Re: [Audiogames-reflector] iOS text game, A Dark Room, update released

2014-01-09 Thread AudioGames.net ForumNew releases room: Dark


Re: iOS text game, A Dark Room, update released

@Slj, regarding the history and updates, one thing I have noticed is that you only tend to get a couple of updates spoken if you directly touch the bottom of the screen where history is, however if you swipe to history and then listen you will get the last four or five updates, so you will not miss things. This confused me initially as well, but once I realized swiping was needed to trigger the hints to speak the rest of the updates, I found no problems with this and havent worried about missing stuff sinse, though I would still prefer the history had time to speak the travel results before the encounter with the scout after you get back from a journey. Regarding combat, well the more extra weapons you can carry the better off you will be since the more attacks you will have, and you should run across something else to help soon. Just bare in mind if you die out in the barren world you lose all your items, which can be a pretty grim pena
 lty if your carrying some expensive weaponry.URL: http://forum.audiogames.net/viewtopic.php?pid=161207#p161207

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Re: [Audiogames-reflector] iOS text game, A Dark Room, update released

2014-01-09 Thread AudioGames.net ForumNew releases room: Dark


Re: iOS text game, A Dark Room, update released

Great with the fixes Amir. Regarding hints I am a little surprised that people have hints turned off since your by no means the first person who uses vo hints to provide extra information, indeed some accessible Iphone games would be unplayable without them. Regarding a description, I do see the point on preserving mystery since discovery is a good portion of the game however I do think itd help to let people know exactly what kind of game dark room is,  particularly since it has the potential to appeal not to just text adventure fans but fans of resource management and stratogy as well.Something like:A dark room, a burning fire, a wide and dangerous world.a minimalist text adventure by michael townsend.developed at doublespeak games and inspired by candy box.  A dark room is a journey into your imagination using the power of text. Wake up in darkness and keep the fire burning to stave off 
 the night. Journey out into a huge, randomly generating world map with many locations and dangerous encounters, search for loot and clues about the mysterious world outside your small firelit home. Recruit and manage a band of followers, build weapons and other items and make sure you carry enough food and water as you journey ever farther into the barren world, since the only answers are out there, and the farther you go, the more you will uncover.URL: http://forum.audiogames.net/viewtopic.php?pid=161235#p161235

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Re: [Audiogames-reflector] iOS text game, A Dark Room, update released

2014-01-08 Thread AudioGames.net ForumNew releases room: Dark


Re: iOS text game, A Dark Room, update released

I do agree with that Slj, the game could do with at least slightly more information. From the description I wasnt certain what exactly the game was and if Phils announcement hadnt given at least some more information and mentioned exploration and resource building I likely wouldnt have tried it. The solo mode is certainly proving challenging, indeed Im having to alter the way I play quite a bit since some resources like Iron are easier to get than others, meaning I completely missed the backpack and went straight on to the wagon. I also have been using some very weerd stratogies, like setting out with no cured meet and going to an outpost to get some instead of taking from the village, (since Im saving up for skills), and also dropping my torch when I get to the final loot sections of caves or mines. Its certainly more difficult but at the same time I find it more rewarding for all Ill prob
 ably have a longer completion time. The only mistake I have made is clearing the houses and caves near the village. i ought to have gone straight to the iron mine and worked up to get the wagon, since now I have a fair ways to go to find leather and steel. On the plus side Im finding some quite surprising things as loot though, stuff which I justmade last game.URL: http://forum.audiogames.net/viewtopic.php?pid=161083#p161083

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Re: [Audiogames-reflector] iOS text game, A Dark Room, update released

2014-01-08 Thread AudioGames.net ForumNew releases room: Dark


Re: iOS text game, A Dark Room, update released

Hello Amir and welcome to the forum, glad your aboard. I will make a database entry for the game, which should help with online presence at least.Regarding replayability, well the map changes layout for a start so your exploration stratogies will always be different each game, this is especially true in solo mode. You might considder adding some game center achievements or trophies for the game, such as completion times or runs without certain resources or weapons, or gaining a set amount of resource, defeating a number of enemies or travelling a certain distance. Then again I dont know how much you want to add to the game, since while there is a lot of potential to add more content of various sorts this would affect the games length. I can however see myself getting back to Dark room to replay later just for the exploration and atmosphere if nothing else.I do however have one concrete access sugges
 tion. At the moment there isnt a way to tell what terrain type of tiyle your on. This means other than the locations themselves you dont get a picture of the world, since while the double tap view map option tells you surrounding tile types, you dont get to know what your on. For atmosphere, and for knowing what sort of monsters live where itd be nice to know this along with water and food info on the main screen if possible.I also have one gameplay question beware! hear be spoilers! read on at your peril lest your game be spoiled! the Jewel. in the main game I seemed to unlock it after I built the armery and the Builder left vanished, but in the solo mode I just seemed to have it. I dont know if I accidently missed a text or what happened there. What exactly triggers unlocking of the jewel?Sorry for all the questions and comments, but I do really like the game and am looking forward to seeing wha
 t the alternate ending is like.URL: http://forum.audiogames.net/viewtopic.php?pid=161110#p161110

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Re: [Audiogames-reflector] iOS text game, A Dark Room, update released

2014-01-08 Thread AudioGames.net ForumNew releases room: Dark


Re: iOS text game, A Dark Room, update released

@Mordsith, the game is very much like fallthru in the need to conserve resources measure food and water while travelling on a very large map. It has a slightly different view to fallthru though, since it doesnt have the standard interactive fiction convention or location descriptions for individual sets of map tyles,rather its more like a mainstream rpg map where the map itself serves as a grid to traverse between different dungeons and locations, occasionally running into nasty monster fights along the way. it also has none of the annoying parza Fallthru has either, and has a lot of resource management elements as well as the detailed exploring and rpg mechanics The touch screen is actually a great option when going through loot and discarding and picking up different resources, its one thing that tends to be slow in most interactive fiction style games and less advanced muds since you keep having to repeat descriptions and inventory commands as you pickup and drop stuff, its actually about on par with a well written inventory check system in something like core exiles or other complex brouser games in terms of speed.Im not sure how it compares to nethack, since unlike Angband the nethack tileset is very annoying to see with my level of vision,and I also dont have a braille display. In addition last time I tried nethack theyd completely graphicked the game too when playing with graphic tyles anyway meaning text was unreadable unless I used the text mode. Either way Id highly recommend it, the game is awsome! @Amir, well fair enough regarding community achievements, though i must admit I always like trophies and things to aime at (one reason I am now trying the alternative mode). actually, thinking of Aarons above comment, it might actually be a rather fun way to give sighted users more experience of game access, offer a trofie if they can complete the game with vo on and the screen off, (Im not sure if you can track this on an Iphone but it would be an amusing idea). Im not sure on some limitations though, since the first time I played as I said earlier in this topic I didnt realize that completed locations turned into outposts, and so was reliant only on the water and food I set out with. This lead to me becomming stuck since one important location was physically just too far out to get to even with the 60 units of water from the tank,  well I could get to it, I jus couldnt get back.Fair enough on having a break though, youve done a great job with the game as is, any access suggestions are just extra touches rather than necessities at this stage, indeed while a couple of access options might be nice Im really looking orward to seeing what your going to do next, either in terms of more content or expantions for Dark room, or something else. Actually that might be fun, having extras as perchiceable expantions within the application, thus meaning people can go as far as they want. Id certainly pay for more of the game, indeed Id have definitely said quality wise the game was worth a good bit more than £1.49 though unfortunately that seems to be part of Iphone economics.Beware! dire spoilers await beyond this point, stop lest yee want your game spoilt! This is last your last warning, stop now since dire spoilage will happen in this post!Btw, Im not sure whether its a bug or not, but I seem to have one jewel, but not the amulet. I havent even found the ship yet, indeed Ive only just found the cole mine. Ive certainly had no major events (the kind that pop up alerts), and I dont believe Ive missed anything in the history though I may have done if clicking too quickly.URL: http://forum.audiogames.net/viewtopic.php?pid=161141#p161141
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Re: [Audiogames-reflector] iOS text game, A Dark Room, update released

2014-01-08 Thread AudioGames.net ForumNew releases room: Dark


Re: iOS text game, A Dark Room, update released

@mordsith, yyour people will all be slaves at some point, its just the way the game works, but when youve finished you can come back and look for the alternate mode. You can get more people by building more huts, up to a maximum of 80 people in 20 huts, but also remember shuffling job assignments around will help, so you can always bang everyone on wood gathering while trying to build buildings, or stick in a few extra hunters. Ill also say that while some resources are more useful than others, they all become needed at some point so dont worry about getting extras. Im keeping an eye on silver sword to see if the developer has added accessibility fixes for the maps, but theres nothing yet, Ill let people know if he does, but that is a very different style of game in a lot of ways. One nice thing about Dark room is its ver easy to pick up and play even with such a vague description, all the 
 information you need is in the game no need for manuals or looking at complex tables or anything else.@amir, Well access wise things are doing pretty well. I particularly like the battles since real time text battles with a voice can be problematic for missing text, but the repeated announcements and use of pause is great. The only suggestions would be more tweaks than necessities as I said. For example, itd be nice to be able to slightly separate out map information rather than getting the hole lot as one clump and having to listen through to everything each time you just want the distance to where your going,  though this could easily also be fixed by having the distance from the village read first or read on each square after moving along with water and food information, since then if a player checked the location of where she/he was going at the village they could just follow from there,  eg, if they were going to a cave 8 north
  and 7 west from the village, they could just double tap and if village location was read first wait until the village was 8 north and 7 east coordinates styl. Its also not an access suggestion specifically but some extra warnings about food and water consumption might be nice and also provide atmosphere. Eg, have the running low message when at half capacity, at 3 units have your food/water is nearly gone, and at 1 unit have that is the last of your food/water In addition, some starvation thirst messages when moving with zero units might provide some urgency and enhance the idea of a barren world, eg YOur throat is parched or your stomach shrinks with hungarURL: http://forum.audiogames.net/viewtopic.php?pid=161173#p161173

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Re: [Audiogames-reflector] iOS text game, A Dark Room, update released

2014-01-08 Thread AudioGames.net ForumNew releases room: Dark


Re: iOS text game, A Dark Room, update released

@mordsith, yyour people will all be slaves at some point, its just the way the game works, but when youve finished you can come back and look for the alternate mode. You can get more people by building more huts, up to a maximum of 80 people in 20 huts, but also remember shuffling job assignments around will help, so you can always bang everyone on wood gathering while trying to build buildings, or stick in a few extra hunters. Ill also say that while some resources are more useful than others, they all become needed at some point so dont worry about getting extras. Im keeping an eye on silver sword to see if the developer has added accessibility fixes for the maps, but theres nothing yet, Ill let people know if he does, but that is a very different style of game in a lot of ways. One nice thing about Dark room is its ver easy to pick up and play even with such a vague description, all the 
 information you need is in the game no need for manuals or looking at complex tables or anything else.@amir, Well access wise things are doing pretty well. I particularly like the battles since real time text battles with a voice can be problematic for missing text, but the repeated announcements and use of pause is great. The only suggestions would be more tweaks than necessities as I said. For example, itd be nice to be able to slightly separate out map information rather than getting the hole lot as one clump and having to listen through to everything each time you just want the distance to where your going,  though this could easily also be fixed by having the distance from the village read first or read on each square after moving along with water and food information, since then if a player checked the location of where she/he was going at the village they could just follow from there,  eg, if they were going to a cave 8 north
  and 7 west from the village, they could just double tap and if village location was read first wait until the village was 8 north and 7 east coordinates styl. Its also not an access suggestion specifically but some extra warnings about food and water consumption might be nice and also provide atmosphere. Eg, have the running low message when at half capacity, at 3 units have your food/water is nearly gone, and at 1 unit have that is the last of your food/water In addition, some starvation thirst messages when moving with zero units might provide some urgency and enhance the idea of a barren world, eg YOur throat is parched or your stomach shrinks with hungarLastly, not an access suggestion but you might also think about putting a message at the end of the game telling players about the alternate mode so that they have somethi
 ng to try, since I know I probably wouldnt have thought of trying the game that way myself.URL: http://forum.audiogames.net/viewtopic.php?pid=161173#p161173

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Re: [Audiogames-reflector] iOS text game, A Dark Room, update released

2014-01-07 Thread AudioGames.net ForumNew releases room: Dark


Re: iOS text game, A Dark Room, update released

@Aaron, do locations turn into outposts once cleared? If so that is likely what I need to do to get to where I need to go since while Ive cleared out a fair few locations I havent done them all by any means, but that might be the way to have enough space to reach the next place I need to to progress the story. @Slj, the way traps work is a bit weerd. If you have no trappers or no bate, you simply fill traps and get scales, fir and teeth from them proportionally. If you have trappers though, they will turn meet into bate, and you will use the bate instead of your traps to get a higher amount of animal based resources. the problem however comes because your population is limited in size so the amount of trappers you can have isnt large, so for that purpose traps always help, since the most important job in the game is wood gatherer, followed closely by hunter.Ill also advise that the merchant, tho
 ugh he seems pretty extortionate at the start of the game becomes better later on, especially since you can buy from the merchant anything you have found on the map.Ill definitely be playing this one again even when i finish.URL: http://forum.audiogames.net/viewtopic.php?pid=160967#p160967

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Re: [Audiogames-reflector] iOS text game, A Dark Room, update released

2014-01-07 Thread AudioGames.net ForumNew releases room: Dark


Re: iOS text game, A Dark Room, update released

@Aaron, do locations turn into outposts once cleared? If so that is likely what I need to do to get to where I need to go since while Ive cleared out a fair few locations I havent done them all by any means, but that might be the way to have enough space to reach the next place I need to to progress the story. @Slj, the way traps work is a bit weerd. If you have no trappers or no bate, you simply fill traps and get scales, fir and teeth from them proportionally. If you have trappers though, they will turn meet into bate, and you will use the bate instead of your traps to get a higher amount of animal based resources. the problem however comes because your population is limited in size so the amount of trappers you can have isnt large, so for that purpose traps always help, since the most important job in the game is wood gatherer, followed closely by hunter.Ill also advise that the merchant, tho
 ugh he seems pretty extortionate at the start of the game becomes better later on, especially since you can buy from the merchant anything you have found on the map.Ill definitely be playing this one again even when i finish.Edit: okay, that is weerd, but it does explain why Ive had more trouble exploring than I needed, I didnt know you could go to the same location once youd cleared the enemies and find an outpost, thus getting all your water back. That is helpful and will make long exploration much easier.URL: http://forum.audiogames.net/viewtopic.php?pid=160967#p160967

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Re: [Audiogames-reflector] iOS text game, A Dark Room, update released

2014-01-07 Thread AudioGames.net ForumNew releases room: Dark


Re: iOS text game, A Dark Room, update released

@Aaron, do locations turn into outposts once cleared? If so that is likely what I need to do to get to where I need to go since while Ive cleared out a fair few locations I havent done them all by any means, but that might be the way to have enough space to reach the next place I need to to progress the story. @Slj, the way traps work is a bit weerd. If you have no trappers or no bate, you simply fill traps and get scales, fir and teeth from them proportionally. If you have trappers though, they will turn meet into bate, and you will use the bate instead of your traps to get a higher amount of animal based resources. the problem however comes because your population is limited in size so the amount of trappers you can have isnt large, so for that purpose traps always help, since the most important job in the game is wood gatherer, followed closely by hunter.Ill also advise that the merchant, tho
 ugh he seems pretty extortionate at the start of the game becomes better later on, especially since you can buy from the merchant anything you have found on the map.Ill definitely be playing this one again even when i finish.Edit: okay, that is weerd, but it does explain why Ive had more trouble exploring than I needed, I didnt know you could go to the same location once youd cleared the enemies and find an outpost, thus getting all your water back. That is helpful and will make long exploration much easier.Edit: okay Ive finished the game now. Lots of fun and Ill certainly do it again. my completion time was 267 minutes. once I knew you could turn an explored location into an outpost, things worked far better. In general a really awsome game, though i wish itd been longer with more items and different locations and more stuff to find on the map. Beware! spoilage ah
 oy! I dont know what Aaron means regarding south or finding helpful stuff. I found enemies got harder the further I went from the village, but things didnt particularly change regarding loot , the battlefield is the highest quality loot area and the place to get the carbine and batteries, but other than that I didnt find anything different apart from the two story locations, the wrecked ship and the swamp. funnily enough as I said regarding exploring, I think I probably just did everything the wrong way around since I didnt know you could get water from explored locations making it harder to go to further away places. When I realized I needed alien alloy for the ship I just sold off all my firs, teeth and scales to the merchant, and wound up with a ship with 29 hp, (you can tell how much resources I had, particularly particularly since I traded some firs for teeth). I wasnt sure if 29 would be enough but it tu
 rned out it was, - just!the only weerd occurrence I had was o I only gave the chap in the swamp one jewel, so only got one comment from him, but then I seemed to have more for some reason, but couldnt find the swamp again. I also notice the amulet has indicators on the map so I wonder if there is an encounter I missed there, particularly since the ending with the starship was a little grim,  it would have been nice to take my slaves off with me, and I do wonder what happened to the builder in the end.A great game though and one which will certainly get a db page, I also particularly hope it gets expanded or even a sequal.URL: http://forum.audiogames.net/viewtopic.php?pid=160967#p160967

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Re: [Audiogames-reflector] iOS text game, A Dark Room, update released

2014-01-07 Thread AudioGames.net ForumNew releases room: Dark


Re: iOS text game, A Dark Room, update released

@Aaron, do locations turn into outposts once cleared? If so that is likely what I need to do to get to where I need to go since while Ive cleared out a fair few locations I havent done them all by any means, but that might be the way to have enough space to reach the next place I need to to progress the story. @Slj, the way traps work is a bit weerd. If you have no trappers or no bate, you simply fill traps and get scales, fir and teeth from them proportionally. If you have trappers though, they will turn meet into bate, and you will use the bate instead of your traps to get a higher amount of animal based resources. the problem however comes because your population is limited in size so the amount of trappers you can have isnt large, so for that purpose traps always help, since the most important job in the game is wood gatherer, followed closely by hunter.Ill also advise that the merchant, tho
 ugh he seems pretty extortionate at the start of the game becomes better later on, especially since you can buy from the merchant anything you have found on the map.Ill definitely be playing this one again even when i finish.Edit: okay, that is weerd, but it does explain why Ive had more trouble exploring than I needed, I didnt know you could go to the same location once youd cleared the enemies and find an outpost, thus getting all your water back. That is helpful and will make long exploration much easier.Edit: okay Ive finished the game now. Lots of fun and Ill certainly do it again. my completion time was 267 minutes. once I knew you could turn an explored location into an outpost, things worked far better. In general a really awsome game, though i wish itd been longer with more items and different locations and more stuff to find on the map. Beware! spoilage ah
 oy! I dont know what Aaron means regarding south or finding helpful stuff. I found enemies got harder the further I went from the village, but things didnt particularly change regarding loot , the battlefield is the highest quality loot area and the place to get the carbine and batteries, but other than that I didnt find anything different apart from the two story locations, the wrecked ship and the swamp. funnily enough as I said regarding exploring, I think I probably just did everything the wrong way around since I didnt know you could get water from explored locations making it harder to go to further away places. When I realized I needed alien alloy for the ship I just sold off all my firs, teeth and scales to the merchant, and wound up with a ship with 29 hp, (you can tell how much resources I had, particularly since I traded some firs for teeth). I wasnt sure if 29 would be enough but it turned out it w
 as, - just!the only weerd occurrence I had was o I only gave the chap in the swamp one jewel, so only got one comment from him, but then I seemed to have more for some reason, but couldnt find the swamp again. I also notice the amulet has indicators on the map so I wonder if there is an encounter I missed there, particularly since the ending with the starship was a little grim,  it would have been nice to take my slaves off with me, and I do wonder what happened to the builder in the end.A great game though and one which will certainly get a db page, I also particularly hope it gets expanded or even a sequal.URL: http://forum.audiogames.net/viewtopic.php?pid=160967#p160967

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Re: [Audiogames-reflector] iOS text game, A Dark Room, update released

2014-01-07 Thread AudioGames.net ForumNew releases room: Dark


Re: iOS text game, A Dark Room, update released

Well first for the interesting bit. I E-mailed the developer to say I liked the game and he told me something quite unique which will make the game very different on a replay. there is an alternate ending available. To get it isnt easy however. What you have to do is complete the game without building a single hut or getting any slaves at all. Im trying this now, and I can see it is possible, since building 15 traps automatically unlocks the trading post and Im guessing that 30 will unlock the workshop, though its taking a time to build them at just 20 wood for every cart load and 2 per ten seconds from the builder (plus those bloody annoying trap destruction events). That will also make loot while exploring much more valuable, since there is no other way to get it. Beware! spoilers from now on in. I didnt know about the amulet. I believe the map is randomized since for me most of the bore hole
 s were to the east and north. Its good to know about that amulet, though it seems a bit superfluous because I always found alien alloy at bore holes and battlefields and could just look for those on the map, though as I said I got the majority of my alloy from the merchant.I think the asteroid thing is somewhat random, 29 hp only just! made it through (I had literally one left). next time I will probably go for 35 just to be safe, though well see what doing the alternative method does, since it might change that portion of the game.URL: http://forum.audiogames.net/viewtopic.php?pid=161018#p161018

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Re: [Audiogames-reflector] iOS text game, A Dark Room, update released

2014-01-07 Thread AudioGames.net ForumNew releases room: Dark


Re: iOS text game, A Dark Room, update released

Well first for the interesting bit. I E-mailed the developer to say I liked the game and he told me something quite unique which will make the game very different on a replay. there is an alternate ending available. To get it isnt easy however. What you have to do is complete the game without building a single hut or getting any slaves at all. Im trying this now, and I can see it is possible, since building 15 traps automatically unlocks the trading post and Im guessing that 30 will unlock the workshop, though its taking a time to build them at just 20 wood for every cart load and 2 per ten seconds from the builder (plus those bloody annoying trap destruction events). That will also make loot while exploring much more valuable, since there is no other way to get it. Beware! spoilers from now on in. I didnt know about the amulet. I believe the map is randomized since for me most of the bore hole
 s were to the east and north. Its good to know about that amulet, though it seems a bit superfluous because I always found alien alloy at bore holes and battlefields and could just look for those on the map, though as I said I got the majority of my alloy from the merchant.I think the asteroid thing is somewhat random, 29 hp only just! made it through (I had literally one left). next time I will probably go for 35 just to be safe, though well see what doing the alternative method does, since it might change that portion of the game.Edit: Okay, there is something wrong here. Ive built all 30 traps, and have 500 wood to boot (as well as lots of other resources), and though the trading post showed up, there seems no way to unlock the dusty path and start exploring. i expected it to turn up but it didnt unfortunately. Ive mailed the developer about this, so hopefully Ill find out the answer,  maybe its not building too ma
 ny huts, or maybe its stopping after building the tannary.URL: http://forum.audiogames.net/viewtopic.php?pid=161018#p161018

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Re: [Audiogames-reflector] iOS text game, A Dark Room, update released

2014-01-07 Thread AudioGames.net ForumNew releases room: Dark


Re: iOS text game, A Dark Room, update released

Well first for the interesting bit. I E-mailed the developer to say I liked the game and he told me something quite unique which will make the game very different on a replay. there is an alternate ending available. To get it isnt easy however. What you have to do is complete the game without building a single hut or getting any slaves at all. Im trying this now, and I can see it is possible, since building 15 traps automatically unlocks the trading post and Im guessing that 30 will unlock the workshop, though its taking a time to build them at just 20 wood for every cart load and 2 per ten seconds from the builder (plus those bloody annoying trap destruction events). That will also make loot while exploring much more valuable, since there is no other way to get it. Beware! spoilers from now on in. I didnt know about the amulet. I believe the map is randomized since for me most of the bore hole
 s were to the east and north. Its good to know about that amulet, though it seems a bit superfluous because I always found alien alloy at bore holes and battlefields and could just look for those on the map, though as I said I got the majority of my alloy from the merchant.I think the asteroid thing is somewhat random, 29 hp only just! made it through (I had literally one left). next time I will probably go for 35 just to be safe, though well see what doing the alternative method does, since it might change that portion of the game.Edit: Okay, there is something wrong here. Ive built all 30 traps, and have 500 wood to boot (as well as lots of other resources), and though the trading post showed up, there seems no way to unlock the dusty path and start exploring. i expected it to turn up but it didnt unfortunately. Ive mailed the developer about this, so hopefully Ill find out the answer,  maybe its not building too ma
 ny huts, or maybe its stopping after building the tannary.edit again: okay, I got a mail back from the developer, he stated (I believe Amir is a mail name), that the dusty path shouldve unlocked with the cumpas compass. Once I closed the ap with the ap switcher and opened it again it worked fine and now the dusty path is unlocked.URL: http://forum.audiogames.net/viewtopic.php?pid=161018#p161018

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Re: [Audiogames-reflector] iOS text game, A Dark Room, update released

2014-01-07 Thread AudioGames.net ForumNew releases room: Dark


Re: iOS text game, A Dark Room, update released

Well Drg, thats a long time but if there was no map mode I can understand why. the random map is good since it means you have to actually work out where your going all over again. the trading post unlocked for me at 15 traps, but for some reason the dusty path didnt when I got the compass until I turned the game off and then on again with the ap switcher. once the dusty path unlocked I could find leather and iron and have them show up in the merchants,  indeed this was the way I unlocked stuff last game since usually Id found resources from exploration before Id built enough stuff for my slaves to start gathering them. But combat is harder with the skills so hard to learn. luckily with the 30 traps, I can still get a god supply of tradables which speed things along (yes, the merchants prices are much higher than what you would get if you had slaves, but obviously thats not an option).I think hp is always fixed by what type of armour youve got, with steel armour giving 50 which is the most you can have, similarly all the weapon damage is the same, its just the locations that change between games. I can say though Im actually enjoying this harder mode of the game more, since its far more interesting to explore for things than get them by exploring than waiting for my slaves to finish. Because of waiting for the 30 traps thing I dont know what my time will be, but Ill let people know.Regarding updates, while the developer has said hes thinking of another access fix, i dont think hes got any plans for more content, since he prefers the game the length it is rather than making it longer, but he has said hes thinking about other games in the same style, and would like people to please rate his dark room so that people will know about it. I do agree though, even in current state Id have gladly paid £5 for the game.URL: http://forum.audiogames.net/viewtopic.php?pid=161046#p161046
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Re: [Audiogames-reflector] iOS text game, A Dark Room, update released

2014-01-07 Thread AudioGames.net ForumNew releases room: Dark


Re: iOS text game, A Dark Room, update released

Well Drg, thats a long time but if there was no map mode I can understand why. the random map is good since it means you have to actually work out where your going all over again. the trading post unlocked for me at 15 traps, but for some reason the dusty path didnt when I got the compass until I turned the game off and then on again with the ap switcher. once the dusty path unlocked I could find leather and iron and have them show up in the merchants,  indeed this was the way I unlocked stuff last game since usually Id found resources from exploration before Id built enough stuff for my slaves to start gathering them. But combat is harder with the skills so hard to learn. luckily with the 30 traps, I can still get a god supply of tradables which speed things along (yes, the merchants prices are much higher than what you would get if you had slaves, but obviously thats not an option).I think hp is always fixed by what type of armour youve got, with steel armour giving 50 which is the most you can have, similarly all the weapon damage is the same, its just the locations that change between games. I can say though Im actually enjoying this harder mode of the game more, since its far more interesting to explore for things than waiting for my slaves to finish. Because of waiting for the 30 traps thing I dont know what my time will be, but Ill let people know.Regarding updates, while the developer has said hes thinking of another access fix, i dont think hes got any plans for more content, since he prefers the game the length it is rather than making it longer, but he has said hes thinking about other games in the same style, and would like people to please rate his dark room so that people will know about it. I do agree though, even in current state Id have gladly paid £5 for the game.URL: http://forum.audiogames.net/viewtopic.php?pid=161046#p161046
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Re: [Audiogames-reflector] iOS text game, A Dark Room, update released

2014-01-05 Thread AudioGames.net ForumNew releases room: Dark


Re: iOS text game, A Dark Room, update released

Thanks for the walkthru phil, though to be honest Ive stayed away from the dark room wiki and other information as I want to find things out for myself. Thus far I really like the game, accept that it seems Im nearing the end of things but Im a little stuck since a location I need to get to seems further away than my water supplies will take me.Then again well see if this really is! the end or whether there is more to do as I got several surprises from the game thus far.My only miner cryticism as I said on the audeasy list, is that resources gained from exploring really dont help much once sorted out your resource gathering, Id love to see some more stuff that was exploration only loot or maybe some experience for battles since its a shame to have carrying apacity but then no point carrying stuff. Indeed, I wish I could carry extra water right now, though I have the
 ; highest available tank it doesnt seem to be enough to get me to where I need to go, but Ill try again. The game is certainly addictive, I just hope it doesnt end this quickly.URL: http://forum.audiogames.net/viewtopic.php?pid=160704#p160704

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Re: [Audiogames-reflector] iOS text game, A Dark Room, update released

2014-01-05 Thread AudioGames.net ForumNew releases room: Dark


Re: iOS text game, A Dark Room, update released

Thanks for the walkthru phil, though to be honest stayed away from the dark room wiki and other information as I want to find things out for myself, so Ive not read it and will only consult it if I become absolutely stuck. Thus far I really like the game, accept that it seems Im nearing the end of things but Im a little stuck since a location I need to get to seems further away than my water supplies will take me.Then again well see if this really is! the end or whether there is more to do as I got several surprises from the game thus far.My only miner cryticism as I said on the audeasy list, is that resources gained from exploring really dont help much once sorted out your resource gathering, Id love to see some more stuff that was exploration only loot or maybe some experience for battles since its a shame to have carrying apacity but then no point carrying stuff. Inde
 ed, I wish I could carry extra water right now, though I have the highest available tank it doesnt seem to be enough to get me to where I need to go, but Ill try again. The game is certainly addictive, I just hope it doesnt end this quickly.URL: http://forum.audiogames.net/viewtopic.php?pid=160704#p160704

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Re: [Audiogames-reflector] iOS text game, A Dark Room, update released

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


Re: iOS text game, A Dark Room, update released

Well I saw Phils announcement and since I wanted to start trying some newly released games after christmas I had to give this one a go. Yes, it meets the db guidleines but nore than that its awsome! its as if someone took my castaways and fallthru, two of my favourite games and stuck them together, and the access is some of the best Ive seen. I particularly like the way that battles the alerts get repeated so even if your flicking to different buttons you can find out what is going on in the battle and dont miss stuff like in a mud. The only thing Im not sure about is the fire in the main room, since I keep stoking the thing but Im not sure what its doing, though then again maybe I should not find out what happens if it goes out . Btw, amusingly enough, since I 
 have the contrast reversed on my Iphone so that the background is black and the writing white, I can at least get a vague visual impression where some of the controls are, the game actually gets lighter when the fire starts going out which is quite creepy .URL: http://forum.audiogames.net/viewtopic.php?pid=160628#p160628

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Re: [Audiogames-reflector] Swamp origins, a completely unofficial swamp storyline, campaigne,

2013-12-11 Thread AudioGames.net ForumNew releases room: Dark


Re: Swamp origins, a completely unofficial swamp storyline, campaigne,

ModeratonModeration! This is a really cool idea, however since youve got noting playable Im moving this to the general game discussion.URL: http://forum.audiogames.net/viewtopic.php?pid=158142#p158142

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Re: [Audiogames-reflector] Swamp origins, a completely unofficial swamp storyline, campaigne,

2013-12-11 Thread AudioGames.net ForumNew releases room: Dark


Re: Swamp origins, a completely unofficial swamp storyline, campaigne,

ModeratonModeration! This is a really cool idea, however since youve got noting playable Im moving this to the general game discussion room.Okay, thats the official bit over, as for the rest of itt this sounds a great campagien and I would suggest getting the real Aprones approval at least to ask some ideas for what he had in mind wwhen creating swamp and the zombies. When this is done let us know, and when youve got something playable feel free to post in new releases about it.URL: http://forum.audiogames.net/viewtopic.php?pid=158142#p158142

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Re: [Audiogames-reflector] Community feud, by Aprone

2013-12-02 Thread AudioGames.net ForumNew releases room: Dark


Re: Community feud, by Aprone

And there was me wondering if community feud was some sort of arguement about swamp :d. A simple idea for a game yes, but one that has potential for expanding, actually it sort of reminds me of towers of war a bit in terms of defense and placement albeit its turn based rather than anything else. I do like the idea though and I could see this being lots of fun with created characters and some expantions for the game. i also personally didnt have any trouble with sounds not playing or similar.Ive not got how this bronze silver and gold thing works yet but I will have a go at creating characters when I do. Ive got a dropbox account, Luke Hewitt with E-mail d...@xgam.org, however perhaps in the future some sort of game server updating could happen just to make things easier.As regards expantions well random damage is the first, since then there is an added stratogy element, as to whether you buy the caracter who doe
 s 6 damage constantly or the character who can do 1d12. This also adds some suspense to being attacked as well. Another considderation is range and attacks. I wasnt sure if all the characters thus far have the piercing attack, but itd be nice if some didnt, say a close range character who could do uba damage, but only to something next to them.Equally, catapult type damage might be fun, ie, a character who instead of damaging all squares ahead of them, damages squares at a distance. For example, a catapult character might not danage the square next to them, but do damage to a square 3 away. This would be easy to represent in text by simply noting the unaffected squares, ie, 2-3, to indicate a character who you could stick on rank one, and would hit squares 4-7, but would miss 2 and 3, (a nice way to get damage at distance on front ranks with a lower cost than a stright piercing attack). In terms of chance, it migh
 t also be fun to stagger the enemy attack rate slightly, indeed this could act as a game difficulty. Itd also be nice to see themed sets of enemies as well though obviously that will come later when we have more characters.I can dcertainly see this one being a major thing and a lot of fun.URL: http://forum.audiogames.net/viewtopic.php?pid=157080#p157080

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Re: [Audiogames-reflector] Community feud, by Aprone

2013-12-02 Thread AudioGames.net ForumNew releases room: Dark


Re: Community feud, by Aprone

And there was me wondering if community feud was some sort of arguement about swamp :d. A simple idea for a game yes, but one that has potential for expanding, actually it sort of reminds me of towers of war a bit in terms of defense and placement albeit its turn based rather than anything else. I do like the idea though and I could see this being lots of fun with created characters and some expantions for the game. i also personally didnt have any trouble with sounds not playing or similar.Ive not got how this bronze silver and gold thing works yet but I will have a go at creating characters when I do. Ive got a dropbox account, Luke Hewitt with E-mail d...@xgam.org, however perhaps in the future some sort of game server updating could happen just to make things easier.As regards expantions well random damage is the first, since then there is an added stratogy element, as to whether you buy the caracter who doe
 s 6 damage constantly or the character who can do 1d12. This also adds some suspense to being attacked as well. Another considderation is range and attacks. I wasnt sure if all the characters thus far have the piercing attack, but itd be nice if some didnt, say a close range character who could do uba damage, but only to something next to them.Equally, catapult type damage might be fun, ie, a character who instead of damaging all squares ahead of them, damages squares at a distance. For example, a catapult character might not danage the square next to them, but do damage to a square 3 away. This would be easy to represent in text by simply noting the unaffected squares, ie, 2-3, to indicate a character who you could stick on rank one, and would hit squares 4-7, but would miss 2 and 3, (a nice way to get damage at distance on front ranks with a lower cost than a straight piercing attack). Traps or defenses on the g
 round such as fire, thorns or pits of rabid badgers could be interesting too, since you wouldnt gain any resources for the trapped area each turn, and the enemy could walk through it, but either moving across the square or staying in it could do continual damage,  great to place a trap then a tank. Indeed, another type of character, support characters could be nice too, characters that dont actually attack themselves but add to the damage of the character in front of them, with a range on their abilities, and of course healers could be fun as well, particularly given the cost elements.In terms of chance, it might also be fun to stagger the enemy attack rate slightly, indeed this could act as a game difficulty. Itd also be nice to see themed sets of enemies as well though obviously that will come later when we have more characters.I can dcertainly see this one being a major thing and a lot of fun, indeed for anyone who has 
 played Kingdom of Loathing and has got to play the Alices army mini cardgame, this rather reminded me of that albeit with added cost elements and roads rather than card placement at the start of the turn.Either way Ill be interested to see where this one snowballs off to,  time and shifts permitting of course.URL: http://forum.audiogames.net/viewtopic.php?pid=157080#p157080

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Re: [Audiogames-reflector] Swamp, zombie fps by Aprone

2013-12-01 Thread AudioGames.net ForumNew releases room: Dark


Re: Swamp, zombie fps by Aprone

Moderation! strangernikkfrankly i agree with the comments.  Ruining Aprones great work on Swamp is bad enough, but inviting others to do so too is down right dire, as well as very stupid on this forum where Aprone is A, a moderator, and B, where there is a strong anti hacking policy against audio games anyway (and even if Aprone doesnt recieve money for his games the principle still stands). You are now banned from the forum, and frankly if this is your attitude you should be banned from playing games altogether.URL: http://forum.audiogames.net/viewtopic.php?pid=156867#p156867

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Re: [Audiogames-reflector] Alter Aeon druid class is live!

2013-12-01 Thread AudioGames.net ForumNew releases room: Dark


Re: Alter Aeon druid class is live!

Moderation! New version of Mush Z and new updates to Alter deserve to go in New releases I think.It is Good to know that the Druid class has been added, I should get back to alter, though Im a little sorry my main char will have difficulty with adding druid to his ensamble, and Id rather not start a new char since Im usually a one character per game sort of chap.URL: http://forum.audiogames.net/viewtopic.php?pid=156878#p156878

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Re: [Audiogames-reflector] 100% Audio MMORPG that can be played hands-free

2013-12-01 Thread AudioGames.net ForumNew releases room: Dark


Re: 100% Audio MMORPG that can be played hands-free

this does sound a very interesting project and Ill sign up myself for testing, but Id also appreciate some more inforamtion. For example audio perspective. while you mention the game being like an audio (which I assume refers to the cut scenes and story), how does the actual gameplay work? is it sort of choice based, ie, you choose how the story goes? or is it more fluid and real time with a first person perspective or other action sequences for combat, exploring, etc. I could imagine either an audio interactive gamebook, rather like the fighting fantasy or choose your adventure series but as audio, or something that functions as an audio adventure game with audio cut scenes, but wwith a fully explorable world (indeed as a big exploration fan Id be interested to know about that aspect of gameplay).Then, what exactly does audio book in this context mean? Is it more like a radio play where there are various actors,
  full sound environments etc, or more like a narated story with one single actor reading descriptions of what happens. How much background sfx are there in the game? Finally, Mmorpg implies player interaction and online locations to explore, as well as possibly some rpg features as Mike said such as combat, levelling etc. Some Mmorpgs also have player cooperation or player competition too. How does the online bit affect the game?If you would like to give more information Id be glad to write up some news for the front of site, since people like to know about new developments, especially in the much under populated world of Audio rpgs. that is one genre which many people want to see expanded but which has had very few propper entries up to now, and indeed nothing with online multiplayer as yet for all a couple of projects are supposedly in the works.URL: http://forum.audiogames.net/
 viewtopic.php?pid=156879#p156879

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Re: [Audiogames-reflector] 100% Audio MMORPG that can be played hands-free

2013-12-01 Thread AudioGames.net ForumNew releases room: Dark


Re: 100% Audio MMORPG that can be played hands-free

Ah dam! unfortunately for some reason I cant get my mail address to cooperate with Ios so I cant sign up for test flight since theres no way to get the link on my Iphone. I will be interested to hear about the game though and play it once it is available.URL: http://forum.audiogames.net/viewtopic.php?pid=156885#p156885

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Re: [Audiogames-reflector] Lords Knights: Medieval Strategy MMO for iPhone and Androyd

2013-11-25 Thread AudioGames.net ForumNew releases room: Dark


Re: Lords & Knights: Medieval Strategy MMO for iPhone and Androyd

As Iunderstood attacks were a main thing, though i thought from a the map had been fixed. I did talk to the makers of star traders, which is something like smugglers but for the Ios or Android platforms, however in that game the navigation of the starmap wasnt accessible. The devs said theyd look into it, but likely they need another pok. glad to know lords and knights is workable,even if its not my thing itll at least make it possible to try out and do a db entry.URL: http://forum.audiogames.net/viewtopic.php?pid=156403#p156403

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Re: [Audiogames-reflector] Lords Knights: Medieval Strategy MMO for iPhone and Androyd

2013-11-24 Thread AudioGames.net ForumNew releases room: Dark


Re: Lords & Knights: Medieval Strategy MMO for iPhone and Androyd

Is the game free? It needs a db entry since its an accessible Iphone game that many people play, however Im slightly put off by the unrestricted pvp side of things from playing seriously myself. would it be possible for me to download for a quick try out? Alternatively, would someone who knows about the game considder a podcast?URL: http://forum.audiogames.net/viewtopic.php?pid=156363#p156363

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Re: [Audiogames-reflector] Recent Materia Magica Changes

2013-11-11 Thread AudioGames.net ForumNew releases room: Dark


Re: Recent Materia Magica Changes

Sounds cool! thanks for the updates, I particularly like the idea of things such as sailing becoming so much more newbie friendly.URL: http://forum.audiogames.net/viewtopic.php?pid=155047#p155047

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Re: [Audiogames-reflector] Vendetta: Rise of a Gangster (This is not a browser Mafia clone)

2013-11-08 Thread AudioGames.net ForumNew releases room: Dark


Re: Vendetta: Rise of a Gangster (This is not a browser Mafia clone)

Well Im glad the developer is back too, and he has also said hell announce updates on this forum since I sent him a link to this topic so hed know what people here thought of the game.Yep, the choiceof stuff are awsome on the Iphone, (Id also recommend King of Dragon pass but thats a hole other topic), though as a bit of advice, choice of broardsides and choice of the dragon are complete games, and though there is the option to upgrade and pay for them this just removes adds which, if your using vo you likely wont see since theyre at the bottom of the screen. Best to save your money and pay for the games like starcaptain and zombi exidous that need you to be bought as commercial games, though Ive personally not got the hoe catalogue yet (though I well might in the future).URL: http://forum.audiogames.net/viewtopic.php?pid=154792#p154792

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Re: [Audiogames-reflector] Vendetta: Rise of a Gangster (This is not a browser Mafia clone)

2013-11-05 Thread AudioGames.net ForumNew releases room: Dark


Re: Vendetta: Rise of a Gangster (This is not a browser Mafia clone)

Well good news for everyone. I E-mailed the developer of vendetta and he said that while there has been an absense due to some bad circumstances in his life, hes now back developing the game, so we should hopefully be seeing some updates in the future hurrah! I cant wait to have the game playable on my Iphone, indeed its sort of ironic looking back at this topic when I didnt have one, since saving instantly in the Iphone versions is a very nice feature and also all! the choiceof games are very much playable on the go, (I played most of choice of the star captain on trains).URL: http://forum.audiogames.net/viewtopic.php?pid=154393#p154393

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Re: [Audiogames-reflector] Family Game Being Developed in Inform 7

2013-10-31 Thread AudioGames.net ForumNew releases room: Dark


Re: Family Game Being Developed in Inform 7

Well Lady juliett, its an interesting idea, but I dont know how well inform can handle behaviour of past events affecting future ones. For example, youd want a situation where for instance if you were helpful and kind your spouse and kids would behave one way, where as if you left them to do all the work theyd behave differently.I wonder therefore if youve looked at the choiceof scripting on Choiceofgames Since affecting past events by current stats is one of the strong points of the language, plus its easier to learn with an English syntax and would already be multiplatform.Of course Im not certain whether inform could! give you the same experience, but I do know choiceof code is easier and I have seen it handle similar situations.Another question I have is to do with culture and gender. Alter ego the life simulator was slightly similar to what you were planning, however the game was very much set in America in the 1980s. Not only did I dislike the way you had to prove your intelligence by answering questions on American presidents, but also it seemed gender roles were pretty fixed. You couldnt play a woman who worked or a man who took care of kids if you were married, likewise if you were a woman in all the social situations youd be cooking or the like, while men would be out drinking beer and fixing things. You also didnt get to propose mariage or indeed date anyone yourself if you were female, you got asked.Of course, the game was written in the 1980s, and only recently ported to the net, so things have changed, but I do think itd be nice to have something which a bit more choice and a bit less sterriotypes.URL: http://forum.audiogames.net/viewtopic.php?pid=153750#p153750

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Re: [Audiogames-reflector] he lost tower that is haypi monster 2

2013-10-31 Thread AudioGames.net ForumNew releases room: Dark


Re: he lost tower that is haypi monster 2

Well I take it if it is a twin its not anymore accessible and you still have a lot of guess work to do, plus annoying vo slowdown.Really Im disappointed that the company basically ignored all attempts to contact them over making their games more accessable.URL: http://forum.audiogames.net/viewtopic.php?pid=153752#p153752

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Re: [Audiogames-reflector] Teaser trailer for Papa Sangre II released

2013-10-31 Thread AudioGames.net ForumNew releases room: Dark


Re: Teaser trailer for Papa Sangre II released

Ill grab it myself right away, though as Im feeling slightly unwell due to a virus goodness knows how itll go.URL: http://forum.audiogames.net/viewtopic.php?pid=153759#p153759

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Re: [Audiogames-reflector] Teaser trailer for Papa Sangre II released

2013-10-31 Thread AudioGames.net ForumNew releases room: Dark


Re: Teaser trailer for Papa Sangre II released

Ill grab it myself right away, though as Im feeling slightly unwell due to a virus goodness knows how itll go.Edit: okay, where is it? its not show up yet in the list of stuff by somethinelse.URL: http://forum.audiogames.net/viewtopic.php?pid=153759#p153759

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Re: [Audiogames-reflector] he lost tower that is haypi monster 2

2013-10-31 Thread AudioGames.net ForumNew releases room: Dark


Re: he lost tower that is haypi monster 2

Well I suppose it is technically a new game or at least newly discovered game,  though whether its accessible is another matter. Playable possibly, accessible possibly not.URL: http://forum.audiogames.net/viewtopic.php?pid=153764#p153764

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Re: [Audiogames-reflector] papa sangre has returned!

2013-10-31 Thread AudioGames.net ForumNew releases room: Dark


Re: papa sangre has returned!

How did you find it in the ap store? Ive tried searching for papa sangre and for papa sangre ii, but have found nothing, (not even papa sangre 1 showed up). I did find the nightjar and look for related games, but again, only the nightjar and papa 1 were there.im just updating ios to see if you need the latest version for it to show up.URL: http://forum.audiogames.net/viewtopic.php?pid=153779#p153779

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Re: [Audiogames-reflector] papa sangre has returned!

2013-10-31 Thread AudioGames.net ForumNew releases room: Dark


Re: papa sangre has returned!

Actually Cansino, that was just how I found it, I went to the nightjar and looked at related aps and once Id upgraded to ios 7 it was there. I like thus far, especially the gyro which actually is quite cool, and San beans rather no nonsense guiding, and that mention of the village in Black Dog, a nice nightjar homage. The only problem I have is after finishing a level I dont seem to be able to start the next one, if I turn vo back on and look there are no buttons and if I try hitting the screen I usually restart the previous level by mistake, have to hit home to exit the ap, open it again and go back to the menue, thats a little irritating. Also I dont seem to be able to connect to the gamecenter so havent been able to check achievements yet. Thats a bit annoying but I suspect its a local problem. Oth than that I do like the way the game works, albeit Ive no
 t got into the harder stuff yet, all the stuff about shades and memories rather reminds me of the dresden book Ghost story as well.URL: http://forum.audiogames.net/viewtopic.php?pid=153793#p153793

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Re: [Audiogames-reflector] papa sangre has returned!

2013-10-31 Thread AudioGames.net ForumNew releases room: Dark


Re: papa sangre has returned!

@Aaron how did you find the game on ios 6? I had to upgrade to 7 just to get it to show up in the ap store. The game center does seem to be behaving now. Regarding vo, well I did sort of assume that it worked the same way as papa1 and if I left it on itd speak in game buttons when I didnt want it to which got annoying. Having vo on didnt seem to make a difference for finding the next level though since when I turned vo on after finishing the previous level, there were no buttons to continue accept in the pause menue, vo just said game screen I dont know why they couldnt just use the in game controls as buttons, say having an arrow for next level where the right foot is and an arrow to go back to main menue on the left foot.Other than that though I like what Ive seen of the game so far, but I wont be playing this! one on the train the way I did nightjar and papa1 s
 ince I really like the gyro.URL: http://forum.audiogames.net/viewtopic.php?pid=153806#p153806

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Re: [Audiogames-reflector] Scrolling Battles

2013-10-29 Thread AudioGames.net ForumNew releases room: Dark


Re: Scrolling Battles

Just thought people would like to know, Scrolling battles now has a db entry which can be Found here If sb2 is going to be upgraded to sb ultimate, well Ill probably wait to create a page for it until that is done since its not as if I dont have enough to add to the db. Sorry it took such a while to get this one done. As regards personal opinion about the game, I like the extras, the sound, the choice of environment, the upgrades and customizations and all the random factors, it gave a lot of replayability to the game and made it ideal for quick bursts especially with the upgrade system. The problem is I just felt a lot of it didnt really contribute to making the game tactical, mostly I was just hearing an enemy and hitting it as fast as possible with the most powerful gun I had, just reacting again, not having to judge enemy movements or attacks or a learn a specific
 ally difficult mechanic or level layout. Id love to see a future scrolling battles take a bit more advantage of this, perhaps increasing the games difficulty not by just throwing more sounds at the player and making them respond more quickly, but say have more things to avoid, more things to dodge and enemies who need more to destroy them than just hitting fast.URL: http://forum.audiogames.net/viewtopic.php?pid=153565#p153565

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Re: [Audiogames-reflector] Scrolling Battles

2013-10-29 Thread AudioGames.net ForumNew releases room: Dark


Re: Scrolling Battles

And sb2 looks like battlezone, and the shop system in sb looks like the one from adventure at c, and everything probably goes back to Superliam anyway! Really, games borrow ideas from each other, its what happens, indeed much of the 1990s Snes and mega drive era was a constant! cloning of game elements. The crytical bit is what differences are! made to the gameplay and what additions come into the game. Ive not played death match yet, but if your that worried, maybe you should add to the game and make it more distinct. @niclas, I know scrolling battles is intended as a fast action arcade game of just reacting, Im just a bit sick of this sort of gameplay in audio game, it is just the same challenge over and over which is why even if your making a similar game Id like to see peoploe actually think a little outside the box and try to make a game with more to its appeal than just! how quickly can you react.URL: http://forum.audiogames.net/viewtopic.php?pid=153614#p153614

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Re: [Audiogames-reflector] space odyssey a cool fleet managemennt mmorpg

2013-10-28 Thread AudioGames.net ForumNew releases room: Dark


Re: space odyssey a cool fleet managemennt mmorpg

Hi Mike. use the account link towards the bottom, itll list your gold account days remaining.I also confess I was rong in the last post, the quadrent map has just the same fix as previously mentioned, which is great, though unfortunately an error cropped up when I was putting together a db entry for the game, though hopefully Sander can fix it.Now off to let my little miniams expand my gold! .URL: http://forum.audiogames.net/viewtopic.php?pid=153455#p153455

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Re: [Audiogames-reflector] space odyssey a cool fleet managemennt mmorpg

2013-10-28 Thread AudioGames.net ForumNew releases room: Dark


Re: space odyssey a cool fleet managemennt mmorpg

Hi Mike. use the account link towards the bottom, itll list your gold account days remaining.I also confess I was rong in the last post, the quadrent map has just the same fix as previously mentioned, which is great, though unfortunately an error cropped up when I was putting together a db entry for the game, though hopefully Sander can fix it.Now off to let my little miniams expand my money! .URL: http://forum.audiogames.net/viewtopic.php?pid=153455#p153455

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Re: [Audiogames-reflector] space odyssey a cool fleet managemennt mmorpg

2013-10-28 Thread AudioGames.net ForumNew releases room: Dark


Re: space odyssey a cool fleet managemennt mmorpg

Hi Mike. use the account link towards the bottom, itll list your gold account days remaining.I also confess I was rong in the last post, the quadrent map on the Pve server has just the same fix as previously mentioned, (either I missed it at first or it just got updated, which is great, though unfortunately an error cropped up when I was putting together a db entry for the game, though hopefully Sander can fix it so that I can add Space Odyssey in and let more people know about it.Now off to let my little miniams expand my money! .URL: http://forum.audiogames.net/viewtopic.php?pid=153455#p153455

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Re: [Audiogames-reflector] Teaser trailer for Papa Sangre II released

2013-10-28 Thread AudioGames.net ForumNew releases room: Dark


Re: Teaser trailer for Papa Sangre II released

Nice clip, though I now want to see what the game actually plays like especially since from what I gather the game has slightly expanded gameplay from papa 1, aprticularly with extra achievements and such. As to why Sean Bean being creepy is weerd, well its just because of the rolls hes played in the past. His first most iconic part was as Captain richard Sharpe, a no nonsense napoleonic war British soldier. He then got famous for playing Boromir in the Lord of the Rings films, and more recently he played Lord Edard stark in the first tv Series of Game of thrones. All of these characters are straight laced soldier types with a sense of honour, and usually a rather abrupt tempre for those they see as underhanded or sneaky, who usually get dealt with in short order. its sort of become a traidmark of Sean Beans as an actor, indeed a lot of British people laughed at the scene in the first lotr film where he picks up the broken shards of the
  sword Narsil and says still sharp  was that about the sword or his previous character .That is why him in a creepy horror setting is rather weerd, its totally at odds for what hes best known for, though I suspect with him being a more than compitant actor itll work in the end.URL: http://forum.audiogames.net/viewtopic.php?pid=153504#p153504

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Re: [Audiogames-reflector] space odyssey a cool fleet managemennt mmorpg

2013-10-27 Thread AudioGames.net ForumNew releases room: Dark


Re: space odyssey a cool fleet managemennt mmorpg

And here is your answer Mike, Heres the link to register for the pve server and you can guarantee after finishing this post Im going straight over to register an account there ready to give those nasty aliens what for free from harassment by human players.Ive read the guide for Sea Odicy and it basically looks like a Space Odicy mod indeed, though I suspect the maps havent had the fix space odicy had, and there is no mention of other servers I could find. Hacker project I had a brief look at the guide but havent actually signed up for the game, to be honest it looked almost too complex sort of like a very stripped down version of real hacking . , although I suspect your right about the lack of access points just because it doesnt have any maps, and it seems in al
 l the eET virtual worlds games that the maps are the main bugbear as far as access goes. Finally, onto Astro galaxy, I played the game all Saturday night and finished most of the tutorial. Its a really interesting game and not like any of the otherss, (although it has some interface elements similar to Space odicy). Basically you have a spaceship and must fly out from earth exploring new planets and stars. You must manage your ship in rather complex detail, equipping new modules, highering a crew for them, having the right resources and fuel to make round trips etc, indeed in some ways I think it is slightly more my thing that Space odicy, (though well see how well I get on with the no pvp version). The only problem is the maps, both for making jumps around the system and flying between stars are utterly inaccessible. the system map is possible to navigate by hitting links until you get the right moon or planet, but the interstellar map is literally impossi
 ble. However, the good news is the developer has got back to me stating theyre working on an alternative interface for the game to fix this. So hurrah! a hole bunch of new accessible games,  itll keep me rather busy adding them all to the db.URL: http://forum.audiogames.net/viewtopic.php?pid=153367#p153367

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Re: [Audiogames-reflector] space odyssey a cool fleet managemennt mmorpg

2013-10-27 Thread AudioGames.net ForumNew releases room: Dark


Re: space odyssey a cool fleet managemennt mmorpg

well Ive started already, and I have to say its going better than my game on the main server though I thik the developer forgot to add the quadrent map fix to the pve server annoyingly. Still, nice to blow up those nasty things and also be able to expand my stash. I have added lots of money to my hidden base to accumulate, oh and Ive also bought the gold account which is pretty awsome since it gives you the chance to find fleet designs by other people and clone them yourself.URL: http://forum.audiogames.net/viewtopic.php?pid=153386#p153386

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Re: [Audiogames-reflector] Teaser trailer for Papa Sangre II released

2013-10-27 Thread AudioGames.net ForumNew releases room: Dark


Re: Teaser trailer for Papa Sangre II released

I know, their new trailer sounds cool, though its a little weerd to hear sean bean being creepy. Theyve also got a twitter competition to get a copy early,  go and see the papa2 news post for details and a link. Im looking forward to it myself.URL: http://forum.audiogames.net/viewtopic.php?pid=153406#p153406

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Re: [Audiogames-reflector] space odyssey a cool fleet managemennt mmorpg

2013-10-26 Thread AudioGames.net ForumNew releases room: Dark


Re: space odyssey a cool fleet managemennt mmorpg

Im looking forward to seeing the pve server up myself Mike, I was also pleased with how quickly they fixed the star map since now it has names of stars and proper links to navigate not just the unlabeled graphics. As another interesting point Ive been trying one of the developers other games, astro galaxy a more realistic space exploration game where you start out from earth and fly into deep space to explore different stars and planets and bring back resources. Sadly I got utterly stuck with navigating inter stellar jumps, (and navigating even planets in a system is a pain since you need to basically just click and hope). but well see whats done abut that. Back to space odicy though Ill look forward to seeing a game available where you can just fight against the enimy and dont have to bother with other players.URL: http://forum.audiogames.net/viewt
 opic.php?pid=153295#p153295

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Re: [Audiogames-reflector] space odyssey a cool fleet managemennt mmorpg

2013-10-25 Thread AudioGames.net ForumNew releases room: Dark


Re: space odyssey a cool fleet managemennt mmorpg

Okay, I couldnt register on the forum, (it had an audio alternative to the capture, but it didnt work for some reason), so Ive sent a pm to the support team asking about either the so pve server or some sort of none pvp option in the game. (I also asked about the star labels while I was there). The worst they can say is no after all, and it really is a shame given how complex and how much there is to do in the game.URL: http://forum.audiogames.net/viewtopic.php?pid=153135#p153135

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Re: [Audiogames-reflector] space odyssey a cool fleet managemennt mmorpg

2013-10-25 Thread AudioGames.net ForumNew releases room: Dark


Re: space odyssey a cool fleet managemennt mmorpg

@Wp84, yes, that is! confusing. As Pelantas said going through the guide (the one available at the guide link), will help. I do have good news however. The developers have got back to me since this morning (actually very quickly I wasnt expecting anything until at least tomorrow). They will not only fix the star lables, but the pve server is! indeed exactly what I thought it was. They disabled sign up on the Pve server because they want more people signing up to the main game, but they said they will reintroduce it soon, and Ive asked them to let me know when its up and running, which i think will be a much better option for people who dont want to have 7 shades blown out of them by other commanders.I actually get the impression they are looking for new players of the game, so if youve got friends who might like this one its probably worth letting them know.URL: http://forum.audiogames.net/viewtopic.php?pid=153179#p153179

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Re: [Audiogames-reflector] space odyssey a cool fleet managemennt mmorpg

2013-10-24 Thread AudioGames.net ForumNew releases room: Dark


Re: space odyssey a cool fleet managemennt mmorpg

Okay, I went through the tutorial and I sort of can see the point in extending and such. ive not been attacked yet but I have carried out some missions and such, which have worked, (the fleet the guide gives you is much better than the one you end up with by default). The only thing I do sort of wonder is how to build bigger and better fleets, since I see lots of available designs and such, though I suppose its better to design everything myself just using bigger numbers when I have more money, though the design system is a bit complex.ive also not quite worked out what the quadrent map is supposed to do or how your meant to use it, though navigating the galaxy map is okay, and this game really does give more turns than you need. Provided nobody attacks and wipes me out to nothing it might be fun, although it is very! heavy on the stats, indeed one thing that annoys me a little is the way that scansoft daniel reads numbers with separate
 rs as individual numbers not as hole numbers, which makes a game like this more complex to play than it should be. For example, where as orphius would read 15.000.000 as fifteen million, Scansoft daniel reads it as one five zero zero zero, zero zero zero, which can be somewhat annoying.URL: http://forum.audiogames.net/viewtopic.php?pid=153005#p153005

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Re: [Audiogames-reflector] space odyssey a cool fleet managemennt mmorpg

2013-10-24 Thread AudioGames.net ForumNew releases room: Dark


Re: space odyssey a cool fleet managemennt mmorpg

Okay, I went through the tutorial in the guide and I do have a better idea about the game. Ive not been attacked yet but I have carried out some missions and such, which have mostly worked, (the fleet the guide gives you is much better than the one you end up with by default). The only thing I do rather wonder is how to build bigger and better fleets, since I see lots of available fleets in buy fleets and various pre built equipment but Im not sure what to do with them, though I suppose its better to design everything myself just using bigger numbers when I have more money, though the design system is a bit complex and even though Ive read the guide Im still not absolutely certain on how to build a better fleet with enough power to fight those reavers.Ive also not quite worked out what the quadrent map is supposed to do or how your meant to use it, though navigating the galaxy map is okay, (even with the unlabeled stars, sinc
 e at least the names are in the html address), and this game really does give more turns than you need. Provided nobody attacks and wipes me out to nothing it might be fun, although it is very! heavy on the stats, indeed one thing that annoys me a little is the way that scansoft daniel reads numbers with separaters as individual numbers not as hole numbers, which makes a game like this more complex to play than it should be. For example, where as orphius would read 15.000.000 as fifteen million, Scansoft daniel reads it as one five zero zero zero, zero zero zero, which can be somewhat annoying.URL: http://forum.audiogames.net/viewtopic.php?pid=153005#p153005

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Re: [Audiogames-reflector] Vendetta: Rise of a Gangster (This is not a browser Mafia clone)

2013-10-24 Thread AudioGames.net ForumNew releases room: Dark


Re: Vendetta: Rise of a Gangster (This is not a browser Mafia clone)

The only problem with the chrome web store is the games only run through chrome which access wise is a bit iffy, plus of course you can only play them in! chrome. Id love proper downloadable versions or maybe access to them on a propper website in a browser of your choice, but it doesnt seem that is likely, and at least with Ios the games are available.I have plenty of space since I have the 64 gb Iphone 5, but Ive only been buying the games successively, though I probably will sit down and play more of them today.URL: http://forum.audiogames.net/viewtopic.php?pid=153025#p153025

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Re: [Audiogames-reflector] space odyssey a cool fleet managemennt mmorpg

2013-10-24 Thread AudioGames.net ForumNew releases room: Dark


Re: space odyssey a cool fleet managemennt mmorpg

Ouch, that doesnt sound good especially with how much things cost in the game. A shame when the environment has so much to do. as I said, there is actually a server called so ppve, so I wonder if there was intended! to be a none pvp option in the game for people who wanted.URL: http://forum.audiogames.net/viewtopic.php?pid=153026#p153026

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Re: [Audiogames-reflector] space odyssey a cool fleet managemennt mmorpg

2013-10-24 Thread AudioGames.net ForumNew releases room: Dark


Re: space odyssey a cool fleet managemennt mmorpg

Ouch, that doesnt sound good especially with how much things cost in the game. A shame when the environment has so much to do. as I said, there is actually a server called so ppve, so I wonder if there was intended! to be a none pvp option in the game for people who wanted. It always really irritates me when games do this, offer no options for people who dont care about pvp, indeed its extra unfriendly to new players especially in a complex game like this one that would take time to learn and master.Pvp isnt a problem in something like Solara, puppet nightmares or KoL where you dont lose anything and it doesnt interfere with your over all game, but in complex build up games like this one it just irritates the heck out of me!Maybe I should just quit it all and go back to core exiles, which Ive not played for several months.URL: htt
 p://forum.audiogames.net/viewtopic.php?pid=153026#p153026

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Re: [Audiogames-reflector] Vendetta: Rise of a Gangster (This is not a browser Mafia clone)

2013-10-23 Thread AudioGames.net ForumNew releases room: Dark


Re: Vendetta: Rise of a Gangster (This is not a browser Mafia clone)

I really need to play more of these, indeed your post grryf makes me want to. Ive actually always wondered on the ap store if you could have a favourites list since itd be nice to have choiceofgames and hosted games on there so that I could look at them more frequently without having to search each time,  itd also be handy for the db with things like storm8 etc. Anyway, its funny you mention saves and in ap perchice, becausee one game I have downloaded but not played yet is zombie exodus and I know that has in ap perchice of the next part, indeed Id be surprised if waywalkers doesnt let you do that with all Ive heard of the game.URL: http://forum.audiogames.net/viewtopic.php?pid=152959#p152959

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Re: [Audiogames-reflector] Vendetta: Rise of a Gangster (This is not a browser Mafia clone)

2013-10-22 Thread AudioGames.net ForumNew releases room: Dark


Re: Vendetta: Rise of a Gangster (This is not a browser Mafia clone)

its sad the author has vanished, this really stands out even among the other choiceofgames, and especially for crime fiction.URL: http://forum.audiogames.net/viewtopic.php?pid=152845#p152845

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Re: [Audiogames-reflector] space odyssey a cool fleet managemennt mmorpg

2013-10-21 Thread AudioGames.net ForumNew releases room: Dark


Re: space odyssey a cool fleet managemennt mmorpg

I just started this one today. Unfortunately though pelantas, from everything I here pvp is far from optional, people will just attack you regardless for the hell of it. when I log in on the server list there is one server that says so pve which implies there is perhaps a less pvp heavy version of the game but I cant seem to change to that one annoyingly, and there was no options when I first started.Its a shame, since without the pvp the game would be great,  though how many games have I said that about?URL: http://forum.audiogames.net/viewtopic.php?pid=152674#p152674

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Re: [Audiogames-reflector] space odyssey a cool fleet managemennt mmorpg

2013-10-21 Thread AudioGames.net ForumNew releases room: Dark


Re: space odyssey a cool fleet managemennt mmorpg

I just started this one today. Unfortunately though pelantas, from everything I here in the chat that pvp is far from optional, people will just attack you regardless for the hell of it. when I log in on the server list there is one server that says so pve which implies there is perhaps a less pvp heavy version of the game but I cant seem to change to that one annoyingly, and there was no options when I first started.Its a shame, since without the pvp the game would be great,  though how many games have I said that about?That being said the game does look good, albeit its a little confusing in parts not the least because the on screen tutorial isnt that specific, indeed I turned it off after it told me to upgrade armor on a fleet blueprint that had no space for the armor it wanted me to add.If I can find a disable pvp option i might stick with this one for a bit.Oh, and yes, i agree screen reader compitancy
  is certainly needed, lots of numberrs, buttons stats and tables, albeit its not as bad as say puppet nightmares.URL: http://forum.audiogames.net/viewtopic.php?pid=152674#p152674

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Re: [Audiogames-reflector] space odyssey a cool fleet managemennt mmorpg

2013-10-21 Thread AudioGames.net ForumNew releases room: Dark


Re: space odyssey a cool fleet managemennt mmorpg

Id still prefer a total opt out, especially while I get used to design and such since Im still not absolutely sure what all the stats for fleet building do or how the combat works, (again, the tutorial is a little confusing). Ive done a couple of missions with the default fleet but havent built any designs yet as Im not exactly sure what I should build so far or how exactly all the combat and numbers work, Id like to build a fleet for taking out the reevers though and doing missions.URL: http://forum.audiogames.net/viewtopic.php?pid=152680#p152680

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Re: [Audiogames-reflector] space odyssey a cool fleet managemennt mmorpg

2013-10-21 Thread AudioGames.net ForumNew releases room: Dark


Re: space odyssey a cool fleet managemennt mmorpg

Yep, I really should do that, I just wondered if the provided tutorial that appears on the game screens would do, but it seems that is rather inadequate to the task.URL: http://forum.audiogames.net/viewtopic.php?pid=152708#p152708

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Re: [Audiogames-reflector] Vendetta: Rise of a Gangster (This is not a browser Mafia clone)

2013-10-20 Thread AudioGames.net ForumNew releases room: Dark


Re: Vendetta: Rise of a Gangster (This is not a browser Mafia clone)

Well I fully agree about vendetta and the writing. As I said in my above post, I am not into that hole crime ethos at all, much less crime games, (most of them torn city mods), but the writing style here is absolutely compelling, both with historical details of the period and with the really amazing characterisation.The only problem is Im not sure what has happened to development on the game or whether in this past year there is any new stuff added, (Ill need to check the changelog). As regards other games, I actually need to play a few more of the choiceofgames and hosted games titles. Ive played all the way through choice of dragons and choice of broadsides, and have bought choice of the star captain though have kept getting stuck on one particular bit and dont really like where my choices go at that point, (its really a shame you cant make multiple saves).I need to actually try out more of these. Id also now love to
  see an iphone version of vendetta, but I suppose we wont see that until the game is finished.URL: http://forum.audiogames.net/viewtopic.php?pid=152615#p152615

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Re: [Audiogames-reflector] Teaser trailer for Papa Sangre II released

2013-10-12 Thread AudioGames.net ForumNew releases room: Dark


Re: Teaser trailer for Papa Sangre II released

I actually thought of the swivel chair thing phil when discussing Aprones head device, since my computer chair is one. Ive heard of blindside but wasnt sure if either A, it was fully accessible or B, it was a complete game, but like soul trapper, Freeq and probably a couple of others its likely one I need to try.URL: http://forum.audiogames.net/viewtopic.php?pid=151526#p151526

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Re: [Audiogames-reflector] N A Soft is proud to release our First title, Dotris, in support of th

2013-10-12 Thread AudioGames.net ForumNew releases room: Dark


Re: N A Soft is proud to release our First title, Dotris, in support of th

Well Jack I cant help, since I dont own a a braille display and have thus never played the game, however thanks for the threadcromancy. I always meant to do an entry for this one but utterly forgot about it . Have you checked the Dotris faq? when I was putting together a db entry, it seemed very complete on braille display types and had instructions on what to do with various sorts of displays.URL: http://forum.audiogames.net/viewtopic.php?pid=151537#p151537

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Re: [Audiogames-reflector] Teaser trailer for Papa Sangre II released

2013-10-11 Thread AudioGames.net ForumNew releases room: Dark


Re: Teaser trailer for Papa Sangre II released

Well Ill look forward to the new trailer, though it wouldve been nice to have some actual text of the on screen text just to give access to what was being said. Im myself particularly interested in the gameplay additions. Ive played through much of the first papasangre (although i need to sit down and really try! with some of the later levels), however itd be great to see more different ways to complete levels and different things to achieve, I was a little sorry I didnt get anything for saving the baby and the old man in the first game. As to Gyro control, I have a question, not having used any game with it before. could you physically turn yourself around, or do you need to actually move the phone? If you could hold the phone still but move your body to face different directions I could see that as a major advantage to the game, since you can move much more quickly than slide a finger, and itd also increase the emertion fac
 tor as well, albeit it might make the game a little hard to play on the train . If on the other hand you just need to physically turn the phone a little, that might be harder since a visually impared player doesnt necessarily have a clear deffinition for a straight angle to return to other than that of their own body, they cant say for instance visually line up a phones position relative to other objects and get a direction that way.As Ive said I havent used any games that employ the gyro, so Im not sure on this one.URL: http://forum.audiogames.net/viewtopic.php?pid=151463#p151463

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Re: [Audiogames-reflector] Three monkeys: An upcomming audiogame for pc

2013-10-09 Thread AudioGames.net ForumNew releases room: Dark


Re: Three monkeys: An upcomming audiogame for pc

This sounds great indeed, and thanks for the announcement. Hope you dont mind but I coppied it into the news, since I believe what you said above about the game and your plans will be things that the community would like to know, as this game sounds like a really major step foreward.URL: http://forum.audiogames.net/viewtopic.php?pid=151271#p151271

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Re: [Audiogames-reflector] Revelation - Exploration and discovery puzzle, by Aprone

2013-09-30 Thread AudioGames.net ForumNew releases room: Dark


Re: Revelation - Exploration and discovery puzzle, by Aprone

Well there is a use for the cow Ill say that, although the item I got from that Ive not found any uses for, and Ive not found uses for several other items including the chicken, hammer seashells and ocean. The one that surprised me is once I created lye, I thought combining with bacon grease would create soap, since soap is lye, animal fat and water, yet Ive not managed to do anything with lye as yet.Regarding making basic elements Ive found a number of recipes that return elements when you create them, but not many that will create basics from scratch. One thing I would like to see in the game is possibly a note when youve got a final product, just because then it saves you having to constantly combine items with something which might be the end point of work.Hmmm, if we had people in the game maybe combining people and bacon grease could create politician? .URL: http://forum.audiogames.net/viewtopic.php?pid=150128#p150128

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Re: [Audiogames-reflector] Revelation - Exploration and discovery puzzle, by Aprone

2013-09-30 Thread AudioGames.net ForumNew releases room: Dark


Re: Revelation - Exploration and discovery puzzle, by Aprone

Well there is a use for the cow Ill say that, although the item I got from that Ive not found any uses for, and Ive not found uses for several other items including the chicken, seashells and ocean, though I have discovered how to create more seashells and ocean which is a little confusing when I dont have any uses for them. Ive discovered 36 recipes, but seem to have hit something of a brick wall with several of them at least though Ill try again.The one that surprised me is once I created lye, I thought combining with bacon grease would create soap, since soap is lye, animal fat and water, yet Ive not managed to do anything with lye as yet.Regarding making basic elements Ive found a number of recipes that return elements when you create them, but not many that will create basics from scratch. One thing I would like to see in the game is possibly a note when youve got a final product, just because t
 hen it saves you having to constantly combine items with something which might be the end point of work.Hmmm, if we had people in the game maybe combining people and bacon grease could create politician? .URL: http://forum.audiogames.net/viewtopic.php?pid=150128#p150128

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Re: [Audiogames-reflector] Revelation - Exploration and discovery puzzle, by Aprone

2013-09-29 Thread AudioGames.net ForumNew releases room: Dark


Re: Revelation - Exploration and discovery puzzle, by Aprone

[[wow]], interesting idea for a game. well Ive discovered fire, bacon and manure, which makes me a primmative, or at least a camper having a bbq . Itd be nice to see some humans in the game as items, both because then you could potentially simulate progress, (after all who eats the bacon?), and more fundamentally, to actually represent human labour. for example, the method for stick creation I found a little random, (indeed I found it at! random), since myself Id assume a human would be involed with that. I wont say any more since I dont want to spoil recipes for people.Lastly, is there a way to get more magic? that would be sort of amusing!Its odd, I dont usually enjoy this sort of crafting system in some of the online games its present in such as Kingdom of Loathing (which has extensive crafti
 ng), puppet nightmares or indeed core exiles. Even something like Psy pets, where the crafting is basically the entire game just doesnt appeal to me. I think here though its the ease of combinations. You dont need to choose whether to smith or cook or use other option when combining, you just slam stuff together and see what works (remember all those lovely guess the verb situations), also there are no schematics to follow. lots of crafting systems Ive seen in games like core exiles or puppet nightmares basically give you the plans before you start, (or have you perchice them), so you read the plans and know you need to go to area x to get so many of such and such an item, then area y to grind for other stuff, then combine them together, then add your made item together with yet more grindables from area Z etc, etc. To me, that has always felt far more like hard work than actually playing a game, just following a set of instructions as though yo
 u were reading a cookery book.I like the spontanius combinations here, indeed I could imagine a crafting system like this in an rpg, with you getting items from game locations as you naturally explored, fought monsters etc, but then being able to slam them together to build other items.URL: http://forum.audiogames.net/viewtopic.php?pid=150006#p150006

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Re: [Audiogames-reflector] Revelation - Exploration and discovery puzzle, by Aprone

2013-09-29 Thread AudioGames.net ForumNew releases room: Dark


Re: Revelation - Exploration and discovery puzzle, by Aprone

[[wow]], interesting idea for a game. well Ive discovered fire, bacon and manure, which makes me a primmative, or at least a camper having a bbq . Itd be nice to see some humans in the game as items, both because then you could potentially simulate progress, (after all who eats the bacon?), and more fundamentally, to actually represent human labour. for example, the method for stick creation I found a little random, (indeed I found it at! random), since myself Id assume a human would be involed with that. I wont say any more since I dont want to spoil recipes for people.Lastly, is there a way to get more magic? that would be sort of amusing!Its odd, I dont usually enjoy this sort of crafting system in some of the online games its present in such as Kingdom of Loathing (which has extensive crafti
 ng), puppet nightmares or indeed core exiles. Even something like Psy pets, where the crafting is basically the entire game just doesnt appeal to me. I think here though its the ease of combinations. You dont need to choose whether to smith or cook or use other option when combining, you just slam stuff together and see what works (remember all those lovely guess the verb situations), also there are no schematics to follow. lots of crafting systems Ive seen in games like core exiles or puppet nightmares basically give you the plans before you start, (or have you perchice them), so you read the plans and know you need to go to area x to get so many of such and such an item, then area y to grind for other stuff, then combine them together, then add your made item together with yet more grindables from area Z etc, etc. To me, that has always felt far more like hard work than actually playing a game, just following a set of instructions as though yo
 u were reading a cookery book.I like the spontanius combinations here, indeed I could imagine a crafting system like this in an rpg, with you getting items from game locations as you naturally explored, fought monsters etc, but then being able to slam them together to build other items.Edit: Aaaagh! Im out of water and wind and I have no idea how to make more, and yet I cant progress without them!URL: http://forum.audiogames.net/viewtopic.php?pid=150006#p150006

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Re: [Audiogames-reflector] Revelation - Exploration and discovery puzzle, by Aprone

2013-09-29 Thread AudioGames.net ForumNew releases room: Dark


Re: Revelation - Exploration and discovery puzzle, by Aprone

[[wow]], interesting idea for a game. well Ive discovered fire, bacon and manure, which makes me a primmative, or at least a camper having a bbq . Itd be nice to see some humans in the game as items, both because then you could potentially simulate progress, (after all who eats the bacon?), and more fundamentally, to actually represent human labour. for example, the method for stick creation I found a little random, (indeed I found it at! random), since myself Id assume a human would be involed with that. I wont say any more since I dont want to spoil recipes for people.Lastly, is there a way to get more magic? that would be sort of amusing!Its odd, I dont usually enjoy this sort of crafting system in some of the online games its present in such as Kingdom of Loathing (which has extensive crafti
 ng), puppet nightmares or indeed core exiles. Even something like Psy pets, where the crafting is basically the entire game just doesnt appeal to me. I think here though its the ease of combinations. You dont need to choose whether to smith or cook or use other option when combining, you just slam stuff together and see what works (remember all those lovely guess the verb situations), also there are no schematics to follow. lots of crafting systems Ive seen in games like core exiles or puppet nightmares basically give you the plans before you start, (or have you perchice them), so you read the plans and know you need to go to area x to get so many of such and such an item, then area y to grind for other stuff, then combine them together, then add your made item together with yet more grindables from area Z etc, etc. To me, that has always felt far more like hard work than actually playing a game, just following a set of instructions as though yo
 u were reading a cookery book.I like the spontanius combinations here, indeed I could imagine a crafting system like this in an rpg, with you getting items from game locations as you naturally explored, fought monsters etc, but then being able to slam them together to build other items.Edit: Aaaagh! Im out of water, rocks and wind and I have no idea how to make more, and yet I cant progress without them!URL: http://forum.audiogames.net/viewtopic.php?pid=150006#p150006

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Re: [Audiogames-reflector] Revelation - Exploration and discovery puzzle, by Aprone

2013-09-29 Thread AudioGames.net ForumNew releases room: Dark


Re: Revelation - Exploration and discovery puzzle, by Aprone

[[wow]], interesting idea for a game. well Ive discovered fire, bacon and manure, which makes me a primmative, or at least a camper having a bbq . Itd be nice to see some humans in the game as items, both because then you could potentially simulate progress, (after all who eats the bacon?), and more fundamentally, to actually represent human labour. for example, the method for stick creation I found a little random, (indeed I found it at! random), since myself Id assume a human would be involed with that. I wont say any more since I dont want to spoil recipes for people.Lastly, is there a way to get more magic? that would be sort of amusing!Its odd, I dont usually enjoy this sort of crafting system in some of the online games its present in such as Kingdom of Loathing (which has extensive crafti
 ng), puppet nightmares or indeed core exiles. Even something like Psy pets, where the crafting is basically the entire game just doesnt appeal to me. I think here though its the ease of combinations. You dont need to choose whether to smith or cook or use other option when combining, you just slam stuff together and see what works (remember all those lovely guess the verb situations), also there are no schematics to follow. lots of crafting systems Ive seen in games like core exiles or puppet nightmares basically give you the plans before you start, (or have you perchice them), so you read the plans and know you need to go to area x to get so many of such and such an item, then area y to grind for other stuff, then combine them together, then add your made item together with yet more grindables from area Z etc, etc. To me, that has always felt far more like hard work than actually playing a game, just following a set of instructions as though yo
 u were reading a cookery book.I like the spontanius combinations here, indeed I could imagine a crafting system like this in an rpg, with you getting items from game locations as you naturally explored, fought monsters etc, but then being able to slam them together to build other items.Edit: Aaaagh! Im out of water, rocks and wind and I have no idea how to make more, and yet I cant progress without them!Im hoping at this point its not possible to put the game into an unwinnable state by running out of basics after youve created more advanced materials. .URL: http://forum.audiogames.net/viewtopic.php?pid=150006#p150006

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Re: [Audiogames-reflector] Revelation - Exploration and discovery puzzle, by Aprone

2013-09-29 Thread AudioGames.net ForumNew releases room: Dark


Re: Revelation - Exploration and discovery puzzle, by Aprone

[[wow]], interesting idea for a game. well Ive discovered fire, bacon and manure, which makes me a primmative, or at least a camper having a bbq . Itd be nice to see some humans in the game as items, both because then you could potentially simulate progress, (after all who eats the bacon?), and more fundamentally, to actually represent human labour. for example, the method for stick creation I found a little random, (indeed I found it at! random), since myself Id assume a human would be involed with that. I wont say any more since I dont want to spoil recipes for people.Lastly, is there a way to get more magic? that would be sort of amusing!Its odd, I dont usually enjoy this sort of crafting system in some of the online games its present in such as Kingdom of Loathing (which has extensive crafti
 ng), puppet nightmares or indeed core exiles. Even something like Psy pets, where the crafting is basically the entire game just doesnt appeal to me. I think here though its the ease of combinations. You dont need to choose whether to smith or cook or use other option when combining, you just slam stuff together and see what works (remember all those lovely guess the verb situations), also there are no schematics to follow. lots of crafting systems Ive seen in games like core exiles or puppet nightmares basically give you the plans before you start, (or have you perchice them), so you read the plans and know you need to go to area x to get so many of such and such an item, then area y to grind for other stuff, then combine them together, then add your made item together with yet more grindables from area Z etc, etc. To me, that has always felt far more like hard work than actually playing a game, just following a set of instructions as though yo
 u were reading a cookery book.I like the spontanius combinations here, indeed I could imagine a crafting system like this in an rpg, with you getting items from game locations as you naturally explored, fought monsters etc, but then being able to slam them together to build other items.Edit: Aaaagh! Im out of water, rocks and wind and I have no idea how to make more, and yet I cant progress without them!Im hoping at this point its not possible to put the game into an unwinnable state by running out of basics after youve created more advanced materials, or if you restart a new game, do your achievements and discovered recipes stick?URL: http://forum.audiogames.net/viewtopic.php?pid=150006#p150006

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Re: [Audiogames-reflector] Revelation - Exploration and discovery puzzle, by Aprone

2013-09-29 Thread AudioGames.net ForumNew releases room: Dark


Re: Revelation - Exploration and discovery puzzle, by Aprone

[[wow]], interesting idea for a game. well Ive discovered fire, bacon and manure, which makes me a primmative, or at least a camper having a bbq . Itd be nice to see some humans in the game as items, both because then you could potentially simulate progress, (after all who eats the bacon?), and more fundamentally, to actually represent human labour. for example, the method for stick creation I found a little random, (indeed I found it at! random), since myself Id assume a human would be involed with that. I wont say any more since I dont want to spoil recipes for people.Lastly, is there a way to get more magic? that would be sort of amusing!Its odd, I dont usually enjoy this sort of crafting system in some of the online games its present in such as Kingdom of Loathing (which has extensive crafti
 ng), puppet nightmares or indeed core exiles. Even something like Psy pets, where the crafting is basically the entire game just doesnt appeal to me. I think here though its the ease of combinations. You dont need to choose whether to smith or cook or use other option when combining, you just slam stuff together and see what works (remember all those lovely guess the verb situations), also there are no schematics to follow. lots of crafting systems Ive seen in games like core exiles or puppet nightmares basically give you the plans before you start, (or have you perchice them), so you read the plans and know you need to go to area x to get so many of such and such an item, then area y to grind for other stuff, then combine them together, then add your made item together with yet more grindables from area Z etc, etc. To me, that has always felt far more like hard work than actually playing a game, just following a set of instructions as though yo
 u were reading a cookery book.I like the spontanius combinations here, indeed I could imagine a crafting system like this in an rpg, with you getting items from game locations as you naturally explored, fought monsters etc, but then being able to slam them together to build other items.Edit: Aaaagh! Im out of water, rocks and wind and I have no idea how to make more, and yet I cant progress without them!Im hoping at this point its not possible to put the game into an unwinnable state by running out of basics after youve created more advanced materials, (I suspect it is if you can start with no magic), or if you restart a new game, do your achievements and discovered recipes stick?URL: http://forum.audiogames.net/viewtopic.php?pid=150006#p150006

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Re: [Audiogames-reflector] Revelation - Exploration and discovery puzzle, by Aprone

2013-09-29 Thread AudioGames.net ForumNew releases room: Dark


Re: Revelation - Exploration and discovery puzzle, by Aprone

[[wow]], interesting idea for a game. well Ive discovered fire, bacon and manure, which makes me a primmative, or at least a camper having a bbq . Itd be nice to see some humans in the game as items, both because then you could potentially simulate progress, (after all who eats the bacon?), and more fundamentally, to actually represent human labour. for example, the method for stick creation I found a little random, (indeed I found it at! random), since myself Id assume a human would be involed with that. I wont say any more since I dont want to spoil recipes for people.Lastly, is there a way to get more magic? that would be sort of amusing!Its odd, I dont usually enjoy this sort of crafting system in some of the online games its present in such as Kingdom of Loathing (which has extensive crafti
 ng), puppet nightmares or indeed core exiles. Even something like Psy pets, where the crafting is basically the entire game just doesnt appeal to me. I think here though its the ease of combinations. You dont need to choose whether to smith or cook or use other option when combining, you just slam stuff together and see what works (remember all those lovely guess the verb situations), also there are no schematics to follow. lots of crafting systems Ive seen in games like core exiles or puppet nightmares basically give you the plans before you start, (or have you perchice them), so you read the plans and know you need to go to area x to get so many of such and such an item, then area y to grind for other stuff, then combine them together, then add your made item together with yet more grindables from area Z etc, etc. To me, that has always felt far more like hard work than actually playing a game, just following a set of instructions as though yo
 u were reading a cookery book.I like the spontanius combinations here, indeed I could imagine a crafting system like this in an rpg, with you getting items from game locations as you naturally explored, fought monsters etc, but then being able to slam them together to build other items.Edit: Aaaagh! Im out of water, rocks and wind and I have no idea how to make more, and yet I cant progress without them! (well I know how to create more wind but I dont have other basics for that).Im hoping at this point its not possible to put the game into an unwinnable state by running out of basics after youve created more advanced materials, (I suspect it is if you can start with no magic), or if you restart a new game, do your achievements and discovered recipes stick?URL: http://forum.audiogames.net/viewtopic.php?pid=150006#p150006

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Re: [Audiogames-reflector] Teaser trailer for Papa Sangre II released

2013-09-29 Thread AudioGames.net ForumNew releases room: Dark


Re: Teaser trailer for Papa Sangre II released

I agree with brad, Ill likely buy it even though Ive not managed to completely finish the first game as yet. The only thing is, if theyve got boromir aka Richard sharpe aka Lord Edard Stark for voicing the game, Id have liked to hear more of him, indeed I dont even know if that hellow was him or not.Then again this is just a teaser after all.URL: http://forum.audiogames.net/viewtopic.php?pid=150010#p150010

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Re: [Audiogames-reflector] Revelation - Exploration and discovery puzzle, by Aprone

2013-09-29 Thread AudioGames.net ForumNew releases room: Dark


Re: Revelation - Exploration and discovery puzzle, by Aprone

Well I now seem definitely to have hit a wall where basic resources are concerned. Actually its a little annoying, since I have mountain but no rocks and ocean but no water which seems a little silly.URL: http://forum.audiogames.net/viewtopic.php?pid=150020#p150020

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Re: [Audiogames-reflector] Revelation - Exploration and discovery puzzle, by Aprone

2013-09-29 Thread AudioGames.net ForumNew releases room: Dark


Re: Revelation - Exploration and discovery puzzle, by Aprone

Well I now seem definitely to have hit a wall where basic resources are concerned. Actually its a little annoying, since I have mountain but no rocks and ocean but no water which seems a little strange. I wouldnt mind if I could start a new game and keep the recipes Ive discovered, but Im not sure.URL: http://forum.audiogames.net/viewtopic.php?pid=150020#p150020

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Re: [Audiogames-reflector] Revelation - Exploration and discovery puzzle, by Aprone

2013-09-29 Thread AudioGames.net ForumNew releases room: Dark


Re: Revelation - Exploration and discovery puzzle, by Aprone

Ah, fair enough on the unwinnable bit if achievements and recipes arent lost, since at the moment Im just trying out different combinations of items and seeing what sort of stuff I can make.In terms of people, I didnt actually think people specifically in professional capacities like the butcher the baker and the candlestick maker . rather I just thought people as a representation of basically modifying an item rather than combining it with something else, for instance combining people and leather to form shoes, since the act of cobling doesnt require any other item but leather and the work of the cobler.Now I know achievements and recipes arent reset, Ill try again from the start and see what else I can build.URL: http://forum.audiogames.net/viewtopi
 c.php?pid=150026#p150026

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Re: [Audiogames-reflector] Three monkeys: An upcomming audiogame for pc

2013-09-27 Thread AudioGames.net ForumNew releases room: Dark


Re: Three monkeys: An upcomming audiogame for pc

Hello and welcome.I very much look forward to hearing more about the game, particularly since exploration, adventure games and rpgs are somewhat at a premium in audio game terms, and itd be fascinating to see someone take up the gauntlet and design something in this genre, explicitely with exploration in mind, especially if it has complexity in story and setting as seems to be your intention. Btw, Id heard the proverb before, but not in the context of monkey statues, Ill be interested to see what influence that has on the story.Im also pleased to know youve been having a look at the site and what has been available previously, and I hope that discussions here and elsewhere will help with your developement,  as well as obviously putting out the word when you have news to share.URL: http://forum.audiogames.net/viewtopic.php?pid=149846
 #p149846

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Re: [Audiogames-reflector] I'm finishing a roguelike for the visually impaired

2013-09-25 Thread AudioGames.net ForumNew releases room: Dark


Re: I'm finishing a roguelike for the visually impaired

Well pure corrdinates are okay for a few objects in close proximity, say a crowd of orcs on a room, but given how big (relative to your character), and how complex dungeon layouts in roguelikes can be, a little more information is likely needed. After all a chess board is only 64 squares, with at most half of them occupied by peaces, only one of which can move at a time, (and I still! personally find chess hard to play with just the coordinates, prefering more of an overview such as an actual board). In a roguelike you are talking something about 120 x 120 tyles, and while its true you only have your chracter to move, there can be lots of monsters, likewise the layout can be very mazelike as I said. btw, I assume by dcss were talking about dungeon crawl stone soup? unfortunately I cant get the bloody thing not! to cover the entire screen, and for some reason when a console window runs full screen supernover doesnt read the text. Iv
 e been into the init file in settings and changed fullscreen=true to fullscreen=false, and mucked about with the window settings but it does no good. This is quite annoying, especially since usually in windows alt enter is all that is necessary to fix this problem (thats what worked back when Eamon deluxe used to do this). @Brad, nethack, dcss, and angband are rogluelikes. a Roguelike is a very complicated dungeon crawling rpg game with a top down perspective and tyle based 8 way movement. They are famous for using ascii symbols instead of lettersto represent everything in the game, though some now also have graphic tyles as I said. Some blind people (with likely more patience than me), have used braille displays and a very slow and careful viewing of the screen to play these games, however given that the most expensive sort of braille display you can have is only 80 characters, and the size of dungeons displayed in a roguelike screen are something in the 
 order of 120x300 characters, (not counting the character stats display and status line that says whats going on), its quite a tortuous process, which is why we dont list roguelikes in the database the way we list interactive fiction inteprreters. Interestingly enough, if a full screen braille display were ever developed, roguelikes would be the first and most instantly accessible games available to play,  though sadly both technology and finances are running way behind this at the moment. I have been in contact with the developers of Angband, since there are a lot of features in that game that make it nearly! accessible, however the location of walls and ability to navigate such a large dungeon without reference to the overview hasnt been got around successfully yet. If you have a braille display and want to try any of these though, be my guest.Nethack can be found here and Dcss can be found here This should also explain why a rroguelike which gives full information to a vi player and has correctly worked out mechanics for its display is such a fascinating prospect.URL: http://forum.audiogames.net/viewtopic.php?pid=149653#p149653

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Re: [Audiogames-reflector] I'm finishing a roguelike for the visually impaired

2013-09-25 Thread AudioGames.net ForumNew releases room: Dark


Re: I'm finishing a roguelike for the visually impaired

Well pure corrdinates are okay for a few objects in close proximity, say a crowd of orcs on a room, but given how big (relative to your character), and how complex dungeon layouts in roguelikes can be, a little more information is likely needed. After all a chess board is only 64 squares, with at most half of them occupied by peaces, only one of which can move at a time, (and I still! personally find chess hard to play with just the coordinates, prefering more of an overview such as an actual board). In a roguelike you are talking something about 120 x 120 tyles, and while its true you only have your chracter to move, there can be lots of monsters, likewise the layout can be very mazelike as I said. btw, I assume by dcss were talking about dungeon crawl stone soup? unfortunately I cant get the bloody thing not! to cover the entire screen, and for some reason when a console window runs full screen supernover doesnt read the text. Iv
 e been into the init file in settings and changed fullscreen=true to fullscreen=false, and mucked about with the window settings but it does no good. This is quite annoying, especially since usually in windows alt enter is all that is necessary to fix this problem (thats what worked back when Eamon deluxe used to do this). @Brad, nethack, dcss, and angband are rogluelikes. a Roguelike is a very complicated dungeon crawling rpg game with a top down perspective and tyle based 8 way movement. They are famous for using ascii symbols instead of lettersto represent everything in the game, though some now also have graphic tyles as I said. Some blind people (with likely more patience than me), have used braille displays and a very slow and careful viewing of the screen to play these games, however given that the most expensive sort of braille display you can have is only 80 characters, and the size of dungeons displayed in a roguelike screen are something in the 
 order of 120x300 characters, (not counting the character stats display and status line that says whats going on), its quite a tortuous process, which is why we dont list roguelikes in the database the way we list interactive fiction inteprreters. Interestingly enough, if a full screen braille display were ever developed, roguelikes would be the first and most instantly accessible games available to play,  though sadly both technology and finances are running way behind this at the moment. I have been in contact with the developers of Angband, since there are a lot of features in that game that make it nearly! accessible, however the location of walls and ability to navigate such a large dungeon without reference to the overview hasnt been got around successfully yet. If you have a braille display and want to try any of these though, be my guest.Nethack can be found here Angband is here and Dcss can be found here This should also explain why a rroguelike which gives full information to a vi player and has correctly worked out mechanics for its display is such a fascinating prospect.URL: http://forum.audiogames.net/viewtopic.php?pid=149653#p149653

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Re: [Audiogames-reflector] I'm finishing a roguelike for the visually impaired

2013-09-25 Thread AudioGames.net ForumNew releases room: Dark


Re: I'm finishing a roguelike for the visually impaired

@Sebby, Tolti-Aph.? or is that one of the japanese games which Ive yet to investigate. I made a slight error in discussing kerkerkruip, I said an audio roguelike when actually I meant to say an if roguelike It is written in glulx format, but as most distinctly rpg mechanics, though has more the features of a roguelike in terms of its items and generation. What is different in kerkerkruip however is that the dungeon is generally smaller, about 20 rooms I believe, and has only 7 monsters over all (though those 7 are randomly picked from a larger pool). each monster is its own tactical fight, and even the order you defeat the monsters in makes a huge difference because of the levels and abilities system, as if you have a higher level monsters ability they will drive out any lower ones.In general i really like Kerkerkruip, though I do rather wish the game had a larger area to explore and more, less signif
 icant monsters. Still Id highly recommend giving it a try.With Entombed I do know the initial exporation system with the find unexplored key etc was intended to have more to it since I alpha tested the game and have had various chats with the developer. the issue however is that the combat and item system got so progressively complicated, especially with adding more and more classes and races to the game, that the developer never really got chance to work on the environment. I do know that that was one of the main proposals for entombed Ii, though as Jason changed jobs, and had another child in 2010 Im not certain whether that was still in the running.URL: http://forum.audiogames.net/viewtopic.php?pid=149710#p149710

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Re: [Audiogames-reflector] Three monkeys: An upcomming audiogame for pc

2013-09-25 Thread AudioGames.net ForumNew releases room: Dark


Re: Three monkeys: An upcomming audiogame for pc

Well knowing about this site and coming here to share information are two different things, perhaps they arent aware how major the forum is and have just seen the main page and db? This is why perhaps if someone could politely invite them over to the forum that might be good,  though certainly being on this forum and making good games are not automatically the same thing. With the name Three Monkeys, I wonder if there is some sort of vudoo theme, since I know monkeys can be a major thing in vudoo or in similar mythos? Maybe the Three Monkeys are what you need to find to break the spell.URL: http://forum.audiogames.net/viewtopic.php?pid=149711#p149711

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Re: [Audiogames-reflector] I'm finishing a roguelike for the visually impaired

2013-09-24 Thread AudioGames.net ForumNew releases room: Dark


Re: I'm finishing a roguelike for the visually impaired

Hi. sounds like a fascinating project, and welcome to the forum, this could be a great thing to add. Technically speaking, the gameplay of entombed only resembles a roguelike in that it has a randomly generating tyle based map and items along with unidentified potions. The main battle system of entombed does not resemble a roguelike so much as it resembles a more standard turn based party rpg similar to final fantasy or indeed dungeons and dragons, since entombed A, has multiple characters, and B, does not function on a grid system for its enemy position. To explain, in most roguelikes, the view is top down similar to that in entombed, so you can move in 8 directions (yes diagonals too), however rather than going into a battle system with menues outside the game arena, battles happen by either A, moving your character into the same tyle occupied by a monster (like taking a peace in chess), or by being within a set distance in tyles of a monster and using 
 a missile weapon or using a spell. thus grid position is quite important, especially when dealing with spells such as cone of cold or light beam which may affect groups of monsters.While I dot have enough sight to see text in order to play most roguelikes, and playing with a screen reader is too time consuming to be fun, I do have experience with Angband and several of its varients. Since the text in the game is readable with my screen reader and I have enough vision (plus a large tv monitor), to see the biggest size of graffic tyles for the game. On this basis I do have some questions. Firstly, another thing that makes angband very very nearly! accessible without the graphics is a similar monster list and targeting system to that you mention in the first post, however, while it is possible to discover and list objects such as monsters, items on the floor, chests, stairs and doors, the problem is you still dont have any way of finding out where
  the corridors and walls are relative to your character, or when there is a large crowd of monsters, still less when you can use the environmental features to your advantage. For example, one situation I remember being in in a game of angband was my paladin was in a narrow 1 space wide corridor which lead to a large open room full of goblins. I walked up the corridor until the goblins noticed me, then backed down it again, with a large column of goblins folliwng me. Wehn they were all in the corridor I let fly with my beam of light spell. Since goblins obviously were weak to light, and since (being a beam spell), I knew itd go through multiple targets in a row, this had great effect, and it was quite hilarious seeing the long line of goblins all go poof! While I understand you are going for a simmpler layout with just rooms and corridors and without the debris, pillars and erregular vaults (not to mention some of the other crazier features such as lava), that mak
 e up Angband, how exactly are you going to represent the grid based nature of combat? If you for example want to use your ranged weapon, how will you let the player know when is best to? or what rangers of player attacks or enemy attacks are? If you are planning to reduce combat to a basic turn based affair, eg, you enter a room with an orc, do you want to fight? take turns until orc drops without say the possibility to shoot the orc with a bow before it attacks you, or back away from the orc when his friends arrive up the corridor, is your game still a roguelike? this isnt intended as a cryticism, Im just interested to know.Another question I have relates to tactics. In Angband the main challenge of the game is that of risk taking. If you head into that room containing that large group of monsters, will you come out? Do you explore the floor your on fully, looking for magical protections against elemental attacks or head further d
 own into the dungeon? This is btw why I myself have never got further than floor 25 out of the 100 floors of Angband,  I tend to enjoy exploring and encountering the many many different monster types too much and thus dont tend to know when to run away :d.If the player doesnt get as much overview of the floor or where monsters are, how will they know when to approach a dangerous situation, or when to leave well enough alone? Im also interested to know what you plan to add in terms of elemental attacks and equipment into the game, since again, thats a big part of the challenge of roguelikes, making sure you have the right equipment from early in the dungeon without risking your kneck before going deeper down.My final qustion has to do with mosnter descriptions. Obviously when dealing with spoken text, your main atmospheric tool is how well you can describe things. I know myself if a game just says you see an orc, the orc hits you
  for x damage it can feel pretty flat. Any plans to add descriptions for when you examine monsters, since those can really! make a 

Re: [Audiogames-reflector] I'm finishing a roguelike for the visually impaired

2013-09-24 Thread AudioGames.net ForumNew releases room: Dark


Re: I'm finishing a roguelike for the visually impaired

well without a braille display Ive just found roguelikes to difficult in play terms other than angband and the visible big tyles, since essentially you need far more of a complex overview than is really possible in text. Angband doesnt have auto exploration, but it does have a targeting system as you describe and the ability to start your character walking in a straight line to a given object which can be handy. Ive never played dcss, but perhaps itd be interesting to look at especially if it has some larger graphic tyles I could use as a recourse to assess what is happening on screen visually and see how well the access features match up to it.I do have a couple of suggestions however. Firstly, working just on coordinates can be a little much since your practically speaking asking a person to memorize position just! from a bunch of numbers. Perhaps some sort of range checker when you have your quiver equipped might help, ie, telling yo
 u when an orc is in range as you look, thus freeing the player from at least a little calculation, (as given the size of roguelike dungeons, the more the player can be free to explore the better). Another thing you might considder is, to distinguish the position of the player and objects, giving the rooms and corridors randomly generated names much in the manner that items and weapons have, eg, small rocky chamber large rugged grotto This way you would let the player have a far clearer idea of where he/she was on the map and where he/she had been,  for example, oh Ive just been through the corridor going west off the small rough cave, and its lead me back to the mossy nook,  so thats where that third exit from the mossy nook went this way you could also have more complex maps by using recognized room types, for example a pillared hall would let the player know there were stone pillars in a
  grid pattern, while a ruins area would let them know the area had lots of diagonal random blocks of stone, (after all if the chambers have doors the player can always go in and out of them). As well as giving the player a more recognizeable set of locations to navigate around and to understand in map terms,  since after all a lot of blind people like myself use landmark and place navigation rather than say space or step counting, this would also add a lot to the atmosphere of the game and let players feel they were far more exploring an actual dungeon. I have seen some angband varients use a limited version of this, but usually the locations are only distinguished as vaults within a single level, or entire themed dungeon floors with an accompanying description. Ai sounds interesting, and I admit that is one area where Angband is less available, since mostly monsters will all come and attack you as soon as they notice you, and the art
  to the game is A, trying not to be noticed and B, handling the correct resistances and elemental classes to ward off enemy attacks and take out specific enemies. I would however still love to see some creation tools if at all possible, (remember what to a coder is easy might not be so to everyone else), and you could always split the ai into catagories such as beast, construct, mageetc, or just use an intelligence score.Something like listing a monsters name, description, damage, range, spells (if any), dungeon level of appearence and ai type.I suspect other suggestions might have to wait until weve looked at the first version, though I very much look forward to this.URL: http://forum.audiogames.net/viewtopic.php?pid=149632#p149632

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Re: [Audiogames-reflector] Three monkeys: An upcomming audiogame for pc

2013-09-24 Thread AudioGames.net ForumNew releases room: Dark


Re: Three monkeys: An upcomming audiogame for pc

@Aaron, good to know theyve been on the site and forum, since at least that should give them some ideas of the possibilities in audio and what has already been tried, indeed if they want to come on here more officially and say hi theyd be more than welcome.URL: http://forum.audiogames.net/viewtopic.php?pid=149633#p149633

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Re: [Audiogames-reflector] Three monkeys: An upcomming audiogame for pc

2013-09-23 Thread AudioGames.net ForumNew releases room: Dark


Re: Three monkeys: An upcomming audiogame for pc

Sounds interesting, though my concern is that given that the company havent contacted us or indeed seem to have anything to do with the audio games community, are they actually going to produce something original? after all Ive seen cases of isolated developers believing they have the monopoly on an idea such as binoral sound (aph anyone?). with the highly positive attitude and their references to adventure and of course the fact were actually in the same country, Id be really interested to have a word in person, however I cant find any contact details such as a phone number, and unfortunately Im right up at the other end of the country from London so wont get to go to the expo and try their game out. Perhaps if someone has twitter or facebook they could inform the company of this site and maybe get them to visit this forum, then we can have a discussion, since while I applaud their motives and intentions, and whi
 le their demo sounds interesting, itd be great to be able to build on some of the knolidge and techniques that have been found through audio game development over the last few years.URL: http://forum.audiogames.net/viewtopic.php?pid=149483#p149483

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Re: [Audiogames-reflector] The reborn

2013-09-14 Thread AudioGames.net ForumNew releases room: Dark


Re: The reborn

Im afraid I still dont know what your problem is. In the options menue under general options there are two radial controls, enable images and Disable images and a save button to set your choice.when enable images is checked the links to travel are entirely graphical. When disable images is checked, you just get bog standard links saying travel to rocky highlands etc,  which obviously proobes that the developer did their homework when it comes to access.There doesnt seem anything special about these links, they just look standard to me. I wonder if you have the option set correctly?URL: http://forum.audiogames.net/viewtopic.php?pid=148539#p148539

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Re: [Audiogames-reflector] The reborn

2013-09-13 Thread AudioGames.net ForumNew releases room: Dark


Re: The reborn

theyre in page hotspots I believe, just click on the text, but really Im afraid I dont understand exactly what your problem is.URL: http://forum.audiogames.net/viewtopic.php?pid=148501#p148501

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Re: [Audiogames-reflector] Announcing Codename Cygnus - an Interactive Radio Drama for iOS!

2013-09-08 Thread AudioGames.net ForumNew releases room: Dark


Re: Announcing Codename Cygnus - an Interactive Radio Drama for iOS!

Well the more versions on different devices the better, but I do like the voice recognition stuff on the iphone since it adds to the game. A pc version would be nice for vi users who dont own iphones, however steam is not a particularly accessible platform to do that on, though this is something of a catch 22 since I also know steam has a lot of followers. If there was a pc version perhaps you could release both a downloadable version for access, and one on steam for publicity? Ill also add however that steam needs careful thought since I know for a fact steam users are very heavily in the fps, big graphics and action crowd, and dont take kindly to other genres (I remember the turn based rpg smugglers 5 got a steam release and all the users did was complain).As to console versions, again, that might be helpful to different people, though if your thinking in terms of vi access its pc, iphone, mac, and to a lesser extent android wh
 ich are the most used platforms, though some people own consoles as well.URL: http://forum.audiogames.net/viewtopic.php?pid=147806#p147806

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Re: [Audiogames-reflector] Announcing Codename Cygnus - an Interactive Radio Drama for iOS!

2013-09-06 Thread AudioGames.net ForumNew releases room: Dark


Re: Announcing Codename Cygnus - an Interactive Radio Drama for iOS!

Well slj, Im not sure how many trophies and such would fit with the game, though gamecenter achievements would be nice. Regarding the jack, Ive actually got a double input mini jack anyway, (I used to use it when a friend and I wanted to watch a film late at night and I had the complaining neighbors downstairs so had to use headphones). however, Ive never actually managed to get my computer to reccord successfully, I just point my rowland r09 at something and reccord that way, heck these days I dont even have a computer microphone since the old usb one I used to use for skype bust.Regarding the sound quality in the game, i did notice the change in voiceover, it had the distortion that it picks up when you use vo during a telephone conversation. That didnt bother me too much, though I admit nicer quality on the audio would be good. I can say though its not vo which is contributing to the quality difference since when i 
 played through with voice control I tripple tapped to turn vo of, (which is another advantage to using voice control in the game).URL: http://forum.audiogames.net/viewtopic.php?pid=147414#p147414

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Re: [Audiogames-reflector] Announcing Codename Cygnus - an Interactive Radio Drama for iOS!

2013-09-05 Thread AudioGames.net ForumNew releases room: Dark


Re: Announcing Codename Cygnus - an Interactive Radio Drama for iOS!

Hi Johnathon. Thanks for the update, I am extremely pleased youve changed the system and will go and download the game straight away.Lack of online saves doesnt bother me as much, since I only have the one iphone anyway, though it does slightly surprise me you dont use a more standard account system the way many other games do.either way, Ill be glad to give the game a try,  well see if it can understand my rather propper English accent, though I suppose for a spy themed game that isnt inappropriate, :d.URL: http://forum.audiogames.net/viewtopic.php?pid=147354#p147354

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Re: [Audiogames-reflector] Announcing Codename Cygnus - an Interactive Radio Drama for iOS!

2013-09-05 Thread AudioGames.net ForumNew releases room: Dark


Re: Announcing Codename Cygnus - an Interactive Radio Drama for iOS!

Hi Johnathon. Thanks for the update, I am extremely pleased youve changed the system and will go and download the game straight away.Lack of online saves doesnt bother me as much, since I only have the one iphone anyway, though it does slightly surprise me you dont use a more standard account system the way many other games do.either way, Ill be glad to give the game a try,  well see if it can understand my rather propper English accent, though I suppose for a spy themed game that isnt inappropriate, :d.Edit: okay, just tried the game, and I did rather enjoy the prologue. the voice recognition actually contributed to the game since I could make all the commands in my best sean connery voice which was rather fun . more seriously, I like the fact that you dont have to interupt the action 
 to find buttons, read names and click on them, which not only means you can turn vo off entirely and not have it chatter away through the game, but also that you can play through the game rather more quickly. Finding, listening to and clicking controls is one of the few issues with choice interfaces on ios, for example choosing battle orders in a game like King of dragon pass or heroes in solara, which would be faster with a keyboard, however the voice interaction means it is actually quicker, which increases the immertion factor.  Ill look forward to the facebook mix and being able to play through the full game, or at least, as much as you have at the moment.URL: http://forum.audiogames.net/viewtopic.php?pid=147354#p147354

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Re: [Audiogames-reflector] Announcing Codename Cygnus - an Interactive Radio Drama for iOS!

2013-09-05 Thread AudioGames.net ForumNew releases room: Dark


Re: Announcing Codename Cygnus - an Interactive Radio Drama for iOS!

@jonathon, Ill keep watch on the updates. Just out of interest how many missions are planned? I see buttons for a mission 1 and 2, each of which i expect covers several episodes, but itd be nice to know, or is it just something that is going to be continuous? Also, will the side quests be extra content for the initial missions, or will they be more like extra missions or episodes that dont cover the main plot of the game. if the latter, you might considder giving them a more spy themed name than side quests perhaps secondary objectives or sub missions.@doctor, it would be rather fun to do a prologue in my sean connery voice, however for some reason the voice activation only seemed to work when I was wearing headphones, meaning itd be a little difficult to record, --- Im not sure if this is a game issue or something about the iphone changing mike setup, though if anyone has any ideas Id appreciate hearing them as that wo
 uld be quite fun to do.URL: http://forum.audiogames.net/viewtopic.php?pid=147369#p147369

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Re: [Audiogames-reflector] Announcing Codename Cygnus - an Interactive Radio Drama for iOS!

2013-09-03 Thread AudioGames.net ForumNew releases room: Dark


Re: Announcing Codename Cygnus - an Interactive Radio Drama for iOS!

Id rather not have to do that, it seems something of a waste, and I dont really see why social networkinng should be necessary for this sort of game,  heck, even the mmorpgs like solara or the storm8 games make it an optional extra.URL: http://forum.audiogames.net/viewtopic.php?pid=147146#p147146

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Re: [Audiogames-reflector] Fields of the Un-Dead - First person shooter - Free online

2013-09-02 Thread AudioGames.net ForumNew releases room: Dark


Re: Fields of the Un-Dead - First person shooter - Free online

Well I know flash is working since I can run youtube. Following Sljs example I did the same thing, moved dolphin curser to the bit on the page where it says click here for instructions and then rooted the mouse to it with right ctrl delete,however by the time Id done that I got no einstructions. I heard a gun shot, but as soon as I moved the mouse I was outside the window again and couldnt get back in.Perhaps this is one occasion when a keyboard interface might be a better bet,  after all it worked for gamevials flash games. Either that, or maybe not tracking mouse position by the pointer which seems to be the problem.As regards different brousers I dont unfortunately have a choice, since chrome wasnt particularly accessible last I checked, and firefox just doesnt work owing to crashing after the first thirty seconds I run it (not to mention being a massive memory hog, really I find firefox a
  dreadfully over rated waste of space).URL: http://forum.audiogames.net/viewtopic.php?pid=146971#p146971

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Re: [Audiogames-reflector] Announcing Codename Cygnus - an Interactive Radio Drama for iOS!

2013-09-02 Thread AudioGames.net ForumNew releases room: Dark


Re: Announcing Codename Cygnus - an Interactive Radio Drama for iOS!

I agree with Slj, this is indeed crap, and I very much hope they fix this in the future since I dont have a facebook account either and dont particularly plan on getting one. What the hell does facebook have to do with playing an audio drama game anyway?Very much hope this gets updated, as it seems totally stupid.URL: http://forum.audiogames.net/viewtopic.php?pid=147028#p147028

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