014-09-13 Thread AudioGames . net ForumNew releases room : truecraig via Audiogames-reflector


  


Re: SoundRTS mod: Blitzkrieg

Yes. Some are official designations and some are coloquial names. I should probably decide for one or the other, really.

URL: http://forum.audiogames.net/viewtopic.php?pid=189115#p189115




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SoundRTS mod: Blitzkrieg

2014-09-13 Thread AudioGames . net ForumNew releases room : truecraig via Audiogames-reflector


  


SoundRTS mod: Blitzkrieg

Hi all, Im not sure if a mod belongs here, but this felt like the best fit for it. Sorry if I was wrong.Following on from the success of the CrazyMod expansion to SoundRTS, Ive decided to try my hand at a total conversion mod as well. The end result was the Blitzkrieg mod. Blitzkrieg, as you might guess, takes place during World War II. As a result, the gameplay might feel a little different to vanilla (unmodified) SoundRTS. Currently, there are 3 sides. The Allies, Germany and the USSR. They should all feel unique but in their own way balanced (if thats not the case, let me know!). This mod requires SoundRTS 1.12 alpha 9. The following link will take you an installer for both SoundRTS 1.12 alpha 9 and Blitzkrieg pre-configured and ready to go. https://dl.dropboxusercontent.com/u/540 … taller.exeThe campaigns so far are at a starting level, Im waiting to get feedback before I expand on them and make more missions. There is currently 1 mission each for the Allies and German campaigns. These missions should be good to go and hopefully challenging enough. As for multiplayer, I currently dont have a computer that could function permenantly as a server, but Id be very happy if someone else who did would be happy to host one, if they felt this mod was worth a server running. You will find a readme.html file in the Blitzkrieg mods folder where you install the game, that will give you details on how the sides differ and more.This is just something Ive been developing in my own time, but I hope you guys like it.

URL: http://forum.audiogames.net/viewtopic.php?pid=189107#p189107




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Re: SoundRTS mod: Blitzkrieg

2014-09-13 Thread AudioGames . net ForumNew releases room : truecraig via Audiogames-reflector


  


Re: SoundRTS mod: Blitzkrieg

@keyIsFull, thats by design, so that you cant go expanding your base beyond what you have. Since its the first mission of the campaign, I thought Id introduce more technology as the campaign goes on. But I dont really explain it anywhere in the introduction, so I could probably do that. Sorry. If it makes you feel any better, the other side cant have workmen either @sid512, already done. Though as you dont build airfields, you call in squads of fighters or bombers from your air command centers or bomber command centers, respectively, who appear for a short amount of time before leaving.

URL: http://forum.audiogames.net/viewtopic.php?pid=189182#p189182




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Re: Swamp, zombie fps by Aprone

2014-09-13 Thread AudioGames . net ForumNew releases room : truecraig via Audiogames-reflector


  


Re: Swamp, zombie fps by Aprone

Not to mention the expensive pricepoint for anything with an apple logo, i.e a Mac to develop it on. Walled gardens and all that. That and controlling it on an iPhone just wouldnt feel right.

URL: http://forum.audiogames.net/viewtopic.php?pid=189184#p189184




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