Re: Project C.A.T.

2016-09-13 Thread AudioGames . net Forum — Developers room : mastodont via Audiogames-reflector


  


Re: Project C.A.T.

hi.what's going on with this project? is the game still developed? I've checked the official site and there is no update regarding the project since june.

URL: http://forum.audiogames.net/viewtopic.php?pid=278694#p278694





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Re: Project C.A.T.

2016-06-16 Thread AudioGames . net Forum — Developers room : sneak via Audiogames-reflector


  


Re: Project C.A.T.

Thank you. I'm not sure when I'll start needing testers. So far what I'm working on is getting all of the mechanics I want in the game. Once that's done, then I'll need people to help me test them and make sure they're all balanced. I have sounds, and I know how to edit them; it's just time I'd rather spend coding.

URL: http://forum.audiogames.net/viewtopic.php?pid=264641#p264641





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Re: Project C.A.T.

2016-06-16 Thread AudioGames . net Forum — Developers room : nin via Audiogames-reflector


  


Re: Project C.A.T.

hi. @sneak: [[wow]] man your project sounds really awesome, i'm looking forward to it. unfortunately i'm not an experienced sound designer nor a developer so I can't help as much as I wish but if you ever need a hand in testing and finding bugs i'll be happy to help.

URL: http://forum.audiogames.net/viewtopic.php?pid=264597#p264597





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Re: Project C.A.T.

2016-06-14 Thread AudioGames . net Forum — Developers room : sneak via Audiogames-reflector


  


Re: Project C.A.T.

Posted an update.https://sites.google.com/site/projectca … ent-status

URL: http://forum.audiogames.net/viewtopic.php?pid=264430#p264430





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Re: Project C.A.T.

2016-05-27 Thread AudioGames . net Forum — Developers room : Orin via Audiogames-reflector


  


Re: Project C.A.T.

What is this written in? BGT?

URL: http://forum.audiogames.net/viewtopic.php?pid=261908#p261908





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Re: Project C.A.T.

2016-05-27 Thread AudioGames . net Forum — Developers room : sneak via Audiogames-reflector


  


Re: Project C.A.T.

I'm sorry, the only offline thing you'll be able to access without an internet connection is a tutorial on how to play the game. It's possible I might do something later on, but it would be after the server is well into beta I think.

URL: http://forum.audiogames.net/viewtopic.php?pid=261895#p261895





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Re: Project C.A.T.

2016-05-26 Thread AudioGames . net Forum — Developers room : brad via Audiogames-reflector


  


Re: Project C.A.T.

Hello.What about an offline mode?I'm seeing a lot of online audiogames and while they're good I think being able to play offline should be an option too.

URL: http://forum.audiogames.net/viewtopic.php?pid=261835#p261835





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Re: Project C.A.T.

2016-05-26 Thread AudioGames . net Forum — Developers room : sneak via Audiogames-reflector


  


Re: Project C.A.T.

Wrote in an entry

URL: http://forum.audiogames.net/viewtopic.php?pid=261768#p261768





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Re: Project C.A.T.

2016-05-18 Thread AudioGames . net Forum — Developers room : sneak via Audiogames-reflector


  


Re: Project C.A.T.

So I spent a couple hours this morning coming up with some new features for a secondary game mode. I updated the cite as well, but I'll also paste it here for your convenience.Hey guys, so I’ve recently done an entire re-design of the project, or maybe it should be referred to as an addition. The overall mechanics will be the same, and the original mode, that is team versus team in an urban setting killing each other to determine who is best will also remain an option. However, in my original plans I had decided that I would not add enemies to the map that are controlled by AI. This is no longer the case. In fact, an entirely new mode will also be added that allows a group of players to spawn their avatars on a map similar to the arena in the second book of “The Hunger Games”. The clock arena if you will. I’ll go into more details about it below. Visualizing the Big PictureThe main principle of this game mode is that there will be an over map of a 3 by 3 grid. If you have a hard time picturing this, think of two straight vertical (up and down) lines that are spaced about an inch next to each other. Now picture two more lines, but this time horizontal (laying sideways) and have a little space between each other. They should also intersect the vertical lines in a way that creates a square box in the middle. So hopefully now you are picturing what most would call the hash tag symbol, or the number sign.“What’s that sound?”This symbol also looks like a three by three grid that has been sectioned off into 9 different quadrants. Now, each of those quadrants are like boxes. They will contain certain unique characteristics that give them benefits and some non-benefits… Like 10 lightning strikes in a quadrant every 3 seconds, or a pack of mutated moles who dig up from the ground and chase your avatar down. If that’s not your cup of tea, try for The quadrant referred to as “Death’s Touch” by most living individuals. This name was fashioned after its flora’s poisonous contact. This means any touching, rubbing, bumping, or idiots blindly running through any plant life will result in a long and painful demise. At least you won’t have to deal with the Earth deciding it’s tired of your avatar  waiting around and rips the ground beneath their feet wide open sending them plummeting to their eternal entombment. I literally had to edit this because I forgot to put in that this was actually a thing that will happen. LOL, My bad.How’s this for “Hashtag the struggle is real.”.If dealing with this map wasn’t enough, remember that group of people you arrived with? Yeah, well they’re trying to kill your avatar’s face off with anything and everything. Y’know that plant life I mentioned earlier? Seems if you’re careful enough you can grab a branch and grant “Death’s Kiss” on any avatar who is unlucky to be caught unawares, or lucky, depending on how you look at it. At least nobody tried to blow your avatar’s legs off with a tripwire plastic explosive. “Ooooh, a loot box for me?”, BOM!Not all of humanity is entirely obsessed with big swords and muscles. Sometimes smart people can resort to very crafty acts of destruction. Like setting one of those trip wire explosives in front of an enticing loot box. “Wait, I didn’t win? I killed everybody though!”.It won’t be all violent bloodshed though. No-no. Violent bloodshed only gets you so far. Unless your avatar is  wielding a giant claymore, in which case violence will get you about 6 feet through anything your avatar cares to point it at. To be the winner you will first have to be one of four players who is able to reach a defense point. There is a single defense location in each quadrant. Only one player can be in each quadrant’s defense location for it to count down. The first four players who are able to secure their quadrants defense location for a minute will advance to the next stage of the match. This will grant the players temporary immunity from one another. You will have about 3 minutes to go out and collect items and goods. Once that timer hits 0 though, it’s open season on everybody’s avatars. rogue at quadrant 3 backstabbed chemist.chemist took 53 damage before armor reduction.rogue has been killed in quadrant 3 by chemist’s acid wash trap.Naturally there will be a winner. In fact there will be a winner for each category. These will range anywhere from how many people you slayed to how much of the map you covered and how much time you spent in each quadrant. You’ll be able to review your stats at any time, and they will be remembered as you play. Anyway, I hope you all have enjoyed this update. I’ll be working on this part of the project as I wrap up the first mode just so it gives me something new to think about. Everything from the first mode will be easily transferred over to this new match type and will save me loads of time. It’ll be more like I’m adding to an existing structure rather than building an entirely new one from scratch. Object

Re: Project C.A.T.

2016-05-18 Thread AudioGames . net Forum — Developers room : sneak via Audiogames-reflector


  


Re: Project C.A.T.

So I spent a couple hours this morning coming up with some new features for a secondary game mode. I updated the cite as well, but I'll also paste it here for your convenience.Hey guys, so I’ve recently done an entire re-design of the project, or maybe it should be referred to as an addition. The overall mechanics will be the same, and the original mode, that is team versus team in an urban setting killing each other to determine who is best will also remain an option. However, in my original plans I had decided that I would not add enemies to the map that are controlled by AI. This is no longer the case. In fact, an entirely new mode will also be added that allows a group of players to spawn their avatars on a map similar to the arena in the second book of “The Hunger Games”. The clock arena if you will. I’ll go into more details about it below. Visualizing the Big PictureThe main principle of this game mode is that there will be an over map of a 3 by 3 grid. If you have a hard time picturing this, think of two straight vertical (up and down) lines that are spaced about an inch next to each other. Now picture two more lines, but this time horizontal (laying sideways) and have a little space between each other. They should also intersect the vertical lines in a way that creates a square box in the middle. So hopefully now you are picturing what most would call the hash tag symbol, or the number sign.“What’s that sound?”This symbol also looks like a three by three grid that has been sectioned off into 9 different quadrants. Now, each of those quadrants are like boxes. They will contain certain unique characteristics that give them benefits and some non-benefits… Like 10 lightning strikes in a quadrant every 3 seconds, or a pack of mutated moles who dig up from the ground and chase your avatar down. If that’s not your cup of tea, try for The quadrant referred to as “Death’s Touch” by most living individuals. This name was fashioned after its flora’s poisonous contact. This means any touching, rubbing, bumping, or idiots blindly running through any plant life will result in a long and painful demise. At least you won’t have to deal with the Earth deciding it’s tired of your avatar  waiting around and rips the ground beneath their feet wide open sending them plummeting to their eternal entombment. How’s this for “Hashtag the struggle is real.”.If dealing with this map wasn’t enough, remember that group of people you arrived with? Yeah, well they’re trying to kill your avatar’s face off with anything and everything. Y’know that plant life I mentioned earlier? Seems if you’re careful enough you can grab a branch and grant “Death’s Kiss” on any avatar who is unlucky to be caught unawares, or lucky, depending on how you look at it. At least nobody tried to blow your avatar’s legs off with a tripwire plastic explosive. “Ooooh, a loot box for me?”, BOM!Not all of humanity is entirely obsessed with big swords and muscles. Sometimes smart people can resort to very crafty acts of destruction. Like setting one of those trip wire explosives in front of an enticing loot box. “Wait, I didn’t win? I killed everybody though!”.It won’t be all violent bloodshed though. No-no. Violent bloodshed only gets you so far. Unless your avatar is  wielding a giant claymore, in which case violence will get you about 6 feet through anything your avatar cares to point it at. To be the winner you will first have to be one of four players who is able to reach a defense point. There is a single defense location in each quadrant. Only one player can be in each quadrant’s defense location for it to count down. The first four players who are able to secure their quadrants defense location for a minute will advance to the next stage of the match. This will grant the players temporary immunity from one another. You will have about 3 minutes to go out and collect items and goods. Once that timer hits 0 though, it’s open season on everybody’s avatars. rogue at quadrant 3 backstabbed chemist.chemist took 53 damage before armor reduction.rogue has been killed in quadrant 3 by chemist’s acid wash trap.Naturally there will be a winner. In fact there will be a winner for each category. These will range anywhere from how many people you slayed to how much of the map you covered and how much time you spent in each quadrant. You’ll be able to review your stats at any time, and they will be remembered as you play. Anyway, I hope you all have enjoyed this update. I’ll be working on this part of the project as I wrap up the first mode just so it gives me something new to think about. Everything from the first mode will be easily transferred over to this new match type and will save me loads of time. It’ll be more like I’m adding to an existing structure rather than building an entirely new one from scratch. Object oriented coding is like playing with Legos, but for adults.

URL: http://forum.audiogames.net/viewtopic.php?pid

Re: Project C.A.T.

2016-05-18 Thread AudioGames . net Forum — Developers room : Haramir via Audiogames-reflector


  


Re: Project C.A.T.

This project sounds really nice. I don't have the intention to hurge you or anything, but drop me a message in case you need testers in the future.Best regards, Haramir.

URL: http://forum.audiogames.net/viewtopic.php?pid=260881#p260881





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Re: Project C.A.T.

2016-05-17 Thread AudioGames . net Forum — Developers room : sneak via Audiogames-reflector


  


Re: Project C.A.T.

I haven't done any updates because the bit of code I'm working on is a little more complex. I'm in the middle of linking the client and server together, which means a bunch of little functions and what not that aren't very exciting to write about.Just to give you guys an idea of how far I am:I'm currently at 1441 lines of code, excluding any includes.1050 lines of which are in the server, and the rest are in the client.

URL: http://forum.audiogames.net/viewtopic.php?pid=260796#p260796





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Re: Project C.A.T.

2016-05-14 Thread AudioGames . net Forum — Developers room : sneak via Audiogames-reflector


  


Re: Project C.A.T.

I've made a couple entries since the first post. Check them out below.https://sites.google.com/site/projectca … ent-status

URL: http://forum.audiogames.net/viewtopic.php?pid=260429#p260429





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Re: Project C.A.T.

2016-05-13 Thread AudioGames . net Forum — Developers room : truecraig via Audiogames-reflector


  


Re: Project C.A.T.

Looks intriguing. Keep us posted!

URL: http://forum.audiogames.net/viewtopic.php?pid=260361#p260361





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Re: Project C.A.T.

2016-05-12 Thread AudioGames . net Forum — Developers room : blindndangerous via Audiogames-reflector


  


Re: Project C.A.T.

This reminds me of Overwatch. Good luck with it Sneak

URL: http://forum.audiogames.net/viewtopic.php?pid=260246#p260246





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Re: Project C.A.T.

2016-05-11 Thread AudioGames . net Forum — Developers room : SkyLord via Audiogames-reflector


  


Re: Project C.A.T.

HEY Mr.Sneak, i wish you luck on this project!

URL: http://forum.audiogames.net/viewtopic.php?pid=260173#p260173





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Re: Project C.A.T.

2016-05-11 Thread AudioGames . net Forum — Developers room : sneak via Audiogames-reflector


  


Re: Project C.A.T.

I'm sure as the days go on I'll add more and edit stuf with better specifics. It feels really good to have the whole thing written down though. I've been trying to keep it all in my head, so this will help me keep track of everything that needs to get done. I never really realized how useful writing down an overview is.

URL: http://forum.audiogames.net/viewtopic.php?pid=260143#p260143





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Re: Project C.A.T.

2016-05-11 Thread AudioGames . net Forum — Developers room : Aprone via Audiogames-reflector


  


Re: Project C.A.T.

I think we're all looking forward to seeing this game Mr. Sneak.  We wish you luck with your coding.

URL: http://forum.audiogames.net/viewtopic.php?pid=260142#p260142





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Project C.A.T.

2016-05-11 Thread AudioGames . net Forum — Developers room : sneak via Audiogames-reflector


  


Project C.A.T.

Just dropping this for people to check out so I can get some feed back and hopefully a few people who bug me to get it done. LOL.https://sites.google.com/site/projectcataudiogame/homeThe page isn't the best, but it's what I could manage within a 30 minute break from coding.

URL: http://forum.audiogames.net/viewtopic.php?pid=260141#p260141





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