Re: [Audiogames-reflector] emmulators

2013-09-07 Thread AudioGames.net Forum — General Game Discussion: hanif


Re: emmulators

I have a collection of emulators, it has 12 emulators: ps2, GBA, SNES, N64, gennesis, dreamcast, PSX, nester, fussion(sega CD, gamegear, master systems), nester, mame, and winkawaks(CPS1, CPS2 and neogeo).URL: http://forum.audiogames.net/viewtopic.php?pid=147687#p147687

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[Audiogames-reflector] help with judgement day

2013-09-07 Thread AudioGames.net Forum — General Game Discussion: lucas


help  with judgement day

Hi, me and my friend unlocked 19 trofies in judgement day. do someone know how to unlock more?URL: http://forum.audiogames.net/viewtopic.php?pid=147686#p147686

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

2013-09-07 Thread AudioGames.net Forum — New releases room: hanif


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

can yu make an android version?URL: http://forum.audiogames.net/viewtopic.php?pid=147685#p147685

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Re: [Audiogames-reflector] Death Match

2013-09-07 Thread AudioGames.net Forum — New releases room: danny


Re: Death Match

Heh, almost done with mission 2. For though's who are curious to know what's in the fuel tunnel besides engine 2's draining fuel, its a new enemy type but i'm not gonna give more details. As for the aiming system I have it on hold since I can't figure out a good design that would require the mouse or any other function for that matter. As for items, the only items in the engineering bay are the engines, but I will be sure to change the sound once I can find an good sound for it. The reason for using the item sound is its generaly something you can interact with using the enter key.URL: http://forum.audiogames.net/viewtopic.php?pid=147684#p147684

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Re: [Audiogames-reflector] A strange thing with my pc

2013-09-07 Thread AudioGames.net Forum — Off-topic room: hanif


Re: A strange thing with my pc

no, it suddently like that. how to fix this problem?URL: http://forum.audiogames.net/viewtopic.php?pid=147683#p147683

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Re: [Audiogames-reflector] Star Trek: Ship Command - a windows operating system upgrade, IfYouWil

2013-09-07 Thread AudioGames.net Forum — Off-topic room: hanif


Re: Star Trek: Ship Command - a windows operating system upgrade, IfYouWil

what's this program?URL: http://forum.audiogames.net/viewtopic.php?pid=147682#p147682

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Re: [Audiogames-reflector] Audio-Only Game test participants

2013-09-07 Thread AudioGames.net Forum — New releases room: hanif


Re: Audio-Only Game test participants

I want to be a tester too!URL: http://forum.audiogames.net/viewtopic.php?pid=147681#p147681

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Re: [Audiogames-reflector] USA Games News 9/7/2013

2013-09-07 Thread AudioGames.net Forum — General Game Discussion: hanif


Re: USA Games News 9/7/2013

[[wow]]! cool news!I hope that the game will be released, also the revolution engine!and are you planning to make a 3d version of tomb hunter?URL: http://forum.audiogames.net/viewtopic.php?pid=147680#p147680

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Re: [Audiogames-reflector] Windows 3.1 Accessibility

2013-09-07 Thread AudioGames.net Forum — Off-topic room: Sebby


Re: Windows 3.1 Accessibility

Yep. My library still has one! Was seriously tempted to give them my old SARA at the time (no more firmware upgrades for it) but felt bad about lumbering a library with something that wasn't long-term upgradable if they were offering money for it. So I decided to leave them be with their old Kurzweil. I now have the SARA CE and while yes, it is the embodiment of a blindness-specific ripoff in all of its various incarnations, it is nevertheless a great investment I can highly recommend. Except, don't expect FS to think you're anything other than totally stupid, give you easy access to firmware upgrades, or maintain support for your unit for longer than they have to. URL: http://forum.audiogames.net/viewtopic.php?pid=147679#p147679

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Re: [Audiogames-reflector] Death Match

2013-09-07 Thread AudioGames.net Forum — New releases room: hanif


Re: Death Match

yes, the path finder would be cool.can you change objects sounds? I can't differenciate where is the item and where is the engine, kypads and more.and have you done on mission 2? and have you done at the new aiming system?URL: http://forum.audiogames.net/viewtopic.php?pid=147678#p147678

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Re: [Audiogames-reflector] A Macintosh OS7 Baselisk Emulator

2013-09-07 Thread AudioGames.net Forum — Off-topic room: prince animeshh


Re: A Macintosh OS7 Baselisk Emulator

hi all it is working in my windows 7 x86 but don't kknow how to use itURL: http://forum.audiogames.net/viewtopic.php?pid=147677#p147677

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Re: [Audiogames-reflector] Death Match

2013-09-07 Thread AudioGames.net Forum — New releases room: danny


Re: Death Match

OK, I will replace the ambience and footstep sounds, as well as the enemy sounds since they need to be replaced anyway. As for the path finder, it would just simpply tell you where to go.URL: http://forum.audiogames.net/viewtopic.php?pid=147676#p147676

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Re: [Audiogames-reflector] Death Match

2013-09-07 Thread AudioGames.net Forum — New releases room: Nick


Re: Death Match

I think that would be great, however would it point me in the right direction as if I'm about to go back to the previous location?you can go ahead and put that in, ctrl P will direct me where to go.I have the same bug for me as well.ctrl S does both.save my game, and bring up the help book.URL: http://forum.audiogames.net/viewtopic.php?pid=147675#p147675

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Re: [Audiogames-reflector] Windows 3.1 Accessibility

2013-09-07 Thread AudioGames.net Forum — Off-topic room: brad


Re: Windows 3.1 Accessibility

hi.this has nothing to do with the topic and I'm sorry to go off of it but it has to do with scanners.Speaking of happy memories, does anyone remember the really old kercewaile?I know I've spelt it wrong. But man those were the days, I remember in school, putting a goosebumps book, say cheese and die, on the scanner and hearing the werrhrhrhhrrhrhrhrhhrhrhrhr... verrhrhrhrhrhrhrhrhrhrhrhrh and then... "scan complete" Then you could read using a mini keypad like device.I am going to by a seratech scanner when I can but that scanner was my favorite thing in the school.it was using dectalk, and I remember you could change the pitch and speed by using little wheels on the scanner. Ah, fun times.URL: http://forum.audiogames.net/viewtopic.php?pid=147674#p147674

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Re: [Audiogames-reflector] VoderTalk: Discuss the Voder Synth

2013-09-07 Thread AudioGames.net Forum — Off-topic room: Chandu


Re: VoderTalk: Discuss the Voder Synth

to me, he sounded like he'd put a large boiled egg in one go inside his mouth! URL: http://forum.audiogames.net/viewtopic.php?pid=147673#p147673

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Re: [Audiogames-reflector] NVDA freezes!

2013-09-07 Thread AudioGames.net Forum — Off-topic room: border1


Re: NVDA freezes!

Can someone help me now to solve this problem please?URL: http://forum.audiogames.net/viewtopic.php?pid=147672#p147672

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Re: [Audiogames-reflector] braillemone a pokemon port for visually impaired players

2013-09-07 Thread AudioGames.net Forum — General Game Discussion: bigdog


Re: braillemone a pokemon port for visually impaired players

sterlock the grass is where the pokemon are so if you hear a sound likewell like a the regular sound accompanied by what i describe as a gun or crash sound then you are in the grassalso press "a" and it should tell you so.also the thing with backing out of menus is press "z" to back out of most any menugreat game so farURL: http://forum.audiogames.net/viewtopic.php?pid=147671#p147671

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Re: [Audiogames-reflector] VoderTalk: Discuss the Voder Synth

2013-09-07 Thread AudioGames.net Forum — Off-topic room: Chandu


Re: VoderTalk: Discuss the Voder Synth

is he actually a sinth?is he free? probably not, but checking.URL: http://forum.audiogames.net/viewtopic.php?pid=147670#p147670

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[Audiogames-reflector] zombie mud

2013-09-07 Thread AudioGames.net Forum — New releases room: Victorious


zombie mud

Just stumbled across a mud called zombie mud while looking for something with a decent userload. Its pretty similar to alter aeon and the like. I think it has the potential to be addictive for me if its syntax wasn't so strict and there were more screenreader friendly settings. It has a pretty interesting guild and subguild system and a huge array of skills and spells(over 1000). For anyone who wants to check it out, http://zombiemud.orgURL: http://forum.audiogames.net/viewtopic.php?pid=147669#p147669

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Re: [Audiogames-reflector] Death Match

2013-09-07 Thread AudioGames.net Forum — New releases room: danny


Re: Death Match

I was thinking after listening to the doctors mod on the quolity of the ambiences in the game, and so I have this question to ask you all. Do you think the ambiences need to be changed to a new sound, and do you think any other sound needs changing. Besides the item sound and the engines being space to close together, which I will change as soon as I can figure out a layout that will work for the game. Also, from what I came up with is kind of a path finder for navigating through the ship. If you get lost and hit control p or something like that, the path finder should direct you on where to go. What do you all think?URL: http://forum.audiogames.net/viewtopic.php?pid=147668#p147668

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Re: [Audiogames-reflector] Death Match

2013-09-07 Thread AudioGames.net Forum — New releases room: danny


Re: Death Match

If your in the gunning tube, repair the console with the h2o refuel tank if you gotten it from the supply room. After that, hit control t and select the laser battery. You move it up and down and left and right like your walking, using c to check the items location. It needs to be at 5, 5. Once its their, press enter to tractor it into place.URL: http://forum.audiogames.net/viewtopic.php?pid=147667#p147667

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Re: [Audiogames-reflector] Death Match

2013-09-07 Thread AudioGames.net Forum — New releases room: hanif


Re: Death Match

hi, now I am at mission 2.after I get the tracktor beam, what to do to refuel the lazer battery?URL: http://forum.audiogames.net/viewtopic.php?pid=147666#p147666

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[Audiogames-reflector] Hi! I stand for all of you! I am new and come to know audiogamers!

2013-09-07 Thread AudioGames.net Forum — Off-topic room: Midi Sequencer


Hi! I stand for all of you! I am new and come to know audiogamers!

Hello everyone!I checked recently, and I just reply to a post .Good . My name is Fermín but I'm better known as Fer, although I have many nicknames such as Superloquendo (as I see in Klango) High Translator (and see me on skype) Midi Sequencer I started here, lol!As I can confirm my English, I'm from Argentina.I highly audiogamer ,fond of game audio (action and adventure more than anything) and walk down the Spanish community.I have 18 years, study at a university program here, I am fond of music ,I love singing  playing the keyboard and make midis or play with any other virtual instrument.I also love computers and I love the game audio, I love all kinds synthesizers tts and typhlotechnology programs.;I also like learning different languages, for now I 've been with the Spanish, with English (I can correct any errors) some Italian and some Portuguese. Nothing more.Well, nothing, I hope to make friends with men around here, I'm well aware if any of you want to give me tips to start using audiogames.net, Because as I say, only handle the forums, or so I think lol!Well, I leave my skype when they want to add me, I was going to put signature but do not know what link is.my skype:;superdectalkOK , yes, I know more and more about me, just cheer up to know and be very good friends!;Salu2!URL: http://forum.audiogames.net/viewtopic.php?pid=147665#p147665

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Re: [Audiogames-reflector] super football, please help!

2013-09-07 Thread AudioGames.net Forum — General Game Discussion: jack


Re: super football, please help!

Well, you need to wait till the ball is centered then press a key like the left control if you hear the dude saying over here on your left, right control for right, an up and space for center.URL: http://forum.audiogames.net/viewtopic.php?pid=147664#p147664

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[Audiogames-reflector] super football, please help!

2013-09-07 Thread AudioGames.net Forum — General Game Discussion: Socheat


super football, please help!

Hi,Does anyone here play super football?If so, please help on the goal keeper.when the ball turn to the goal keeper what can I do to defend my ball. I'm always lose.If someone can explain, or do the tutorial or whatever, that would be appreciated.Thanks in advance.URL: http://forum.audiogames.net/viewtopic.php?pid=147663#p147663

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Re: [Audiogames-reflector] Death Match

2013-09-07 Thread AudioGames.net Forum — New releases room: danny


Re: Death Match

No, the fuel console is at 4, 10. So you need to walk right 4 times and hit r.URL: http://forum.audiogames.net/viewtopic.php?pid=147662#p147662

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Re: [Audiogames-reflector] Audacity question

2013-09-07 Thread AudioGames.net Forum — Off-topic room: leibylucwgamer


Re: Audacity question

Select the track which contains the recording of your voice, then press Alt + T, then click remove track.Best Regards,LukeURL: http://forum.audiogames.net/viewtopic.php?pid=147661#p147661

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Re: [Audiogames-reflector] Death Match

2013-09-07 Thread AudioGames.net Forum — New releases room: hanif


Re: Death Match

hi, when I get the data cable, it says that there are fuel consoles that you need to repair. when I select the data cable from my inventory, I walk up an there are no fuel consoles! what to do?URL: http://forum.audiogames.net/viewtopic.php?pid=147660#p147660

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Re: [Audiogames-reflector] Super Airik the Cleric!

2013-09-07 Thread AudioGames.net Forum — General Game Discussion: BryanP


Re: Super Airik the Cleric!

Definitely looking forward to it. Guess I'd better dust off me pirate voice! A!URL: http://forum.audiogames.net/viewtopic.php?pid=147659#p147659

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Re: [Audiogames-reflector] Audacity question

2013-09-07 Thread AudioGames.net Forum — Off-topic room: Socheat


Re: Audacity question

Hi,When I use up and down arrow it won't work.But the select tracks is Ok, I just hit the enter key on the tracks and it works.Speaking about deleting the voice, I mean, If I record my voice on track 1, and I want to delete my voice from that track. How can I do.thanks.URL: http://forum.audiogames.net/viewtopic.php?pid=147658#p147658

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Re: [Audiogames-reflector] braillemone a pokemon port for visually impaired players

2013-09-07 Thread AudioGames.net Forum — General Game Discussion: stirlock


Re: braillemone a pokemon port for visually impaired players

OK, so a couple more discoveries.If you stay in one patch of grass, the encounter rate is actually pretty good for whatever reason. Noticed f3 doesn't work after a battle unless you save, then it works.Also a suggestion, how about a supply of rare candies or some sort of debug tool to test out leveling/evolution. As it stands right now it's pretty difficult since leveling takes a good while.Also, since we don't have a pc system yet, it would be nice to release some pokemon, so that way newly caught pokemon over 6 don't just vanish into the ether.All and all, this is coming along nicely. Good work!URL: http://forum.audiogames.net/viewtopic.php?pid=147657#p147657

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Re: [Audiogames-reflector] Let's play shadow line!

2013-09-07 Thread AudioGames.net Forum — General Game Discussion: assault_freak


Re: Let's play shadow line!

Well, then in that cse you can continue or wait. I haven't had time lately since I've started school. I should be able to do something on Monday though.URL: http://forum.audiogames.net/viewtopic.php?pid=147656#p147656

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Re: [Audiogames-reflector] VoderTalk: Discuss the Voder Synth

2013-09-07 Thread AudioGames.net Forum — Off-topic room: CAE_Jones


Re: VoderTalk: Discuss the Voder Synth

king gamer222 wrote:The Voder sounds like he has a slight head cold.Eh, 'e only has breath and vocal cords. Virtual Noses are the next world's fair. URL: http://forum.audiogames.net/viewtopic.php?pid=147655#p147655

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Re: [Audiogames-reflector] A request for an older game

2013-09-07 Thread AudioGames.net Forum — General Game Discussion: dan_c


Re: A request for an older game

WASN'T ENTERPRIZE THEME USED AT ONE point?URL: http://forum.audiogames.net/viewtopic.php?pid=147654#p147654

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Re: [Audiogames-reflector] USA Games News 9/7/2013

2013-09-07 Thread AudioGames.net Forum — General Game Discussion: tward


Re: USA Games News 9/7/2013

@Fatih, yes, but its on the back burner. I can't do everything at once. I am just now getting back into development. Last thing I want to do is bury myself with more than one or two projects at a time. Rest assured when I am ready to work on it I'll be working on USA Raceway. As there is absolutely nothing to report about that game specifically I wasn't going to write up anything on it until there is something worthwhile saying.URL: http://forum.audiogames.net/viewtopic.php?pid=147653#p147653

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Re: [Audiogames-reflector] Why is jaws 13.0 a piece of shit?

2013-09-07 Thread AudioGames.net Forum — Off-topic room: camlorn


Re: Why is jaws 13.0 a piece of shit?

Kerzweil is good.  I've heard abbyysoft might be better, but have no concrete results or sources.URL: http://forum.audiogames.net/viewtopic.php?pid=147652#p147652

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Re: [Audiogames-reflector] VoderTalk: Discuss the Voder Synth

2013-09-07 Thread AudioGames.net Forum — Off-topic room: brad


Re: VoderTalk: Discuss the Voder Synth

hi.That's cool!I wish i could get a hold of one of them.URL: http://forum.audiogames.net/viewtopic.php?pid=147651#p147651

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Re: [Audiogames-reflector] USA Games News 9/7/2013

2013-09-07 Thread AudioGames.net Forum — General Game Discussion: fatih


Re: USA Games News 9/7/2013

hi,How about USA raceway? Are you going to develope it?URL: http://forum.audiogames.net/viewtopic.php?pid=147650#p147650

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Re: [Audiogames-reflector] this game will be good.

2013-09-07 Thread AudioGames.net Forum — Audiogames Exclusive Games: aaron


Re: this game will be good.

Hi,Urm, this is not a new game. This topic is around 4 years old now.URL: http://forum.audiogames.net/viewtopic.php?pid=147649#p147649

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

2013-09-07 Thread AudioGames.net Forum — New releases room: musicman


Re: Swamp, zombie fps by Aprone

I too like this idea. I wonder if it'll be hard for Aprone to implement? I did mention previously I'm no programmer, so know nothing about how that all works. URL: http://forum.audiogames.net/viewtopic.php?pid=147648#p147648

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Re: [Audiogames-reflector] Audio-Only Game test participants

2013-09-07 Thread AudioGames.net Forum — New releases room: JoeGornall


Re: Audio-Only Game test participants

Hi guys,I have not forgotten, I am just working my way around everyone. Will inbox you all very shortlyThanksJoeURL: http://forum.audiogames.net/viewtopic.php?pid=147647#p147647

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Re: [Audiogames-reflector] USA Games News 9/7/2013

2013-09-07 Thread AudioGames.net Forum — General Game Discussion: dan_c


Re: USA Games News 9/7/2013

Hi Thom,I'm happy to hear that the amount of curve balls life has been sending you has decreased as of late, goodness knows you definitely did not! need any more of those. I really appreciate you sending out these news letters every once in a while, its much nicer to hear how a developer is doing rather than absolutely nothing at all in my opinion.All the best for you and your projects!  I for one am rather excited to see how it all pans out.URL: http://forum.audiogames.net/viewtopic.php?pid=147646#p147646

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Re: [Audiogames-reflector] Audio-Only Game test participants

2013-09-07 Thread AudioGames.net Forum — New releases room: Omar Alvarado


Re: Audio-Only Game test participants

hi.I'm interested in testing this.Please use the E-mail feature via the forum as I rarely check my private messages, unless I am instructed to do so.Thanks!URL: http://forum.audiogames.net/viewtopic.php?pid=147645#p147645

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Re: [Audiogames-reflector] Audio-Only Game test participants

2013-09-07 Thread AudioGames.net Forum — New releases room: brad


Re: Audio-Only Game test participants

Hi.I am one of the testers but I have nothing in my inbox.I checked a couple of hours ago, I'll check again just in case./edit/Nope, no game in my inbox.URL: http://forum.audiogames.net/viewtopic.php?pid=147644#p147644

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Re: [Audiogames-reflector] Audio-Only Game test participants

2013-09-07 Thread AudioGames.net Forum — New releases room: brad


Re: Audio-Only Game test participants

Hi.I am one of the testers but I have nothing in my inbox.I checked a couple of hours ago, I'll check again just in case.URL: http://forum.audiogames.net/viewtopic.php?pid=147644#p147644

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Re: [Audiogames-reflector] Super Airik the Cleric!

2013-09-07 Thread AudioGames.net Forum — General Game Discussion: brad


Re: Super Airik the Cleric!

Hi.when you go to the website and download the demo is this super Erik the cleric?Or is it the first game that was released about a year ago?If it's super Erik the cleric then I see a problem with the demo.It seems, when you press f, sometimes the mode gets stuck and you have to press f again to get out of it. and another thing, sometimes Erik will bump into walls and keep doing that, can't be good for the pore guys head, but he will insist on banging into them!I'm hoping the update fixes these bugs,Brad.URL: http://forum.audiogames.net/viewtopic.php?pid=147643#p147643

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Re: [Audiogames-reflector] emmulators

2013-09-07 Thread AudioGames.net Forum — General Game Discussion: leibylucwgamer


Re: emmulators

Dolphin is a good emmulator for Wii/GameCube.  I am currently workring on getting a Mortal Kombat game for Wii to work on it, but am having no such luck.Best Regards,LukeURL: http://forum.audiogames.net/viewtopic.php?pid=147642#p147642

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Re: [Audiogames-reflector] Audacity question

2013-09-07 Thread AudioGames.net Forum — Off-topic room: leibylucwgamer


Re: Audacity question

If you are switching between tracks, just use up and down arrows.  Toselect a track, press enter.  To unselect that same track, press enter again.If you're looking to removea voice in a song on a track, that requires major editing with the use of plugins.Best Regards,LukeURL: http://forum.audiogames.net/viewtopic.php?pid=147641#p147641

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Re: [Audiogames-reflector] Just started on we're alive

2013-09-07 Thread AudioGames.net Forum — Off-topic room: AlexN94


Re: Just started on we're alive

Yeah, most people think that Ink and the one with the markings (often shortened to TOWTM) is one and the same, because of the tattoos.And yeah, now you mention it, it has a bit in common with Cell.  I should really read that book Again. URL: http://forum.audiogames.net/viewtopic.php?pid=147640#p147640

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Re: [Audiogames-reflector] braillemone a pokemon port for visually impaired players

2013-09-07 Thread AudioGames.net Forum — General Game Discussion: dan_c


Re: braillemone a pokemon port for visually impaired players

I've found the encounter rate seems to refresh if you go into the menu after a fight, go out and walk around a bit.  its still rather small though, especially if you're trying to level guys aup and test evolution for exampleURL: http://forum.audiogames.net/viewtopic.php?pid=147639#p147639

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Re: [Audiogames-reflector] Why is jaws 13.0 a piece of shit?

2013-09-07 Thread AudioGames.net Forum — Off-topic room: dan_c


Re: Why is jaws 13.0 a piece of shit?

yeah, I now really regret getting jaws for university.  Howevver like many, I didn't know what the other options were like at the time, as the company pretty much forced it on me too.also they insisted I use kurswile scanning software which is also a huge waste of money in my eyes.  oh well, at least I got an Olympus... URL: http://forum.audiogames.net/viewtopic.php?pid=147638#p147638

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Re: [Audiogames-reflector] braillemone a pokemon port for visually impaired players

2013-09-07 Thread AudioGames.net Forum — General Game Discussion: stirlock


Re: braillemone a pokemon port for visually impaired players

Alright, so after spending about a half hour on the game so far, here are my findings. Firstly, and this is the big one, the encounter rate is virtually nonexistent. After taking a few steps I ran into a level 4 lickitung. After this I went into the menu and looked at my blind duck, after which I couldn't find a way out of the pokemon menu. I hit f1 and initiated a trainer battle, which resulted in a strange event where being simultaniously in the pokemon menu and in the battle menu. This resulted in hearing the cry at the same time as picking actions etc. So I escaped out and restarted, only to find that I no longer encountered any wild pokemon whatsoever. Now keep in mind I didn't save or anything. I literally walked around for about 5 minutes, trying to run into a wild pokemon, but to no avail. I even went as far as to delete the braillemon folder and reextract the zip, and still no encounters. Fix the encounter rate and this thing has some serious potent
 ial.URL: http://forum.audiogames.net/viewtopic.php?pid=147637#p147637

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[Audiogames-reflector] USA Games News 9/7/2013

2013-09-07 Thread AudioGames.net Forum — General Game Discussion: tward


USA Games News 9/7/2013

USA Games NewsSep. 7, 2013IntroductionWelcome gamers to the USA Games News. We know that it has been a very long time since our last news letter, and we felt it was a good time to send out a new one. So here we are with news and information about USA Games and our products.First, we would like to thank all of you who participated in our informal survey regarding the USA Games Evolution Engine a few days ago. We really valued your comments and suggestions, and your responses really helped give us some direction regarding our engine. More on that later.Second, I would like to state that I am personally doing a lot better than I have been for a long time. Just to recap last year I had a number of health related issues from the common cold to a more serious situation where I fell down while getting out of the bathtub and seriously injured my neck. After many months of rest and therapy I am now doing better than I have been in months. Although, I am n
 ot 100% back to normal I am able to get up and do some programming, and am slowly but surely getting our development back on some sort of schedule. I can not say for sure when any of our products will be ready for release, but it should be enough to know I am once again working on them.Evolution 3DA couple of days ago I sent out an informal  survey regarding the future of the Evolution Engine. The basic point of the survey was to figure out if potential third-party game developers wanted it to remain primarily a C++ based engine as it is now, or if they wanted us to branch out into .NET or Python. The majority of you felt keeping it as a C++ library was the best option, and that it was not really in our best interests to put out a .NET or Python based engine at this time. This has really helped us feel satisfied that the direction we are heading is a good one for us and our customers, and for the foreseeable future we will continue to keep the Evolution Engine as 
 a C++ library and will likely license it more as a C++ API rather than an engine as such.There are of course many good reasons to keep it as a C++ based library rather than rewrite it as a .NET library or as a Python module. The main one is we have already put more than two years into development, the engine library is stable, and rewriting it would only delay its release. For that reason alone it makes sense to keep what we have and license that. The other reasons include easier access to libraries and APIs for Mac, Windows, and Linux. Most libraries out there are designed for C or C++, and while there are usually wrappers for .NET or Python that is not always the case. In cases where there aren't available wrappers we would have to spend time writing them to make them available to our .NET or Python engine when they are instantly available to an engine written in C++. Factor in better performance, better security, and less dependencies need to be installed we are prett
 y sure the community is right. Keeping our engine written in C++ has many advantages and few disadvantages. The only downside to this is that it has a higher learning curve for new developers, but that could be overcome with some decent guides and documentation.After all, one of the purposes of writing the Evolution Engine was to simplify access to things like speech, input, sound, and so forth. All of those things are wrapped using wrapper classes that make it simple to get a basic game up and running in a few ours in C++ as all the low-level code for things like DirectInput, DirectSound, Sapi, etc is wrapped up in quick and easy to use classes. While not quite as easy as BGT, for example, it still would not be nearly as hard as doing it all from scratch.As many of you probably know all of our commercial games like Tomb Hunter and Raceway are written using the Evolution Engine, and it is fairly stable. So I think once we figure out a few things we may begin licensing 
 it to potential third-parties sometime in the not too distant future.Tomb HunterIt has been several months since we have released a beta or any news on the progress of this game, and we decided to just give everyone a quick update on the progress of this game. We are in the process of updating the games story line, adding some new levels, but we would prefer to keep certain aspects quiet until we have something final for everyone to download and play.What we can say right now is that one of the reasons we have been slow to release this title is there are a couple of long standing bugs we have been trying to resolve. As these are definite show stoppers they must get fixed before we can release the game to the public. We are hoping that it won't take too long to get these bugs fixed and we can put out a new beta in the next couple of months or so. We definitely plan to release the new updated beta sometime this fall if at all possible.Something else we
  will mention here is we have finally decided to switch to SAPI  output once and for all. In

Re: [Audiogames-reflector] Just started on we're alive

2013-09-07 Thread AudioGames.net Forum — Off-topic room: Guitarman


Re: Just started on we're alive

Hi Dark. Well it's just my guess that the tattooed zombie is Bill Roberts. I don't think it's a coincidence that Roberts is covered in tattoos and so is the zombie. There really aren't any clues in the news report it just says something about Roberts being transfered to a hospital but Lizzy fast forwards some of it so there are empty spaces. One of the last things on the news is talking about riats all over Los Angeles and then that's it. I did consider at one point how we're alive is similar to the stand. All the evil people in that book are in Las Vegas so it's similar since L.A. is over run with zombies. Actually Stephen King's book cell has a lot more in common with we're alive. In cell people talk on there cell phones and when they hang up they go insane. I just started rereading cell and noticed how similar to we're alive it is. The phoners as there called have a leader and they act similar to the zombies in
  We're alive. Anybody who hasn't read this yet you should it is definitly worth it.URL: http://forum.audiogames.net/viewtopic.php?pid=147635#p147635

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Re: [Audiogames-reflector] Spam

2013-09-07 Thread AudioGames.net Forum — Site and forum feedback: Dark


Re: Spam

Ah, I deleted that topic. The reason for the sensorship is basically that spambots  work by word searching, thus the more spam you have talking about world of warcraft gold or whatever, the more you get.If you want to see a very scary example of this, go and look at the guestbook over on ffproject. there was one spammbot who posted a dodgy link to some fake spell caster,  (one of these send me lots of money and I'll do a spell to supposedly fix your life type of things), then within a very short time  a hole bunch of messages on the same theme got posted, since they weren't removed. Thus, it's a way to less obviously come up on spamam bot word searches, and make certain one spam bot doesn't multiplyly, as it sadly has done over on  ffproject.URL: http://forum.audiogames.net/viewtopic.php?pid=147634#p147634

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Re: [Audiogames-reflector] A Macintosh OS7 Baselisk Emulator

2013-09-07 Thread AudioGames.net Forum — Off-topic room: jack


Re: A Macintosh OS7 Baselisk Emulator

Same results I got earlier on a windows 7x64URL: http://forum.audiogames.net/viewtopic.php?pid=147633#p147633

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Re: [Audiogames-reflector] VoderTalk: Discuss the Voder Synth

2013-09-07 Thread AudioGames.net Forum — Off-topic room: Trenton Goldshark


Re: VoderTalk: Discuss the Voder Synth

And here gamers, is a 6 minute video, which give more info about it. By the way, see the comments in the uh, comments!http://www.youtube.com/watch?v=5hyI_dM5cGoURL: http://forum.audiogames.net/viewtopic.php?pid=147632#p147632

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Re: [Audiogames-reflector] Dragonflame 0.3a is out!

2013-09-07 Thread AudioGames.net Forum — New releases room: the doctor


Re: Dragonflame 0.3a is out!

ok... right... i just need to know where clibs is in the standard installation of dfe and then i can get this new window handler up and running as well.  Also, the key219 or key.219 things don't work, in either form.  they don't trigger is what I mean... I can't tell what I'm doing wrong though - maybe its just a different key on other computers possibly?The Doctor.URL: http://forum.audiogames.net/viewtopic.php?pid=147620#p147620

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Re: [Audiogames-reflector] Swamp Tutorials is back up!

2013-09-07 Thread AudioGames.net Forum — General Game Discussion: mojsior


Re: Swamp Tutorials is back up!

hi.I was listened your podcast but it happens something strange in this recording.When you are putting your headphones your voice has very bad quality and I have a problem with understanding you.You have something strange with your microphone.But I am thinking that this concept about recording this podcast is very good thinkURL: http://forum.audiogames.net/viewtopic.php?pid=147631#p147631

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Re: [Audiogames-reflector] A Macintosh OS7 Baselisk Emulator

2013-09-07 Thread AudioGames.net Forum — Off-topic room: Trenton Goldshark


Re: A Macintosh OS7 Baselisk Emulator

Good news!Although you'd be a little shocked.Extract the rar archive again, run the BasiliskII.exe file, press ok when you got that error message, press ok again when you get that tabs screen. Another error comes up.Finally, rerun the BasiliskII.exe file one more time, press ok on the error message, and it should start up.Note, that you'll always get that error message when starting the emulator. To turn it off, press the print screen key.Note, I haven't figured out what the apple menu key is yet, for going through menus.Least we're making progress here!URL: http://forum.audiogames.net/viewtopic.php?pid=147630#p147630

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

2013-09-07 Thread AudioGames.net Forum — New releases room: mehgcap


Re: Swamp, zombie fps by Aprone

I suggested something similar a while ago, so hopefully that idea, which I fully support, is on the to-do list somewhere. I'd add this to it: everyone has a leaders.txt file into which they can put the names of players they trus. The game will then automatically assign the first person on that list who is on the mission to be the "sub-leader", and the next person down if the first person dies, and so on. The slash command would be necessary to override this, or if no one from the leader's list were present, but the list would be a big help in automating the process.URL: http://forum.audiogames.net/viewtopic.php?pid=147629#p147629

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

2013-09-07 Thread AudioGames.net Forum — New releases room: Kain


Re: Swamp, zombie fps by Aprone

hmm, i never ever got a subscript out of range bug on a 45, and there were a big number of zombies. however, i have grafics enabled, it has may something to do with grafics on or off.i have another idea.i think all of you know the following situation. you are on a hard mission, and every mission attracts trucksitters. thats why aprone included the kick command, which is abused by some people, but a huge lot of guys use it to kick sitters. but, if you are a good leader, you kick the sitters at the end of the mission, not right at the beginning. but, imagine now the following. a 45 crate chemical warehouse with 15 people, 3 die during the mission, including the leader. So 12 people are left. lets say that 5 of them search for crates, and 7 keep tower4 clean - 7 sitters. but however, as the leader died, they cant be kicked.i got the following idea. the leader of the mission could use a command, e.g. /subleader playername. this would make the mensioned person as subl
 eader. if the leader dies, that subleader would become the new leader - means that he is able to kick sitters, but he can also set a new subleader using the /subleader command.To make another example. A strip mall with 8 people. the leader is aprone. right after the beginning, he uses the /subleader kain command, so kain is now the subleader. kain gets a server message that he is the new subleader of the mission. unfortunately, aprone tries to kill the swarm at candys with his medkit and fails, so the zombies there eat him. now, the server tells kain that he is the new leader, because aprone died. kain makes now harafat the new subleader. the mission seems to go well, til harafats kevlar vest breaks and the zombies at the shoestore eat him. kain gets now a message from the server that his sub-leader died, so he is able to set a new subleader if he wants. he makes thetruezombie the new subleader. the mission goes well, at the end one player hasnt found any crates. as kain check
 ed his location during the mission 7 times, he knows that he must have sat at the truck a long time, so he kicks the person out. then he turns in the last crate and baaam mission finnished.The subleader wouldnt have the ability to kick people, he gets only this right if the leader dies. thats it. hope you could understand it.- kainURL: http://forum.audiogames.net/viewtopic.php?pid=147628#p147628

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

2013-09-07 Thread AudioGames.net Forum — New releases room: Kain


Re: Swamp, zombie fps by Aprone

hmm, i never ever got a subscript out of range bug on a 45, and there were a big number of zombies. however, i have grafics enabled, it has may something to do with grafics on or off.i have another idea.i think all of you know the following situation. you are on a hard mission, and every mission attracts trucksitters. thats aprone included the kick command, which is abused by some people, but a huge lot of guys use it to kick sitters. but, if you are a good leader, you kick the sitters at the end of the mission, not right at the beginning. but, imagine now the following. a 45 crate chemical warehouse with 15 people, 3 die during the mission, including the leader. So 12 people are left. lets say that 5 of them search for crates, and 7 keep tower4 clean - 7 sitters. but however, as the leader died, they cant be kicked.i got the following idea. the leader of the mission could use a command, e.g. /subleader playername. this would make the mensioned person as subleade
 r. if the leader dies, that subleader would become the new leader - means that he is able to kick sitters, but he can also set a new subleader using the /subleader command.To make another example. A strip mall with 8 people. the leader is aprone. right after the beginning, he uses the /subleader kain command, so kain is now the subleader. kain gets a server message that he is the new subleader of the mission. unfortunately, aprone tries to kill the swarm at candys with his medkit and fails, so the zombies there eat him. now, the server tells kain that he is the new leader, because aprone died. kain makes now harafat the new subleader. the mission seems to go well, til harafats kevlar vest breaks and the zombies at the shoestore eat him. kain gets now a message from the server that his sub-leader died, so he is able to set a new subleader if he wants. he makes thetruezombie the new subleader. the mission goes well, at the end one player hasnt found any crates. as kain checked h
 is location during the mission 7 times, he knows that he must have sat at the truck a long time, so he kicks the person out. then he turns in the last crate and baaam mission finnished.The subleader wouldnt have the ability to kick people, he gets only this right if the leader dies. thats it. hope you could understand it.- kainURL: http://forum.audiogames.net/viewtopic.php?pid=147628#p147628

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Re: [Audiogames-reflector] Windows 3.1 Accessibility

2013-09-07 Thread AudioGames.net Forum — Off-topic room: Sebby


Re: Windows 3.1 Accessibility

I'm not sure. I simply remember playing around with Microsoft Atlas (God, now those were the days) on my school's scanning machine, which surprised the IT person quite a bit since he was of the opinion that the machine had been relegated to scanning. And the screen reader was an option in OpenBook to launch the Program Manager. It definitely wasn't as good as JAWS 2 or even ASAW, but it was definitely there and it definitely worked.[[wow]], distant (and happy) memories. URL: http://forum.audiogames.net/viewtopic.php?pid=147627#p147627

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Re: [Audiogames-reflector] A Macintosh OS7 Baselisk Emulator

2013-09-07 Thread AudioGames.net Forum — Off-topic room: Bogdan


Re: A Macintosh OS7 Baselisk Emulator

Hi all. I tryed to run this mac emulator but the same errors. I am also using win 7.URL: http://forum.audiogames.net/viewtopic.php?pid=147626#p147626

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Re: [Audiogames-reflector] VoderTalk: Discuss the Voder Synth

2013-09-07 Thread AudioGames.net Forum — Off-topic room: king gamer222


Re: VoderTalk: Discuss the Voder Synth

The Voder sounds like he has a slight head cold.URL: http://forum.audiogames.net/viewtopic.php?pid=147625#p147625

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Re: [Audiogames-reflector] Just started on we're alive

2013-09-07 Thread AudioGames.net Forum — Off-topic room: Dark


Re: Just started on we're alive

Well I didn't expect bill robberts and the guy from the tower to be the same, but I thought I ought to check. I certainly agree the zombi with the tatoos and the sute is leading the others, but I thought at the moment we didn't know who he was, has there been any clues that he actually is! bill robberts mentioned in the news report or is that just a guess? While I know bill robbers was said to be taken to the hospital, the hosptial wasn't! at the site where the cracks were, it just got infected quickly, and besides, we only know that tatoo man has been doing zombi experiments or creations at the hospital recently. While it's mentioned early on that the hospital was a bad place swarming with intelligent zombies, it's never stated to be like the arena, a full on zombi nest. I would be a little disappointed if it was just the case of kill tatoo man and everything is right, just as I would be if this were just another government conspiracy. <
 p>The passage series does! go very much by the model of the zombies being collectively linked to the twelve initial test subjects for the virus, however the passage also implies that the actual fact the zombies had the characteristics and mental attitude they do was because! those subjects were convicted murderers and other violent criminals who chose being experimented on as an alternative to execution, (the one person who was inocent is still a zombi very different), also the passage makes a lot more of the mystical connection betwene zombies and people, and implies that the twelve initial test subjects could mentally link with humans as well,  indeed that is the point where things get mystical. So, I'd be disappointed if it was just a "shoot the queen and the bees die" type of situation, though I wouldn't mind if it was say that tatoo man was just some ccrazy government nut job doing the experiments to create stronger zombies and wipe out humans, an
 d with him gone people have a chance since the zombies are no longer evolving,  after all the boulder community and army base was finding quite effective ways of dealing with normal zombies and implying that they could! actually exterminate them all.Btw, I wonder if the safe town being in boulder colarado is a little reference to steven king's book the stand, where most of the world's population is wiped out by a disease (though with no zombies), and it finished with the good guys gathered in boulder, and the bad guys in vaigus! :d.URL: http://forum.audiogames.net/viewtopic.php?pid=147624#p147624

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

2013-09-07 Thread AudioGames.net Forum — New releases room: thetruegamer


Re: Swamp, zombie fps by Aprone

Hi there.I just went back and listened to Drews mission recording for version 1.9 and I gotta say, it's still a very, very epic recording.I'd say it should be the official trailer for Swamp, seriously.Oh and on a related note, about recordings ... I sent you a skype message and asked if my Swamp tutorials might be linked to on your websight.Cheers!URL: http://forum.audiogames.net/viewtopic.php?pid=147623#p147623

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Re: [Audiogames-reflector] Let's play shadow line!

2013-09-07 Thread AudioGames.net Forum — General Game Discussion: connor142


Re: Let's play shadow line!

no I mean, I listened to /played part 2 all ready.URL: http://forum.audiogames.net/viewtopic.php?pid=147622#p147622

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Re: [Audiogames-reflector] emmulators

2013-09-07 Thread AudioGames.net Forum — General Game Discussion: connor142


Re: emmulators

that's really cool. so anyone know any cool emmulators?URL: http://forum.audiogames.net/viewtopic.php?pid=147621#p147621

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Re: [Audiogames-reflector] Dragonflame 0.3a is out!

2013-09-07 Thread AudioGames.net Forum — New releases room: the doctor


Re: Dragonflame 0.3a is out!

ok... right... i just need to know where clibs is in the standard installation of dfe and then i can get this new window handler up and running as well.  Also, the key219 or key.219 things don't work, in either form.  they don't trigger is what I mean... I can't tell what I'm doing wrong though - maybe its just a dfferent key on other computers possibly?The Doctor.URL: http://forum.audiogames.net/viewtopic.php?pid=147620#p147620

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Re: [Audiogames-reflector] braillemone a pokemon port for visually impaired players

2013-09-07 Thread AudioGames.net Forum — General Game Discussion: stirlock


Re: braillemone a pokemon port for visually impaired players

Jayde.Thank you, thank you, thank you. I've been playing pokemon since RBY, and with some exceptions that need actual written walkthroughs specifically for blind players, specifically ice puzzles and certain gyms, the games are perfectly playable. I think the term accessible is too loose, and so I tend to use the word playable when describing mainstream games. While ingame is easy and doesn't require minmaxing in the slightest, competitive battling is something I've always been interested in and is something that really isn't that possible as a blind player, given that showdown isn't usable at all, and doing cart based battling just isn't feasable. So I definitely welcome this project with open arms. Also, X and Y are introducing a mechanic called super training, basically an easier way of EV training, though how this will work is still unknown. Speaking of x and y, the amount of audio cues you get in that game really seem to be raised si
 gnificantly. Definitely can't wait for october 12.Also daigonite, thank you for making this and I'll definitely test this to the best of my abilities.URL: http://forum.audiogames.net/viewtopic.php?pid=147619#p147619

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Re: [Audiogames-reflector] Dragonflame 0.3a is out!

2013-09-07 Thread AudioGames.net Forum — New releases room: stewie


Re: Dragonflame 0.3a is out!

Use pairs:for n,v in pairs(tbl) doprint(N..": "..v.."\n")endPairs returns a key/value pair, and itterates through the specified table.If you don't understand functions/itterator finding a lua tutorial somewhere about them should be possible.URL: http://forum.audiogames.net/viewtopic.php?pid=147618#p147618

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Re: [Audiogames-reflector] braillemone a pokemon port for visually impaired players

2013-09-07 Thread AudioGames.net Forum — General Game Discussion: bigdog


Re: braillemone a pokemon port for visually impaired players

awesome thus far.  I noticed that in the change log it had version .0007 or somethingbut i only have version .0006 is that a mistake?also i found it hilarious when first trying it out i found Mew as one of the first pokemon i battled.URL: http://forum.audiogames.net/viewtopic.php?pid=147617#p147617

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Re: [Audiogames-reflector] A Macintosh OS7 Baselisk Emulator

2013-09-07 Thread AudioGames.net Forum — Off-topic room: jack


Re: A Macintosh OS7 Baselisk Emulator

Help! When I click the open button after the download of the web install was complete it said file no foundURL: http://forum.audiogames.net/viewtopic.php?pid=147615#p147615

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Re: [Audiogames-reflector] The Future of the Evolution Engine

2013-09-07 Thread AudioGames.net Forum — General Game Discussion: tward


Re: The Future of the Evolution Engine

@Phil, well, that's basically the plan for the moment. A lot of people on the Developers list said pretty much the same thing, and I am convinced that keeping the C++ based engine is by and large what most game developers want. Plus there are a lot of advantages to sticking with C++ for me as a game developer too.First, most libraries and APIs out there have C and C++ bindings which makes C and C++ the ideal choice for accessing a lot of game libraries and APIs. Python, .NET, and other high-level languages don't always have a wrapper or compatible binding for every library out there making it necessary to write one if I need one.Second, it reduces the complexity and list of dependences required for my game installers. If I write a standard game for Windows in C++ I can easily wrap DirectX 9, Sapi 5, Winsock, and other Windows APIs that should already be present on the target machine. The only thing that needs to be installed are the updated Visual C++ libra
 ries which only is a small setup that I can bundle with my game.With .NET, for example, there are several extra dependencies that may need to be installed and bundling with my game's installer will double or triple the size of the installer. That's not necessary in C++ and it makes sense to take all the middleware out of the picture.Third, there is usual a performance advantage in writing a native application or game in C++. Although, .NET and Python are usually good enough for games the fact is a well written C++ application will always out perform one using an interpreted language. So there is no advantage for me personally to abandon C++ in terms of performance etc.Finally, I already have a working game engine. The ++ engine has been in development since 2010 and it would be dumb to throw that work away and start over in something else. I should simply clean up the code, compile it, and put it into a form suitable for end user distribution. I 
 might also have to take out a few components I specially licensed for myself and use an open source alternative for end users, but it is less work than rewriting the thing in something else.So there are a lot of reasons to keep the C++ engine and almost no reason for me to use .NET, Python, etc unless I write an extension or wrapper for newbies to use it. Other than that I'm pretty much going to use the C++ engine for myself anyway.URL: http://forum.audiogames.net/viewtopic.php?pid=147614#p147614

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Re: [Audiogames-reflector] Windows 3.1 Accessibility

2013-09-07 Thread AudioGames.net Forum — Off-topic room: tward


Re: Windows 3.1 Accessibility

Sebby, good question. The only thing I remember buying from Arkenstone was Openbook 2.0 and 3.0 which were not all that good at the time. I don't remember Arkenstone having a screen reader, but then again at that time I was given Jaws for Dos and Jaws for Windows from the state agency and was not looking for anything else.URL: http://forum.audiogames.net/viewtopic.php?pid=147613#p147613

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Re: [Audiogames-reflector] A Macintosh OS7 Baselisk Emulator

2013-09-07 Thread AudioGames.net Forum — Off-topic room: Trenton Goldshark


Re: A Macintosh OS7 Baselisk Emulator

I'm a little surprised folks didn't read that error more closely.Get the drivers needed here:http://www.afterdawn.com/software/syste … s/aspi.cfmSmall update:You may not need to use those, as the source I got this from, says it should just work, even with that start up error. In any case, shall do another look.URL: http://forum.audiogames.net/viewtopic.php?pid=147610#p147610
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Re: [Audiogames-reflector] Any Blind Persons Used An Ancient Computer?

2013-09-07 Thread AudioGames.net Forum — Off-topic room: tward


Re: Any Blind Persons Used An Ancient Computer?

@King Gamer, as a matter of fact I use to use a Commodore at home back in the 80's. I also use to use an Apple II-E which was my very first computer with speech capability. Just thinking about it brings a smile to my face.URL: http://forum.audiogames.net/viewtopic.php?pid=147612#p147612

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Re: [Audiogames-reflector] braillemone a pokemon port for visually impaired players

2013-09-07 Thread AudioGames.net Forum — General Game Discussion: Spiraling Wyvern


Re: braillemone a pokemon port for visually impaired players

That DVs thing explains a conversation I had with a friend once.  Most people just still refer to it by the new name and not the old one.  Though to be honest, IVs and DVs is something I rarely bother with as dear god that's annoyingly random to get right (The IVs at least)  Most people end up using a save editor on the games to modify the value to sensible ammounts.  And apparently most official Tournies allow modified Pokémon through save editors as long as it did not reach insane ammounts.          but bak to the actual topic, may I make a suggestion to rip something out of Black and White and make TMs (if those are planned or not)  reusable?  I kind of found it insane that certain stuff was a one time through playthrough thing that required constant breeding to pass down.  Thouhg, this is more a game mechanic question then an accessibility one, hmm,     Oh right,  How will town windows work anyway?  I know we can enter buildings through the menus and do our stuff from there, but there were also people in the outdoors I remember that had some service or could give items.  Sure we can just label them under a information section o talk to someone, but I remember that sometimes there was usually an obstical to get to them, like a Dream Eater tutor (or was it a Tm...or was it another game)  well someone could teach a move but was behind a tree and blocked by water on other ends.  Would there be an option to prevent certain options on the menus if you lack a certain attack to get passed an obstacle?  Or should we just ignore this and let us have free  reign?  And a last option is to do something completely different with those situations I guess.URL: http://forum.audiogames.net/viewtopic.php?pid=147611#p147611

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Re: [Audiogames-reflector] A Macintosh OS7 Baselisk Emulator

2013-09-07 Thread AudioGames.net Forum — Off-topic room: Trenton Goldshark


Re: A Macintosh OS7 Baselisk Emulator

I'm a little surprised folks didn't read that error more closely.Get the drivers needed here:http://www.afterdawn.com/software/syste … s/aspi.cfmURL: http://forum.audiogames.net/viewtopic.php?pid=147610#p147610
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[Audiogames-reflector] A request for an older game

2013-09-07 Thread AudioGames.net Forum — General Game Discussion: the doctor


A request for an older game

Hi all,I just wanted to see if anyone had the old version of star trek: final conflict - alpha 3.5, as I remember the theme music from that version being not only different, but better in my opinion.  If noone has the game itself, then i was wondering if someone like Tom could tell me which theme they used for that one, if you can remember?The Doctor.URL: http://forum.audiogames.net/viewtopic.php?pid=147609#p147609

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Re: [Audiogames-reflector] Star Trek: Ship Command - a windows operating system upgrade, IfYouWil

2013-09-07 Thread AudioGames.net Forum — Off-topic room: the doctor


Re: Star Trek: Ship Command - a windows operating system upgrade, IfYouWil

just cleaned up the arrow key sounds, so they should feel a little more responsive in the next release.  Also am changing the exit key combination, and am working  on a few other things as well.I'm glad you all enjoy it though!  its been a very fun project to work on so far.The Doctor.URL: http://forum.audiogames.net/viewtopic.php?pid=147608#p147608

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Re: [Audiogames-reflector] Death Match

2013-09-07 Thread AudioGames.net Forum — New releases room: danny


Re: Death Match

The console is at 30, 20. What you need to do is go up to each engine and refuel it, go to 30, 20 and press enter.URL: http://forum.audiogames.net/viewtopic.php?pid=147607#p147607

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Re: [Audiogames-reflector] Dragonflame 0.3a is out!

2013-09-07 Thread AudioGames.net Forum — New releases room: the doctor


Re: Dragonflame 0.3a is out!

thanks very much, although there isn't a clibs folder in either the dfe stable or the new one you did for the side scroller.  could you please tell me where it is?also, how would you loop through the key table?  but i don't mind the way i've done it as if we wanted specific sounds for each key then its not as difficult to edit.Please provide your thoughts in the star trek ship command topic.Thanks again,I look forward to trying your library!The DoctorURL: http://forum.audiogames.net/viewtopic.php?pid=147606#p147606

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Re: [Audiogames-reflector] Star Trek: Ship Command - a windows operating system upgrade, IfYouWil

2013-09-07 Thread AudioGames.net Forum — Off-topic room: the doctor


Re: Star Trek: Ship Command - a windows operating system upgrade, IfYouWil

Hi there,well if you make the suggestions here, i will see what I can do.  If i then need help i will definitely ask for it, if thats ok.I can get those done as soon as you post them.The Doctor.URL: http://forum.audiogames.net/viewtopic.php?pid=147605#p147605

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Re: [Audiogames-reflector] Let's play shadow line!

2013-09-07 Thread AudioGames.net Forum — General Game Discussion: assault_freak


Re: Let's play shadow line!

Connor, if you followed everything I did, then you should be able to get into the ruins...URL: http://forum.audiogames.net/viewtopic.php?pid=147604#p147604

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Re: [Audiogames-reflector] braillemone a pokemon port for visually impaired players

2013-09-07 Thread AudioGames.net Forum — General Game Discussion: Jayde


Re: braillemone a pokemon port for visually impaired players

Indeed, Dark, we're disagreeing on this. I am not defining "accessibility" to be equal to "equal accessibility", else you'd be spot on.Super Metroid, for a blind person, is essentially inaccessible. You can kind of fumble around until you die, but there are far too few sound cues to even make an attempt.However, pokemon is not in this class of games, and as far as mainstream games are concerned it is probably among the more reachable for a blind player. I define this as "limited accessibility". You will not get as much as a sighted person would, but you will get enough to play the game successfully, if we are defining success as being closely linked to progress.I'm not talking about buildings, which are basically accessible or they aren't. I'm talking about games, which render a much wider scope for judgment and which, by this classification, merit more than "accessible vs. inaccessible" classification. Pokémon is not wholly accessible, but it is by no means as inaccessible as, say, Super Metroid either.Also, to the other poster talking fairly in-depth about pokemon itself, IVs were actually called DVs in gens 1 and 2, and weren't mentioned much. I read Donald Theriault's guide on GameFAQs, and got info there, once upon a time. It should be noted, however, that EVs have existed from day 1, and generally were the reason rare-candied pokemon never had their true max stats. It was in generation 3 that they arbitrarily decided to force you to EV-train instead of letting pokemon get their true max stats. Please, please, let us train a pokemon to its full potential instead of messing around with fighting stuff that gives you useless effort values. I have always hated that innovation...everything is frailer and dies faster. Personal preference I suppose.URL: http://forum.audiogames.net/viewtopic.php?pid=147603#p147603

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[Audiogames-reflector] scene. scene based on swamp released!

2013-09-07 Thread AudioGames.net Forum — Off-topic room: the terminator


scene. scene based on swamp released!

hy folks.after playing swamp? i sayd: why not to make a swampscene? why? why? why? hmm? so i did it! here is it...https://www.dropbox.com/s/zjf7e6mrw1jiz … pscene.MP3and a starwars scene! https://www.dropbox.com/s/rhf7kfkcxb40q … sscene.MP3Michael Angel, a real terminator!add me at skype! raton.miguelito.glpsURL: http://forum.audiogames.net/viewtopic.php?pid=147602#p147602
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Re: [Audiogames-reflector] Bk3 consept demo?

2013-09-07 Thread AudioGames.net Forum — General Game Discussion: superantoha


Re: Bk3 consept demo?

hi!you don't need app locale for bk 2.URL: http://forum.audiogames.net/viewtopic.php?pid=147601#p147601

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Re: [Audiogames-reflector] Bk3 consept demo?

2013-09-07 Thread AudioGames.net Forum — General Game Discussion: arqmeister


Re: Bk3 consept demo?

I have that problem as well. Not sure how to make it work properly.URL: http://forum.audiogames.net/viewtopic.php?pid=147600#p147600

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

2013-09-07 Thread AudioGames.net Forum — New releases room: Aprone


Re: Swamp, zombie fps by Aprone

Oh okay, gotcha.  I've been searching for this subscript out of range error in the wrong area then.  Early on, someone told me that when that error happens it doesn't actually crash the game.  Based on that info, it had me looking for the bug in completely the wrong places.  I'll shift gears and start looking in the places that would crash the game if such an error occurred.I seem to do this a lot these days, but once again my apologies to anyone attempting to contact me through Skype or email.  I'm ignoring pretty much all of it unless I happen to notice a familiar name that I don't believe will be contacting me in defense of some recently banned player.  Late last week I was chatting with someone on Skype (not Swamp related) and I made the HUGE mistake of responding to one of the many complainers that was messaging me.  Word apparently spread that I was responding to complaints and there has been a whole new surg
 e.  I'm blocking I think 1 or 2 people on Skype each day, and I only block people after they spam me a ton of messages or randomly call me a handful of times trying to get their way.  *Heavy sigh*  I already know these people should just be ignored, so I'm not trying to fish for supporting phrases from everyone on here, ROFL!  I just want to make sure I'm not offending the wrong people who might be trying to contact me and are being ignored.URL: http://forum.audiogames.net/viewtopic.php?pid=147599#p147599

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Re: [Audiogames-reflector] future of Bavisoft games

2013-09-07 Thread AudioGames.net Forum — General Game Discussion: Sebby


Re: future of Bavisoft games

I didn't get the balloon weapons puzzle, but then I always was a bit uncultured. URL: http://forum.audiogames.net/viewtopic.php?pid=147598#p147598

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Re: [Audiogames-reflector] emmulators

2013-09-07 Thread AudioGames.net Forum — General Game Discussion: Sebby


Re: emmulators

Yes, exactly. You can make your computer pretend to be another computer. Then the computer your computer is pretending to be can do all the stuff that it used to be able to do before it was obsoleted, and all the programs can carry out life as if nothing happened despite the fact that they aren't actually running on the computer they think they are. It's the ultimate software nirvana. URL: http://forum.audiogames.net/viewtopic.php?pid=147597#p147597

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Re: [Audiogames-reflector] Adventure At C:

2013-09-07 Thread AudioGames.net Forum — New releases room: connor142


Re: Adventure At C:

uh I don't think so. I'd sell it for 75000 bits. it's a new weapon, after all!URL: http://forum.audiogames.net/viewtopic.php?pid=147596#p147596

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

2013-09-07 Thread AudioGames.net Forum — New releases room: connor142


Re: Swamp, zombie fps by Aprone

I never encountered this bug but maby it is because it is because I haven't played swamp in all that time. uh flyby, aprone isn't adding new stuff anyway, just correcting bugs. so those ideas might never really happen.URL: http://forum.audiogames.net/viewtopic.php?pid=147595#p147595

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Re: [Audiogames-reflector] emmulators

2013-09-07 Thread AudioGames.net Forum — General Game Discussion: connor142


Re: emmulators

ah. so what are those emmulators usefull for exactly. if I understand this right, they can mimmic programs designed for other CP\US or machines, that right?URL: http://forum.audiogames.net/viewtopic.php?pid=147594#p147594

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

2013-09-07 Thread AudioGames.net Forum — New releases room: musicman


Re: Swamp, zombie fps by Aprone

As flyby mentioned, yup, it sure does crash the game. Soon as the dialog pops up game crashes. Once it did that with like 2 crates left on a 45, it was painful. hahahaURL: http://forum.audiogames.net/viewtopic.php?pid=147593#p147593

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[Audiogames-reflector] Audioboo?

2013-09-07 Thread AudioGames.net Forum — Off-topic room: bcs993


Audioboo?

Hi all, I discovered Audioboo some time back, and I like the idea. Though I don't make that many boos of my own, I love listening to what various people get up to. So I would like to know, who here use it? Also, feel free to share your usernames here if you want people to follow you. Mine is bcs993URL: http://forum.audiogames.net/viewtopic.php?pid=147592#p147592

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Re: [Audiogames-reflector] loraeon help

2013-09-07 Thread AudioGames.net Forum — General Game Discussion: connor142


Re: loraeon help

man this sucks... too bad i guess,. but there's also no graphic on the bace camp. there's just the description and the quest thingy.URL: http://forum.audiogames.net/viewtopic.php?pid=147591#p147591

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