Re: I'm gonna try to bring us Undertale

2016-06-28 Thread AudioGames . net Forum — General Game Discussion : Erick via Audiogames-reflector


  


Re: I'm gonna try to bring us Undertale

Come one guys! I rather be playing the game then listening to a playthrow of it! I guess that that's how it's gonna wo;rk! Come on! Respond!

URL: http://forum.audiogames.net/viewtopic.php?pid=266253#p266253





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Re: I'm gonna try to bring us Undertale

2016-06-04 Thread AudioGames . net Forum — General Game Discussion : Erick via Audiogames-reflector


  


Re: I'm gonna try to bring us Undertale

Well since untale is a sidescroller, bgt can work! Not get the bloody thing done, there better be blind undertale being created. Sory being rood here, but let's get this bloody thing over with!

URL: http://forum.audiogames.net/viewtopic.php?pid=262993#p262993





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Re: I'm gonna try to bring us Undertale

2016-06-01 Thread AudioGames . net Forum — General Game Discussion : blindndangerous via Audiogames-reflector


  


Re: I'm gonna try to bring us Undertale

daigonite wrote:Unfortunately nobody responded yet (outside of the "how does it work" comment) and I do agree, I think rebuilding it from scratch would probably be best.I don't have much experience with Python but I'm going to be building out an audio engine in C++ that will be a library that can be used. We could just use the same audio engine there, I don't see the engine taking more than 4-5 months to develop the basics for. We could even use an earlier version of it since a major component will be me trying to make it as customizable as possible - we can use a less customizable version specific for blind-tale or whatever we want to call it.I think right now what would be best would be to produce an "undertale engine" that defines all the basic bullet types. Then we could make some simulations of some of the boss battles.In terms of Genocide mode, most people don't like p
 laying it because of all the grinding that's required. Some of them require you to kill more than 20 encounters which is kind of ridiculous. This is especially considering that the whole point of the enemies is to have them be more human than monster - as shown with characters like Snowdrake.Pretty sure the audio portion of what you want is already being done. https://github.com/camlorn/libaudioverse

URL: http://forum.audiogames.net/viewtopic.php?pid=262574#p262574





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Re: I'm gonna try to bring us Undertale

2016-06-01 Thread AudioGames . net Forum — General Game Discussion : blindndangerous via Audiogames-reflector


  


Re: I'm gonna try to bring us Undertale

If anyone'd like, a youtuber by the name of Games4Everybody is doing a LP of Undertail.  He describes all that he sees, such as the setting around him, what enemies look like, etc. This is his first LP, so if you like what you see, I'd sub to him, and tell him thanks. http://blindbargains.com/b/15354

URL: http://forum.audiogames.net/viewtopic.php?pid=262573#p262573





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Re: I'm gonna try to bring us Undertale

2016-05-31 Thread AudioGames . net Forum — General Game Discussion : Erick via Audiogames-reflector


  


Re: I'm gonna try to bring us Undertale

Well. Have you used BGT yet?  It stands for blastbay game toolkit. You could make undertail a side scroller  game.  Meaning you press left and right arrow keys to walk, up arrow to jump. Or, you could make it a different way where you could press left, right, up, down arrow.  To move north, south, east, or west. You could do that. Or you could make it a little bit like a text adventure game, where the screen reader would be telling you what is near you.  For combat, I suggest text. Or, like I said, sites scroller.

URL: http://forum.audiogames.net/viewtopic.php?pid=262513#p262513





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Re: I'm gonna try to bring us Undertale

2016-01-16 Thread AudioGames . net Forum — General Game Discussion : smoothgunner via Audiogames-reflector


  


Re: I'm gonna try to bring us Undertale

am I the only one that listened to soul keepers musical support over ten times and bust into laughter everytime lma

URL: http://forum.audiogames.net/viewtopic.php?pid=246910#p246910





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Re: I'm gonna try to bring us Undertale

2016-01-16 Thread AudioGames . net Forum — General Game Discussion : Soul Keeper via Audiogames-reflector


  


Re: I'm gonna try to bring us Undertale

I had listened to the song hours before writing that, and listening to it again, when I finally got the chance, made me realize that it was wrong, so I fixed it. Anyway, I never edited it over here, but I did complete the tune.https://www.dropbox.com/s/y92hovyzylhlc … t.txt?dl=0I still wasn't actually listening to the song when I got around to fixing it, and although I'm good at kind of remembering note patterns, I'm not good at keeping them on the same key as the original ones, please report any note weirdness.

URL: http://forum.audiogames.net/viewtopic.php?pid=246913#p246913





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Re: I'm gonna try to bring us Undertale

2016-01-16 Thread AudioGames . net Forum — General Game Discussion : Soul Keeper via Audiogames-reflector


  


Re: I'm gonna try to bring us Undertale

I had listened to the song hours before writing that, and listening to it again, when I finally got the chance, made me realize that it was wrong, so I fixed it. Anyway, I never edited it over here, but I did complete the tune.https://www.dropbox.com/s/y92hovyzylhlc … t.txt?dl=0  I still wasn't actually listening to the song when I got around to fixing it, and although I'm good at kind of remembering note patterns, I'm not good at keeping them on the same key as the original ones, please report any note weirdness.  I love how much significance Undertale's music has though, and that theme has lots of meaning in the game, especially towards the end. A lot of the tracks are sort of just remixed versions of each other, but they're played in such a way to draw connections between things.  I think that's part of the reason I love the concept of Undertale so much. It feels to me like it's the way games should evolve I guess, to have as much meaning as you want them to have. At its base level, it tells us about the violence inherent in video games. Following that chain of logic though, it might also be telling us about the silliness in the concept of changing the past, or how actions will always have consequences. As a writer, it's definitely the first step I'd take. But then I'd take it another step. I'd actually been considering the idea of a literary fiction game before I learned of Undertale.  But that's what I mean about taking a step farther. Everything would play as a regular game on the surface, but if the player took their time to talk to different people, see every item, do quests or whatever, everything would be symbolic in a way or another. I wouldn't want to make it anything clearly labeled as being literary fiction like, say, Catcher in the Rye, in fact I'd probably intentionally mislabel it, but the more the player looks for in the game, the more they'd find.  Anyways I'm kind of rambling, but I just wanted to explain why I think Undertale is such an awesome game for me. Not because of the game itself, although it is an amazing game, but because I feel like it's the way to go for making truly fun to play games that teach us something, that make us stop, maybe while playing the game, maybe after closing it and thinking about everything that happened, and makes us go... huh. that's an interesting idea.

URL: http://forum.audiogames.net/viewtopic.php?pid=246913#p246913





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Re: I'm gonna try to bring us Undertale

2016-01-16 Thread AudioGames . net Forum — General Game Discussion : daigonite via Audiogames-reflector


  


Re: I'm gonna try to bring us Undertale

magurp244 wrote:What sort of interface do you have planned for the C++ engine? Scripting, or a more UI based interface? I could also try and put a combat framework together in a bit for testing.I'm not 100% sure yet. I'm currently building out the prototype. What I do know is that the prototype right now is using a static listener and surface handler class, and everything else you call out something for. Former serves as the player's ears so to speak, and the latter stores the surfaces in range (a script can be written to update this to only include nearby surfaces). I built the geometry classes myself and they just take an array of points which is pretty easy to set up. The listener handles the global sound properties and the ears' location. It really won't need a UI to implement outside of possibly using some sort of 3D UI for the surfaces, but as long as you have something that can
  transform a 3D surface into a set of my point objects, you can use anything.

URL: http://forum.audiogames.net/viewtopic.php?pid=246949#p246949





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Re: I'm gonna try to bring us Undertale

2016-01-16 Thread AudioGames . net Forum — General Game Discussion : daigonite via Audiogames-reflector


  


Re: I'm gonna try to bring us Undertale

magurp244 wrote:What sort of interface do you have planned for the C++ engine? Scripting, or a more UI based interface? I could also try and put a combat framework together in a bit for testing.I'm not 100% sure yet. I'm currently building out the prototype. What I do know is that the prototype right now is using a static listener and surface handler class, and everything else you call out something for. Former serves as the player's ears so to speak, and the latter stores the surfaces in range (a script can be written to update this to only include nearby surfaces). I built the geometry classes myself and they just take an array of points which is pretty easy to set up. The listener handles the global sound properties and the ears' location. It really won't need a UI to implement outside of possibly using some sort of 3D UI for the surfaces, but as long as you have something that can
  transform a 3D surface into a set of my point objects, you can use anything.The basic idea is that you feed the surface handler object all the surfaces for audio detection (usually this would be your clipping data). Assign an emitter object with objects in space and it will automatically update its sound according to the static surface handler. Since emitters deactivate if they're out of range (if that option is selected) you can just have the surface range be no more than the range that your listener can hear.

URL: http://forum.audiogames.net/viewtopic.php?pid=246949#p246949





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Re: I'm gonna try to bring us Undertale

2016-01-16 Thread AudioGames . net Forum — General Game Discussion : daigonite via Audiogames-reflector


  


Re: I'm gonna try to bring us Undertale

magurp244 wrote:What sort of interface do you have planned for the C++ engine? Scripting, or a more UI based interface? I could also try and put a combat framework together in a bit for testing.I'm not 100% sure yet. I'm currently building out the prototype. What I do know is that the prototype right now is using a static listener and surface handler class, and everything else you call out something for. Former serves as the player's ears so to speak, and the latter stores the surfaces in range (a script can be written to update this to only include nearby surfaces). I built the geometry classes myself and they just take an array of points which is pretty easy to set up. The listener handles the global sound properties. It really won't need a UI to implement outside of possibly using some sort of 3D UI for the surfaces, but as long as you have something that can transform a 3D surface into
  a set of my point objects, you can use anything.

URL: http://forum.audiogames.net/viewtopic.php?pid=246949#p246949





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Re: I'm gonna try to bring us Undertale

2016-01-15 Thread AudioGames . net Forum — General Game Discussion : daigonite via Audiogames-reflector


  


Re: I'm gonna try to bring us Undertale

Unfortunately nobody responded yet and I do agree, I think rebuilding it from scratch would probably be best.I don't have much experience with Python but I'm going to be building out an audio engine in C++ that will be a library that can be used. We could just use the same audio engine there, I don't see the engine taking more than 4-5 months to develop the basics for.I think right now what would be best would be to produce an "undertale engine" that defines all the basic bullet types. Then we could make some simulations of some of the boss battles.In terms of Genocide mode, most people don't like playing it because of all the grinding that's required. Some of them require you to kill more than 20 encounters which is kind of ridiculous. This is especially considering that the whole point of the enemies is to have them be more human than monster - as shown with characters like Snowdrake.

URL: http://forum.audiogames.net/viewtopic.php?pid=246815#p246815





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Re: I'm gonna try to bring us Undertale

2016-01-15 Thread AudioGames . net Forum — General Game Discussion : daigonite via Audiogames-reflector


  


Re: I'm gonna try to bring us Undertale

Unfortunately nobody responded yet (outside of the "how does it work" comment) and I do agree, I think rebuilding it from scratch would probably be best.I don't have much experience with Python but I'm going to be building out an audio engine in C++ that will be a library that can be used. We could just use the same audio engine there, I don't see the engine taking more than 4-5 months to develop the basics for. We could even use an earlier version of it since a major component will be me trying to make it as customizable as possible - we can use a less customizable version specific for blind-tale or whatever we want to call it.I think right now what would be best would be to produce an "undertale engine" that defines all the basic bullet types. Then we could make some simulations of some of the boss battles.In terms of Genocide mode, most people don't like playing it because of all the grinding that's required. Som
 e of them require you to kill more than 20 encounters which is kind of ridiculous. This is especially considering that the whole point of the enemies is to have them be more human than monster - as shown with characters like Snowdrake.

URL: http://forum.audiogames.net/viewtopic.php?pid=246815#p246815





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Re: I'm gonna try to bring us Undertale

2016-01-15 Thread AudioGames . net Forum — General Game Discussion : daigonite via Audiogames-reflector


  


Re: I'm gonna try to bring us Undertale

Unfortunately nobody responded yet (outside of the "how does it work" comment) and I do agree, I think rebuilding it from scratch would probably be best.I don't have much experience with Python but I'm going to be building out an audio engine in C++ that will be a library that can be used. We could just use the same audio engine there, I don't see the engine taking more than 4-5 months to develop the basics for.I think right now what would be best would be to produce an "undertale engine" that defines all the basic bullet types. Then we could make some simulations of some of the boss battles.In terms of Genocide mode, most people don't like playing it because of all the grinding that's required. Some of them require you to kill more than 20 encounters which is kind of ridiculous. This is especially considering that the whole point of the enemies is to have them be more human than monster - as shown with characters l
 ike Snowdrake.

URL: http://forum.audiogames.net/viewtopic.php?pid=246815#p246815





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Re: I'm gonna try to bring us Undertale

2016-01-15 Thread AudioGames . net Forum — General Game Discussion : magurp244 via Audiogames-reflector


  


Re: I'm gonna try to bring us Undertale

What sort of interface do you have planned for the C++ engine? Scripting, or a more UI based interface? I could also try and put a combat framework together in a bit for testing.In terms of Genocide mode, most people don't like playing it because of all the grinding that's required. Some of them require you to kill more than 20 encounters which is kind of ridiculous. This is especially considering that the whole point of the enemies is to have them be more human than monster - as shown with characters like Snowdrake.I'm not so sure. There are running theme's throughout the game about the "evil" of traditional RPG mechanics (IE: Final Fantasy, Secret of Mana, Chrono Trigger, etc) that typically involve gratuitous amoral random battle genocide and min/maxing level/looting. I think Toby may have wanted to use those mechanics as a juxtoposition for his own "no one has to die" sys
 tem, and to encourage players towards non-violent solutions and question their own motivations.

URL: http://forum.audiogames.net/viewtopic.php?pid=246890#p246890





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Re: I'm gonna try to bring us Undertale

2016-01-15 Thread AudioGames . net Forum — General Game Discussion : Soul Keeper via Audiogames-reflector


  


Re: I'm gonna try to bring us Undertale

I realize I'm not really helping build anything, but for what my input is worth...I'd personally be against changing mechanics of a game being ported into accessibility, especially something as integral to the game as the different paths. If you're allowed to even go neutral after slaughtering a bunch of monsters, the whole idea that you'd go through that much trouble to get the no mercy ending is the entire point of getting that ending. The game makes it that difficult and gives you the option to turn away from it for a reason, and that ending is specifically designed to be like that, for the people who don't care and just want to destroy everything. Personally, I think I'd even be against the idea of slowing things down, but that's just probably me being somewhat extremest in wanting to play mainstream games.

URL: http://forum.audiogames.net/viewtopic.php?pid=246895#p246895





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Re: I'm gonna try to bring us Undertale

2016-01-14 Thread AudioGames . net Forum — General Game Discussion : daigonite via Audiogames-reflector


  


Re: I'm gonna try to bring us Undertale

Sure, Magurp, that's probably the best idea.I've seen people making hacks and modifications to the original code of Undertale and I assume they're modifying the original Demo file so I think we should be alright, I'm gonna see if they have any issues with it. I'll ask the subreddit first since the fans probably already know if its alright.Like I said I can't focus too much on this project since I'm currently working on trying to get a kickstarter set up for a big revamp for 3D audio positioning systems and I also want to focus on my own IP. But I don't mind helping showing you the ropes to using the audio stuff that GML natively provides. I'll tell you this much it'd be freaking awesome to work with another developer on a project like this and go back and forth.Have you ever worked before in Game Maker? Apparently UT was built in it and I've built Braillemon in GML so I could show you the ropes at least fo
 r the overworld portions.GML's native audio is stupidly annoying to use for panning and pitch shift, but if you've already figured it out, then you should be fine. I dunno what you're building your prototypes in; if Toby already had a demo we could probably just recreate the game from that demo instead of building it from scratch.I almost feel from there we should reduce the Genocide run's requirements because it's kind of stupidly ridiculous and something no sane person would willfullingly play through on their first or second run.Also I sent you a private message about contacting me more closely.

URL: http://forum.audiogames.net/viewtopic.php?pid=246700#p246700





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Re: I'm gonna try to bring us Undertale

2016-01-14 Thread AudioGames . net Forum — General Game Discussion : daigonite via Audiogames-reflector


  


Re: I'm gonna try to bring us Undertale

Sure, Magurp, that's probably the best idea.I've seen people making hacks and modifications to the original code of Undertale and I assume they're modifying the original Demo file so I think we should be alright, I'm gonna see if they have any issues with it. I'll ask the subreddit first since the fans probably already know if its alright.Like I said I can't focus too much on this project since I'm currently working on trying to get a kickstarter set up for a big revamp for 3D audio positioning systems and I also want to focus on my own IP. But I don't mind helping showing you the ropes to using the audio stuff that GML natively provides. I'll tell you this much it'd be freaking awesome to work with another developer on a project like this and go back and forth.Have you ever worked before in Game Maker? Apparently UT was built in it and I've built Braillemon in GML so I could show you the ropes at least fo
 r the overworld portions.GML's native audio is stupidly annoying to use for panning and pitch shift, but if you've already figured it out, then you should be fine. I dunno what you're building your prototypes in; if Toby already had a demo we could probably just recreate the game from that demo instead of building it from scratch.I almost feel from there we should reduce the Genocide run's requirements because it's kind of stupidly ridiculous and something no sane person would willfullingly play through on their first or second run.Also I sent you a private message about contacting me more closely.Here's the URL by the way to the Reddit Thread.. Magurp, feel free to comment there if someone else comments.

URL: http://forum.audiogames.net/viewtopic.php?pid=246700#p246700





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Re: I'm gonna try to bring us Undertale

2016-01-14 Thread AudioGames . net Forum — General Game Discussion : magurp244 via Audiogames-reflector


  


Re: I'm gonna try to bring us Undertale

I haven't heard any official statement or endorsement anywhere from Toby about modding (other than his request embeded in the demo), though that in and of itself isn't unusual it creates a legal grey zone that could potentially cause issues. Its the sort of thing that makes me somewhat uncomfortable, though i've haven't been involved with the modding scene all that much and they seem to be rather cavalier about that sort of thing. From what i've dug up the Demo was written in GM8 and Undertale proper was written in GMS, I've tried out game maker before a long time ago, can't remember which version but I wasn't particularly fond of it.Like I said I can't focus too much on this project since I'm currently working on trying to get a kickstarter set up for a big revamp for 3D audio positioning systems and I also want to focus on my own IP.Of course, its much the same fo
 r myself, my current project being an accessible Paint Program among other things. Though collaborating in my spare time on this could be interesting, heh.I dunno what you're building your prototypes in; if Toby already had a demo we could probably just recreate the game from that demo instead of building it from scratch.I'm predominantly a Python developer and generally use Pyglet with OpenAL bindings which I find more familiar and flexible for a number of reasons. I don't think i'd particular mind the idea of porting the Demo, we don't need to include any graphics and we're remaking the combat system for audio anyway. It would be preferable to have access to the source for trigger references if we're going anywhere near the full game though.I almost feel from there we should reduce the Genocide run's requirements because it's kind
  of stupidly ridiculous and something no sane person would willfullingly play through on their first or second run.Well, when you say that do you mean from a moral perspective or a difficulty perspective? People can be pretty masochistic, myself included, heh. Also I've cleaned up my little protoype a little and uploaded it here.

URL: http://forum.audiogames.net/viewtopic.php?pid=246777#p246777





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Re: I'm gonna try to bring us Undertale

2016-01-14 Thread AudioGames . net Forum — General Game Discussion : daigonite via Audiogames-reflector


  


Re: I'm gonna try to bring us Undertale

Sure, Magurp, that's probably the best idea.I've seen people making hacks and modifications to the original code of Undertale and I assume they're modifying the original Demo file so I think we should be alright, I'm gonna see if they have any issues with it. I'll ask the subreddit first since the fans probably already know if its alright.Like I said I can't focus too much on this project since I'm currently working on trying to get a kickstarter set up for a big revamp for 3D audio positioning systems and I also want to focus on my own IP. But I don't mind helping showing you the ropes to using the audio stuff that GML natively provides. I'll tell you this much it'd be freaking awesome to work with another developer on a project like this and go back and forth.Have you ever worked before in Game Maker? Apparently UT was built in it and I've built Braillemon in GML so I could show you the ropes at least fo
 r the overworld portions.Also I sent you a private message about contacting me more closely.

URL: http://forum.audiogames.net/viewtopic.php?pid=246700#p246700





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Re: I'm gonna try to bring us Undertale

2016-01-14 Thread AudioGames . net Forum — General Game Discussion : daigonite via Audiogames-reflector


  


Re: I'm gonna try to bring us Undertale

Sure, Magurp, that's probably the best idea.I've seen people making hacks and modifications to the original code of Undertale and I assume they're modifying the original Demo file so I think we should be alright, I'm gonna see if they have any issues with it. I'll ask the subreddit first since the fans probably already know if its alright.Like I said I can't focus too much on this project since I'm currently working on trying to get a kickstarter set up for a big revamp for 3D audio positioning systems and I also want to focus on my own IP. But I don't mind helping showing you the ropes to using the audio stuff that GML natively provides. I'll tell you this much it'd be freaking awesome to work with another developer on a project like this and go back and forth.Have you ever worked before in Game Maker? Apparently UT was built in it and I've built Braillemon in GML so I could show you the ropes at least fo
 r the overworld portions.GML's native audio is stupidly annoying to use for panning and pitch shift, but if you've already figured it out, then you should be fine. I dunno what you're building your prototypes in; if Toby already had a demo we could probably just recreate the game from that demo instead of building it from scratch.Also I sent you a private message about contacting me more closely.

URL: http://forum.audiogames.net/viewtopic.php?pid=246700#p246700





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Re: I'm gonna try to bring us Undertale

2016-01-13 Thread AudioGames . net Forum — General Game Discussion : Soul Keeper via Audiogames-reflector


  


Re: I'm gonna try to bring us Undertale

Here's some musical support!‵vf₀‵vs60‵vb46 hmm ‵vb62 hmm ‵vb58 hmm ‵vb46 hmm ‵vb56 hmm ‵vb46‵vs80 hmm. ‵vb56 hmm . ‵vb58‵vs50 hmm . ‵vs60‵vb62 hmm ‵vb58 hmm ‵vb46 hmm ‵vb56 hmm ‵vs80‵vb46 hmm. ‵vb56 hmm . ‵vs50‵vb58 hmm.*put it in a notepad, i bet audio games will make this wrap and mess it all up. Wanted to make a recording, but I'm not good at that stuff and don't really have any good sound recording stuff so..Anyway, it's the song from the statue in the passage with the umbrella and whatnot, the one you have to play the first eight notes of.

URL: http://forum.audiogames.net/viewtopic.php?pid=246619#p246619





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Re: I'm gonna try to bring us Undertale

2016-01-13 Thread AudioGames . net Forum — General Game Discussion : magurp244 via Audiogames-reflector


  


Re: I'm gonna try to bring us Undertale

Heh, its more my interest in the challenge of creating an audio UI for such a game more than anything else, but I wouldn't mind helping out.I get the impression Toby is being polite and doesn't have much of an interest in doing an audio port, and I can understand where he's coming from having just released it after a 2 year dev cycle. Given the complexity of it and all the press and feedback he's getting, i'm sure he'd want things to settle down a bit before considering such things. Still, I would find it pretty ironic if he didn't allow a mod at some point considering his own Earthbound Halloween Mod once upon a time.For now we could try just replicating the Undertale Demo as a proof of concept and see where it goes from there. On the Undertale Wiki it claims when the
  demo is decompiled it has an embeded message from Toby Fox asking not to spoil the demo and not modify the code until after it's released, so it might be ok? May be worth asking.

URL: http://forum.audiogames.net/viewtopic.php?pid=246655#p246655





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Re: I'm gonna try to bring us Undertale

2016-01-13 Thread AudioGames . net Forum — General Game Discussion : daigonite via Audiogames-reflector


  


Re: I'm gonna try to bring us Undertale

Magurp, are you developing samples too? If you want we could work together on this project. I'm trying to focus on building a prototype of my audio system and trying to get Braillemon finished, so I'm pretty busy, but I can help you design the individual battles. Maybe if we can show things like Undyne the Undying and Sans are possible, we might win the support of Toby.Unfortunately, I've heard he is pretty hard to convince to add new features to his game (such as a mobile version) so it may still not be enough to convince him, but at least blind players will be able to play these battles.

URL: http://forum.audiogames.net/viewtopic.php?pid=246593#p246593





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Re: I'm gonna try to bring us Undertale

2016-01-12 Thread AudioGames . net Forum — General Game Discussion : magurp244 via Audiogames-reflector


  


Re: I'm gonna try to bring us Undertale

I've actually spent some time analyzing Papyrus's battle and trying a few prototypes out. What I've settled on so far was a quick accending or decending tone depending on whether the column was coming from the top or bottom, then the column would only make a sound when the player was near it. It would use stereo panning for width and pitch for height, and the columns pitch would always match the players pitch up to the maximum height or depth of said column.So for example lets say you hear the pitch of a column to your right heading towards you, then you'd want to jump until the pitch of your heart no longer matches the columns and is higher and thus "over" the column. Conversely, if a colunn is coming from the ceiling, you'd want your heart to be lower to the point where the pitch is lower than the columns cut off. I could throw together a test clip at some point, been making progress with some of my other work at the moment.

URL: http://forum.audiogames.net/viewtopic.php?pid=246551#p246551





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Re: I'm gonna try to bring us Undertale

2016-01-12 Thread AudioGames . net Forum — General Game Discussion : daigonite via Audiogames-reflector


  


Re: I'm gonna try to bring us Undertale

I was having a chat with my friend while deconstructing Sans's battle and here's what I came up with:[10:38:19 PM] Me: Well, see, the trick... is just looking at what pattern really is.[10:38:31 PM] Me: Sans does a lot of things. For example, he fires lasers at you.[10:39:20 PM] Me: What can be done here is that an object can emit a sound at a particular angle to determine where it is outside the box, and then it fires . You have to move out of range. It would have a slightly more delayed firing time to help ease the player into learning what it means.[10:39:39 PM] Me: He also hits the box with bones. That would be done by having a signal, which he gives visually, to junp[10:40:15 PM] Me: then there's also some of the bone puzzles... the tiny ones are tunnel shooters and while they could be a bit wider should be pretty simple to navigate[10:40:28 PM] Me: bones rising up of course is going to be just particles rising towards you i
 n a line[10:40:48 PM] Me: The jumping platformer mght be difficult. The one with two bones may have to be slightly changed.[10:40:59 PM] Me: But the other ones seem possible as long as they can hear the platforms coming.[10:41:19 PM] Me: So far though most of this seems possible if slowed down a notch[10:41:23 PM] Me: it'd still be challenging.[10:42:05 PM] Me: when you take damage on the menu, that would be signified by certain particles moving back and forth in space, and the menu sound can change its position to sound like it's in 4 spots[10:42:17 PM] Me: so that way it makes sense to an audio based listener[10:42:28 PM] Me: I don't understand why this isn't possible[10:43:32 PM] Me: Ah, the gravity hit thing has different heights. That could be indicated by volume.[10:43:37 PM] scott: Totally sounds possible[10:43:40 PM] Me: See, all you need to do is deconstruct these patterns.[10:43:42 PM
 ] Me: I don't get this.[10:43:49 PM] Me: Why am I the only person deconstructing these things?[10:44:07 PM] scott: I mean[10:44:30 PM] Me: When you get down to it, Scott, in a video game like this, all you need  to know is where you can be save and where you will get hurt.[10:44:37 PM] Me: *safe[10:44:56 PM] Me: And when you boil down these patterns, they're just that. TPatterns. What makes it hard is that there's a lot going on at once.[10:45:05 PM] Me: In fact, you might think I'm crazy for saying this[10:45:20 PM] Me: but I think that sans's battle, if slowed down to a reasonable speed, would actually be easier blind if you were trained for it[10:45:28 PM] Me: because you would be focused on a smaller area[10:45:36 PM] Me: instead of the whole box you would focus on what's right near you[10:45:50 PM] Me: and if it's traveling at a speed that accomidates that, it would require skill
  but might be somewhat easier.[10:51:39 PM] me: First part of his special attack is a fast paced tunnel shooter. Slowed down just a pinch would make this easy to make accessible, have the borders be having border sounds. After that, it's a gravity jump, so it prepares for that. Then two border gravity jumps, this can be done by having two gravity jump sounds playing at the same time. The laser circle can be done exactly the same way as it is visually - a lot of laser objects appearing very quickly in a circle and surrounding the player.[10:51:45 PM] me: Do the things he does after that sequence harm the player?Can someone please explain to me why this is impossible? It seems almost like it would be easier since it's pretty easy to get distracted with all those things flying across your screen, but these emitters wouldn't be audible past a certain distance (unless they were like the lasers where they have to be)[11:00:09 PM] me: It's a h
 ard battle, for sure, no way in hell would I beat that. But it's still POSSIBLE to make for the blind. Just because the battle is hard doesn't mean a blind player won't win.[11:00:25 PM] me: And ironically, blind players tend to have more determination to beat the boss because they can't just move on to the next game.Maybe if I can't get undertale accessible, I could possibly make a game out of Sans' battle as a demo for it. Maybe it could be better anyways because I could use my custom audio engine for it. I'm sure that would attract some attention to it as well.

URL: http://forum.audiogames.net/viewtopic.php?pid=246548#p246548





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Re: I'm gonna try to bring us Undertale

2016-01-12 Thread AudioGames . net Forum — General Game Discussion : daigonite via Audiogames-reflector


  


Re: I'm gonna try to bring us Undertale

I was having a chat with my friend while deconstructing Sans's battle and here's what I came up with:[10:38:19 PM] Me: Well, see, the trick... is just looking at what pattern really is.[10:38:31 PM] Me: Sans does a lot of things. For example, he fires lasers at you.[10:39:20 PM] Me: What can be done here is that an object can emit a sound at a particular angle to determine where it is outside the box, and then it fires . You have to move out of range. It would have a slightly more delayed firing time to help ease the player into learning what it means.[10:39:39 PM] Me: He also hits the box with bones. That would be done by having a signal, which he gives visually, to junp[10:40:15 PM] Me: then there's also some of the bone puzzles... the tiny ones are tunnel shooters and while they could be a bit wider should be pretty simple to navigate[10:40:28 PM] Me: bones rising up of course is going to be just particles rising towards you i
 n a line[10:40:48 PM] Me: The jumping platformer mght be difficult. The one with two bones may have to be slightly changed.[10:40:59 PM] Me: But the other ones seem possible as long as they can hear the platforms coming.[10:41:19 PM] Me: So far though most of this seems possible if slowed down a notch[10:41:23 PM] Me: it'd still be challenging.[10:42:05 PM] Me: when you take damage on the menu, that would be signified by certain particles moving back and forth in space, and the menu sound can change its position to sound like it's in 4 spots[10:42:17 PM] Me: so that way it makes sense to an audio based listener[10:42:28 PM] Me: I don't understand why this isn't possible[10:43:32 PM] Me: Ah, the gravity hit thing has different heights. That could be indicated by volume.[10:43:37 PM] scott: Totally sounds possible[10:43:40 PM] Me: See, all you need to do is deconstruct these patterns.[10:43:42 PM
 ] Me: I don't get this.[10:43:49 PM] Me: Why am I the only person deconstructing these things?[10:44:07 PM] scott: I mean[10:44:30 PM] Me: When you get down to it, Scott, in a video game like this, all you need  to know is where you can be save and where you will get hurt.[10:44:37 PM] Me: *safe[10:44:56 PM] Me: And when you boil down these patterns, they're just that. TPatterns. What makes it hard is that there's a lot going on at once.[10:45:05 PM] Me: In fact, you might think I'm crazy for saying this[10:45:20 PM] Me: but I think that sans's battle, if slowed down to a reasonable speed, would actually be easier blind if you were trained for it[10:45:28 PM] Me: because you would be focused on a smaller area[10:45:36 PM] Me: instead of the whole box you would focus on what's right near you[10:45:50 PM] Me: and if it's traveling at a speed that accomidates that, it would require skill
  but might be somewhat easier.[10:51:39 PM] me: First part of his special attack is a fast paced tunnel shooter. Slowed down just a pinch would make this easy to make accessible, have the borders be having border sounds. After that, it's a gravity jump, so it prepares for that. Then two border gravity jumps, this can be done by having two gravity jump sounds playing at the same time. The laser circle can be done exactly the same way as it is visually - a lot of laser objects appearing very quickly in a circle and surrounding the player.[10:51:45 PM] me: Do the things he does after that sequence harm the player?Can someone please explain to me why this is impossible? It seems almost like it would be easier since it's pretty easy to get distracted with all those things flying across your screen, but these emitters wouldn't be audible past a certain distance (unless they were like the lasers where they have to be)[11:00:09 PM] me: It's a h
 ard battle, for sure, no way in hell would I beat that. But it's still POSSIBLE to make for the blind. Just because the battle is hard doesn't mean a blind player won't win.[11:00:25 PM] me: And ironically, blind players tend to have more determination to beat the boss because they can't just move on to the next game.

URL: http://forum.audiogames.net/viewtopic.php?pid=246548#p246548





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Re: I'm gonna try to bring us Undertale

2016-01-12 Thread AudioGames . net Forum — General Game Discussion : daigonite via Audiogames-reflector


  


Re: I'm gonna try to bring us Undertale

I was having a chat with my friend while deconstructing Sans's battle and here's what I came up with:[10:38:19 PM] Me: Well, see, the trick... is just looking at what pattern really is.[10:38:31 PM] Me: Sans does a lot of things. For example, he fires lasers at you.[10:39:20 PM] Me: What can be done here is that an object can emit a sound at a particular angle to determine where it is outside the box, and then it fires . You have to move out of range. It would have a slightly more delayed firing time to help ease the player into learning what it means.[10:39:39 PM] Me: He also hits the box with bones. That would be done by having a signal, which he gives visually, to junp[10:40:15 PM] Me: then there's also some of the bone puzzles... the tiny ones are tunnel shooters and while they could be a bit wider should be pretty simple to navigate[10:40:28 PM] Me: bones rising up of course is going to be just particles rising towards you i
 n a line[10:40:48 PM] Me: The jumping platformer mght be difficult. The one with two bones may have to be slightly changed.[10:40:59 PM] Me: But the other ones seem possible as long as they can hear the platforms coming.[10:41:19 PM] Me: So far though most of this seems possible if slowed down a notch[10:41:23 PM] Me: it'd still be challenging.[10:42:05 PM] Me: when you take damage on the menu, that would be signified by certain particles moving back and forth in space, and the menu sound can change its position to sound like it's in 4 spots[10:42:17 PM] Me: so that way it makes sense to an audio based listener[10:42:28 PM] Me: I don't understand why this isn't possible[10:43:32 PM] Me: Ah, the gravity hit thing has different heights. That could be indicated by volume.[10:43:37 PM] scott: Totally sounds possible[10:43:40 PM] Me: See, all you need to do is deconstruct these patterns.[10:43:42 PM
 ] Me: I don't get this.[10:43:49 PM] Me: Why am I the only person deconstructing these things?[10:44:07 PM] scott: I mean[10:44:30 PM] Me: When you get down to it, Scott, in a video game like this, all you need  to know is where you can be save and where you will get hurt.[10:44:37 PM] Me: *safe[10:44:56 PM] Me: And when you boil down these patterns, they're just that. TPatterns. What makes it hard is that there's a lot going on at once.[10:45:05 PM] Me: In fact, you might think I'm crazy for saying this[10:45:20 PM] Me: but I think that sans's battle, if slowed down to a reasonable speed, would actually be easier blind if you were trained for it[10:45:28 PM] Me: because you would be focused on a smaller area[10:45:36 PM] Me: instead of the whole box you would focus on what's right near you[10:45:50 PM] Me: and if it's traveling at a speed that accomidates that, it would require skill
  but might be somewhat easier.[10:51:39 PM] me: First part of his special attack is a fast paced tunnel shooter. Slowed down just a pinch would make this easy to make accessible, have the borders be having border sounds. After that, it's a gravity jump, so it prepares for that. Then two border gravity jumps, this can be done by having two gravity jump sounds playing at the same time. The laser circle can be done exactly the same way as it is visually - a lot of laser objects appearing very quickly in a circle and surrounding the player.[10:51:45 PM] me: Do the things he does after that sequence harm the player?Can someone please explain to me why this is impossible? It seems almost like it would be easier since it's pretty easy to get distracted with all those things flying across your screen, but these emitters wouldn't be audible past a certain distance (unless they were like the lasers where they have to be)

URL: http://forum.audiogames.net/viewtopic.php?pid=246548#p246548





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Re: I'm gonna try to bring us Undertale

2016-01-12 Thread AudioGames . net Forum — General Game Discussion : SLJ via Audiogames-reflector


  


Re: I'm gonna try to bring us Undertale

[[wow]], interesting chat and ideas. It seemed like he didn't had a chance to reply. Hahaha. 

URL: http://forum.audiogames.net/viewtopic.php?pid=246556#p246556





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Re: I'm gonna try to bring us Undertale

2016-01-12 Thread AudioGames . net Forum — General Game Discussion : Soul Keeper via Audiogames-reflector


  


Re: I'm gonna try to bring us Undertale

Daigonite wrote:so even if I can't work on Undertale with Toby,You should not be thinking these things, why do you think these things, it's not healthy!THOUGHT POLICE!!!

URL: http://forum.audiogames.net/viewtopic.php?pid=246519#p246519





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Re: I'm gonna try to bring us Undertale

2016-01-12 Thread AudioGames . net Forum — General Game Discussion : ironcross32 via Audiogames-reflector


  


Re: I'm gonna try to bring us Undertale

@48 Brandon takes a step back and mrumphs softly.

URL: http://forum.audiogames.net/viewtopic.php?pid=246536#p246536





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Re: I'm gonna try to bring us Undertale

2016-01-12 Thread AudioGames . net Forum — General Game Discussion : Orin via Audiogames-reflector


  


Re: I'm gonna try to bring us Undertale

Correction to a post above: BGT's language was not written by a blind person. Angel script is general purpose and BGT is wrapped around it with libraries.Considering that both Unity and GameMaker make it easier to create games than even perhaps BGT, it's a shame that both of these tools are not accessible.

URL: http://forum.audiogames.net/viewtopic.php?pid=246540#p246540





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Re: I'm gonna try to bring us Undertale

2016-01-11 Thread AudioGames . net Forum — General Game Discussion : Sean-Terry01 via Audiogames-reflector


  


Re: I'm gonna try to bring us Undertale

Hey Rachel, did you ever try using the Blast Bay Game toolkit? That is also known as BGT. That allows for the panning of sounds and a lot of things. You might have a lot of luck in making games with that as well. In fact, a lot of blind people use this program and have made very extensive games with it!   Also, this particular programming language was made by a blind person.

URL: http://forum.audiogames.net/viewtopic.php?pid=246429#p246429





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Re: I'm gonna try to bring us Undertale

2016-01-11 Thread AudioGames . net Forum — General Game Discussion : daigonite via Audiogames-reflector


  


Re: I'm gonna try to bring us Undertale

I have, but I'd rather not, because if I do get to work on accessibility on Undertale, I would be working in game maker. If not, I'm not going to recreate the game because I want to move forward with developing my own audio engine and game.In fact, I'm currently working on a kickstarter to work on a 3D audio engine that takes into consideration collisions and orientation, and the end product will be a game for EVERYONE that has NO GRAPHICS. You go blind in a horrible accident and you have to struggle to survive in the wilderness. The way this audio engine is going to be built, it's going to have to be in C++. The goal is to have larger developers pick up on the model I developed and potentially have this accessible engine running in triple A titles. For the sighted, this improves their immersion in the game and allows for new mechanics and puzzles. For the blind, it makes previously unplayable games playable. I'm confident that I'll be able to 
 create this game, so even if I can't work on Undertale with Toby, I'll have exciting things headed our way 

URL: http://forum.audiogames.net/viewtopic.php?pid=246432#p246432





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Re: I'm gonna try to bring us Undertale

2016-01-11 Thread AudioGames . net Forum — General Game Discussion : daigonite via Audiogames-reflector


  


Re: I'm gonna try to bring us Undertale

I have, but I'd rather not, because if I do get to work on accessibility on Undertale, I would be working in game maker. If not, I'm not going to recreate the game because I want to move forward with developing my own audio engine and game.In fact, I'm currently working on a kickstarter to work on a 3D audio engine that takes into consideration collisions and orientation, and the end product will be a game for EVERYONE that has NO GRAPHICS. You go blind in a horrible accident and you have to struggle to survive in the wilderness.

URL: http://forum.audiogames.net/viewtopic.php?pid=246432#p246432





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Re: I'm gonna try to bring us Undertale

2016-01-11 Thread AudioGames . net Forum — General Game Discussion : daigonite via Audiogames-reflector


  


Re: I'm gonna try to bring us Undertale

GM has changed tremendously since then, I don't know if that option is still there. I'm not updating the demo since it's just a proof of concept and I wanted to just see how long it would be to set up a basic particle audio detection system. Since the game closing doesn't really have much to do with that... yeah.At this point I'm just waiting for Toby's response. I kind of figured he wouldn't reply on a weekend but it's still pretty tense.

URL: http://forum.audiogames.net/viewtopic.php?pid=246360#p246360





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Re: I'm gonna try to bring us Undertale

2016-01-11 Thread AudioGames . net Forum — General Game Discussion : ironcross32 via Audiogames-reflector


  


Re: I'm gonna try to bring us Undertale

I was trying to remember back to when I used GM, it was version 6.X something. So unless they changed it, you can go in to options and under there somewhere is some checkboxes, one is exit on press of escape, and the other is exit on press of ALT+F4. Either or both would do the job.

URL: http://forum.audiogames.net/viewtopic.php?pid=246357#p246357





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Re: I'm gonna try to bring us Undertale

2016-01-11 Thread AudioGames . net Forum — General Game Discussion : ironcross32 via Audiogames-reflector


  


Re: I'm gonna try to bring us Undertale

I get it. It's probably way different, I always just cracked it, and how that it's like $100, and if I wanted to buy it, I couldn't afford it anyway, so bleh.

URL: http://forum.audiogames.net/viewtopic.php?pid=246382#p246382





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I'm gonna try to bring us Undertale

2016-01-06 Thread AudioGames . net Forum — General Game Discussion : daigonite via Audiogames-reflector


  


I'm gonna try to bring us Undertale

Undertale is probably one of the most critically acclaimed games of 2015. With witty storytelling and memorable characters this game was a massive hit across the internet. The problem?It's not accessible!So I just sent the creator an email about fixing that! I really hope I can get this together for you guys. My attempt to contact the creator of FNAF failed pretty miserably so hopefully this reaches through.And don't worry, I'm still working on Braillemon, I'm just still weeding out the bugs 

URL: http://forum.audiogames.net/viewtopic.php?pid=245820#p245820





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