Sol 1.2 is out with experimental audio mode support
Sol 1.2 is out with experimental audio mode support Hey everybody! Just released version 1.2 of Sol which includes an experimental implementation of audiovideo mode, which pretty much turns it into an audiogame. It's far from perfect yet, but it's better than nothing and I would like to have feedback Converting a full blown platformer into an audiogame isn't easy, especially when it wasn't designed for it in the first place! (but I'm not gonna dumb down the game for this!)Sol's official site (demo and purchase here)Blog entry explaining how to turn on this modeSol will be for 10 USD (33% discount) until this 30th, if you're interested! (and beware that the widget has problem working with old browsers - looking at you, Explorer 8) Enjoy!PS: I'm not putting it into New Releases because it's experimental and can't guarantee it's 100% playable yet, feel free to move it if it's better. URL: http://forum.audiogames.net/viewtopic.php?pid=229053#p229053 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Sol 1.2 is out with experimental audio mode support
Sol 1.2 is out with experimental audio mode support Hey everybody! Just released version 1.2 of Sol which includes an experimental implementation of audiovideo mode, which pretty much turns it into an audiogame. It's far from perfect yet, but it's better than nothing and I would like to have feedback Converting a full blown platformer into an audiogame isn't easy, especially when it wasn't designed for it in the first place! (but I'm not gonna dumb down the game for this!)Sol's official site (demo and purchase here)Blog entry explaining how to turn on this modeSol will be for 10 USD (33% discount) until this 30th, if you're interested! (and beware that the widget has problem working with old browsers - looking at you, Explorer 8) Enjoy!PS: I'm not putting it into New Releases because it's experimental and can't guarantee it's 100% playable yet, feel free to move it if it's better.EDIT: whoops there's a spurious question mark in the poll question. Now I look like a dumb kiddie URL: http://forum.audiogames.net/viewtopic.php?pid=229053#p229053 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support
2015-08-24
Thread
AudioGames . net Forum — General Game Discussion : Guitarman via Audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support Hi Sik.Well I will try this today it sounds awesome! Thank you for trying to make your game accessible for us we could use more developers like you. URL: http://forum.audiogames.net/viewtopic.php?pid=229059#p229059 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support
Re: Sol 1.2 is out with experimental audio mode support Hi.This is amazing!I've tried it and died lodes and lodes of times. I think it could do with quite a bit of improvement but it's amazing that someone who is not with audiogames.net has tried to make their games accessible to someone who can't see. so I'd like to say thank you so so so much for including us.Things I think could be added to help:1. A learn sounds menu.2. A tutorial of sorts, sure it might be obvious to a sighted person to jump over a gap if they see it but if we don't know what a gap sound is then the tutorial would help.3. Please make it so you can turn the music down or up using page up or page down. Page up to turn the music up and page down to turn it down. We can go into the options menu but the music might be to loud for someone to hear what the screen reader is saying.Once again, thank you so so much. As soon as I feel this game is playable 100% I will be buying it. URL: http://forum.audiogames.net/viewtopic.php?pid=229076#p229076 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support
2015-08-24
Thread
AudioGames . net Forum — General Game Discussion : crashmaster via Audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support Hi.will sik, I brought the game so you can continue doing work on it.One thing, the wigit does not seem to work with firefox unless the script to buy it is still blocked by noscript, I had to use ie 11 to even have a show of buying it.This should be interesting, I also looked at the blog that explained about the new mod which I have and also the old computer retro mode.The site is really accessable but that frame for the widgit etc maybe you could just have a link or button that went to humblebundle where you could buy the game without the added frame.Some of those can make nvda and ie 11 crash URL: http://forum.audiogames.net/viewtopic.php?pid=229082#p229082 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support
Re: Sol 1.2 is out with experimental audio mode support Hi crashmaster.Do you know how to play this game?Could you explain it please?Thanks. URL: http://forum.audiogames.net/viewtopic.php?pid=229086#p229086 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support
Re: Sol 1.2 is out with experimental audio mode support Hi.I've figured out that it is possible to jump on the robots, you have to have good timing and good listening skills but it can be done. I'm not sure how to get powerups though. Oh and if you pres right and hold then press left arrow, Soul skids, at least that's what it sounds like to me. URL: http://forum.audiogames.net/viewtopic.php?pid=229094#p229094 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support
2015-08-24
Thread
AudioGames . net Forum — General Game Discussion : crashmaster via Audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support Hi.Looked at the game.However I have 2 gripes.Firstly the audio mode is just a lot of beeps like an arcade.I think I hear sfx when I bounce on enemies I think but to be honest not much else.Without access mode on, there is music, it would be better if I could hear the tracks playing as well as me playing the game.Would be good if it was more than a little load of beeps.Look at adventure at c and other platformers and you will probably find that its not just a lot of beeps, the full mode actually rocks better than the audio access mode though the screen reader does work, look at 2d platformer etc. For a first attempt and for 10 bucks its not to bad I guess but it could be made a lot better. URL: http://forum.audiogames.net/viewtopic.php?pid=229103#p229103 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support
2015-08-24
Thread
AudioGames . net Forum — General Game Discussion : crashmaster via Audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support To be honest brad its interesting to say the least.Right now I don't know what to think.The game is well I don't know.the audio interface is a pile of crap compaired to the full featured game with all the tracks of music alone it all could have better sfx, I mean all the platformers I have played 2dp, superliam, aac, etc didn't sound like an old arcade or old pc in access mode, just a lot of beeping.Its good that this is only an experiment because there is a big difference between full mode and accessable mode.The jump really sounds like an arcade which I guess is ok though I'd actually like actual sfx for jumping, running walking, etc.I did look at the retro mode but never got that to work as such.I tried the free racer mod but never got it fully workng either URL: http://forum.audiogames.net/viewtopic.php?pid=229104#p229104 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support
Re: Sol 1.2 is out with experimental audio mode support Hi.While I think for a first attempt it's okay, I totally agree with crashmaster. for $10 all access features should be working 100%.Please look at other audio games and see how they handle footsteps, pits, robots, and other things. Can you as a developer honestly tell me that, with your eyes closed and headphones on, you can beat your own game?I get the impression that this game is meant to be an arcade kind of game, that's why these sounds are hear, if you can crashmaster I'd get a refund on this since it's not actually playable.I understand supporting the developers but if the game is not actually playable and you cannot figure out what you are doing, then I think a refund is more than fair. Oh and one more thing, there's no read me. Why is this? Don't most games, mainstream or otherwise come with a readme document? URL: http://forum.audiogames.net/viewtopic.php?pid=229110#p229110 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support
Re: Sol 1.2 is out with experimental audio mode support Hi.While I think for a first attempt it's okay, I totally agree with crashmaster. for $10 all access features should be working 100%.Saying that, it is nice that there is a demo and we can try the game out.Please look at other audio games and see how they handle footsteps, pits, robots, and other things. Can you as a developer honestly tell me that, with your eyes closed and headphones on, you can beat your own game?I get the impression that this game is meant to be an arcade kind of game, that's why these sounds are hear, if you can crashmaster I'd get a refund on this since it's not actually playable.I understand supporting the developers but if the game is not actually playable and you cannot figure out what you are doing, then I think a refund is more than fair. Oh and one more thing, there's no read me. Why is this? Don't most games, mainstream or otherwise come with a read me document? URL: http://forum.audiogames.net/viewtopic.php?pid=229110#p229110 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support
2015-08-24
Thread
AudioGames . net Forum — General Game Discussion : crashmaster via Audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support Hmmm that remains to be proven brad.I havn''t tried it out on headsets just yet only on speakers I havn't really played the game.As for a refund, being that its a dev that is just starting I am hoping it will improve.Saying that I sort of have a link to the game files now there is no reg code or anything.Pluss its not so crap I won't want to play it.The dev has been up front and put the game as experimental.and where I can I like funding experimental projects especially if the people are honest.I take chances like this all the time with my work, various tests and various startups I help from time to time.Sometimes it falls flat.Sometimes I strike it golden.Mostly it falls in the middle somewhere.Most of the time I get vary little info on what is going and I have to judge and then if needed communicate with the dev in question.In this case I am confident that the company behind this is listening to its users and so I choose to invest because they are honest.They even discounted on the day they were putting out the experimental code.It would be different if the game was 30-50 bucks, was fully inaccessable, and didn't work at all, the support was bad, and I had to activate it on a server that crashed all the time.Its not like that though.I havn't really made a serious bash at the game mainly because of housework and the new tripple tryad game by aprone.In fact I havn't done much bar play games in my pjs all morning which I really shouldn't do. URL: http://forum.audiogames.net/viewtopic.php?pid=229123#p229123 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support
Re: Sol 1.2 is out with experimental audio mode support OK so it seems the audiovideo mode is worse than just unplayable. Welp.I was going to enable music but then I'd have wrecked the balance of all sounds yet again and I couldn't afford to delay the update anymore (since other things depended on it and it was taking just way too long). Didn't think on the Page Up / Page Down thing for volume though, that'd have probably solved this issue without me even trying...Also I think I should make the sounds obvious without a manual or tutorial. The vast majority of people will just want to jump right into the game. Failure to get this to work means the interface simply isn't acceptable. URL: http://forum.audiogames.net/viewtopic.php?pid=229127#p229127 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support
Re: Sol 1.2 is out with experimental audio mode support Hi.Ah crashmaster I see where you're coming from and agree that helping is great.@SikI'd recommend footstep sounds for the characters, and other sounds for the powerups and walls and so on.Also background music or ambiance would be great. URL: http://forum.audiogames.net/viewtopic.php?pid=229128#p229128 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support
2015-08-24
Thread
AudioGames . net Forum — General Game Discussion : yukionozawa via Audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support Hmm, I don't understand what each beep means. The only beep I could understand was robots, but landing on them was hard. URL: http://forum.audiogames.net/viewtopic.php?pid=229130#p229130 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support
Re: Sol 1.2 is out with experimental audio mode support There are footstep sounds there already...I made a quick update (replace the executable with the one here), this restores the music in-game and instead adds Page Up and Down for controlling the background music volume (hold Shift for the sound effects volume). Tell me if this is better or not:Windows: http://sol.azurasun.com/download/soleda … -patch.zipLinux: http://sol.azurasun.com/download/soleda … tch.tar.gzSource code (ZIP): http://sol.azurasun.com/download/soleda … source.zipSource code (TAR): http://sol.azurasun.com/download/soleda … rce.tar.gzOh yeah and I forgot to comment on the widget: that's Humble Bundle's fault, sadly. I'll try to see if I can arrange to allow an alternative but this is how they expect the widget to work.This took longer than it should because of a mistake making the patch file... URL: http://forum.audiogames.net/viewtopic.php?pid=229131#p229131 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support
Re: Sol 1.2 is out with experimental audio mode support There are footstep sounds there already...I made a quick update (replace the executable with the one here), this restores the music in-game and instead adds Page Up and Down for controlling the background music volume (hold Shift for the sound effects volume). Tell me if this is better or not:Windows: http://sol.azurasun.com/download/soleda … -patch.zipLinux: http://sol.azurasun.com/download/soleda … tch.tar.gzSource code (ZIP): http://sol.azurasun.com/download/soleda … source.zipSource code (TAR): http://sol.azurasun.com/download/soleda … rce.tar.gzOh yeah and I forgot to comment on the widget: that's Humble Bundle's fault, sadly. I'll try to see if I can arrange to allow an alternative but this is how they expect the widget to work.This took longer than it should because of a mistake making the patch file...EDIT: before I forget, rename the executable to soledad-demo if you're using the demo version. URL: http://forum.audiogames.net/viewtopic.php?pid=229131#p229131 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support
Re: Sol 1.2 is out with experimental audio mode support Hi Sik.We don't no what eatch beap means. These sounds aren't clear to us. URL: http://forum.audiogames.net/viewtopic.php?pid=229175#p229175 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support
Re: Sol 1.2 is out with experimental audio mode support @Sik: [[wow]]... Just the fact that you are trying to make your game accessible to us is just amazing. I haven't tried the game yet. URL: http://forum.audiogames.net/viewtopic.php?pid=229177#p229177 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support
2015-08-24
Thread
AudioGames . net Forum — General Game Discussion : crashmaster via Audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support I should also add, that the accessable mode is just a lot of beeps.would be better if there were actual footsteps, actual real jump and enemy sounds edge indicators etc.As for a tutorial and or manual, I'd really appreciate one of those.I get the keys, left right and space but if I wanted a lot of beeps there are plenty of other games I could play in dos and such.Audio enhancements don't have to be beeps.Usually you walk right jump on a platform maybe have some detecter or camera to tell where spaces are up down left and right, enemies, the type etc etc.If you really want to keep the game arcade, having a lot of beeps well its really not underrstandable.maybe more voice ques, keys to check your positions, enemies left, strength of enemy etc.On the subject of just jumping on enemies, my idea origionally would for you to have the ability to battle enemies its how a lot of stuff is.thanks for the patch though and keep it up. URL: http://forum.audiogames.net/viewtopic.php?pid=229179#p229179 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support
2015-08-24
Thread
AudioGames . net Forum — General Game Discussion : crashmaster via Audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support Ok that patch was a bit better.I do like the in game soundtrack.I also like the sfx that play.Did you make the tracks or are they from somewhere else, I'd like to know where you got the tracks so I could get more of them.I already have the tracks from the game data file to listen to and they really rock.For everyone else.there are 2 beeps.the first and second one are for your chars, a sharp beep means an enemy.its about all the sfx I managed to get to trigger though.Though its an improvement just to get the music.To be honest I'd prefur the game function as it would with the sighted mode, but you would have real sounding steps, etc.beeps and pops are not really exactly good.Listening to some of the sfx outside the game.the explosions sound arcadic, maybe are ok.the destruction sound of the enemies could be a bit more powerfull. I assume there will be different tiles etc there sould be different terain types.Its good to see this being improved though.Brad, and with that post from sik today with the update is why I don't want to suddenly rush to ask for a refund.To be honest its good a normal indipendant developer is trying to put access into a game.For the price I payed for it, the sfx are good most of them, and the music is good.Sapi works where it needs to be and nvda did read when I used the title bar mode.All options read.One thing other than the interface for audio is that when you quit the game sounds stick there until you either quit or continue they should either continue playing or stop while the game is paused or a pause music plays or something.I played with the retro mode with pc speaker and while that mode is not exactly accessable, in retro mode it would be good if all sfx were either emulated from a pc speaker or that it sounded like I was playing an arcade cabinet maybe including putting in my cash etc.not sure if that mode could become accessable to but yeah. URL: http://forum.audiogames.net/viewtopic.php?pid=229181#p229181 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support
Re: Sol 1.2 is out with experimental audio mode support Hi.I understand crashmaster and think the fact the dev is trying to make his game accessible is awesome. URL: http://forum.audiogames.net/viewtopic.php?pid=229209#p229209 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support
Re: Sol 1.2 is out with experimental audio mode support Nearly all of the beeps are the map silhouette (it's the sonar), good luck coming up with anything even remotely clear for those, e.g. what kind of sound should the corners around a gap make? Or a slope? (if somebody has any better suggestions than generic beeps, go ahead)So far it's:Fast soft beep: corner (gap or ceiling)Slow soft beep: slopeFast harsh beep: enemy or projectileSlow harsh beep: static hazardSquare wave beep: itemAnyway back on track, may I get some more accurate feedback? Like what specifically is wrong. For example: is the viewport too large to the sides? Vertically? I recall getting some positive feedback in the initial tests but the viewport made it harder to notice enemies, but after changing the viewport it seems it's pretty much unusable. Those initial tests had some severe case of sonar overload (which I wouldn't be surprised if i t kept hiding the enemies), maybe I should retry the old viewport range...Also what retro mode are you all talking about, the CGA mode cheat? Because that's not really going to be helpful here, it's just a toy cheat... Also note that there are two separate cheats (one which simulates CGA graphics, one which turns all sounds into PC speaker sounds), there's actually a video showing how it's meant to sound like: CGA and PC speaker cheats videocrashmaster wrote:One thing other than the interface for audio is that when you quit the game sounds stick there until you either quit or continue they should either continue playing or stop while the game is paused or a pause music plays or something.Oh right, I completely forgot to clear the sonar beeping during the pause screen... (the game keeps rendering everything while paused)< /p> URL: http://forum.audiogames.net/viewtopic.php?pid=229212#p229212 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support
Re: Sol 1.2 is out with experimental audio mode support Hi sik.Have you played your game and beaten it on this mode with your eyes closed or a blindfold on?If not, I'd recommend trying it and then perhaps you can see what we mean by the beeps are hard to understand.I would have the following sounds:1. A tone or arpeggio sound, that goes up for up slopes and down for down slopes.For example; if you heard A G E C loop, you no that's a slope you can run down, but if you heard C E G, you'd be able to run or go up the slope. (I myself don't have perfect pitch but hope you can understand what I mean.)2. how about a thump thump sound for sealings, and a wind sound for gaps?3. A hazard could be perhaps an electrical sound.4. A ping ping ping, sound for items would be good.These are just ideas but I feel it can be done, you just need to change the sounds from beeps.Again, play your game with a blindfold on and the audio vidio mode active, I'm sure you 9;ll see why the beeps are not helpful at all. URL: http://forum.audiogames.net/viewtopic.php?pid=229215#p229215 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support
Re: Sol 1.2 is out with experimental audio mode support Well, from testing it myself, to be fair the biggest problem here is not so much the beeping (once you know what they mean it's pretty easy to read actually), it's the fact that there are too many clues at once. It seems that as soon as there's more than one on screen it becomes a horrible mess. That may be why the smaller viewport originally worked better.I'm not a good test subject though. I already know the level layouts quite well, so I can't tell when clues aren't being helpful enough because my mind ends up filling it with its prior knowledge of what's supposed to be there. This pretty much needs to be done with people who have never seen the layouts before.Should I give a try to the original smaller viewport again so as to reduce the amount of clues rendered at the same time? (for reference, it's the same viewport used in video mode when zooming is enabled and I know the game is beatable with that smaller range)On the sounds: I guess wind could work for gaps (not sure if it'd be too quiet, would need to try myself), but thump thump sound for ceilings? How does that one even make sense? Unless it's just for the sake of being abstract, I guess. URL: http://forum.audiogames.net/viewtopic.php?pid=229219#p229219 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support
Re: Sol 1.2 is out with experimental audio mode support Hi.Well, if you hit a sealing with your hand, what sound does it make? A thump, or bang sound, right?As for the footsteps, at the moment they don't sound like footsteps to me at all. URL: http://forum.audiogames.net/viewtopic.php?pid=229225#p229225 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support
Re: Sol 1.2 is out with experimental audio mode support Gosh, literally didn't get time to work on this the last two days, which also means I ended up wasting the sale (sorry for that). I'm seriously short on manpower.Anyway, trying to restore the old viewport but it seems I broke something in the process. Ouch. Will get back to this as soon as I fix it, but at least it doesn't sound anywhere as cluttered.brad wrote:Well, if you hit a sealing with your hand, what sound does it make? A thump, or bang sound, right?That would make sense if you jump into the ceiling, I was talking about when you run under one (e.g. you walk into a passage). URL: http://forum.audiogames.net/viewtopic.php?pid=229837#p229837 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support
Re: Sol 1.2 is out with experimental audio mode support Gosh, literally didn't get time to work on this the last two days, which also means I ended up wasting the sale (sorry for that). I'm seriously short on manpower.Anyway, trying to restore the old viewport but it seems I broke something in the process. Ouch. Will get back to this as soon as I fix it, but at least it doesn't sound anywhere as cluttered. (EDIT: oh I see what happened, two things conflicting with each other that didn't before because the sonar worked differently, this is easy to fix then)brad wrote:Well, if you hit a sealing with your hand, what sound does it make? A thump, or bang sound, right?That would make sense if you jump into the ceiling, I was talking about when you run under one (e.g. you walk into a passage). URL: http://forum.audiogames.net/viewtopic.php?pid=229837#p229837 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support
2015-08-30
Thread
AudioGames . net Forum — General Game Discussion : stewie via Audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support I've tried this recently.Part of the problem, at least for me, is judging my location compared to other objects. I don't actually know what the distance I'm jumping or moving based on the sounds I hear relates to the actual distance between me and an objects. Its hard to tell how fast your character jumps etc. Also some kind of sound tutorial would be helpful, even with the descriptions posted here its hard to identify them as of now.Why is the menu different when you play in video mode? If you just run it normally you get a level editor option and the menu scrolls left to right. In audio video mode its a normal up/down menu with no level editor option. URL: http://forum.audiogames.net/viewtopic.php?pid=229840#p229840 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support
Re: Sol 1.2 is out with experimental audio mode support stewie wrote:Part of the problem, at least for me, is judging my location compared to other objects. I don't actually know what the distance I'm jumping or moving based on the sounds I hear relates to the actual distance between me and an objects. Its hard to tell how fast your character jumps etc.Yeah, which is also why I want to change the viewport, because it gave finer resolution (at the expense of a smaller range). I got a new build, will try to package and upload it as soon as possible.I think that multiple clues playing at the same time is part of the problem though, because that seems to screw up horribly with the mixing (in fact, a large reason why the sonar swipes instead of playing everything at the same time is to ease it off on the mixer and letting the brain handle it instead).stewie wrote:Why is the menu different when you p lay in video mode? If you just run it normally you get a level editor option and the menu scrolls left to right. In audio video mode its a normal up/down menu with no level editor option.The level editor is disabled because it's currently completely unusable in audio mode and I need to prevent people from getting in accidentally and getting stuck. (enabling debug mode will bring it back to the menu, but obvious warning goes here)As for the menu controls, I've already mentioned it before, that's because in video mode the buttons are arranged in neat layouts and the cursors change the options accordingly. In audio mode that doesn't work because you can't see the layouts, so it rearranges the menus into a plain linear fashion. URL: http://forum.audiogames.net/viewtopic.php?pid=229841#p229841 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support
Re: Sol 1.2 is out with experimental audio mode support stewie wrote:Part of the problem, at least for me, is judging my location compared to other objects. I don't actually know what the distance I'm jumping or moving based on the sounds I hear relates to the actual distance between me and an objects. Its hard to tell how fast your character jumps etc.Yeah, which is also why I want to change the viewport, because it gave finer resolution (at the expense of a smaller range). I got a new build, will try to package and upload it as soon as possible.I think that multiple clues playing at the same time is part of the problem though, because that seems to screw up horribly with the mixing (in fact, a large reason why the sonar swipes instead of playing everything at the same time is to ease it off on the mixer and letting the brain handle it instead).stewie wrote:Why is the menu different when you play in video mode? If you just run it normally you get a level editor option and the menu scrolls left to right. In audio video mode its a normal up/down menu with no level editor option.The level editor is disabled because it's currently completely unusable in audio mode and I need to prevent people from getting in accidentally and getting stuck. (enabling debug mode will bring it back to the menu, but obvious warning goes here)As for the menu controls, I've already mentioned it before, that's because in video mode the buttons are arranged in neat layouts and the cursors change the options accordingly. In audio mode that doesn't work because you can't see the layouts, so it rearranges the menus into a plain linear fashion.EDIT: here we goWindows: http://sol.azurasun.com/download/soleda … -patch.zipLinux: http://sol.azurasun.com/download/soleda … tch.tar.gzSource code (ZIP): http://sol.azurasun.com/download/soleda … source.zipSource code (TAR): http://sol.azurasun.com/download/soleda … rce.tar.gzThis restores the old viewport which was smaller but way less cluttered. Note that you can press up and down to look up and down (otherwise some parts are practically impossible to see). Honestly though I'm not seeing much hope on this...I think the problem is that Sol levels are simply way too cluttered and there's no way around this short of making a whole new game from scratch. No matter how I approach this there's just way too much to show but not enough room to mark it all clearly. URL: http://forum.audiogames.net/viewtopic.php?pid=229841#p229841 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support
Re: Sol 1.2 is out with experimental audio mode support Should have double posted instead of edited. There are new links in the previous post, for those who want to try.Honestly considering just getting rid of the mode, it's pretty obvious that the sonar doesn't work at all no matter how tweaked it is, and the alternative everybody insists on (adding more sound effects everywhere) would require making so many new sounds it'd be out of my budget (and even that is not guaranteed to work out). Any comments on this?(the Page Up/Down shortcut is staying though, that idea was neat) URL: http://forum.audiogames.net/viewtopic.php?pid=231727#p231727 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support
2015-09-13
Thread
AudioGames . net Forum — General Game Discussion : crashmaster via Audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support Hi sic.Well I had a slightly better time playing the game, I managed to navigate round sort of and was able to blast a few enemies, so its a little better.I was able to kill at least 7 beffore I died.Sadly its not quite there yet.Its on the way but not quite.I can tell what sfx is an enemy but I don't always clear it eventually I die.I still can't get through the first level at all.Now if you are going to remove the mode I guess you will have to refund all the people that invested in the game to make it accessable and I am one of those people.From playing the game, you are progressing, and I urge you to keep going, I Have no idea what sounds woould go where but maybe people could dgive sounds for things I am not sure if then it would even work as such. URL: http://forum.audiogames.net/viewtopic.php?pid=231729#p231729 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support
2015-09-13
Thread
AudioGames . net Forum — General Game Discussion : chojiro via Audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support I'm going to attempt to work with this.The only issue I see from reading the thread is the issue of having too many clues simultaneously, but the sounds don't seem like an issue to me. Of course, I can give better feedback once I've tried it, but you also stressed this was experimental. That's a very important distinction to make. I'd personally prefer to fix the rudimentary issue instead of completely changing it and adding other sounds instead of the current ones.Anyway, if I get time tonight, I'm going to grab it and enable it. URL: http://forum.audiogames.net/viewtopic.php?pid=231731#p231731 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support
2015-09-13
Thread
AudioGames . net Forum — General Game Discussion : Omar Alvarado via Audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support I have yet to purchase the game, but a suggestion that could help...In our community, most games like these have an object viewer.In activating it, you can get a list of the objects that are important. This may include doors, enemies, items, and anything you may think might be important.One game in particular, if you look quickly enough, will allow you to track down flying bullets as they sore through the air!Also, this started out with bk III, where you pressed and held g, that allowed you to pan a camera around. Think of it as kind of like the camera in the Mario titles.You could see walls, platforms, and where there wasn't a platform you could tell it was not safe to jump, or if there was a gap between platforms, how far you would have to jump to clear it.And guys, can we please not be so harsh on this guy? He's a mainstream dev who is just beginning to put in experimental audio support.Those are my thoughts and suggestions. URL: http://forum.audiogames.net/viewtopic.php?pid=231751#p231751 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support
2015-09-16
Thread
AudioGames . net Forum — General Game Discussion : garrett via Audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support I have a sudgestion. Instead of the beeping, I could give you other sounds, like wood noises for sealing, a wind noise for pits, and other stuff. Just a sudgestion. URL: http://forum.audiogames.net/viewtopic.php?pid=231981#p231981 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support
Re: Sol 1.2 is out with experimental audio mode support Why am I subscribed if I don't get notifications anyway? So for the record, it seems I was right on the clutter thing after all. Sadly, this viewport is indeed tiny and that makes it awfully hard to see enemies in time. But yeah, if somebody knows how to work around this, that may make this mode more usable, at least until a better alternative can be developed.crashmaster wrote:Now if you are going to remove the mode I guess you will have to refund all the people that invested in the game to make it accessable and I am one of those people.Yeah, I will refund anybody who wants it, just make sure to explicitly contact me (http://www.azurasun.com/contact). I'm still not sure what I'm going to do, it all depends on how things pan out yet.Omar Alvarado wrote:In our community, most games like these have an object viewer.In activating it, you can get a list of the objects that are important. This may include doors, enemies, items, and anything you may think might be important.Can you give me more details?Omar Alvarado wrote:Also, this started out with bk III, where you pressed and held g, that allowed you to pan a camera around. Think of it as kind of like the camera in the Mario titles.For the record, this new version (1.22) does it vertically with up and down. I dunno how to make it work with left and right though, since those make you run and that would be problematic. Can anybody suggest what keys could be used that are less likely to get in the way?Omar Alvarado wrote:And guys, can we please not be so harsh on this guy? He's a mainstream dev who is just beginning to put in experimental audio support.Eh, I'd prefer people to be blunt and harsh, that's the only way I can measure if this is actually working garrett wrote:I have a sudgestion. Instead of the beeping, I could give you other sounds, like wood noises for sealing, a wind noise for pits, and other stuff. Just a sudgestion.Well, if you think that could help, sure. Again, get in contact with me. URL: http://forum.audiogames.net/viewtopic.php?pid=232059#p232059 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support
Re: Sol 1.2 is out with experimental audio mode support I'm back.Just gonna say that I'm gonna stop with patches and skip ahead to 1.3 (there are too many updates). I somehow managed to recreate a simplified version of the new sound engine in the old one so clues now aren't beeps, and even better, I got permission from SunSpire (the composer) to edit his sound effects so now there are many new ones for the clues. So far there are 34 new sound effects and I'm still not done. Also finally acquired some headphones.Later I'll post an OGG of how it sounds (I want to add some important clue first). At least now I can recognize each region easily even without stereo. Not sure how accurate it sounds to a blind person (who is more trained to subtle hints) but I hope it'll be playable now. URL: http://forum.audiogames.net/viewtopic.php?pid=242563#p242563 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support
2015-12-17
Thread
AudioGames . net Forum — General Game Discussion : garrett via Audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support @sik. Well I would explain it but I think a recording would explain much better than communicating via text. I'll make the recording and upload to google drive for you.. URL: http://forum.audiogames.net/viewtopic.php?pid=243207#p243207 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support
Re: Sol 1.2 is out with experimental audio mode support Random idea, since this is going nowhere: remove all level sonar clues, and instead just do the blunt thing and have the screen reader tell you when you're getting close to something, e.g. "gap" when you're about to run over a pit or "wall" when you're going to stumble upon a wall. Hopefully this should make moving around more usable. Still no idea what to do with enemies and items so they stay with the sonar, but at least they won't have all the level sounds getting in the way.Still going to implement this, but does anybody think this could be a good quick idea? (also tip: use the titlebar instead of SAPI if you want to use the screen reader instead of the speech engine) URL: http://forum.audiogames.net/viewtopic.php?pid=238643#p238643 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support
Re: Sol 1.2 is out with experimental audio mode support Hello;This is not a good idea since it will slow down game play a lot and will not really feel like a game. I'd consider dropping the project. You tried and that was awesome but perhaps this game just isn't meant for audio alone. URL: http://forum.audiogames.net/viewtopic.php?pid=238678#p238678 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support
Re: Sol 1.2 is out with experimental audio mode support Slowing down the game was pretty much the main reason why I had considered not doing it in the first place, but after thinking for a bit it's not that much of a problem actually:1) The level layout is static (it doesn't keep changing), so you don't need constant feedback.2) You don't need to hear the whole clue to know what's ahead, as long as each clue starts different.So in practice maybe it works as a good hack. Objects still would need to be represented by ongoing sound as they're constantly moving so you can't just keep track of them, and stuff like footsteps need to stay to help you know when you're indeed still walking, but as far as the level shape itself goes, this may work.Still implementing this but so far I have this:"wall" = running into a dead end"gap" = about to run into a pit"higher" = running into an upwards stair"lower" = ru nning into a downwards stair"indoor" = going under a ceiling"outdoor" = no ceiling anymoreThe ideal thing would be to implement all this with different effects, but that will take quite a while (the current sound engine is quite primitive) so for now I want to try this. URL: http://forum.audiogames.net/viewtopic.php?pid=238713#p238713 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support
2015-11-15
Thread
AudioGames . net Forum — General Game Discussion : Sightless Kombat via Audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support @SIKI wouldn't say drop the project, but I also wouldn't advise you even attempting this method. There is one simple reason that I believe Brad never considered and that is the issue of the keys interrupting the screen reader.Since screen readers accept input from keys at all times (pretty much, but correct me if I'm wrong), if you're holding down a key and it's triggered to speak, the speech will not even register as having spoken. The end result? No speech. I'd say just have a dounf ro gaps, have sounds when you run into a wall - you don't have to know where a wall is - you can just run into it and find your way from there.Just my opinion in this current situation. I like what you're doing, keep at it. URL: http://forum.audiogames.net/viewtopic.php?pid=238718#p238718 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support
Re: Sol 1.2 is out with experimental audio mode support Do they trigger even when they have no effect in the GUI at all? (text input is disabled, there are no controls inside the window, and the keys in question are the arrows and spacebar) Although I guess I shouldn't underestimate broken software... (also doesn't this mean that the screen reader for HUD changes is a bad idea too?)It seriously sounds that until I completely drop the current engine there's no way to fix this at all (I have something better right now, but it's not in condition for backporting yet and lacks music support). URL: http://forum.audiogames.net/viewtopic.php?pid=238721#p238721 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support
2015-11-15
Thread
AudioGames . net Forum — General Game Discussion : Sightless Kombat via Audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support The best example to look at would be swamp - when you are holding down the walking keys, there are interrupted messages etc.I wouldn't mind if someone comes in here and corrects me/gives a better suggestion on how to correct/resolve the issue, on either end.Sorry I can't be of more help. URL: http://forum.audiogames.net/viewtopic.php?pid=238727#p238727 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support
Re: Sol 1.2 is out with experimental audio mode support Yeah, I'm so happy I'm using gamepad all the time LOL URL: http://forum.audiogames.net/viewtopic.php?pid=238729#p238729 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support
2015-11-15
Thread
AudioGames . net Forum — General Game Discussion : pitermach via Audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support I really should get around to trying this game...Anyway, as far as preventing speech getting interrupted, this is easy to fix on the screen reader side as most screen readers have options to turn this off, or at least JAWS and NVDA do. In the case of NVDA, you can do this in the keyboard settings dialog, speech interrupt for enter key and speech interrupt for typed characters. Unchecking them will prevent this from happening and the configuration can be saved into a configuration profile so that it's only active in the game URL: http://forum.audiogames.net/viewtopic.php?pid=238731#p238731 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support
2015-11-15
Thread
AudioGames . net Forum — General Game Discussion : pitermach via Audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support Normally, I would make an edit, but this is a slightly different point, so it'll just be a second post.First of all, don't drop the project. I gotta say for only 2 people, Brad and Crashmaster managed to get quite a lot of negativity into this thread. For someone who plays as many mainstream games as audio ones, I for one have to say I really appreciate your efords. So one idea that crossed my mind which would help to reduce the audio clutter is that not all sounds have to play continuously. The sounds for the various platforms and slopes could be represented as echos of your footsteps that would still be higher or lower in pitch based on where the platforms are. The sounds for enemies, hazards and powerups should probably still keep looping as they are less common and more important. You may have to change the footstep sound for this though because the one you have now is very loud and long. URL: http://forum.audiogames.net/viewtopic.php?pid=238734#p238734 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support
Re: Sol 1.2 is out with experimental audio mode support Thanks.(warning: rant ahead, skip two paragraphs)Not going to abandon it, but the sound engine annoys me. The problem is this: sound effects are grouped into categories (player sounds, item sounds, enemy sounds, etc.), and it can play only one of each at a time. This was done as a way to prevent overloading from the same sound playing too often (something common in platformers) but in the end Sol didn't end up having this issue. Instead, now it's being a hindrance to these kind of suggestions as they require being able to play the same sound effects several times, and each of those instances being processed separately. The sonar is rendered separately on its own mixer rather than through sound effects (hence why it uses beeps: it doesn't even touch the OGG files).I now have new sound code that doesn't have this issue but it's on a different game engine altogether and backporting it wouldn't be easy since it depends on some other f acilities (mostly dealing with low-level stuff like memory allocation and text processing). The idea is ultimately to port the whole game over to it, but that will take a long while, hence why I'm looking for quick hacks I can implement in the old engine instead but so far all seem rather bad. This is what's getting me annoyed.(rant over)Anyway, maybe I should try this idea anyway. Thinking about this, if I were to use sound effects instead of the screen reader, most of this code would be the same anyway save for a few lines, so either way the effort would be worth it, right? (but I need to figure out where to get suitable sound effects then)pitermach wrote:You may have to change the footstep sound for this though because the one you have now is very loud and long.But it (each step) goes unhearable after like 0.1 seconds... (I still need to change it though, I assumed a k ick drum would sound like a shoe on a hard floor, but people think otherwise) URL: http://forum.audiogames.net/viewtopic.php?pid=238740#p238740 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support
2015-11-15
Thread
AudioGames . net Forum — General Game Discussion : pitermach via Audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support Re: soundsYour best bet would be something like freesound, which is completely community based and all sounds you can find there are either creative commons or public domain so it will fit with the fact the game is open source. You need an account to download sounds which is free. If you need help with editting them or finding good ones, I'd be happy to help as I've worked on game sound design before URL: http://forum.audiogames.net/viewtopic.php?pid=238744#p238744 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support
2015-11-15
Thread
AudioGames . net Forum — General Game Discussion : magurp244 via Audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support (but I need to figure out where to get suitable sound effects then)I've made a number of posts the past while in the Developer section linking to a ton of royalty free/free sound samples from various sources that might help, here, here, and here. URL: http://forum.audiogames.net/viewtopic.php?pid=238787#p238787 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support
Re: Sol 1.2 is out with experimental audio mode support Hello;I'm not trying to be negative, I like the idea of the game and played it and managed to jump on a few robots.I didn't think the screen reader idea would work is all. As Sightless said the speech would keep being interrupted and that wouldn't do for a game that might have a lot of things to jump over. But; if I'm wrong and this game works out, that would be awesome! So looks like I was wrong in saying drop the project. But I will say this, in my opinion the sounds really need quite a big change.I understand your going for a game that is using quite old sounding sounds and or graphics, or something along those lines; but the sounds at the moment are just beeps and blips and other sounds like that which are not very informative.I'm glad that you're thinking of porting this game over to the other engine. It will take a while, that's true' but, it will be worth it from what I'm reading. URL: http://forum.audiogames.net/viewtopic.php?pid=238790#p238790 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Sol 1.2 is out with experimental audio mode support
Re: Sol 1.2 is out with experimental audio mode support To be fair, nearly all of those beeps come from the sonar and most (almost all) of them are those level clues I'm trying to replace with this The rest of the sound effects are not even remotely as beepy (certain cheat aside).If you're curious to see what I mean and want to hear the sound effects on their own, the soledad.dat file can be opened with 7-zip, inside the sounds folder there are a lot of OGG files which are the sound effects. I actually just documented that today, in fact. URL: http://forum.audiogames.net/viewtopic.php?pid=238840#p238840 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector