Re: [Audiogames-reflector] Time of conflict 2.0 major upgrade!
Re: Time of conflict 2.0 major upgrade! I can't wait to try this one myself, and Violinist, simulations in stratogy would be fantastic and just the saort of thing I've personaly been waiting for. I myself enjoyed the original Toc and have been waiting for this for just as long. As regards getting to grips with things, well one thing I wil say that impressed me about the original game was the context sensative map view. It's the first time I've seen a game where actually my lack of spacial coordination isn't a problem, sinse it's always possible to find closest objects, get distance reports etc, so you don't have to tangle with the actual spacial comprehention of the map too much.URL: http://forum.audiogames.net/viewtopic.php?pid=171946#p171946 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
[Audiogames-reflector] IOS 7 and accessibility
IOS 7 and accessibility Hi folks,I've been having an issue with a braille display issue in IOS 7. The setting "Automatic Braille Translation" is off, yet my display input is automatically translated.VO just gave me hell for some unknown reason. Only VO's speech was muffled compared to the rest of the phone's audio, like music and scuh. VO would, as I said, muffle and be somewhat unclear. It was rather annoying.I did, however, add several dialects, and added all options to the rotor. Would this have an effect on anything?Any answers are welcome.Best Regards,LukeURL: http://forum.audiogames.net/viewtopic.php?pid=171945#p171945 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] gene therapy?
Re: gene therapy? gene therapy certainly can do this, but when is a questian unanswerable. as far as I know, while this could be done, it is not medecaly implemented.URL: http://forum.audiogames.net/viewtopic.php?pid=171944#p171944 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] Basketball
Re: Basketball [[wow]]! gonna try the demo! yes, from the recording, I agree with post 14 and 19. on an oftopic note, Mason, would you, (after this one of course), consider making more sports genre games?URL: http://forum.audiogames.net/viewtopic.php?pid=171943#p171943 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] SammySenter
Re: SammySenter Hi all. To clear up some confusion. Yes, the release will come in the near future, expect it, oh, I'm so bad with time, maybe a week? Maybe not? Lol. anyway, here's a short description of rocket blaster. Remember the windows attack game? That was a pretty fun game. Well, I'm making something way better. For one, it's in 3d. 2, you have 3 weapons. so, there are ships coming. right? Well, your in this little dirt terrain. If a ship lands, you hear a bang and a hole is created that you don't really wanna fall in. then, if you manage to shoot a ship down, it actually starts falling really fast, than it will make a crash when it lands. Then, that tile has debris. the ship was so heavy, that it made a hole. But that hole is filled in by the ships debris. After a while, you will begin to hear a rumbling coming from the debris. it will slowly fade in. Once it reaches max volume, the debris will collapse into the hole. then you can't fall into the hole. If you r standing on the debris when it falls, um, I'm sure that you know what would happen. Then, there is this thing that you have, dirt-bags. these things you can pick up and you stand one square behind the hole and just plop the contents of the dirt-bag into the hole and it will be gone and you can walk on it again. That's just a short and dirty exclamation.URL: http://forum.audiogames.net/viewtopic.php?pid=171942#p171942 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] SammySenter
Re: SammySenter Hi all. To clear up some confusion. Yes, the release will come in the near future, expect it, oh, i'm so bad with time, maybe a week? Maybe not? Lol. anyway, here's a short description or rocket blaster. Remember the windows attack game? That was a pretty fun game. Well, I'm making something way better. For one, it's in 3d. 2, you have 3 weapons. so, there are ships coming. right? Well, your in this little dirt terrain. If a ship lands, you hear a bang and a hole is created that you don't really wanna fall in. then, if you manage to shoot a ship down, it actually starts falling really fast, than it will make a crash when it lands. Then, that tile has debris. the ship was so heavy, that it made a hole. But that hole is filled in by the ships debris. After a while, you will begin to hear a rumbling coming from the debris. it will slowly fade in. Once it reaches max volume, the debris will collapse into the hole. then you can't fall into the hole. If you r standing on the debris when it falls, um, I'm sure that you know what would happen. Then, there is this thing that you have, dirt-bags. these things you can pick up and you stand one square behind the hole and just plop the contents of the dirt-bag into the hole and it will be gone and you can walk on it again. That's just a short and dirty exclamation.URL: http://forum.audiogames.net/viewtopic.php?pid=171942#p171942 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] strange issue with my vmware player keyboard driver thing
Re: strange issue with my vmware player keyboard driver thing i never had this problem before. i will try with the sr unloaded.URL: http://forum.audiogames.net/viewtopic.php?pid=171941#p171941 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] Swamp, zombie fps by Aprone
Re: Swamp, zombie fps by Aprone Well said, Musicman, and that's exactly what I've been saying. All zombie scaling and skill points do is restrict the player to, at best, one weapon per day. You can't even do two weapons now, since you need crazy amounts of points in armor to do any good and not die after a few hits. As you said, there are other ways the game can get harder, and they don't involve limiting which of Swamp's great weapons we can use.URL: http://forum.audiogames.net/viewtopic.php?pid=171940#p171940 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] how does growl work?
Re: how does growl work? Does the Windows Skype client support it? I wouldn't think it did. There was a time when various Mac programs bundled Growl, but now that Apple have stooped to the level of implementing system-wide notifications this doesn't happen anymore.URL: http://forum.audiogames.net/viewtopic.php?pid=171939#p171939 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] Goodbye Windows XP, i still get nistalgic over you.
Re: Goodbye Windows XP, i still get nistalgic over you. Yeah, it's possible, and I'll have that reference on freezing the date and time and configuring the BIOS machine description strings in various products if you have them, thanks.The question is why. TechNet used to offer (my sub just recently expired, but I have all my keys) XP Retail disc images and keys. So in fact, I'm all set for activation. But I think it's safe to say that not everybody will be.URL: http://forum.audiogames.net/viewtopic.php?pid=171938#p171938 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] shadow rine full voice version released
Re: shadow rine full voice version released Hi, the password is not in the ruins, but in the forest, I don't remember exactly but explore accurately various exits in the forest using field viewer. In any case, I wrote the password yet in this topic, and Assault Freak wrote the other.For Rurai attac you have to go in Fermat city and go to the castle. Talk with the guards. Then you have the key for treasure room in second floor of castle.URL: http://forum.audiogames.net/viewtopic.php?pid=171936#p171936 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] my fighting/mainstream games recordings
Re: my fighting/mainstream games recordings hi, how to enter the shop in odin sphere?and is lords of the ring: return of the king accessible?URL: http://forum.audiogames.net/viewtopic.php?pid=171937#p171937 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] shadow rine full voice version released
Re: shadow rine full voice version released Hi, the password is not in the ruins, but in the forest, I don't remember exactly but explore accurately various exits in the forest using field viewer. In any case, I wrote the password yet in this topic, and Assault Freak wrote the other.URL: http://forum.audiogames.net/viewtopic.php?pid=171936#p171936 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] Enabling Narrator in Windows Longhorn setup
Re: Enabling Narrator in Windows Longhorn setup I think Windows 8 now has proper support for HD Audio, yeah.URL: http://forum.audiogames.net/viewtopic.php?pid=171935#p171935 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] shadow rine full voice version released
Re: shadow rine full voice version released No I don't have yet the special attack of rurai, but wait! I went back to the forest at the demo version but I don't find the password. I went to the boss' place but I only got the 50 karen and not the password.URL: http://forum.audiogames.net/viewtopic.php?pid=171934#p171934 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] I'm making a new game, but have a question
Re: I'm making a new game, but have a question Well luckily software is covered in the same way a story or book is covered. An automatic copywrite exists for anything you have "authored" as long as you can show that you wrote it before someone else. For example, if I write some new game I toss a passworded copy of the code onto my webserver so that it gets a time stamp. I also have copies that show up in my various backups. If someone tried to take credit for my game, I could easily point to all of these sources to show that I originally authored the game and not them. Authors of books and papers have been able to self-copywrite their work in this same sort of way. A common trick was to mail a copy of the book to themself, but never open it when it arrived. If an incident ever occurred they could hand a judge an unopened package with a date stamped by the post office. The other guy wouldn't be able to produce any older evidence that they created the book, and so th ey would almost certainly lose the case.URL: http://forum.audiogames.net/viewtopic.php?pid=171933#p171933 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] Swamp, zombie fps by Aprone
Re: Swamp, zombie fps by Aprone I find nothing wrong with weapon exp, and here's why. Someone mentioned that this can lead to scaling not having much effect, as all our weapons will be upgraded overtime. Point I'm trying to make here is, does that really matter much in the longrun? I think all scaling is doing is essentially punishing the player and nothing else. To counter scaling, what high level players end up doing is putting tons of points into their weapon of choice, bam, no more scaling, cause suddenly your ak47 has 200 points in it and it can kill with a single swing. What scaling isn't doing is allowing us to have fun, by restricting us from using weapons. I look at it this way, if difficulty is what higher levels need, ok fine. spawn more zombies in warehouses and maps as a player level, speed up these zombies. or maybe even increase bloody clothes amount we receive and how many zombies can chase us at the same time. base all this on level, the higher we go, the harder things get for us. but ultimately forcing a player to make a choice when it comes to weapons kinda sucks. Aprone took the time to implement these weapons, and we wish to use them all, but we can't. hahahaha.URL: http://forum.audiogames.net/viewtopic.php?pid=171932#p171932 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] Time of conflict 2.0 major upgrade!
Re: Time of conflict 2.0 major upgrade! Hm, how does the map creation capabilities compare to tactical battle?URL: http://forum.audiogames.net/viewtopic.php?pid=171931#p171931 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] Can anyone help me with SMC Fan Control for my mac?
Re: Can anyone help me with SMC Fan Control for my mac? You shouldn't need to mess with the fans. Seriously, if the fans are needed, they'll come on, and if they aren't, they won't. I've done Bitcoin mining on this iMac and it's a wonder the thing didn't melt with the fans running that high. URL: http://forum.audiogames.net/viewtopic.php?pid=171930#p171930 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] strange issue with my vmware player keyboard driver thing
Re: strange issue with my vmware player keyboard driver thing With the screen reader unloaded, try pressing tab.I eventually went out and bought Workstation. Expensive, but worth having.URL: http://forum.audiogames.net/viewtopic.php?pid=171929#p171929 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] shadow rine full voice version released
Re: shadow rine full voice version released Ok good. Now will begin final part! An hint, before you go to Rudorufia save your progress in a different slot, because if in Rudorufia you will see that for example you are too weak you can't go back, so you can use the other slot you have saved.Also have you token the special Rurai attac?URL: http://forum.audiogames.net/viewtopic.php?pid=171928#p171928 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] shadow rine full voice version released
Re: shadow rine full voice version released Ok good. Now will begin final part! An hint, before you go to Rudorufia save your progress in a different slot, because if in Rudorufia you will see that for example you are too weak you can't go back, so you can use the other slot you have saved.URL: http://forum.audiogames.net/viewtopic.php?pid=171928#p171928 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
[Audiogames-reflector] strange issue with my vmware player keyboard driver thing
strange issue with my vmware player keyboard driver thing Hi. So, when I'm in a vm, it works for a bit after I press ctrl+g, but after a few seconds of use it just throws me right out of the vm and back into my normal o s. I even tried a re install and it still does that thing. What's wrong?URL: http://forum.audiogames.net/viewtopic.php?pid=171927#p171927 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] shadow rine full voice version released
Re: shadow rine full voice version released I've finish the maze already.URL: http://forum.audiogames.net/viewtopic.php?pid=171926#p171926 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] Enabling Narrator in Windows Longhorn setup
Re: Enabling Narrator in Windows Longhorn setup i'm not sure cuz i use vmware player. when I installed windblows 8 the sound was working straight off after installation, so that sound issues weird. Either windows 8 came with sound drivers, or vmware emulates newly created vm's with your existing driver.URL: http://forum.audiogames.net/viewtopic.php?pid=171925#p171925 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] shadow rine full voice version released
Re: shadow rine full voice version released Hello Jonnyboy, have you downloaded the latest full version, 2.02? When you launch the installer, be sure to wait for the setup extract all the files. If you download the latest version and do as I say will not appear any error.The only case in which it may appear the error is because you are upgrading from a previous version to a more updated. In that case, however, in addition to launching the installer must add the files presents in the old version but not in the new one. For this reason, I suggest you download the full version which you can find on the site, so that you will have all the files that you need up to date.Let me know.AmbroURL: http://forum.audiogames.net/viewtopic.php?pid=171924#p171924 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] shadow rine full voice version released
Re: shadow rine full voice version released Hello Jonnyboy, have you downloaded the latest full version, 2.02? When you launch the installer, be sure to wait for the setup extract all the files. If you download the latest version and do as I say will not appear any error.Let me know.AmbroURL: http://forum.audiogames.net/viewtopic.php?pid=171924#p171924 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] shadow rine full voice version released
Re: shadow rine full voice version released Hello all. I'm trying to launch the game, I believe I have app locale installed and was trying to setup everything with in the game, but I can't seem to launch the game. I get error. that's it.URL: http://forum.audiogames.net/viewtopic.php?pid=171923#p171923 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] I'm making a new game, but have a question
Re: I'm making a new game, but have a question Yeah... lol. Kinda got them mixed up, and I think my dad is too. Exactly how much would copyright cost? And would I need to buy a copyright for every piece of software I created? Just wondering.URL: http://forum.audiogames.net/viewtopic.php?pid=171922#p171922 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] Swamp, zombie fps by Aprone
Re: Swamp, zombie fps by Aprone At LVJ:In SCS, to make zombies with higher health, set the player level higher. For example, level 1.URL: http://forum.audiogames.net/viewtopic.php?pid=171921#p171921 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] Time of conflict 2.0 major upgrade!
Re: Time of conflict 2.0 major upgrade! Agreed completely. I can't wait to see some of the custom maps some people come up with.URL: http://forum.audiogames.net/viewtopic.php?pid=171920#p171920 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] First person shooter for the blind - working title "Nightfall"
Re: First person shooter for the blind - working title "Nightfall" the thing with the radar though is that if it was a local option that would mean everyone with it on would have an advantage over everyone who had it off, simply because of the distinct beeping sound it makesthat's why I suggest it be made a server side toggle, instead of localURL: http://forum.audiogames.net/viewtopic.php?pid=171919#p171919 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] rithm thing released by DARK studios!
Re: rithm thing released by DARK studios! at andinet.yeah yeah i know what you ment and why you have kalled us crap.but, Andrés, those scenes where make a bit off fun to the others. By the way, yes, i'd decided to make, as you said, a thingy that actually works because, and just because, i was bored.about the same text between the english and the spanish games, well i didn't ment to make them equal. i hope that the spanish game can be a bit sworish. because in that way, klango spanish people can enjoy at most times the game. I mean with sworish, that it will be a bit more joky and more sadistical. and yah! it was made with vocaloid! good guesser andrés.just?en?joy!URL: http://forum.audiogames.net/viewtopic.php?pid=171918#p171918 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] Basketball
Re: Basketball yeah, the score system does need some work.URL: http://forum.audiogames.net/viewtopic.php?pid=171917#p171917 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] Grail to the Thief: An Interactive Audio Adventure
Re: Grail to the Thief: An Interactive Audio Adventure $2,569 pledged of $8,000 goal 21days to goURL: http://forum.audiogames.net/viewtopic.php?pid=171916#p171916 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
[Audiogames-reflector] BK3 errors
BK3 errors Hi all,Sorry if this has been covered in another topic, but I seem to get an error in BK3 stage 10.2. I destroy both pods, and it looks like I'm going to complete the stage, but then an error message pops up. According to the game, I'm running the latest version.Any help with this would be wonderful.Thanks,JamesURL: http://forum.audiogames.net/viewtopic.php?pid=171915#p171915 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] I'm making a new game, but have a question
Re: I'm making a new game, but have a question Severestorm, a software patent is really only going to help you if your game is inventing some new way of doing things. When it comes to games, that is usually not the case. A copyright protects your game/software so that others cannot claim they created it. A patent would be protecting the underlying techniques used in your game, so that they cannot be used in someone else's project.I suggest that you carefully look through these 2 options and figure out which is best for you. Most people (basically everyone I've ever known) tries immediately jump into a patent instead of copyright, because people tend to believe they will be inventing things that no one else has ever done. In reality, unless you are specifically setting out to invent something new in the field of computer software, you will be building your game/project out of ideas and concepts that already exist. If you choose to do a patent, when all you really needed was a copyright, then you will have wasted a fair amount of time and money for nothing.Just tossing this info out there in case it ends up being helpful.URL: http://forum.audiogames.net/viewtopic.php?pid=171914#p171914 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] First person shooter for the blind - working title "Nightfall"
Re: First person shooter for the blind - working title "Nightfall" hi,I'd certainly play this game. It'd be cool.URL: http://forum.audiogames.net/viewtopic.php?pid=171913#p171913 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] Time of conflict 2.0 major upgrade!
Re: Time of conflict 2.0 major upgrade! I participated in the early beta testing for this upgrade. I can say without hesitation that for the gamer interested in strategic simulation, this game is a must. The capabilities of the map and unit creation tools allow for scenarios as different as a World War II strategic campaign, a squad-level tactical action, a Wooden Ships and Iron Men battle from the Age of Sail, a Star Fleet Battles game and, something I've been working on a Middle-Earth series. I have not tested the multi-player features as of yet, since my interest is more in simulation design, but I know they have been given a very thorough going over by dedicated testers.This update is four plus years in the making. I am entitled to a free copy as a tester, but will be purchasing a full license as a token of respect for David Greenwood. I urge anyone in my situation who can do this to break down and spend the $35, a small price for a game with infinite replayability.Fo r those who have not played the game, fair warning, this game is not for the casual gamer. It requires practice, and rewards time spent, but will at first be bewildering in complexity. It is well worth it in the end.URL: http://forum.audiogames.net/viewtopic.php?pid=171912#p171912 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] Swamp, zombie fps by Aprone
Re: Swamp, zombie fps by Aprone Would it be possible to allow normal and HC players to cooperate on missions? You would gain the reward in rep or food as also the cost as appropriate. I can't think of a good reason not to do this unless it would be difficult to code.Aprone, could you give us some idea how sneak/elusive work in numerical terms, or at least qualitatively? I haven't figured out whether they are working at all as there is no objective way I can think of to test them. How effective are they in relation to bloody clothes, does 1 point in sneak or elusive counter 1 bloody clothes?I think the idea of usage-based skill points has a lot of merit. In an environment where weapon breakage is a hell of a lot more common, one is punished for too much specialization, and there would be a survival advantage in using multiple weapons for that reason. I'd favor a non-linear scale so that you gain the first few points quickly and over time the points scale down. For weapons, base it on hits. For armor, base it on being hit. For sneak, base it on steps in walking mode. For scavenger, base it on items donated. Let's see, what am I missing. Oh yes, big kit/recovery, hmmm, base recovery on the number of times you use your kit to heal someone else, or perhaps big kit for that and recovery for normal uses. As for levelling, allow the points as normal, and resets that don't affect the skill points gained through usage, which you should be able to see when you view your character. I'd favor a slower degradation curve, based on time in play since you last used the skill in question. Use of a weapon would give a boost to the weapon and a smaller boost to the weapon group.This would be useful in particular to HC characters, who are often stuck for the weapons they have to use. It will also give the low level characters a bit of a kick, since they will be gain ing usage points during the time when zombie difficulty is flat or only slightly ramped up. If, due to usage, an 8th level character could have a freeby of +20 to _30% with pistols, it would give them an advantage to counter the increase in difficulty and the relative ineffectiveness of armor. It would also give them a bonus for wearing the low and very low armors they can usually find. It wouldn't solve the speed problem, for which I can't think of a good way to do experience-based points. This might be one you simply have to buy over time.Finding the appropriate reward for usage would be the balancing act. Too much and you nerf the game, too little and you're where we are now. But I think it's worth the experimentation if it can be done.URL: http://forum.audiogames.net/viewtopic.php?pid=171911#p171911 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
[Audiogames-reflector] a question about movement code in bgt
a question about movement code in bgt I have picked up BGT and have got on well thus far. However, when I tried to make my character walk, I can only seem to get the steps to play one at a time without interrupting each other, making for very slow movement in terms of the sounds that play, whilst the character is moving normally in terms of the game itself, as demonstrated using the location checker. This is adapted from the original code, although not much has changed, so if you get any strange compiler errors, just respond with those and I'll see if I can help discover the cause.By the way, a note. for those who don't know, the files should be the follwoing:step1, step2, step3, step4, step5, step6 and loopall .ogg files, in the same directory as the script itself.If anyone can help me figure this out it would be much appreciated.My labels at the end may be a bit wrong, but I don't know whether that's caused a problem bgt probably would've given an error of some kind.//code//a voice objecttts_voice voice;//the starting positionsint xstart=0;int ystart=0;//the ending positionsint xend=10;int yend=10;//the player's x positionint xpos;//the player's y positionint ypos;//the musicsound loop;//the random variable for stepsint randomstep;//the array of steps that we will loop through latersound[] tutstep(6);//timers//walktimer walktime;//timer lengths for greater than//walkint walkspeed;void main(){show_game_window("test");walktime.restart();walkspeed=250;randomstep=random(1,5);//set x and y positions to the starting positions, namely the bottom of the grid.xpos=xstart;ypos=ystart;loop.load("loop.ogg");/*load the step sounds using a modified version of the array in the language tutorial, concatonating the number into the load path. Notice that unlike lua/dfe, we don't put the variable in brackets during concatonation.*/for(int x=0; x<5; x++){tutstep[x].load("step"+x+".ogg");}part1();wait(10);}void part1(){ loop.play_looped(); while(true) {if(key_pressed(KEY_ESCAPE)){exit();}if (key_pressed(KEY_C)){voice.stop();voice.speak(xpos);wait(5);voice.speak(ypos);}//movement//move right//checking if walktime is greater than the walkspeed set aboveif(walktime.elapsed>walkspeed){if (key_down(KEY_RIGHT)){if(xpos{//tutstep[randomstep].stop();tutstep[randomstep].play();xpos=xpos+1;}walktime.restart();}}//move left//checking if walktime is greater than the walkspeed set above< br />if(walktime.elapsed>walkspeed){if (key_down(KEY_LEFT)){if(xpos>xstart){//tutstep[randomstep].stop();tutstep[randomstep].play();xpos=xpos-1;}walktime.restart();}//end of if statements}wait(5);//end of while}//end of part1}I've looked through the other examples that involve walking but they don't use arrays like this to load the sounds, at least as far as I could see - could this be the problem or is it something else that i'm missing? I just think arrays are a good idea instead of writing something like:sound step1;sound step2;sound step3;and later onstep1.load("path");step2.load("path);step3.load("path");Think you get the idea.Once I get the movement code done I hope to be able to use it again, which is why I@m trying to get it as right as possible now. actually while I think about it, is it possible to use a random number for the walking speed to emulate real walking or running differences between each pace taken (I think this could work well for realism in running motion, something that isn't really seen apart from the increase in speed in games like 2d platformer etc and even then it is only an increase and not a constant part of the motion of the character.)For those who wonder, the code does actually work, it has been tested.Thanks in advance for any help.URL: http://forum.audiogames.net/viewtopic.php?pid=171910#p171910 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
[Audiogames-reflector] movement code in BGT
movement code in BGT I have picked up BGT again and have got on well thus far. However, when I tried to make my character walk, I can only seem to get the steps to play one at a time without interrupting each other, making for very slow movement in terms of the sounds that play, whilst the character is moving normally in terms of the game itself, as demonstrated using the location checker. This is adapted from the original code, although not much has changed, so if you get any strange compiler errors, just respond with those and I'll see if I can help discover the cause.By the way, a note. for those who don't know, the files should be the follwoing:step1, step2, step3, step4, step5, step6 and loopall .ogg files, in the same directory as the script itself.If anyone can help me figure this out it would be much appreciated.My labels at the end may be a bit wrong, but I don't know whether that's caused a problem bgt probably would've given an error of some kind.//code//a voice objecttts_voice voice;//the starting positionsint xstart=0;int ystart=0;//the ending positionsint xend=10;int yend=10;//the player's x positionint xpos;//the player's y positionint ypos;//the musicsound loop;//the random variable for stepsint randomstep;//the array of steps that we will loop through latersound[] tutstep(6);//timers//walktimer walktime;//timer lengths for greater than//walkint walkspeed;void main(){show_game_window("test");walktime.restart();walkspeed=250;randomstep=random(1,5);//set x and y positions to the starting positions, namely the bottom of the grid.xpos=xstart;ypos=ystart;loop.load("loop.ogg");/*load the step sounds using a modified version of the array in the lan guage tutorial, concatonating the number into the load path. Notice that unlike lua/dfe, we don't put the variable in brackets during concatonation.*/for(int x=0; x<5; x++){tutstep[x].load("step"+x+".ogg");}part1();wait(10);}void part1(){ loop.play_looped(); while(true) {if(key_pressed(KEY_ESCAPE)){exit();}if (key_pressed(KEY_C)){voice.stop();voice.speak(xpos);wait(5);voice.speak(ypos);}//movement//move right//checking if walktime is greater than the walkspeed set aboveif(walktime.elapsed>walkspeed){if (key_down(KEY_RIGHT)){if(xpos{//tutstep[randomstep].stop();tutstep[randomstep].play();xpos=xpos+1;}walktime.restart();}}//move left//checking if walktime is greater than the walkspeed set aboveif(walktime.elapsed>walkspeed){if (key_down(KEY_LEFT)){if(xpos>xstart){//tutstep[randomstep].stop();tutstep[randomstep].play();xpos=xpos-1;}walktime.restart();}//end of if statements}wait(5);//end of while}//end of part1}I've looked through the other examples that involve walking but they don't use arrays like this to load the sounds, at least as far as I could see - could this be the problem or is it something else that i'm missing? I just think arrays are a good idea instead of writing something like:sound step1;sound step2;sound step3;and later onstep1.load("path");step2.load("path);step3.load("path");Think you get the idea.Once I get the movement code done I hope to be able to use it again, which is why I@m trying to get it as right as possible now. actually while I think about it, is it possible to use a random number for the walking speed to emulate real walking or running differences between each pace taken (I think this could work well for realism in running motion, something that isn't really seen apart from the increase in speed in games like 2d platformer etc and even then it is only an increase and not a constant part of the motion of the character.)Thanks in advance for any help.URL: http://forum.audiogames.net/viewtopic.php?pid=171910#p171910 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
[Audiogames-reflector] Shameless self promotion aka Dark's singing demos
Shameless self promotion aka Dark's singing demos As most people will probably know by now, likely my main passion in life (even more than computer games or even Doctor who), is singing! Last christmas my parents booked me an appointment to go to a professional recording studio and get some recordings of yours truly singing with backing tracks. We only had two hours, but the chap really knew what he was doing and had some pretty awsome equipment. Recording was fun, literally sitting in a sound proof booth with headphones and a mike, and actually a lot harder work than I would've expected sinse I rather expected it to be easier than singing in front of an audience, but found the opposite.I did this partly for the experience of professionally recording my singing, and partly to have a decent recording of my voice to show people. As a side effect of course, I can also share it with everyone hear so people will know what my singing voice is like. It's particular ly note worthy sinse one of the three tracks I recorded was indeed music of the night from phantom which I use for my sig, the other two were Anthem from the musical chess (a song about how lovely russia is), and Oh Del mio Dolce ardor by Gluk, a peace of early opera in Italian about how lovely Helen of troi is :d.Anyway if people fancied hearing my various squarkings, I've banged the Mp3 versions up on sendspace to torment everybody . Download them hereURL: http://forum.audiogames.net/viewtopic.php?pid=171909#p171909 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] Swamp, zombie fps by Aprone
Re: Swamp, zombie fps by Aprone Here's the problem I see with usage-based weapon skills. Assuming they degrade when you don't use a weapon, then you are still trapped. you have to use a weapon long enough to get 'good" with it, and then all the others are much less useful, leaving you with the same problem we have right now. Or, if skills don't degrade, then you just spend time getting good with each weapon, and you're suddenly able to use all of them. In the latter case, why not just scrap the zombie scaling idea altogether and go back to how Swamp used to be, since that is essentially what would happen anyway? In either case, we have the same system that exists right now, just with different names and mechanics, or we have the old system back. Cut out the middle man, or middle system I suppose, and we're right back to the main point of debate. I may be missing a key point about all this, but that's how I see it working.URL: http://forum.audiogames.net/viewtopic.php?pid=171908#p171908 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] Swamp, zombie fps by Aprone
Re: Swamp, zombie fps by Aprone I'm going to have to agree with the difficulty. I'm playing my secondary level 46 char, and while 46 may not seem like much to someone like Chow, it's 46! Still, I find it disproportionately difficult to solo a 15 crate mission. I'd spend just about as much stocking up on ammo and medkits than I'd get for a reward. Still though, I enjoy playing. the sheep is my favorite new toy.I know this has been suggested before, and I know Aprone is flailing under mountains of complicated ideas. I still want to throw my money into the ring for the idea that as you use weapons over time, you gain exp for that specific weapon. Keep skill points for armor and speed and junk, but gaining weaponry exp with use of the weapon in question would seem to make more sense in character. It seems like a more realistic in character fix than having skill point resets every 24 hours. also, usage exp would insure that high level players can switch weapons without having to dump a ll their points into one special one, leaving the rest useless.So in short, ditch weaponry skill points all together and base points on usage exp.URL: http://forum.audiogames.net/viewtopic.php?pid=171907#p171907 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] Enabling Narrator in Windows Longhorn setup
Re: Enabling Narrator in Windows Longhorn setup Hi.Longhorn is the beta of Vista. It was built on the XP interface from what I understand but they scrapped it in favor of that pile of garbage known as Windows Vista.Can anyone help me with this sound issue? Do I just need to install sound drivers? If so, what kind of sound card does Fusion emulate and where can I get the sound drivers?URL: http://forum.audiogames.net/viewtopic.php?pid=171906#p171906 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
[Audiogames-reflector] Where is the dragon realm in god wars 2?
Where is the dragon realm in god wars 2? Hi,Where is the dragon realm in god wars 2? I'm about to class and I want to choose my class as a dragon. However when I type find realm or find dragon or find dragon realm it didn't work.thanks.URL: http://forum.audiogames.net/viewtopic.php?pid=171905#p171905 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] I'm making a new game, but have a question
Re: I'm making a new game, but have a question Well I was thinking the same thing, that is until I found out why. He is going to help me get a patent for my software, this way I can release it and it'll stay mine, and no one can try to steel it from me. Hopefully we'll look at patents this weekend though.URL: http://forum.audiogames.net/viewtopic.php?pid=171904#p171904 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] Swamp, zombie fps by Aprone
Re: Swamp, zombie fps by Aprone I haven't written much for the past few days, but I wanted to quickly jump in and say that I'm in agreement. Recent changes have made things quite a bit harder on new players, which was not intentional. I plan to rescale some of the numbers to correct this, but I haven't had the time to do it yet.I'm aware that every now and then people are still getting randomly kicked out of Defender missions. I am still investigating the reason why.I'll share some information because I get people asking me this pretty regularly, have any players been dumb enough to try cheating now that we are using the paid gamer accounts? Hilariously the answer is yes! I'll admit I am being a lot more generous with people now that we're using the accounts, because I don't want there to be any chance of ever punishing someone who is innocent. I watched some guys for 2 days, cheating to walk through walls. The server recorded it each time, and I had literally sat and watched them doing it. So on day 2 I slapped an official warning on their accounts so that each time they sign in to Swamp it plays a special sound and reads off the warning message I wrote. It is a constant reminder that they will be banned if I see them cheating again.So yes, people are pretty dumb, hahaha! The good news is that every one of them stopped cheating after they got their warnings. The sort-of bad, but mainly funny news is that one of them decided he would just send me hate mail to get back at me for punishing him WITH A WARNING! ROFL! URL: http://forum.audiogames.net/viewtopic.php?pid=171903#p171903 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] a funny video
Re: a funny video hi,heres another funny prank call about hearing aidsbtw, the end of this is absolutely hilarious http://www.youtube.com/watch?v=QJ9K9m8OCpEURL: http://forum.audiogames.net/viewtopic.php?pid=171902#p171902 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
[Audiogames-reflector] gene therapy?
gene therapy? hi,I've been reading articles on gene therapy. Apparently gene therapy can restore vission for those who were blinded by a genetic condition.So my question is when this becomes available, will having gene therapy reverse all symptoms of a genetic disease or stop it from progressing.The reason I ask is because my blindness is due to a genetic disease and I was wundering if this type of treatment in the future would reverse it or eliminate the probability of me developing other symptoms of the genetic diseaseURL: http://forum.audiogames.net/viewtopic.php?pid=171901#p171901 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
[Audiogames-reflector] gene therapy?
gene therapy? hi,I've been reading articles on gene therapy. Apparently gene therapy can restore vission for those who were blinded by a genetic condition.So my question is when this becomes available, will having gene therapy reverse all symptoms of a genetic disease or stop it from progressing.URL: http://forum.audiogames.net/viewtopic.php?pid=171901#p171901 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] shadow rine full voice version released
Re: shadow rine full voice version released I'm on the third floor and I defeated the demon. I' go to the next dore and at the save point. I go through the next dore. I'm in the room with the portals. I go through the sekint opening go rite. walk south and I find the three dore's and the room that had the key of empty. i can't find the one that goes with the key of rock.URL: http://forum.audiogames.net/viewtopic.php?pid=171900#p171900 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] Time of conflict 2.0 major upgrade!
Re: Time of conflict 2.0 major upgrade! Hy all!I has been waiting for this version since 2010, but now, when I try to execute the game i have a big problem, DAM!It gives to me this:Time of ConflictRun-time error '429':ActiveX component can't create objectAnd then the game crash.I tryd reinstaling few times, redownloading, and always the problem is the same.Looking in google it appears some libraries are not registered, or some kind of problem with visual basicore some dll files.But I'm not programmer, and I dont find the way to repair the problem.Can someone help me? I'm ansious for playing!Thanks alot comunity!Best regards.URL: http://forum.audiogames.net/viewtopic.php?pid=171899#p171899 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] nvda's minimum office support
Re: nvda's minimum office support Keep in mind, as NVDA is "Free Software," the best support with office, is "Open Office," especially now with 4.1, as of this writing, in beta.And finally! Java access bridge is not required in order to use it!URL: http://forum.audiogames.net/viewtopic.php?pid=171898#p171898 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] Swamp, zombie fps by Aprone
Re: Swamp, zombie fps by Aprone I've heard a lot of people being shocked at how hard even a level 10 mission is. It seems to me that yes, new players will be overwhelmed and discouraged. Also, yes, zombies hit a lot harder than they used to. I'm still not sure if that's good or not, but I tend to think it's not. As you said, it seems like the time you can actually learn the game has decreased, since you will die so much more easily now, even on the main maps. When you find armor, it does little to protect you, which is also discouraging considering how much it slows you down while offering so little protection. I don't know, maybe it's just something else to get used to, but the AI for low-level missions seems way harder than it should be, and the armor really doesn't help as much as it should.URL: http://forum.audiogames.net/viewtopic.php?pid=171897#p171897 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] bokurano daiboukenn 3
Re: bokurano daiboukenn 3 i can not take the gravity killer.URL: http://forum.audiogames.net/viewtopic.php?pid=171896#p171896 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] shadow rine full voice version released
Re: shadow rine full voice version released SpoilerHi, to find other password, explore accurately the forest at the west from the temple. Explore in the forest various exits and you will find, after a long battle with monsters, the other password.Have you finished the maze?URL: http://forum.audiogames.net/viewtopic.php?pid=171895#p171895 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] shadow rine full voice version released
Re: shadow rine full voice version released SpoilerHi, to find other password, explore accurately the forest at the west from the temple. Explore in the forest various exits and you will find, after a long battle with monsters, the other password.Have you finish the maze?URL: http://forum.audiogames.net/viewtopic.php?pid=171895#p171895 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] I'm making a new game, but have a question
Re: I'm making a new game, but have a question Hi,Why on earth aren't your parents letting you release your own creations? That sounds really overprotective if you ask me. That's hampering your dreams and that really, really is not fair.URL: http://forum.audiogames.net/viewtopic.php?pid=171894#p171894 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] SammySenter
Re: SammySenter Hi,@burak: I don't think we'll get that sort of thing in this software, as it's just a minigame collection. I'm curious to know what the rocket attack thingw ould be though. Probably imilar to sapce invaders, but is that really such a bad thing? We haven't really seen it in this context before.URL: http://forum.audiogames.net/viewtopic.php?pid=171893#p171893 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] Enabling Narrator in Windows Longhorn setup
Re: Enabling Narrator in Windows Longhorn setup Hi, Windows longhorn? I never heard about that. What is that about?URL: http://forum.audiogames.net/viewtopic.php?pid=171892#p171892 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] SammySenter
Re: SammySenter I want a racing game! A realistic oneURL: http://forum.audiogames.net/viewtopic.php?pid=171891#p171891 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] First person shooter for the blind - working title "Nightfall"
Re: First person shooter for the blind - working title "Nightfall" I agree with the radar. All mainstream FPS games have a minimap. It shows team mates in green or yellow or what ever color and enemy in red. It helps them locate the enemy quicker. and when they aim there guns, some have a scope which allows them to see through certain objects for example windows or even walls with an upgrade.I dont no how hard something like that would be to impliment but I dont like the idea of a constant beaping radar. but I dont no.URL: http://forum.audiogames.net/viewtopic.php?pid=171890#p171890 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] SammySenter
Re: SammySenter Yes, Sam want to know, what game we want.So, please, add some descriptions about this game and we will make one decide. I don't know, how to agree with It.URL: http://forum.audiogames.net/viewtopic.php?pid=171889#p171889 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] SammySenter
Re: SammySenter It isn't released yet but it will come in the near futureURL: http://forum.audiogames.net/viewtopic.php?pid=171888#p171888 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] shadow rine full voice version released
Re: shadow rine full voice version released Where can I find the other passwords? I've explore it in demo version but I only got the password of the last Hope boyfriend AURL: http://forum.audiogames.net/viewtopic.php?pid=171887#p171887 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] SammySenter
Re: SammySenter I downloaded it but it's still version 0.03, unless you didn't actually mean to release it? Your message was confusing.URL: http://forum.audiogames.net/viewtopic.php?pid=171886#p171886 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] is it even possible?
Re: is it even possible? It uses the touch screen, similar to using a Mac Trackpad if you've ever manage to get your hands on one of those.URL: http://forum.audiogames.net/viewtopic.php?pid=171885#p171885 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] Addressing Some Concerns About USA Games
Re: Addressing Some Concerns About USA Games I certainly agree were I a large company that if something didn't benefit me, I wouldn't do it. As for Dropping support for some things, there again, if newer does indeed work better, then by all means go for it. Less bugs, less complaining, and we all hate complaining, don't we?URL: http://forum.audiogames.net/viewtopic.php?pid=171884#p171884 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] snow race beta released!
Re: snow race beta released! It will be ready when its ready. No sooner, no layter. If you really want to know what happening, its my birthday so i'm taking a break from coding to relax now that I got the latest ssx for playstation 3. However I have started work on the riders profile system, so hopefully if I can get it finished in time you should be able to write and view each other's profiles. @brad That is very intresting. The game, with grafics turned off opens in 1024 x 768 screen resolution. I can try a window, but in the past that wasn't really well. I will try again though.URL: http://forum.audiogames.net/viewtopic.php?pid=171883#p171883 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] snow race beta released!
Re: snow race beta released! It will be ready when its ready. No sooner, no layter. If you really want to know what happening, its my birthday so i'm taking a break from coding to relax now that I got the latest ssx for playstation 3. However I have started work on the riders profile system, so hopefully if I can get it finished in time you should be able to write and view each other's profiles.URL: http://forum.audiogames.net/viewtopic.php?pid=171883#p171883 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: [Audiogames-reflector] Can anyone help me with SMC Fan Control for my mac?
Re: Can anyone help me with SMC Fan Control for my mac? hi cris.Yes the fan control is in the preferences.in the settings of the fan control, you have a leveler of fans.I mean, walk with the slider, and up or down the speed.You may not feel the change but as soon as you close the fan control, you will understand the difference.If it doesn't work then you're not meant to be compatible with your system.here on my imac with the mavericks works very well.cheers.URL: http://forum.audiogames.net/viewtopic.php?pid=171882#p171882 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com http://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector