Re: [Audiogames-reflector] Alter Aeon May 2014 Update

2014-05-05 Thread AudioGames.net ForumNew releases room: Dark


Re: Alter Aeon May 2014 Update

Yep keyisful, I'm quite aware I could ask people for favours with armor etc, but I was more thinking in terms of whether druid would be a fun class to level in terms of activities. While it looks more fun than mage for that it doesn't seem I'll get much mileage out of rune carving things, at least not until very high levels.URL: http://forum.audiogames.net/viewtopic.php?pid=174109#p174109

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Re: [Audiogames-reflector] Alter Aeon May 2014 Update

2014-05-05 Thread AudioGames.net ForumNew releases room: Dark


Re: Alter Aeon May 2014 Update

Hmmm, that's less good Victorious. I've been a little disappointed that I spent several practices to learn the clerric enchant armor spell, but comparatively little melee armor is enchantable, this combined with the fact it'll likely be a very long time until I get petraglif and probably won't be wearing much by way of wood or none necromantic bone gear won't be that helpful, indeed I don't currently use bone blade because my holy weapon is much more powerful and I'd be willing to bet that the Dace of Moran isn't runable either. It's actually a shame the druid can't create rings or pendents just for the purposes of having runes carved on them the way they can make spell staffs, or maybe have a chalm bracelet you could create different runic or totemic chalms for, , sinse I actually enjoy the fact that by using spells to create armor and weapons I simplify some of the equipment balancing I need to do by having some slots alre
 ady covered by my spells, plus of course I get the fun of maintaining those spells, finding enough teeth etc.Balancing equipment is never something I enjoy much in rpgs, I'd rather be out there exploring and reacting to what my enemies throw at me, than sitting around comparing stats on every peace of armor I run across.URL: http://forum.audiogames.net/viewtopic.php?pid=174101#p174101

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Re: [Audiogames-reflector] Alter Aeon May 2014 Update

2014-05-05 Thread AudioGames.net ForumNew releases room: Dark


Re: Alter Aeon May 2014 Update

Hmmm, that's less good Victorious. I've been a little disappointed that I spent several practices to learn the clerric enchant armor spell, but comparatively little melee armor is enchantable, this combined with the fact it'll likely be a very long time until I get petraglif and probably won't be wearing much by way of wood or none necromantic bone gear won't be that helpful, indeed I don't currently use bone blade because my holy weapon is much more powerful and I'd be willing to bet that the Dace of Moran isn't runable either. It's actually a shame the druid can't create rings or pendents just for the purposes of having runes carved on them the way they can make spell staffs, sinse I actually enjoy the fact that by using spells to create armor and weapons I simplify some of the equipment balancing I need to do by having some slots already covered by my spells. balancing equipment is never something I enjoy much in rpgs, I&
 #039;d rather be out there exploring and reacting to what my enemies throw at me, and gathering the wherewithall to kee my magical gear going than sitting around comparing stats on every peace of gear.URL: http://forum.audiogames.net/viewtopic.php?pid=174101#p174101

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Re: [Audiogames-reflector] Alter Aeon May 2014 Update

2014-05-04 Thread AudioGames.net ForumNew releases room: Dark


Re: Alter Aeon May 2014 Update

Actually I do know what you mean. While clerric gives me buffs and healing, and warrior lets me beat things up, I actually have a lot of fun with the necro skills that require managing teeth, soulstones and corpses.While it seems some of the druid spells are rather like the mage or clerric ones, (indeed I learnt ice fog, blizard and earthquake back when they were clerric spells), the runes, totem carving and herb brewing, not to mention animal control look rather fun. Only one question, what do you exactly calve runes into? At the moment sinse I'm pretty much in melee most of the time, I'm wearing the best armor that gives me hit and damage bonuses, most of which doesn't come with wood, and indeed using necro bone armor and occasionally shields (though I somtimes forgo the shield to have the jab skill), not to mention the dace of moran which always seems the best weapon available for pure damage.I probably don't have eq slots free to ware r
 andom rune enchanted things, indeed I don't believe spell staff would be useful to me at the moment, though if the scrimshaw skill could be used to runify a bone shield that could be a nice combination, although of course all of these are very much long term ideas sinse as it's currently my sixth class it'll take a long time to level druid even past mage to be my fifth, let alone if I wanted it as my fourth instead of thief, particularly because I do plan to level mage to 7 to get the fly spell which I want for exploration purposes.URL: http://forum.audiogames.net/viewtopic.php?pid=174047#p174047

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Re: [Audiogames-reflector] Alter Aeon May 2014 Update

2014-05-04 Thread AudioGames.net ForumNew releases room: Dark


Re: Alter Aeon May 2014 Update

Sounds good. I particularly like the sound of the boat changes (sinse last time I got my boat out I couldn't find anywhere to land at all or anywhere to navigate to), and I also like the idea of a put all/get all command (it'll make handling my soulstones much easier). I'll also look forward to news of this new game and of steller aeon.Could you give some more impressions of what druids do? I always like classes that have their own activities, indeed I've enjoyed necro for the minians and creating undead, which was why I switched it with thief to be my third rather than fourth class, and with the herb gathering and bone and rune carving I think Druid might be a more fun 4th class than mage. Of course I could create a fresh druid character but with all the time and trouble I've put into Thelok I don't really want the hassle of two characters on the go at once, plus I don't think I'd have time to play both of them efficien
 tly.URL: http://forum.audiogames.net/viewtopic.php?pid=174031#p174031

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Re: [Audiogames-reflector] Two new releases from choiceofgames

2014-05-04 Thread AudioGames.net ForumNew releases room: Dark


Re: Two new releases from choiceofgames

Hi Jason and welcome to the forum. I'm very glad that option has been added, chrome access is tricky at best and lots of people who don't own iphones or android phones have wanted to play these. I'll update the entry in the database accordingly.URL: http://forum.audiogames.net/viewtopic.php?pid=173994#p173994

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Re: [Audiogames-reflector] Two new releases from choiceofgames

2014-05-03 Thread AudioGames.net ForumNew releases room: Dark


Re: Two new releases from choiceofgames

Well Grryf it the games are possible to buy online and play in a browser of your choice that is awsome and will be of help to lots of people who don't want to tangle with chrome or have an Iphone.Could you let people know how this works? is there an account system? As regards games generally, I think as they said in the announcement that they sometimes put games on their site before they're available in ios etc when they're beta testing, then make the formal announcements to the  mailing list and what not when all the bugs are knocked out.I have certainly noticed that their demos are pretty liniar which is another reason I tend to prefer actually buying the games on Ios myself if I want to play them, for example if I remember rightly in the demo of choice of the star captain only the miliary career is open to you, where as in the full game you can go and work for the military, become a hauler or try crime, though I've not tried those t
 wo alternatives yet. Actually i need to play more of the choiceof games generally sinse there is loads of good stuff I just haven't tried yet.URL: http://forum.audiogames.net/viewtopic.php?pid=173910#p173910

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Re: [Audiogames-reflector] Braillemon status update!

2014-05-03 Thread AudioGames.net ForumNew releases room: Dark


Re: Braillemon status update!

I didn't actually realize there was an official blogand website for the game, (I have viewing of sigs turned off on the forum to make reading people's posts easier), but if so that would certainly be a good option to find the latest version, thanks for letting me know.URL: http://forum.audiogames.net/viewtopic.php?pid=173909#p173909

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Re: [Audiogames-reflector] Two new releases from choiceofgames

2014-05-02 Thread AudioGames.net ForumNew releases room: Dark


Re: Two new releases from choiceofgames

Unfortunately not. There are some free demos and games on their site that can be played in any web browser, however the only way on windows to play their full games is buy them in the chrome web store and play them in chrome, which is not very accessible. They are however extremely playable on Ios or android, indeed even the free games are better to play on Ios sinse you can save them.URL: http://forum.audiogames.net/viewtopic.php?pid=173853#p173853

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Re: [Audiogames-reflector] Braillemon status update!

2014-05-02 Thread AudioGames.net ForumNew releases room: Dark


Re: Braillemon status update!

I agree I've not kept uptodate with this one but would very much like to try the game and see where things are now, but am not sure about wading through over 400 posts to try and find a link. Perhapsdaigonite could do as Aprone has done with several of his games that have very long onrunning topics and edit her first post in this thread to always have the latest download link in it. That way it would be much easier for people to try the game quickly without having to scour the topic, and also insure that people always can find the link to download the latest version without it being swamped in lots of game discussion.URL: http://forum.audiogames.net/viewtopic.php?pid=173840#p173840

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Re: [Audiogames-reflector] Braillemon status update!

2014-05-02 Thread AudioGames.net ForumNew releases room: Dark


Re: Braillemon status update!

I agree I've not kept uptodate with this one but would very much like to try the game and see where things are now, but am not sure about wading through over 400 posts to try and find a link. Perhapsdaigonite could do as Aprone has done with several of his games that have very long onrunning topics and edit her first post in this thread to always have the latest download link in it. That way it would be much easier for people to try the game quickly without having to scour the topic, and also insure that people always can get the latest version.URL: http://forum.audiogames.net/viewtopic.php?pid=173840#p173840

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[Audiogames-reflector] Two new releases from choiceofgames

2014-05-02 Thread AudioGames.net ForumNew releases room: Dark


Two new releases from choiceofgames

I got this today from choiceofgames. I don't know if either of these are more my genre so I'll probably try other of the choiceofgames first, indeed there are many I haven't played, but still their stuff is generally pretty good even in different genres. Download "NOLA Is Burning" and "Choice of the Rock Star" today for iOS, Android, or the Chrome Web Store for Windows, OS X, and Linux.Is this email not displaying correctly?View it in your browser. Choice of GamesToday, Choice of Games is proud to announce two new games. First, NOLA Is Burning, the latest in our popular “Choice of Games” line of multiple-choice interactive-fiction games, is now available for iOS, Android, and, via the Chrome Web Store, Windows, OS X, and Linux.Second, we’re announcing that Choice of the Rock Star is now available for iOS, Android, and the Chrome Web Store.NOLA Is BurningNOLA Is Burning: A blood-soaked New Orleans noir thriller!Your boss, The Bull, the most dangerous gangster in New Orleans, has a job for you. Rescue your kidnapped lover–officially The Bull’s lover, but unofficially yours–before dawn. Slaughter everyone who stands in your way, including other gangsters, cops, and the Triad, as you slink across the underbelly of New Orleans.NOLA Is Burning is a blood-soaked interactive noir thriller where your choices control the story. The game is entirely text-based–without graphics or sound effects–and powered by the vast, unstoppable power of your imagination.Will you outwit your enemies or take it to the mattresses with your trusty sawtooth? Will you earn respect as NOLA’s most infamous headcrusher, or will you retire to Mexico on a huge pile of cash? To be honest, you’ll probably die. But in NOLA, death is just the beginning. Your character, your choice: play as a man or a woman, straight or gay! Make deals with the cops, a Voodoo priestess, the leader of the local Triad, or a fallen priest. Mix old world magic and advanced technology in a fight to the death, and beyond. More than 70,000 words of interactive fiction, 15,000 words on every run through the game. Choice of the Rock StarChoice of the Rock Star: Rock your way to the top of the ’80s charts!Rock your way to the top of the ’80s charts in this interactive tale of music and mayhem! But beware, mischievous managers, fickle fans, and gossiping groupies stand between you and rock immortality. Will your band tear itself apart? Will you flame out on national television? Or will you build a legacy that stands the test of time?Choice of the Rock Star has been unofficially available for a while now, but it’s an extremely complex game with many different paths to success, so it took us a little while to shake out all of the bugs. We think it’s in ship shape, now, and ready for you to rock out.Please Spread the WordWe hope you enjoy playing NOLA Is Burning and Choice of the Rock Star. We encourage you to tell your friends about them, and recommend our games on StumbleUpon, Facebook, Twitter, and other sites. Don’t forget: our initial download rate determines our ranking on the App Store. Basically, the more times you download in the first week, the better our games will rank.Postscript: Way Walkers: Tangled PathsJ. Leigh, author of Way Walkers: University and Way Walkers: University 2, has written a novel, Way Walkers: Tangled Paths, published by Red Adept Publishing. You can buy it in paperback or as an ebook from Amazon, Barnes & Noble, Kobo, or the iBookstore.Twelve Ways create a thousand tangled paths.Hatched from an egg but unable to shift into dragon form, Jathen is a moot among the Tazu. His rightful throne is forbidden him because of his transformative handicap, and neither his culture nor his religion offer acceptance of his supposed flaws. Driven by wounded anger, Jathen strikes out across the vast world beyond Tazu borders, desperate to find a place where he feels accepted and whole.Though he travels with the most trusted of companions, sabotage and conspiracy soon strike his quest. Jathen and his allies must struggle against man and magic alike, at the mercy of forces beyond their ken.As Jathen presses further from everything he once knew, his questions of belonging are surrounded by those of identity, loyalty, and betrayal. Where will the path of his destiny lead, and will he follow, or fall?URL: http://forum.audiogames.net/viewtopic.php?pid=173839#p173839
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Re: [Audiogames-reflector] The blind swordsman - a flash audio only game

2014-05-02 Thread AudioGames.net ForumNew releases room: Dark


Re: The blind swordsman - a flash audio only game

I've had no luck starting this one at all. When I click the flash object below where it says "blind swordsman" II get to a page asking me for logue in information and something about some game called league of angels. When I click the link above I get very loud music and a flash panel. I will look more later when I have some time, but given the amount of people that seem to have trouble with this stupid thing Might I suggest someone contact the developers and asks for some propper lables to start the game and maybe some shortcut keys for the menue buttons so people are no longer having to scrabble around an unlabeled flash pane having to click and hope. It's actually quite ironic that the one group of people who are having the most trouble playing a game called blind swords man are blind people. Then again, I saw an Ios game clled blind adventurer that was entirely graphical .URL: http://forum.audiogames.net/viewtopic.php?pid=173822#p173822

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Re: [Audiogames-reflector] Alter Aeon March Update

2014-04-30 Thread AudioGames.net ForumNew releases room: Dark


Re: Alter Aeon March Update

I rather like mix and matchwith the classes, albeit some skill groups like the theif shadow stuff or offensive mage or necro spells I've just not bothered with. I also like things I can experiment with which is why I intend to try bruing and maybe some of the druid things eventually, indeed I'm tempted to try switching mage and druid around in class order, heck I enjoy my necro minians even though necro is my third class. That is one thing I like in alter, your not locked out of trying different things by your class,URL: http://forum.audiogames.net/viewtopic.php?pid=173626#p173626

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Re: [Audiogames-reflector] Alter Aeon March Update

2014-04-27 Thread AudioGames.net ForumNew releases room: Dark


Re: Alter Aeon March Update

If people are looking at the newbie quests, there are some very handy guides on the alteraeon website, and indeed links to some  audio  playthrus as well. Regarding Arcase, well that was largely why I stopped in about 2012, sinse I was just getting board of going  through the swamps, viking raid, the dragontooth graveyard and if I felt brave the wyvern forest again and again and again, then everytime I wanted to try  anywhere around above level 24 getting killed and losing my xp. With doing all the lower level areas like the archipelligo and craftrigger castle it's got me some good levels  meaning places like the wyvern forest aren't as much instantly a death setenceplus there are other areas  like northshore town and the monastery that I've yet to finish all the quests in which is good. I've also  noticed that microlevels have been instigated at lower xp amounts which helps as well sinse it means I'm not ca
 rrying around too much xp.Of  course me being a solo player probably expands the problem a little sinse I imagine areas like blackwater hollows are easier in groups, though I'll have to wait for more necro levels for that to work.URL: http://forum.audiogames.net/viewtopic.php?pid=173399#p173399

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Re: [Audiogames-reflector] Alter Aeon March Update

2014-04-26 Thread AudioGames.net ForumNew releases room: Dark


Re: Alter Aeon March Update

Well socheet, to be exactly correct the sounds come from Oriol Gomez   MushZ soundpack, though Dentin has configured the mud to output lots of handy   triggers which MushZ can then use as well as cutting down on non essential text  from the mud and including some very handy map substitutes in text.Of course things like good game balance, interesting zones and fun things on the mud to do are all the responsability of Dentin and the other builders of the game, while cool background music and some nice functions in MushZ such as the  in built trigger keys  like alt x to show experience.Alteraeon would be a fun mud either way, but MushZ just makes it that much better. the only thing I'm sorry about is that I never got into using MushZ or  playing alter earlier than I did, and even when I  enquired about playing methods back in around 2005 all I was told about were jaws scripts for Mushclient, (nobody told me there 
 was a sapi option).Never mind, at least it is all documentated now and I can make up for time. Indeed  while I admit I did get a little frustrated with having to go through the  same areas of arkase  again and again and again to try  and build experience, all the new areas are  great and giving me quests and exploring to do which is awsome. Also, I think the  some of the recent tweaks to warrior are making my battling much better, sinse warrior is my second class.URL: http://forum.audiogames.net/viewtopic.php?pid=173287#p173287

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Re: [Audiogames-reflector] Alter Aeon March Update

2014-04-26 Thread AudioGames.net ForumNew releases room: Dark


Re: Alter Aeon March Update

Well socheet, to be exactly correct the sounds come from Oriol Gomez   MushZ soundpack, though Dentin has configured the mud to output lots of handy   triggers which MushZ can then use as well as cutting down on non essential text  from the mud and including some very handy map substitutes in text.Of course things like good game balance, interesting zones and fun things on the mud to do are all the responsability of Dentin and the other builders of the game, while cool background music and some nice functions in MushZ such as the  in built trigger keys  like alt x to show experience.Alteraeon would be a fun mud either way, but MushZ just makes it that much better. the only thing I'm sorry about is that I never got into using MushZ or  playing alter earlier than I did, and even when I  enquired about playing methods back in around 2005 all I was told about were jaws scripts for Mushclient, (nobody told me there 
 was a sapi option).Never mind, at least it is all documentated now and I can make up for time. Indeed  while I admit I did get a little frustrated with having to go through the  same areas of arkase  again and again and again to try  and build experience, all the new areas are making things much more fun!URL: http://forum.audiogames.net/viewtopic.php?pid=173287#p173287

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Re: [Audiogames-reflector] Advanced Fallen Worlds

2014-04-23 Thread AudioGames.net ForumNew releases room: Dark


Re: Advanced Fallen Worlds

I like the sounds of the card list fixes sinse while I tried the old game and had no trouble with the mouseovers, I always had problems telling who's cards in play were who's, which made learning the game a bit difficult especially when there were so many cards to choose from.I'll see if I get on better with the newer layout you mention sinse I expect that knowing how many cards in play rather than wandering through five different copies of the same fire imp will help a lot. Actually it sounds like they did take on board on access suggestions which  several people made about the old game, so awsome on that score.URL: http://forum.audiogames.net/viewtopic.php?pid=173059#p173059

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Re: [Audiogames-reflector] Choose your own CaveVenture

2014-04-22 Thread AudioGames.net ForumNew releases room: Dark


Re: Choose your own CaveVenture

Great, I look forward to trying this out and seeing what the new  content involves. I do agree with frastlin though, a good name for the game might be helpful, particularly since to people who know the style choose your own adventure is very different being a basic interactive story with no rpg mechanics or random generation. I like lost, but that's been used in a tv series, so how about something like lost caves, lost in the dark, lost caverns or the like.Another approach might be to take off rogue, and name it after the main character, call it wanderer or explorer.URL: http://forum.audiogames.net/viewtopic.php?pid=172886#p172886

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Re: [Audiogames-reflector] Choose your own CaveVenture

2014-04-22 Thread AudioGames.net ForumNew releases room: Dark


Re: Choose your own CaveVenture

Great, I look forward to trying this out and seeing what the new  content involves.URL: http://forum.audiogames.net/viewtopic.php?pid=172886#p172886

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Re: [Audiogames-reflector] Kerkerkruip 9 released

2014-04-15 Thread AudioGames.net ForumNew releases room: Dark


Re: Kerkerkruip 9 released

Okay Dan, I just gave the hyperlinks a quick test. They're  actually really helpful sinse as I said above I can just click on each of them with  Supernova's virtual curser, which is slightly quicker even than using the numbers. There were also no  alterations to the general reading of the menus either which was good. so, if you want to make the hyperlinks part of the screen reader setting you'll get no complaints from me.URL: http://forum.audiogames.net/viewtopic.php?pid=172104#p172104

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Re: [Audiogames-reflector] Kerkerkruip 9 released

2014-04-15 Thread AudioGames.net ForumNew releases room: Dark


Re: Kerkerkruip 9 released

Okay Dan, I just gave the hyperlinks a quick test. They're  actually really helpful sinse as I said above I can just click on each of them with  Supernova's virtual curser, which is actually slightly quicker even than using the numbers. There were also no  alterations to the actual reading of the menus either which was good. so, if you want to make the hyperlinks part of the screen reader setting you'll get no complaints from me.URL: http://forum.audiogames.net/viewtopic.php?pid=172104#p172104

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Re: [Audiogames-reflector] Kerkerkruip 9 released

2014-04-14 Thread AudioGames.net ForumNew releases room: Dark


Re: Kerkerkruip 9 released

Well I personally like winglulx, sinse it cuts screen clutter and even has a sapi output mode, although until  they fix the speech interupt issues Sapi is a bit annoying to use and it's easier just to user Supernova's virtual curser. I'm not sure on Gargoil sinse it's not an interpreter I've tried, but if hyperlinks would work in Winglulx that would be handy, sinse as I emulate mouse clicks with the virtual curser it'd make navigating menus that bit easier, indeed there are some games which are accessible entirely by use of this method.Regarding I frotz,   while I own  a bluetooth keyboard for my Iphone,  I don't tend to carry it around so haven't tried if on the Iphone yet. However if you ever do create an Ios version that would be good, though I'm quite aware   porting stuff to Ios isn't either easy or cheap,so if it doesn't work out don't panic.A wiki would be nic
 e indeed.URL: http://forum.audiogames.net/viewtopic.php?pid=172097#p172097

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Re: [Audiogames-reflector] Kerkerkruip 9 released

2014-04-14 Thread AudioGames.net ForumNew releases room: Dark


Re: Kerkerkruip 9 released

Hi. [[wow]], can't wait to try this one myself, as Aaron said it is afantastic to get an update and I agree with Grryf about the extras. Regarding the status bar, well I personally don't tend to bother with it myself, but it doesn't really cause an issue either, not like the pannels. i'll also check the menue to see what it looks like.Edit: okay, tried a game and it is distinctly more interesting though I've not quite got how this flow business works or what the best way to use religion is yet but we'll see. Lost my first game annoyingly sinse that dam druid got lucky on two health, then again I came across no armor or ways to identify scrolls which was irritating. I'll have another try though,As to the numerical menu that is awsome, indeed I recommended the developer of Eamon deluxe use something similar, so no trouble with access there. I personally rather like the status bar at the top of the screen, s
 inse in Winglulx I'm reading with a virtual curser and it's easy enough to check when needed.The thing I would like, partly for access but mostly for laziness is a txt or other readable file copy of the game's in game help, particularly the awards section, sinse having to first look up the number and then hit enter and then read the text then look up another number etc is not the most efficient way when you want to just skim something with a screen reader. This isn't an issue with the menus so much as a general thing with screen readers and skim reading, indeed some developers of accessible games give a standard windows help system menu and a txt copy for that reason, just because if you want to  read the hole thing as opposed to look stuff up it's far easier to do it continuously. of course if the help files are all deep in the code it's not a big deal at all, it's just me being lazy . Btw, an ios version would be fantastic.URL: http://forum.audiogames.net/viewtopic.php?pid=172040#p172040

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Re: [Audiogames-reflector] Kerkerkruip 9 released

2014-04-14 Thread AudioGames.net ForumNew releases room: Dark


Re: Kerkerkruip 9 released

Hi. [[wow]], can't wait to try this one myself, as Aaron said it is afantastic to get an update and I agree with Grryf about the extras. Regarding the status bar, well I personally don't tend to bother with it myself, but it doesn't really cause an issue either, not like the pannels. i'll also check the menue to see what it looks like.URL: http://forum.audiogames.net/viewtopic.php?pid=172040#p172040

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Re: [Audiogames-reflector] Time of conflict 2.0 major upgrade!

2014-04-12 Thread AudioGames.net ForumNew releases room: Dark


Re: Time of conflict 2.0  major upgrade!

I can't wait to try this one myself, and Violinist, simulations in stratogy would be fantastic and just the saort  of thing I've personaly been waiting for. I myself enjoyed the original Toc and have been waiting for this  for just as long. As regards getting to grips with things, well one thing I wil say that impressed me about the original game was the context sensative map view. It's the first time I've seen a game where actually my lack of spacial coordination isn't a problem, sinse it's always possible to find closest objects, get distance reports etc, so you don't have to tangle with the actual spacial comprehention of the map too much.URL: http://forum.audiogames.net/viewtopic.php?pid=171946#p171946

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[Audiogames-reflector] Time of conflict 2.0 major upgrade!

2014-04-11 Thread AudioGames.net ForumNew releases room: Dark


Time of conflict 2.0  major upgrade!

This message was  recently set  to the audeasy list, and I am thinking people wil really! want to know about this, indeed I can't wait until the weekend when I can try it myself.About Time of Conflict.It is a strategy game that can be used by both the visually impaired and sighted. The goal of the game is to subdue the enemy and capture all of the cities.When a city is captured it will begin producing forces that may be used against the enemy.Time of Conflict 2.0 is now released. You may download it from:http://www.GMAGames.com/toc20008.exeFor the next week it will be treated as a public beta to ensure there is nothing major that was missed during its release. Everyone has 21 days to put it through its paces before the evaluation period expires.Time of Conflict 2.0 is significantly bigger and better than version 1.0. The new features are:Now supports NVDA, Window Eyes, Jaws, Hal, Super Nova, and MS-SAPI.Supports multi-player gaming (test version).The game now supports your choice of turn-based or real-time play.Two new UDF's are available: a Trek-like space, and a world consisting of medieval unit types.There are many new maps available.You can play with or against any combination of up to four computer forces as opponents or as allies.We have greatly expanded the map building capabilities.There is now a World building wizard for more convenient UDF creation,The world building (UDF) capabilities have also been greatly expanded.There are new operators to allow you to automatically follow and attack an enemy.You now have the ability to set patrol routes for your units.There are many more unit operators to make tasks easier.There are many more unit types in the default World War II world.You have the ability to create lists which summarize units into cells, cells into water and land masses, water and land masses into a map summary, and the ability to do the reverse by obtaining details from these summaries.You have the option to set up your initial FORCES AT START OF PLAY FOR some developed MAPS.You have the ability to define and use terrain. terrain can affect unit attacks and movement.You can now obtain much more information about maps and units.There is now A console mode to create lists for those who prefer to type text commands rather than typing several single keystroke commands.There are now keystroke commands to jump to recent enemy actions.You can now press Enter to  set focus to the location of a stated enemy action while reviewing history. and there is much more.We will be also releasing a new on-line ordering and key replacement system in the next few days. At that point we will discuss how you can obtain a free upgrade to version 2.0, or how you can go about ordering the game.The multi-player version of Time of Conflict will be available for testing by all users who have ordered version 2. It appears to be relatively bug free, but some of the beta testers felt that it needed to be opened up to larger numbers of users before it can be determined how well it works.Many new changes will be introduced over the next little while, and so I would appreciate it if people let me know of any problems or typos.  Unless it is major, a private message to supp...@gmagames.comwould be the best way to report on these problems.Regards,David Greenwooddavidgreenw...@gmagames.comURL: http://forum.audiogames.net/viewtopic.php?pid=171819#p171819

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Re: [Audiogames-reflector] First person shooter for the blind - working title "Nightfall"

2014-04-10 Thread AudioGames.net ForumNew releases room: Dark


Re: First person shooter for the blind - working title "Nightfall"

Hi. Interesting   thoughts on the game, however I wonder if you have perhaps considdered what has already been done in this  area and specifically what sound kews etc have been used. For example, constant environmental wall sounds have tended to be a little more confusing in most games and somewhat irritating, what has been used previously have been a  combination of echo sounds and  directional sonar. Similarly, enemy detection as Rory said doesn't tend to have to work by a constant sonar which can  often make aiming in the game rather too easy.  In  Swamp for example (probably the most extensive online fps done in sound),  you need to hear by enemy footsteps and zombi grunts, Road to rage (which is a pvp focused game), has a similar feature.While ambient  noise objects are very useful for environment cluses it is usually better to have these in a corner or similar, as was shown in the game Shades of doom
  by Gma games. Of course there aren't that many audio fps games, (I can think  of about 5 thus far), however the ones we have have developed some pretty stable methods for audio navigation, especially in Swamp. Perhaps you could considder looking at some of those and the way they work and then going from there to create a unique game.Certainly there is a need for more fps games in audio (heck there is a need for most everything in audio other than space invader clones), however it'd obviously be better to build on what has been tried  before and thus expand the genre rather than going over old ground again as regards audio detection etc.I really hope development goes well and I look forward to trying the game.URL: http://forum.audiogames.net/viewtopic.php?pid=171799#p171799

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Re: [Audiogames-reflector] Star traders rpg for IOS accessibility update

2014-04-09 Thread AudioGames.net ForumNew releases room: Dark


Re: Star traders rpg for IOS accessibility update

well I do have Ios 7.1, though I don't know enough about the os to say whether that makes a difference or not, indeed there may have been some vo updates in the Os that I missed. I've also not noticed too much of a massive battery drain either, and indeed have taken some long journies recently so I likely would have. Then  again I keep my Iphone plugged in a lot and only use the batteries when I have to,  although I run them down to zero every couple of weeks to keep them up to going too.Anyway, simply flicking the percentage slider  for ships to different values then going one  flick right would give me the ship descriptions for all the starting ships.URL: http://forum.audiogames.net/viewtopic.php?pid=171655#p171655

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Re: [Audiogames-reflector] Star traders rpg for IOS accessibility update

2014-04-09 Thread AudioGames.net ForumNew releases room: Dark


Re: Star traders rpg for IOS accessibility update

Funny dan, with the new update it seemed the ship  descriptions on the startup screen were okay.I agree  about the conflict screen though, fixing that  will be a good thing. I'm also looking forward to the point you can get more info from the planet  navigator screen, sinse I would very much like to know what factions different planets belong to.URL: http://forum.audiogames.net/viewtopic.php?pid=171632#p171632

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Re: [Audiogames-reflector] Star traders rpg for IOS accessibility update

2014-04-09 Thread AudioGames.net ForumNew releases room: Dark


Re: Star traders rpg for IOS accessibility update

Well  Grryf, as I said reading the descriptions of ships on the player select screen was something I noticed was fixed in the update, so if you haven't downloaded it yet you won't have that, ditto with the correct lables on the bridge and other game screens. As to a ship designer, I've never seen anything like that. The only in ap purchices in the game store are to upgrade to elite if you bought the free  version, and to automatically unlock all the equipment that is otherwise only  unlocked through achievements.I did actually buy this in order to help support the developer, particularly sinse some of the unlocks are damnably difficult.Apparently there are more access fixes and lables to come, including the faction conflicts and navigator screens, but I did tell the devs we appreciated what they were doing with the game.URL: http://forum.audiogames.net/v
 iewtopic.php?pid=171610#p171610

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Re: [Audiogames-reflector] Star traders rpg for IOS accessibility update

2014-04-08 Thread AudioGames.net ForumNew releases room: Dark


Re: Star traders rpg for IOS accessibility update

I haven't seen a ship designer in the Ios version yet, and I know android is their primary platform of development so hopefully we'll see such things in Ios soon.URL: http://forum.audiogames.net/viewtopic.php?pid=171540#p171540

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Re: [Audiogames-reflector] Star traders rpg for IOS accessibility update

2014-04-08 Thread AudioGames.net ForumNew releases room: Dark


Re: Star traders rpg for IOS accessibility update

Just in case people missed it, star traders now recieved an update which (apart from adding some interesting new ships), also improves vo performance a lot,  particularly as regards buttons lables.  Now, the "zoom out" button says zoom out, ditto with bridge, exit, urban etc  which makes the game much easier to play.URL: http://forum.audiogames.net/viewtopic.php?pid=171522#p171522

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Re: [Audiogames-reflector] Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

2014-04-01 Thread AudioGames.net ForumNew releases room: Dark


Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

I suspect that's more to do with them just not updating than blog than anything drastic happening with the game. When it's released they'll likely let everyone know one way or another, heck they will likely anounce on this forum.URL: http://forum.audiogames.net/viewtopic.php?pid=171022#p171022

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Re: [Audiogames-reflector] Smugglers 5 invasion released

2014-03-31 Thread AudioGames.net ForumNew releases room: Dark


Re: Smugglers 5 invasion released

Well that is slightly odd sinse I have recieved replies from that address, though I  suspect if it was a bug report niels just logged it for future squashing. The duelist  issue is indeed a bug and Niels reports it'll be fixed in next update. As to combat difficulty, well more balancing is apparently going to happen with some abilities  to make them more useful, and also apparently the dart isn't the best of fighter ships to take on larger vessels, particularly because Niels reports that the Jalkath are intended to be slightly tougher than the federation, (I'll have to try a jalkath game and see how things go). So we'll see how the update goes, I suspect it'll prove that in invasion you need to do more in the way of capturing ships of the same class as you but better stats, that though will be also more interesting when more ships get added to the game in the background stories update.URL: http://forum.audiogames.net/viewtopic.php?pid=170808#p170808

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Re: [Audiogames-reflector] Smugglers 5 invasion released

2014-03-29 Thread AudioGames.net ForumNew releases room: Dark


Re: Smugglers 5 invasion released

Well I've finally installed the game and  am trying it out, however I'm slightly irritated with how hard it is to take on a bigger ship class than yours. In s4 this was too easy, but in s5 it was madeharder, however in s5 invasion it seems near impossible. i'll be doing fine, using all my evasion abilities then either get hit with an ecm resistant misile, or get hit with a  salvo of four shots in a row and  have 80 percent of my shields gone in one turn. This also sort of frustrates the point of upgrading all your ship systems, sinse    what is the  point in buying upgrades when you can already take on ships the same class as you, you might as well just work up to the next ship upgrade instead.Edit, okay I've now ground my way up to a corvet upgrade, and yee gods, Ecm resistance is just no!  fair! it wouldn't be so bad if it cost more action points,  however the fact that enemies can use it on th
 e same turn as throwing a missile is just irritating! I must confess    the game is rather annoying me at the moment sinse the combat seems way unfair in terms of what the enemies are  allowed to do.Edit 2: okay, niels states that duelist is pretty much manditory as the first combat skill. It's very annoying but I'm going to start again and choose that, at least if it helps me fight off bigger ships I should be able to make more money quickly.URL: http://forum.audiogames.net/viewtopic.php?pid=170600#p170600

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Re: [Audiogames-reflector] Smugglers 5 invasion released

2014-03-29 Thread AudioGames.net ForumNew releases room: Dark


Re: Smugglers 5 invasion released

Well I've finally installed the game and  am trying it out, however I'm slightly irritated with how hard it is to take on a bigger ship class than yours. In s4 this was too easy, but in s5 it was madeharder, however in s5 invasion it seems near impossible. i'll be doing fine, using all my evasion abilities then either get hit with an ecm resistant misile, or get hit with a  salvo of four shots in a row and  have 80 percent of my shields gone in one turn. This also sort of frustrates the point of upgrading all your ship systems, sinse    what is the  point in buying upgrades when you can already take on ships the same class as you, you might as well just work up to the next ship upgrade instead.Edit, okay I've now ground my way up to a corvet upgrade, and yee gods, Ecm resistance is just no!  fair! it wouldn't be so bad if it cost more action points,  however the fact that enemies can use it on th
 e same turn as throwing a missile is just irritating! I must confess    the game is rather annoying me at the moment sinse the combat seems way unfair in terms of what the enemies are  allowed to do.URL: http://forum.audiogames.net/viewtopic.php?pid=170600#p170600

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Re: [Audiogames-reflector] Smugglers 5 invasion released

2014-03-29 Thread AudioGames.net ForumNew releases room: Dark


Re: Smugglers 5 invasion released

Well I've finally installed the game and  am trying it out, however I'm slightly irritated with how hard it is to take on a bigger ship class than yours. In s4 this was too easy, but in s5 it was madeharder, however in s5 invasion it seems near impossible. i'll be doing fine, using all my evasion abilities then either get hit with an ecm resistant misile, or get hit with a  salvo of four shots in a row and  have 80 percent of my shields gone in one turn. This also sort of frustrates the point of upgrading all your ship systems, sinse    what is the  point in buying upgrades when you can already take on ships the same class as you, you might as well just work up to the next ship upgrade instead.URL: http://forum.audiogames.net/viewtopic.php?pid=170600#p170600

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Re: [Audiogames-reflector] Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

2014-03-28 Thread AudioGames.net ForumNew releases room: Dark


Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

They certainly can't try the same  project again with less of a goal, once it's over it's over with kickstarter. They can however try another, though how similar or different that has to be from the first I don't know.URL: http://forum.audiogames.net/viewtopic.php?pid=170539#p170539

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Re: [Audiogames-reflector] Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

2014-03-28 Thread AudioGames.net ForumNew releases room: Dark


Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

Well Marketing for any independent developer is getting harder these  days, which is  why even established indi devssuch as Niels bauer have problems.  My issue  with kickstarter isn't what the money was used for, simply the amount, particularly since kickstarter is an all or nothing deal, indeed this is likely why donating to their aps would help. Either way I agree with Aaron, and hope they will create more games in the future.URL: http://forum.audiogames.net/viewtopic.php?pid=170475#p170475

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Re: [Audiogames-reflector] Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

2014-03-27 Thread AudioGames.net ForumNew releases room: Dark


Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

Myself I think they over estimated the amount  from kickstarter and the time needed. practically Vi gaming doesn't generate much  cash, and though there are certainly of people in the community who will contribute, your not talking   ten thousanddollars. That is one reason I suggest in ap  purchices as a way of generating income sinse  then you are not reliant only on  support either from the Vi community, or from some random press releases through social media gaming sights such as penny arcade that are  already glutted with news and projects.URL: http://forum.audiogames.net/viewtopic.php?pid=170343#p170343

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Re: [Audiogames-reflector] Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

2014-03-26 Thread AudioGames.net ForumNew releases room: Dark


Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

Well this won't be the first project I've seen not get it's kickstarter  funding for having too large a total for the community, it's a shame really. I still do hope the game gets developed and will certainly buy it when it comes out.  Perhaps Somethinelse could have some in ap purchice support awards in their games instead? stuff that doesn't do a lot but supports their development and future  games, say selling a package of  voice acting outtakes for  their adventure games for 5 usd.I'd gladly  do this to support the game, and it might be better than relying on a limited time, limited audience  all or nothing kickstarter.URL: http://forum.audiogames.net/viewtopic.php?pid=170233#p170233

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Re: [Audiogames-reflector] Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

2014-03-25 Thread AudioGames.net ForumNew releases room: Dark


Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

Well I'm looking forward to trying the game when it comes out, sinse while it is true arcade games have a limited life span, at the same time I'd like to see something a bit more   substantial for Ios than bopit  clones when it comes to action games, one reason I bought sixth sense, though if their other  title are anything to go by this will leave sixth sense way in  the dust.URL: http://forum.audiogames.net/viewtopic.php?pid=170139#p170139

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Re: [Audiogames-reflector] Smugglers 5 invasion released

2014-03-23 Thread AudioGames.net ForumNew releases room: Dark


Re: Smugglers 5 invasion released

Well the trouble is those ship icons aren't specifically labeled, and while Supernova can hit them as part of  the column  view I don't  really use the information or even find it too necessary.Boarding isn't a problem sinse there is no problem boarding and then retreating, and  if your boarding a ship of a similar class to you  provided your crew has the right composition you should be okay, and there is always the option to retreat.About the only information you really need is what the enemy ship's special ability isand you can get that from the manual.URL: http://forum.audiogames.net/viewtopic.php?pid=169836#p169836

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Re: [Audiogames-reflector] Smugglers 5 invasion released

2014-03-22 Thread AudioGames.net ForumNew releases room: Dark


Re: Smugglers 5 invasion released

Well Adoby X was okay if you got the accessible one, I'm not sure about later versions sinse I usually convert streight off anyway. thanks for the convertionSneak. Regarding similarities in the manual, well they arevery much the same in some parts, but have differences, for example info on the Jaukath and on different ship types. I'll be installing the game tomorrow and very much am looking forward to trying it out.URL: http://forum.audiogames.net/viewtopic.php?pid=169785#p169785

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Re: [Audiogames-reflector] Smugglers 5 invasion released

2014-03-22 Thread AudioGames.net ForumNew releases room: Dark


Re: Smugglers 5 invasion released

Well I've noticed that issue with the s5 patches too, sinse I personally always install games into my c:\fun program files folder to keep them away from serious programs and so I have a folder to mess about  in (again, curse post xp windows for not letting people  install things where they want).  Either way what I do is simply move the patch installer to the folder where I want it to install, then take out the address and it installs where the patch is, which works fine.I have been a little busy today with a production, but I'll certainly see about installing the game later tonight or maybe tomorrow.URL: http://forum.audiogames.net/viewtopic.php?pid=169745#p169745

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Re: [Audiogames-reflector] wayfar1444, a colonization/strategy futuristic mud

2014-03-22 Thread AudioGames.net ForumNew releases room: Dark


Re: wayfar1444, a colonization/strategy futuristic mud

@Fastfinge, I wouldn't mind that situation however no crafting weapons would also make it dam hard to complete ranger goals on a peace planet. Also bare in mind there are practically speaking infinite resources. If  you and I were both mining inert metal on the same  square it'd make no practical difference, the metal would give the same to both of us and would appear and runout at the same time, indeed sinse each biome type cycles resources  in the majority of cases there wouldn't be need to share squares at all.. About the only   serious issue is building on your land, and this could be solved by a symple claime  system, say by crafting a claime beacon and dropping it on squares you wish to build on.Btw with  pronowns I'd suggest either A,  both with  a slash, eg she/he, his/hers etc, or B, simply using  there's. i did once read a story by Frederik pohl which replaced all gende
 r  language with ee,  ee's and mm, and use hemale and shemale instead of usual terms like male and female (it also used the general Kid instead of boy or girl when referring to a child), but sadly our language hasn't  got that far .URL: http://forum.audiogames.net/viewtopic.php?pid=169743#p169743

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Re: [Audiogames-reflector] wayfar1444, a colonization/strategy futuristic mud

2014-03-22 Thread AudioGames.net ForumNew releases room: Dark


Re: wayfar1444, a colonization/strategy futuristic mud

To be honest,   defense is not what I am talking about. Defense systems are for people who want to attack and be attacked. If people want to do that, fair enough and the mechanics should be there. I'm thinking however  simply an opt out system. When a person is opted for pvp, they can attack or hiack buildings controlled by other human players, and like wise get their stuff attacked. When not opted for pvp, nobody can attack your buildings or vehicles, and you can't attack other people's. That is it! not a defense system, not something that could be got around by an  all powerful  player, simply a  decision about what kind of game you want.with all the complex and really interesting exploring and crafting in the game, there is plenty to do without pvp for those who don't want it, however as I said I don't see why people who don't want to participate in pvp should have their game wrecked by people who do.
 URL: http://forum.audiogames.net/viewtopic.php?pid=169687#p169687

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Re: [Audiogames-reflector] Football Chairman

2014-03-22 Thread AudioGames.net ForumNew releases room: Dark


Re: Football Chairman

Thanks for letting us know fastfing. I confess however while I am familiar at least with the rules of Football sinse it's very  difficult to live in the Uk and  not be, I'm not really anymore familiar with teams or players or the like either sinse sport just isn't something that interests me. However, I know there are football fans on this forum who may well really like knowing about this one, and it's great that it works with vo. This is one reason I've tended not to give db pages for online sports management games like cricket manager or hatric, though I have played the real time sports games.URL: http://forum.audiogames.net/viewtopic.php?pid=169682#p169682

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Re: [Audiogames-reflector] Smugglers 5 invasion released

2014-03-21 Thread AudioGames.net ForumNew releases room: Dark


Re: Smugglers 5 invasion released

Good news for everyone, there have been some new updates both to s5 invasion and the earlier s5 cessession including some updates to blind compatibility mode.I'll Repost the mail and changes below. Also, niels is a nice chap sinse he has been kind enough tsend me some download links for the game's setup files, so now I can play invasion this week ha ha!Anyway, here's the official mail: Smugglers 5 - New update (V. 1.2b) !!Last week we´ve released a big stand-alone expanion for Smugglers 5 ("Smugglers 5: Invasion") and a new update to version 1.2 for the original game.Especially the revised ship combat system in the expansion Smugglers 5: Invasion is worth a look!Smugglers 5: Secession and Smugglers 5: Invasion have both today received a smaller update to version 1.2b, which fixes some few issues.You can download the update from our website http://www.nielsbauergames.com/updates.htmlThe fullversion for sale and the demo have been updated on our server.You can find a full list of all changes at the bottom of this email. Smugglers 5: Invasion - A new stand-alone expansionSmugglers 5: Invasion starts where the original game ended. After years of civil war, the Federation finally emerged victorious, crushing all rebellion. The galaxy looked forward to a period of peace, a chance to repair the damage of a long and bitter war.Then came the Jalkath, a new alien race. To the humans, they looked much like the tigers of Old Earth, and they soon proved themselves to be every bit as cunning and dangerous. The newcomers were swift and brutal in their assault, deploying terrifying weapons and subjugating entire systems before their victims even knew what was happening. The Federation has rallied a defence against the invaders, and now both sides struggle for dominance.A selection of the most important new Features of the Expansion:• A new, playable alien race (the Jalkath) with new skills and professions.• Revised ship to ship combat. The skill bar at the bottom now randomly selects a “deck” of available skills, giving the game more diversity. The “deck” changes during combat.• Six new alien star systems• Exploration stories revised and new stories added to many systems.• More than 10 new alien ships and squadrons, ranging from fighters to capital ships.• Carriers added to the game with unique abilities – launch bombers, interceptors and escort vessels.• Introducing new race-dependent news broadcasts and events.• 20 new skills, including some that limit the skills available to your enemies. Existing skills have been revised to suit the new combat system and new ships.• Conquering the enemy’s home system will immediately win the war.• Artificial intelligence improvements• The two main game screens now have a higher display resolution.There's a ship in the hangar and the stars are calling to you. Don't keep them waiting.Get the game at: http://www.nielsbauergames.com Get the game on Steam!Please vote for the games to be released on Steam by clicking on the "YES" button on the Steam Greenlight page at:Smugglers 5: Invasionhttp://steamcommunity.com/sharedfiles/filedetails/?id=237691523Smugglers 5: Secessionhttp://steamcommunity.com/sharedfiles/filedetails/?id=100928089 What´s new in version 1.2b?Smugglers V. 1.2b:- Bug fixed: When reaching Admiral rank there was a missing file error message.- Bug fixed: Patrol and similiar missions showed a wrong second nav point.- Bug fixed (only happened in Smugglers 5: Secession): There was a not fitting button displayed on the galaxy map.Smugglers 5 V. 1.2:- Balance change: EMP resistance duration has been increased by 1 turn to 3 turns total- Balance change: For the free trader and smuggler professions the skill "recharge" is moved to the start of the skill tree- Balance change: Enemy traders (rookies and following experience classes) get the shield boost skill- Balance change: Enemy traders (rookies and following experience classes) get the recharge skill- Balance change: Enemy traders (rookies and following experience classes) lose the scattergun skill- Balance change: Enemy military (intermediate and expert classes) get the skill EMP resistance- Balance change: Enemy accuracy reduction has been removed.- Balance change: Anti-mine ECM efficiency has been increased, AP required has been reduced.- Balance change: Emergency shield engines speed has been doubled and given a small evasive bonus.- Balance change: Enemy AI has been improved to better make use of ship´s special abilities and (own-)missile protection skills- Balance change: There are much less enemy targets on your radar when you are in a highly secured system like your capital.- Balance change: The smuggler profession starts off with the recharge combat skill instead of Focused Shield.- Balance change: Great victories in fleet battles (= when you keep most of your fleet alive and destroy the enemy fleet completely) give less victory points (but still very much!).- Balance c

Re: [Audiogames-reflector] Smugglers 5 invasion released

2014-03-21 Thread AudioGames.net ForumNew releases room: Dark


Re: Smugglers 5 invasion released

No the galaxy map is really only useful for looking at each individual system for it's prices etc.  I'll see about putting a text map together, but in the mean time your best option is to save the game, find where systems are, and then restart from where you saved.URL: http://forum.audiogames.net/viewtopic.php?pid=169531#p169531

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Re: [Audiogames-reflector] wayfar1444, a colonization/strategy futuristic mud

2014-03-20 Thread AudioGames.net ForumNew releases room: Dark


Re: wayfar1444, a colonization/strategy futuristic mud

It is just this sort of thing that sort of puts me off muds, indeed I'd much rather play without  any other players at all . the day my stuff gets attacked or hacked or whatever is the point I quit. This is always what's put me off trying miriani, sinse I love the look of some of the exploring crafting and fighting systems, but I just don't want some scumbag ruining my progress for no reason.Nothing bad has happened thus far, so hopefully things are okay on wayfar. I've now completed ranger and retiree, have built a lot of buildings and  am having a go at  botanist.the only thing that slightly gets me is I have built a truck for purpose of carrying resources but can't load it. If I try load x into truck, (or all the  variants of the truck hame), I'm told "it isn't here" If I try
  put x in truck, I get messages saying I drop the v various items, but   they're still in my inventory not in the truc. However, if I try unload x from truck I'm told the cargo hold is empty. I'm hoping to catch the admin online sinse I believe this to be a bug.Regarding damage, well shock baton was enough to get through most creatures, and got me ranger. I might look at some more high tech weapons later, though right now that isn't a major  priority sinse I'm more interested in exploring and building.URL: http://forum.audiogames.net/viewtopic.php?pid=169445#p169445

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Re: [Audiogames-reflector] Smugglers 5 invasion released

2014-03-20 Thread AudioGames.net ForumNew releases room: Dark


Re: Smugglers 5 invasion released

Well as I said report the bugs to the developer, I'm only sorry I can't see more of the game myself. As to Battleships and starbases, well in s5 and s4 the option to atack the starbase should  appear in any system under attack, ie, one where you can do combat missions to influence the war. You need a battleship sinse the attack on the starbase is a fleet battle, and it's also a good idea to blow up as much of the enemy as possible otherwise the fleet you will  encounter will be massive.URL: http://forum.audiogames.net/viewtopic.php?pid=169419#p169419

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Re: [Audiogames-reflector] Smugglers 5 invasion released

2014-03-19 Thread AudioGames.net ForumNew releases room: Dark


Re: Smugglers 5 invasion released

@Drg, what  Sneak said is right. The menue for your crew both in boarding combat and hiering is the same, just remember the order of  numbers officers, crew, pirates, mariness, battle droids, and you can see your  crewand how many enemy crew officers etc are opposing you towards the  bopttom.  about skills Other than needing to hit right click to  check skill requirements and in some cases to make sure I knew what skill I was clicking on when he  names got a little ropy, I didn't have an issue choosing, but I only got up to  second lt, so if something different happens later I don't know. Generally if you don't have the previous skills mentioned in the description you can't choose the next one, eg, if you don't have  emp you  can't choose boarding, so it's a good idea to choose carefully.URL: http://forum.audiog
 ames.net/viewtopic.php?pid=169360#p169360

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Re: [Audiogames-reflector] Smugglers 5 invasion released

2014-03-19 Thread AudioGames.net ForumNew releases room: Dark


Re: Smugglers 5 invasion released

I doubt that dummy missiles would cost no ap, however capturing both a battleship and a carrier could be fun, capturing a ship was hard enough in S5, you literally had to farm battledroid until half your crew was robotic.URL: http://forum.audiogames.net/viewtopic.php?pid=169305#p169305

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Re: [Audiogames-reflector] Smugglers 5 invasion released

2014-03-19 Thread AudioGames.net ForumNew releases room: Dark


Re: Smugglers 5 invasion released

I doubt that dummy missiles would cost no ap, however capturing both a battleship and a carrier could be fun, capturing a ship was hard enough in s55.URL: http://forum.audiogames.net/viewtopic.php?pid=169305#p169305

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Re: [Audiogames-reflector] Smugglers 5 invasion released

2014-03-19 Thread AudioGames.net ForumNew releases room: Dark


Re: Smugglers 5 invasion released

Well I've not got that far in invasion yet, but in the other games 5 is the limit, unless you use abilities like audacity of course. I'm not sure how ap works for enemies, sinse they do seem to get more shotsbut that was because combat was a little too easy in s4, though as I said whether s5 invasion has gone too far the other way I don't know.URL: http://forum.audiogames.net/viewtopic.php?pid=169243#p169243

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Re: [Audiogames-reflector] Smugglers 5 invasion released

2014-03-18 Thread AudioGames.net ForumNew releases room: Dark


Re: Smugglers 5 invasion released

Hi Sneak. Just drop the dev an E-mail, the contact address is in the manual I believe, sinse this is a beta he  would likely find bug reports helpful.As to updates, well  they work the standard way through patches. You'll get an E-mail telling you the new version is out and can download the patch, once you install that it'll dump all the correct files into your smugglers 5 folder, indeed it' is not that different from downloading the extra dlc if you  bought that. I imagine we'll be seeing a new  version quite soon, sinse generally nielsbauer are very quick with bug fixes, or at least they have been after the last couple of releases in the smugglers series.URL: http://forum.audiogames.net/viewtopic.php?pid=169216#p169216

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Re: [Audiogames-reflector] Smugglers 5 invasion released

2014-03-18 Thread AudioGames.net ForumNew releases room: Dark


Re: Smugglers 5 invasion released

I don't have access to the server that holds the mail for that account unfortunately, as it's administered by a friend, but I'm not going to panic about this too much as I'll get to play the game soon, it's not as if things are perminantly lost.URL: http://forum.audiogames.net/viewtopic.php?pid=169199#p169199

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Re: [Audiogames-reflector] Smugglers 5 invasion released

2014-03-18 Thread AudioGames.net ForumNew releases room: Dark


Re: Smugglers 5 invasion released

@Sneak, first might I suggest editing your forum posts rather than  adding lots of one sentence posts in a row, this is a forum not a chat system after all and they do rather clutter things up. Regarding scattergun, I've tried it when i can't get the ecm to work but I've never actually seen it shoot down any missiles, though i do know the  description says it should, maybe increasing the chances on scattergun working would be a way to negate the no ecm ability.If the game is  missing a ship jpg I can see why it would crash. Do you remember what kind of Jaukath ship it is?I would suggest you definitely need to report that bug.As to mail Dan I use outlook express  which is still the easiest mail program to use in terms of screen clutter and speed, again why microsoft decided to bugger  things up in windows 7 I don't know, just another reason to stick with xp.I'll see if I can get a copy of the files from b
 mt micro, otherwise I might just have to wait.URL: http://forum.audiogames.net/viewtopic.php?pid=169158#p169158

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Re: [Audiogames-reflector] Smugglers 5 invasion released

2014-03-18 Thread AudioGames.net ForumNew releases room: Dark


Re: Smugglers 5 invasion released

The problem is I don't have my link either, sinse guess where the E-mail with it  in is? . As I said something of a mistake. I'll see if I can find the history on the bbmicro site itself, but if not I'll either have to ask  niels nicely or just wait for a bit before carrying on with the game.URL: http://forum.audiogames.net/viewtopic.php?pid=169125#p169125

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Re: [Audiogames-reflector] Smugglers 5 invasion released

2014-03-18 Thread AudioGames.net ForumNew releases room: Dark


Re: Smugglers 5 invasion released

H, well that's one I've not run into. Then again I've done something very silly and left  my copy of the game on my desktop when I'm at my parents with my laptop which  isn't good, so unless I can find a way to download another copy of the game I'll likely not tget to play for a couple of weeks which is irritating. it's my own fault I should've banged the setup files on a memorystick. I hadn't actually got to corvet yet mostly because  enemies keep using  missiles and then ships special abilities to make them invincible to ecm, even though I bought the best ecm system available, which is way too over powered and it isdown right irritating to wittle a larger ship down to less than %20 health and then loose out because the computer ai decides to use the unstoppable missile technique on you.URL: http://forum.audiogames.net/viewt
 opic.php?pid=169115#p169115

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Re: [Audiogames-reflector] Smugglers 5 invasion released

2014-03-18 Thread AudioGames.net ForumNew releases room: Dark


Re: Smugglers 5 invasion released

Hmmm, we'll see that Unfortunately I wentURL: http://forum.audiogames.net/viewtopic.php?pid=169115#p169115

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Re: [Audiogames-reflector] Rundercover - an audio game that gets you in shape!

2014-03-17 Thread AudioGames.net ForumNew releases room: Dark


Re: Rundercover - an audio game that gets you in shape!

Hi Dkkg, great your considdering something for in doors. I'd love to  say my little trampoline was for some incredibly  inovative game of some sort, but in truth it wasn't, indeed I'm particularly interested in an in door physically active accessible game because thus far there aren't any. It was  initially a simple expedient sinse I am not a particularly small fellow, and when I moved into an upstairs flat I wanted to continue running on the spot as I had when living downstairs, but didn't want to give my neighbor below me a headache. I have however found  that possibly due to the fact that I'm taking higher steps and raising my knees more, that running on the trampoline is harder than  running normally, which is good sinse I prefer very intensive exercise over a short period than minimal  exercise over a  long one.I can't really jump on the trampoline  sinse it is only about  two foot&n
 bsp;  from edge to edge, and besides I'd risk giving myself a concussion on the cieling, however for running it's great.It's a vfairly standard model I just picked up at a general  supermarket here in the Uk, indeed rebock, the same company that makes the sports shoes), make them.. A game with it would be quite a fascinating idea though. I could actually imagine a game in which players had to really alter the vertical position of the phone as well as    horizontally, effectively creating an exercise similar to  aerobics, sinse of course with a soft surfice it wouldn't matter if players had to go down to their knees rapidly (where as that would be a bad idea if running out doors), ditto with  jumping or waving the phone above your head. Actually, i could imagine a really awsome starwars light sabre duel worked out on that sort of basis . Of course the two risks would be A, a risk of tangling your headphone wires if you were waving your phone about, and B, a risk of letting your phone go by mistake or accidently stamping on it,  though fortunately I have the surviver case for my Iphone which helps .Still, as crash mats, trampolines or even at a pinch a duvet on the ground would be a workable soft  surfice I  could imagine a fun and very energetic type of game on that sort of basis. heck, you could even perhaps have your regular running but instead of judging player position by a gps give them a need to kneel down every few seconds to update their distance.Then again I don't know as much about the Iphone gyro's  and what is or is not possible however I am as I said very  pleased your considdering this.URL: http://forum.audiogames.net/viewtopic.php?pid=169022#p169022

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Re: [Audiogames-reflector] Smugglers 5 invasion released

2014-03-16 Thread AudioGames.net ForumNew releases room: Dark


Re: Smugglers 5 invasion released

Yep, I  vaguely remember an artifact clicking issue but I can't  recall whether it was 5 or one of the versions of 4 it came in. I would recommend trying  invasion though sinse it's a very different game and different  experience from 5, both in combat and in the world it takes place  in, heck even the background stories for many  planets are new, and the combat is a very different  beast. Actually I confess I'm getting a little fedup with combat in 5, sinse the special ability that many enemy ships have to make a missile completely imune to eq is way! over powered, and it keeps being used by enemies to spam with missile hits, even when i bought the advanced ecm system that costs 5 ap (which has a far lower success rate than the advertised %80. it's down right frustrating to  carefully whittle the hp of an enemy ship down, only to have them chuck a missile, activate that annoying  ecm  i
 munity and blow me away in one hit! Then again, balance is always a thing in new games and I have mentioned this to niels so hopefully things will get evened out a bit.URL: http://forum.audiogames.net/viewtopic.php?pid=168987#p168987

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Re: [Audiogames-reflector] Smugglers 5 invasion released

2014-03-16 Thread AudioGames.net ForumNew releases room: Dark


Re: Smugglers 5 invasion released

I don't think clipboard  would work for smugglers games sinse your talking a full scale interface and need to click on objects, meaning you need some sort of virtual curser rather than instant text speech. I've met enough people who got through the game with nvda or window eyes without trouble to make me wonder if the issue is  one of knolidge rather than anything else, though i do admit the way the game works so fantastically with supernova is great, though that is primarily because of the columnization in the default map for virtual curser which sn has. I don't know what you mean about combat however, sinse each game has added   considderably. Basically in S3 all you could do was fire your guns once, try to maintain your range and fire one missile or torpedo, of which you only had the one and which needed instantly replacing.  The  major advantage in s3 was that in the addon there were so many different ship types you
 9;d occasionally  have to change stratogy to accommodate them .In s4 all the launchers came with infinite missiles making them a major part of combat, and you  had action points to use as well as skills. The problem was that you pretty much found a formular and stuck  to it, and though things like emp was introduced they didn't come up often enough to make a difference, mostly you just found your best combination of skills, missiles etc and plugged away.  It also didn't help that S4's skill tree was large and a little confusing.S5 shook things up with the combat events, which occasionally meant you had random consequences to deal with as the game  progressed every few fights, and believe me if you found yourself fighting a bigger ship class with  a bad event you'd be in trouble. S5 also saw the reintroduction of some elements from s3 such as  mines (both as a combat event but also as an item you could 
 use to counter  enemy tractor beam), and long range. S5 invasion however is my favourite combat system thus far, because firstly the skills are randomized, meaning that each turn you need to calculate the best use for your action points and that also sometimes you won't necessarily have the best skill at your   disposal, so you won't be hitting them with a target  lock focus beam each turn.I also believe s5 has reintroduced long range fighting as a major part of the game, but I'm not certain as  to that yet sinse I still need to experiment more.I have also noticed s5 invasion has introduced npc ship types such as  bombers, which is awsome and means your not  fighting the same enemies all the time anymore.On access, you can scroll the skill bar up and down with the buttons in s5 invasion, though I never had an issue with this in s4 or s5, though I believe some jaws users did.So, bottom line, combat w
 ise s5  invasion rocks, albeit it's a lot harder than s4 which was a little too easy, and even harder than s5 which was far trickier.URL: http://forum.audiogames.net/viewtopic.php?pid=168893#p168893

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Re: [Audiogames-reflector] Smugglers 5 invasion released

2014-03-16 Thread AudioGames.net ForumNew releases room: Dark


Re: Smugglers 5 invasion released

I don't think clipboard  would work for smugglers games sinse your talking a full scale interface and need to click on objects. I've met enough people who got through the game with nvda or window eyes without trouble to make me wonder if the issue is  one of knolidge rather than anything else, though i do admit the way the game works so fantastically with supernova is great, though that is primarily because of the columnization in the default map for virtual curser which sn has. I don't know what you mean about combat however, sinse each game has added   considderably. Basically in S3 all you could do was fire your guns once, try to maintain your range and fire one missile or torpedo, of which you only had the one and which needed instantly replacing.  The  major advantage in s3 was that in the addon there were so many different ship types you'd occasionally  have to change stratogy to accommodate them .In 
 s4 all the launchers came with infinite missiles making them a major part of combat, and you  had action points to use as well as skills. The problem was that you pretty much found a formular and stuck  to it, and though things like emp was introduced they didn't come up often enough to make a difference, mostly you just found your best combination of skills, missiles etc and plugged away.  It also didn't help that S4's skill tree was large and a little confusing.S5 shook things up with the combat events, which occasionally meant you had random consequences to deal with as the game  progressed every few fights, and believe me if you found yourself fighting a bigger ship class with  a bad event you'd be in trouble. S5 also saw the reintroduction of some elements from s3 such as  mines (both as a combat event but also as an item you could use to counter  enemy tractor beam), and long range. S5 invasion h
 owever is my favourite combat system thus far, because firstly the skills are randomized, meaning that each turn you need to calculate the best use for your action points and that also sometimes you won't necessarily have the best skill at your   disposal, so you won't be hitting them with a target  lock focus beam each turn.I also believe s5 has reintroduced long range fighting as a major part of the game, but I'm not certain as  to that yet sinse I still need to experiment more.I have also noticed s5 invasion has introduced npc ship types such as  bombers, which is awsome and means your not  fighting the same enemies all the time anymore.On access, you can scroll the skill bar up and down with the buttons in s5 invasion, though I never had an issue with this in s4 or s5, though I believe some jaws users did.So, bottom line, combat wise s5  invasion rocks, albeit it's a lot harder than s4 which was a
  little too easy, and even harder than s5 which was far trickier.URL: http://forum.audiogames.net/viewtopic.php?pid=168893#p168893

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Re: [Audiogames-reflector] Pocket Dungeon: Underground Labyrinth

2014-03-16 Thread AudioGames.net ForumNew releases room: Dark


Re: Pocket Dungeon: Underground Labyrinth

I don't know if this will have enough exploration text to suit me, but I'll give it a try at some point anyway.URL: http://forum.audiogames.net/viewtopic.php?pid=168887#p168887

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Re: [Audiogames-reflector] Smugglers 5 invasion released

2014-03-14 Thread AudioGames.net ForumNew releases room: Dark


Re: Smugglers 5 invasion released

Well I got a little distracted  playing with monsters on my Iphone, however the game looks awsome from what I've seen. I also love the idea of unlockable miniquest stories as  extra   purcheces, sinse it's a way to add more to the game and the explorable worlds in s5 were rilliant, heck I've already noticed some new  stories and I've barely  scratched the  surfice.URL: http://forum.audiogames.net/viewtopic.php?pid=168757#p168757

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Re: [Audiogames-reflector] Smugglers 5 invasion released

2014-03-14 Thread AudioGames.net ForumNew releases room: Dark


Re: Smugglers 5 invasion released

Well this is proving fun. I especially like the  new combat skills  system. it's now like a ccg, and new skills are drawn from the pack each turn. Also, for people who had shenanigans with the skill bar, the up and down buttons scroll them quite nicely, which is necessary because you now get dealt skills each turn which do different things, and you even get a couple of skills to reshuffle your current hand back into the pack and choose new ones. This makes combat far more adaptive sinse you need to decide what skills to use each time, and indeed combat is a little tougher, a standard enemy fighter managed to blow me up which wasn't fun. The only thing I will say is that it's now even more improtant to right click on skill names to check you activate the right thing, but all in all I'm liking thus far.URL: http://forum.audiogames.net/viewtopic.php?pid=168731#p16
 8731

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[Audiogames-reflector] Smugglers 5 invasion released

2014-03-14 Thread AudioGames.net ForumNew releases room: Dark


Smugglers 5 invasion released

this just turned up literally a minute or so ago. I'm going to give the game a try immediately! sinse it sounds absolutely awsome, and   I'll likely put together some front of site news too, and I would judge anyone who's interested to do so, and if anyone has access to steam please drop the developer a vote.  Smugglers 5: Invasion - Beta released !!I am happy to announce that we have finished the development of a stand-alone expansion for Smugglers 5. While currently for sale as a beta version, it´s already very stable and feature complete.Smugglers 5: Invasion starts where the original game ended. After years of civil war, the Federation finally emerged victorious, crushing all rebellion. The galaxy looked forward to a period of peace, a chance to repair the damage of a long and bitter war.Then came the Jalkath, a new alien race. To the humans, they looked much like the tigers of Old Earth, and they soon proved themselves to be every bit as cunning and dangerous. The newcomers were swift and brutal in their assault, deploying terrifying weapons and subjugating entire systems before their victims even knew what was happening. The Federation has rallied a defence against the invaders, and now both sides struggle for dominance.War has returned to the galaxy. For the right kind of captain, it’s a whole new chance for fame and fortune. Will you fight for the survival of your race? Trade and smuggle goods to make your fortune? Or play both sides against each other for your own profit?Smugglers 5 is the fifth installment in the turn-based single-player space trading game series. Will you be a greedy trader, an ambitious fleet pilot or a ruthless pirate? Board enemy ships, manage factories, conquer star systems and forge your own galactic empire - ultimately, your actions will have an impact on a galactic scale.The expansion adds a new alien race with new ships, new skills, new star systems, an improved combat system, improvements to the game graphics including screen resolution and much more.Want to see more from the Smugglers series? Vote for it on Steam Greenlight (URL: http://steamcommunity.com/sharedfiles/f … 237691523) and support development by purchasing the original Smugglers 5 – the prequel to this expansion.A selection of the most important new Features of the Expansion:• A new, playable alien race (the Jalkath) with new skills and professions.• Revised ship to ship combat. The skill bar at the bottom now randomly selects a “deck” of available skills, giving the game more diversity. The “deck” changes during combat.• Six new alien star systems• Exploration stories revised and new stories added to many systems.• More than 10 new alien ships and squadrons, ranging from fighters to capital ships.• Carriers added to the game with unique abilities – launch bombers, interceptors and escort vessels.• Introducing new race-dependent news broadcasts and events.• 20 new skills, including some that limit the skills available to your enemies. Existing skills have been revised to suit the new combat system and new ships.• Conquering the enemy’s home system will immediately win the war.• Artificial intelligence improvements• The two main game screens now have a higher display resolution.Top features of Smugglers 5 (Original game):• Explore the galaxy through a fast turn-based travel and combat system• 4 factions; 6 professions with new, unique skill trees; 100+ different skills and a revised skill system• 30+ spaceships and encounters ranging from fighters to battleships, cruise missiles and star bases• Non-linear war and campaign system. You can influence the war!• Manage a crew, board enemy ships, become an Admiral and command whole fleets• Plunder planets and pirate outposts, conquer space systems and even rule your own empire!• Supply and demand based trading with prices influenced by storyline and campaign• Advanced text generation technology and new short stories for planet exploration make every game different• Marry a beautiful wife and have children• Optional compatibility mode to allow blind players to enjoy the game• and much more ...There's a ship in the hangar and the stars are calling to you. Don't keep them waiting.Get the game at: http://www.nielsbauergames.com  Get the game on Steam!Please vote for the game to be released on Steam by clicking on the "YES" button on the Steam Greenlight page at:http://steamcommunity.com/sharedfiles/f … =237691523Also we are on #37 on Steam Greenlight for Smugglers 5: Secession (the original game), please vote for this game too:http://steamcommunity.com/sharedfiles/f … =100928089As you receive this email you are very likely a fan of our games. We really NEED you to go to the Steam Greenlight page to vote and post a nice comment about the game. Discuss the game!You can discuss the game on Steam with us and other players:http://steamcommunity.com/sharedfiles/f … =237691523 Find out more about Smugglers 5: Invasion at http

Re: [Audiogames-reflector] wayfar1444, a colonization/strategy futuristic mud

2014-03-14 Thread AudioGames.net ForumNew releases room: Dark


Re: wayfar1444, a colonization/strategy futuristic mud

Well I know the  developer said he'd introduce a where command to find different biomes, which should make finding   terrain much easier. with a starship I suspect I'll end up   building rather than bying one, but I want to finish ranger first. A soudpack would be cool, particularly one for vipmud. The prefs in the game list that it supports msp, but I haven't noticed any packs of msp sounds like  materiamagica has unfortunately, though i was going to ask in game to check.URL: http://forum.audiogames.net/viewtopic.php?pid=168705#p168705

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Re: [Audiogames-reflector] wayfar1444, a colonization/strategy futuristic mud

2014-03-13 Thread AudioGames.net ForumNew releases room: Dark


Re: wayfar1444, a colonization/strategy futuristic mud

Thanks Alec, however I've had to pretty much stop most things accept hunting as I can't advance anymore until i finish  the ranger, and I still have 30 creatures to slay, though hopefully that should be doable.URL: http://forum.audiogames.net/viewtopic.php?pid=168640#p168640

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Re: [Audiogames-reflector] Rundercover - an audio game that gets you in shape!

2014-03-13 Thread AudioGames.net ForumNew releases room: Dark


Re: Rundercover - an audio game that gets you in shape!

I've never actually been that clear on what inception is or what it does sinse the words about the game have been pretty vague, heck, I'm not even sure  what kind of game it is.URL: http://forum.audiogames.net/viewtopic.php?pid=168626#p168626

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Re: [Audiogames-reflector] Rundercover - an audio game that gets you in shape!

2014-03-13 Thread AudioGames.net ForumNew releases room: Dark


Re: Rundercover - an audio game that gets you in shape!

Well I do love the  idea of the game, but the problem for me, and likely for a lot of other blind people as well is that unrestricted running is pretty dangerous, heck, this is why I do my own running in doors, on the spot on a small trampoline.Thus even if you put  safety announcements in the game I don't know how many blind gamers will be able to play it simply on a legistics mode. For this reason I would very much incourage you to considder some in door options for the game. Certainly there are already  audio games that use direction facing, (papasangre 2 and blindside for example), and  games that use the position of the phone in space.I'm afraid unless there were an in door mode I  won't personally  be supporting the game on kickstarter, sinse I just don't see a way it would be accessible in the environment despite being an audio game.URL: http://forum.audiogames.net/viewtopic.php?pid=168581#p168581

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Re: [Audiogames-reflector] Unwritten Legends: RP-enforced mud

2014-03-13 Thread AudioGames.net ForumNew releases room: Dark


Re: Unwritten Legends: RP-enforced mud

Moderation! Even tif this isn't absolutely a newly created game, it's the first we've heard of it, which qualifies this topic to be in the new releases room so I'm moving it.After all, that is where other new mud topics go.URL: http://forum.audiogames.net/viewtopic.php?pid=168580#p168580

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Re: [Audiogames-reflector] rpg quest, game for ios

2014-03-12 Thread AudioGames.net ForumNew releases room: Dark


Re: rpg quest, game for ios

I remember eading the applevis entry on monster kingdom, however the lack of access and need to engage in random poking put me off trying it, though if this is fixed I well might enjoy the game, sinse a little story is better than none for me at least.URL: http://forum.audiogames.net/viewtopic.php?pid=168494#p168494

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Re: [Audiogames-reflector] rpg quest, game for ios

2014-03-12 Thread AudioGames.net ForumNew releases room: Dark


Re: rpg quest, game for ios

That sounds cool, but perhaps it's worth mailing the dev about the targeting issuesinse the more games that are fully accessible the better,  especially rpgs type games.URL: http://forum.audiogames.net/viewtopic.php?pid=168469#p168469

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Re: [Audiogames-reflector] Rundercover - an audio game that gets you in shape!

2014-03-12 Thread AudioGames.net ForumNew releases room: Dark


Re: Rundercover - an audio game that gets you in shape!

Do the bone conduction headsets let the phone pickup your movements more acurately? i thought they were just sort of an alternative to headphones which didn't cutoff external noise as much sinse they're recommended for blindsquare to let you listen to the sat nav announcements and! the environment around you. For that well I just  shoulder mount my phone on the strap of my shoulderbag and it's okay.   With zombies run, and  doubltess with rundercover as well,the issue is  how accurate it is when running on the spot more than  one of noise. I've heard zombies run is pretty iffy with  this which is why I haven't investigated the game. It's a shame actually, if I had a  streight up running track near me I'd definitely be into doing games like  these, being as I ex must! exercise each day anyway to maintain the loung capacity for my singing voice.URL: http://forum.audiogames.net/viewtopic.php?pid=168468#p168468

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Re: [Audiogames-reflector] Rundercover - an audio game that gets you in shape!

2014-03-11 Thread AudioGames.net ForumNew releases room: Dark


Re: Rundercover - an audio game that gets you in shape!

Well this sounds fun, and sinse I run each morning everyday for 15 minutes it'd work, however like other people there is a problem with the actual running part. I do mine inside on a small trampoline, sinse it'd be pretty dangerous for me to start charging places outside especially in the city.  this is what has always put me off trying zombies run, sinse I've heard it doesnt' pickup running on the spot particularly well.Are there any options to play while comparatively standing still? I've not heard of these bone    conduction headsets before, but that might be an idea   if it was possible.  So, great idea for a game, I just wish there was a more workable environment to play  play it in.URL: http://forum.audiogames.net/viewtopic.php?pid=168400#p168400

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Re: [Audiogames-reflector] rpg quest, game for ios

2014-03-11 Thread AudioGames.net ForumNew releases room: Dark


Re: rpg quest, game for ios

Tinman make gamebooks, though what   how detailed they are I don't know. Regarding haypy monster, I sort of got irritated with the lag while exploring, and battles seemed a lot going on at random indeed I believe I missed several messages about  where I was going and what going on with the different scenarios and such because they appeared and then vanished, I'll try the thing on ios 7 but still the grindosity isn't fun.URL: http://forum.audiogames.net/viewtopic.php?pid=168399#p168399

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Re: [Audiogames-reflector] wayfar1444, a colonization/strategy futuristic mud

2014-03-11 Thread AudioGames.net ForumNew releases room: Dark


Re: wayfar1444, a colonization/strategy futuristic mud

Thanks  element, I'll definitely check out that desert though as my  colony is at 68-7 it'll be a work. as for your old buildings, that's a really nice offer, but to be honest I enjoy the crafting process, which is exactly why I'm looking for sand to build things myself, sinse right now I need it to build the cips for industrial Ai units.URL: http://forum.audiogames.net/viewtopic.php?pid=168398#p168398

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Re: [Audiogames-reflector] rpg quest, game for ios

2014-03-11 Thread AudioGames.net ForumNew releases room: Dark


Re: rpg quest, game for ios

Well bladestorm, I'll probably have to give haypy monster another try with Ios 7,  sinse one problem I found severely annoying in the game was that vo just didn't read what was on the screen that efficiently, there was far too much stuttering and other elements that didn't seem labled or required you to poke and hope, plus some randomly moving alerts, but I will see if Io7 is a little more compatible sinse I do know the vo stuttering issue has been looked at at least. However when I tried it  the game it seemed mostly I was just hitting a button with a random lable while lots of other stuff went on that I  wasn't getting alerts about or understanding, and I want a little more involvement from a game. This is also why I state Haypy monster may be playable but not accessible, sinse it didn't seem all of the encessary information even for basic battling and exploring was   available to the player without learning sounds or 
 ; prodding at random. I saw the  zombi surviver thing too when I was trying games and also tried it myself, yep,  canvas is the invention of  Satan!The gamebooks such as tinman though didn't seem to be canvas at all, but still didnt' work correctly. That is another project I really need to look into, me being a gamebook fan.URL: http://forum.audiogames.net/viewtopic.php?pid=168355#p168355

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Re: [Audiogames-reflector] wayfar1444, a colonization/strategy futuristic mud

2014-03-11 Thread AudioGames.net ForumNew releases room: Dark


Re: wayfar1444, a colonization/strategy futuristic mud

Thanks  Element, that is a good  suggestion. I did talk to the developer on chat and he said he's add a "where " command to the todo list to make locating biomes easier, sinse right now it's lack of sand that is  making producing the food  processor a problem. The developer also explained hacking and research, which looks fun although I  believe I'll hit the 2500 skillpoints soon so will likely have to leave those activities until I've finished the ranger.Refineries and such are more to considder, but I am enjoying things thus far,  I love the exploration  despite the fact  locating some resources is proving somewaht frustrating at times.URL: http://forum.audiogames.net/viewtopic.php?pid=168351#p168351

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Re: [Audiogames-reflector] rpg quest, game for ios

2014-03-10 Thread AudioGames.net ForumNew releases room: Dark


Re: rpg quest, game for ios

Hmmm, this is very odd. I know the game I saw in the  ap store was called rpg quest (a fact I'm actually certain of sinse quest was part of the string I had in the search box). however,  on  [ purchiced  list of games it's listed as rpg text adventure.The developer is frocco inc, and the gme  is definitely free, sinse unfortunately while  I'd love to start trying and paying for different games  I don't want to risk the cash, although I might change my mind if it's less than a quid.I'm sorry about the confusionwith the names, it is  bizarre, however I am certain the developer is frocco inc and the game is free, sinse I checked the entry.URL: http://forum.audiogames.net/viewtopic.php?pid=168206#p168206

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Re: [Audiogames-reflector] rpg quest, game for ios

2014-03-10 Thread AudioGames.net ForumNew releases room: Dark


Re: rpg quest, game for ios

Well the canvas principle at least isn't new. There are plenty  of graphical freeware  games who's underlying txt is written to the screen and then converted, although i do sort of  find it ironic that on a platform where in theory anything written should be readable the first thing that happens is the  development gets buggered  by such a thing, though this does explain why I have noticed so much of the issue in browser games you mentioned even on windows. haypy monster was just too buggy and partially accessible to be  worth the time, sinse you couldn't even see your statistics and the game mostly involved poking the screen and hoping vo read a few peaces of information from something who's main interface was entirely graphical and who's appeal  seemed chiefly that of animation. Indeed in rpg quest I get the idea  that what major   atmospheric elements the game has come from images not text,.Yes, i agree  in your over all principles  and having some vision and having played  graphical games with it I can see the point, however this is all the more reason to A, try things out and B, find stuff that is actually  worth playing.Did any of the things you tried have any serious point other than hitting one button to advance, eg, tactical decisions with noteable  consequences  or reasonable reasonable atmosphere. I myself don't mind a simple game if the text and choices are absorbing and there is enough to explore, albeit if  there is a game with both all the better. That's why I'm asking about anything you've come up with on  ios, sinse this is the first game that I actually found even vaguely playable, heck Surviver Z was the first that had even partly readable text  but the game was still impossible to play.URL: http:/
 /forum.audiogames.net/viewtopic.php?pid=168191#p168191

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Re: [Audiogames-reflector] rpg quest, game for ios

2014-03-10 Thread AudioGames.net ForumNew releases room: Dark


Re: rpg quest, game for ios

Well the cavnasURL: http://forum.audiogames.net/viewtopic.php?pid=168190#p168190

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Re: [Audiogames-reflector] wayfar1444, a colonization/strategy futuristic mud

2014-03-10 Thread AudioGames.net ForumNew releases room: Dark


Re: wayfar1444, a colonization/strategy futuristic mud

Well I am finding the game both very  adictvie and slightly frustrating, sinse  it's not always clear that making stuff is a good idea and half of the stuff I'm finding while exploring I have no idea with to do with, all those  password chips and blueprint chips and various locked containers. I don't know if they need hacking or  research or what, but I'm not even sure what skills you need for either. On the other hand, I'm building all the production items I can, and also swatting creatures. I've made myself a pretty tough shock batton which is mowing through the local wildlife, so I should be able to get the ranger thing finished somewhere. As to resources, the problem is as far as I  can tell there is no desert on this planet,  I've seen all the other types of biome even the really  unsuual ones like underwater, plus there are some re resources I'm just having real trouble finding, namely n
 euro  fibres. Unfortunately though I've sort of built some stuff already, a warehouse and a factory and several crafting units (for what good they do), so I'm sort of stuck. I'm amazed sand is so dam hard to find,  think it was as common as, --- well grit! I just hope the pvp isn't too much sinse right now I'm liking the single player, even if some of the less  clear details are  slightly frustrating at times.URL: http://forum.audiogames.net/viewtopic.php?pid=168160#p168160

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Re: [Audiogames-reflector] wayfar1444, a colonization/strategy futuristic mud

2014-03-09 Thread AudioGames.net ForumNew releases room: Dark


Re: wayfar1444, a colonization/strategy futuristic mud

Well I'm doing okay, but I'm having trouble locating the basic resources especially metals. As the ascii resource map isn't accessible is there another way to locate them that I've missed? sinse as it is going room to room and typing survey collector is getting a little wearying.URL: http://forum.audiogames.net/viewtopic.php?pid=168065#p168065

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Re: [Audiogames-reflector] wayfar1444, a colonization/strategy futuristic mud

2014-03-09 Thread AudioGames.net ForumNew releases room: Dark


Re: wayfar1444, a colonization/strategy futuristic mud

Thanks   Stewie, I ealize I was typing the command  wrong, I didn't click it was prefs as in preferences and thought it was  press, like press a button, silly me. have just built my shelter, so we'll see what happens next, though I had to stop as a friend of mine was visiting.URL: http://forum.audiogames.net/viewtopic.php?pid=168052#p168052

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Re: [Audiogames-reflector] wayfar1444, a colonization/strategy futuristic mud

2014-03-09 Thread AudioGames.net ForumNew releases room: Dark


Re: wayfar1444, a colonization/strategy futuristic mud

well I'm giving this one a try sinse for a mud it sounded really fun, but I can't turn the map off or  find any of the settings commands at all. I've tried typing @press showmap  off, but I just get some weerd thing about sending stupid messages which makes no sense. I would like to remove some of the guff from the interface, some some help would be appreciated, particularly with the exploring this sounds like my sort of game.URL: http://forum.audiogames.net/viewtopic.php?pid=168040#p168040

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Re: [Audiogames-reflector] rpg quest, game for ios

2014-03-08 Thread AudioGames.net ForumNew releases room: Dark


Re: rpg quest, game for ios

Well it  isn't exactly the most full featured game, I was rather disappointed by lack of levels which is why I'd be interested in something with a bit more by way of propper exploring or quests.Still, if you want to smack monsters it's there and I admit  it is a relief to finally discover a game in all the ones I tried that works with vo.The only  other thing I found where vo even read the screen was some sort of zombi survival horror thing called surviver z that used your current location, but the interface was so  incoherent with different alerts and such I had no idea how to play the game or even  what to suggest to the developers to  improve access, sinse I couldn't get the thing off the ground at all.URL: http://forum.audiogames.net/viewtopic.php?pid=167984#p167984

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Re: [Audiogames-reflector] rpg quest, game for ios

2014-03-08 Thread AudioGames.net ForumNew releases room: Dark


Re: rpg quest, game for ios

No idea, just search rpg quest in the ap store.URL: http://forum.audiogames.net/viewtopic.php?pid=167956#p167956

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Re: [Audiogames-reflector] rpg quest, game for ios

2014-03-08 Thread AudioGames.net ForumNew releases room: Dark


Re: rpg quest, game for ios

I saw the quest now one when searching for this but didn't fancy the payment. Any that actually have description or are they just rind  away hitting one button again and again.One thing I will say is I was  relieved to find a game that  actually worked with vo, sinse even when i searched for "text games"  specifically I didn't find much, indeed there are some very weerd occurances of several games that call themselves text adventures and yet don't respond to vo at all,  much like the tinman and gamebook adventures series  gamebooks (someone really needs to kick the developers of those up the rear  regarding vo access).URL: http://forum.audiogames.net/viewtopic.php?pid=167953#p167953

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Re: [Audiogames-reflector] rpg quest, game for ios

2014-03-08 Thread AudioGames.net ForumNew releases room: Dark


Re: rpg quest, game for ios

I saw the quest now one when searching for this but didn't fancy the payment. Any that actually have description or are they just rind  away hitting one button again and again.URL: http://forum.audiogames.net/viewtopic.php?pid=167953#p167953

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[Audiogames-reflector] rpg quest, game for ios

2014-03-08 Thread AudioGames.net ForumNew releases room: Dark


rpg quest, game for ios

Before people get excited, I will say this name is  somewhat missleading, however of   all the Ios games  I've tried this is the only one to work with Vo so I might well mention it. The game is very much a grinder of the same variety of dragon tavern, time hunters etc.  Choose a class, then hit either the pvp or pve button,  pvp finds someone in the near vicinity with the game but I've not  found anyone yet, pve fights a monster, of which there don't seem to be many types.Once you  beat monsters you get xp and some restorative potions. As far as can tell all the buttons with work vo and are properly labeled which is good, but I do hope there is more  to do in the game that it appears, still I'm going to get to level 5 before making my mind up and if anyone wants to whack monsters the game might be appreciated.Btw, don't be put off by the  ap store review that says "can't get p
 otions to work" there is nothing  wrong potions at all, that person must've been a berk or it must have been an earlier version of the game.URL: http://forum.audiogames.net/viewtopic.php?pid=167949#p167949

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Re: [Audiogames-reflector] Stem Stumper Is On The Interwebs

2014-03-07 Thread AudioGames.net ForumNew releases room: Dark


Re: Stem Stumper Is On The Interwebs

Ah, thanks Sarah, I  saw the video tutorials for spellstacker, but  when I asked if the devs had similar for stem stumper I didn't get a reply, I'll be interested to check them out.URL: http://forum.audiogames.net/viewtopic.php?pid=167796#p167796

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Re: [Audiogames-reflector] More Accessibility enhancements coming to A Dark Room for iOS in March

2014-03-05 Thread AudioGames.net ForumNew releases room: Dark


Re: More Accessibility enhancements coming to A Dark Room for iOS in March

Awsome! I've been thinking of playing the game again, I particularly want to try hard mode but do it a little more strategically so I don't wind up stuck so I might try that out.Btw Amir,  you recently sent me a link to a podcast where you were interviewed about the  inception and  creation of the game and adding access.  Would you mind posting a link to that on the forum? I'm sure people woul be interested to hear, and unfortunately I left the mail you sent on my  desktop which is still at my flat while I'm currently at my parents.URL: http://forum.audiogames.net/viewtopic.php?pid=167564#p167564

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Re: [Audiogames-reflector] More Accessibility enhancements coming to A Dark Room for iOS in March

2014-03-05 Thread AudioGames.net ForumNew releases room: Dark


Re: More Accessibility enhancements coming to A Dark Room for iOS in March

Awsome! I've been thinking of playing the game again, I particularly want to try hard mode but do it a little more strategically so I don't wind up stuck so I might try that out.URL: http://forum.audiogames.net/viewtopic.php?pid=167564#p167564

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Re: [Audiogames-reflector] Stem Stumper Is On The Interwebs

2014-03-05 Thread AudioGames.net ForumNew releases room: Dark


Re: Stem Stumper Is On The Interwebs

Has anyone yet made an audio demo or podcast about the  game? I'd love to try this one and maybe get it for my Iphone, however I have no idea what it is about. I suspect ie8 won't be able to run  the browser version,  sinse multimedia direct browser stuff doesn't translate well, but if someone  has a recording or could give a step by step explanation of how the game works that might help me get an  idea of what you actually do.URL: http://forum.audiogames.net/viewtopic.php?pid=167563#p167563

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