Re: Resident Evil 6 Tutorial.

2015-10-20 Thread AudioGames . net Forum — General Game Discussion : SLJ via Audiogames-reflector


  


Re: Resident Evil 6 Tutorial.

Cool. Now, I just wish I understood Spanish. Haha. 

URL: http://forum.audiogames.net/viewtopic.php?pid=235494#p235494





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One piece online 2

2015-10-20 Thread AudioGames . net Forum — General Game Discussion : debbiedeborah via Audiogames-reflector


  


One piece online 2

Do you like game and comic,now I was so obsessed with the one piece manga,and I even like the game about it.one piece 2 is based on piece manga.

URL: http://forum.audiogames.net/viewtopic.php?pid=235495#p235495





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Re: Halloween party playlist

2015-10-20 Thread AudioGames . net Forum — Off-topic room : Soul Keeper via Audiogames-reflector


  


Re: Halloween party playlist

Damnit, Monster Mash better be in that playlist!  Dancing Dead (Avenged Sevenfold) and uh... no clue, something from Majora's Mask? haha.

URL: http://forum.audiogames.net/viewtopic.php?pid=235499#p235499





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Re: easy in the trash! New silly game by me

2015-10-20 Thread AudioGames . net Forum — New releases room : jaybird via Audiogames-reflector


  


Re: easy in the trash! New silly game by me

I won a game with no missed shots for the first time last night! Here are the stats:ending stats. Throws. 23. Misses. 0. Final ending score. 1203 Difficulty easy.This game is such a fun little time waster!

URL: http://forum.audiogames.net/viewtopic.php?pid=235501#p235501





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Re: New horror and adventure sidescroller, The gate!

2015-10-20 Thread AudioGames . net Forum — New releases room : lukas via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

[[wow]], SLJ, I had no idea the game was really that difficult for you in this particular sense. I don't know what's causing it then. I admit I was struggling initially as well, probably until I first beat level 3 while still having only the demo. Then things seemed to have clicked into place for me, I figured out the style of the game and the best ways to play it.It seems as though the ghosts are the greatest issue for you for the time being but I'm not sure I can suggest any particular strategy. Do you realize you have to jump a lot in this game, particularly on the harder difficulties or in the higher levels even on easy? This is similar to the Psycho Strike missions. You won't be able to just outrun most enemies simply by walking, certainly not on the harder difficulties or, like I said, even on easy on the higher floors of the castle. There aren't that many holes in the lower levels so you can usually just jump back from the enemy once or twice
  and that should do the trick, giving you a bit of a break. You don't need to worry about timing the jump in any way for the most part. Usually, it's just enough to hit the up arrow along with the left or right one at the same moment to jump as far to the left or right as possible. There is nothing like jumping too far over a pit. Even if there is a row of pits placed very close to each other, which you will unsurprisingly encounter especially higher up, there are always at least two or three steps between every two pits. I personally don't have any issues distinguishing the pit edges from the normal step just bysound, either. Since there is no true platforming in The Gate, the surface is just flat and you have to jump over an obstacle, there is in my opinion really no need for a scanner of any sort to get the visual idea. I believe telling two pits apart is just part of the challenge in the game. After all, look at how it was done in Super Liam or Q9, the only differ
 ence here is that the enemies in The Gate are tougher to kill, faster and probably smarter.The idea is to move slowly and cautiously through the level until you spot an enemy. Usually, if you are slow enough, unless you are in a predetermined ambush where a lot of enemies spawn all around you at once, you can hear a single enemy before it spots you. So if you hear say a goblin to your right, take one step at a time very slowly until he starts chasing you. That way you can lure him away from the rest of the possible group of waiting enemies, jump back with him on your tail until you feel comfortable having enough room around you, and he has no chance. :-)Likewise, I honestly can't see what's so difficult about hitting the ghosts, although I would love to be able to help you out. It's all a matter of perfect timing, nothing more and nothing less. By the same token, you can usualy get enough space between yourself and even a ghost, unless you're surrou
 nded on both sides. If you jump, you are faster even than a ghost.When walking through the level for the first time, before you have killed all the enemies present, you have to be on a constant lookout for any that spawn very close to you, so that you are ready to take one or two fast jumps away from them. If you don't manage to do this in time, you'll usually just get hit. The only problem with enemies spawning very close to you can be with the ghosts. You just have to get used to jumping almost every time you're in an encounter in general. It's usually just the slower enemies such as the animated statues or the soul suckers that you can just walk away from easily. :-)I guess I should probably record a walk-through of some sort. That explains stuff much better than just trying to write out a few tips so that they sound sensible. It would be the first time doing something like that for me, and thus probably a bit of a challenge at the beginning, but
  I believe The Gate is worth this. The enemies in this game are so challenging that I'm afraid just a written guide wouldn't suffice for most.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=235502#p235502





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Re: New horror and adventure sidescroller, The gate!

2015-10-20 Thread AudioGames . net Forum — New releases room : Muhammad Hajjar via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

Fi, fi, finally, I finally beat Hades lol, finally did it on easy, will I be able to beat him on normal? I'll try that.

URL: http://forum.audiogames.net/viewtopic.php?pid=235503#p235503





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Re: New horror and adventure sidescroller, The gate!

2015-10-20 Thread AudioGames . net Forum — New releases room : lukas via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

[[wow]], SLJ, I had no idea the game was really that difficult for you in this particular sense. I don't know what's causing it then. I admit I was struggling initially as well, probably until I first beat level 3 while still having only the demo. Then things seemed to have clicked into place for me, I figured out the style of the game and the best ways to play it.It seems as though the ghosts are the greatest issue for you for the time being but I'm not sure I can suggest any particular strategy. Do you realize you have to jump a lot in this game, particularly on the harder difficulties or in the higher levels even on easy? This is similar to the Psycho Strike missions. You won't be able to just outrun most enemies simply by walking, certainly not on the harder difficulties or, like I said, even on easy on the higher floors of the castle. There aren't that many holes in the lower levels so you can usually just jump back from the enemy once or twice
  and that should do the trick, giving you a bit of a break. You don't need to worry about timing the jump in any way for the most part. Usually, it's just enough to hit the up arrow along with the left or right one at the same moment to jump as far to the left or right as possible. There is nothing like jumping too far over a pit. Even if there is a row of pits placed very close to each other, which you will unsurprisingly encounter especially higher up, there are always at least two or three steps between every two pits. I personally don't have any issues distinguishing the pit edges from the normal step just bysound, either. Since there is no true platforming in The Gate, the surface is just flat and you have to jump over an obstacle, there is in my opinion really no need for a scanner of any sort to get the visual idea. I believe telling two pits apart is just part of the challenge in the game. After all, look at how it was done in Super Liam or Q9, the only differ
 ence here is that the enemies in The Gate are tougher to kill, faster and probably smarter.The idea is to move slowly and cautiously through the level until you spot an enemy. Usually, if you are slow enough, unless you are in a predetermined ambush where a lot of enemies spawn all around you at once, you can hear a single enemy before it spots you. So if you hear say a goblin to your right, take one step at a time very slowly until he starts chasing you. that way you can lure him away from the rest of the possible group of waiting enemies, jump back with him on your tail until you feel comfortable having enough room around you, and he has no chance. :-)Likewise, I honestly can't see what's so difficult about hitting the ghosts, although I would love to be able to help you out. It's all a matter of perfect timing, nothing more and nothing less. By the same token, you can usualy get enough space between yourself and even a ghost, unless you're surrou
 nded on both sides. If you jump, you are faster even than a ghost.When walking through the level for the first time, before you have killed all the enemies present, you have to be on a constant lookout for any that spawn very close to you, so that you are ready to take one or two fast jumps away from them. If you don't manage to do this in time, you'll usually just get hit. The only problem with enemies spawning very close to you can be with the ghosts. You just have to get used to jumping almost every time you're in an encounter in general. It's usually just the slower enemies such as the animated statues or the soul suckers that you can just walk away from easily. :-)I guess I should probably record a walk-through of some sort. That explains stuff much better than just trying to write out a few tips so that they sound sensible. It would be the first time doing something like that for me, and thus probably a bit of a challenge at the beginning, but
  I believe The Gate is worth this. The enemies in this game are so challenging that I'm afraid just a written guide wouldn't suffice for most.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=235502#p235502





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Re: Bokurano Daibouken 3 : secondary topic

2015-10-20 Thread AudioGames . net Forum — New releases room : bucklee12 via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

same here. worked for a minute. thats all. so no fixed, older, or whatever versions are working.

URL: http://forum.audiogames.net/viewtopic.php?pid=235505#p235505





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Re: Halloween party playlist

2015-10-20 Thread AudioGames . net Forum — Off-topic room : simba via Audiogames-reflector


  


Re: Halloween party playlist

Hello.I would reccomend some songs from a german power metal band called Powerwolf.These guys mix metal with dark themes, including organs, parts sung in latin or romanian, and an over all dark theme.If you want, I can pick some songs out for you and place some youtube links here if you want.Greetings Moritz.

URL: http://forum.audiogames.net/viewtopic.php?pid=235507#p235507





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Re: audio-based medieval virtual world

2015-10-20 Thread AudioGames . net Forum — General Game Discussion : danny via Audiogames-reflector


  


Re: audio-based medieval virtual world

Deathmatch is actually only free because A I enjoy my work and B because i'm not at all cumffy to handle yet another responcibility of shareware. If I ever made deathmatch shareware, i'd at least want to give users a far more stable experience than they've had in the past with server stibility. I've been looking into it though, yes yes, I know, queue the angry mob of people screaming I can't pay or your evil for getting reward for your hard work, mwhahahahahahaha.

URL: http://forum.audiogames.net/viewtopic.php?pid=235510#p235510





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Re: DeathMatch, a new beginning

2015-10-20 Thread AudioGames . net Forum — General Game Discussion : danny via Audiogames-reflector


  


Re: DeathMatch, a new beginning

Hi all, I posted a small recording of dmnb v2.0 in its early overhaul phase. Their isn't much to see but you'll notice some drastic changes where the engine has been made way more responcive, speshily when you switched rooms onboard a ship. My twitter for anyone who's intrested is danny226. And now, a small but good progress update for though's who are very curious. So far, the main things that are done is a brand new account system allowing you to have multiple players, and the basic ship interior system. Not to mention that when you start, your taken through player creation and asked to select 2 skills. That's right, we're getting a skill system. I'm also taking this major opertunity to revamp the console system to both be more easy and to also allow for crews, as aposed to the old system of setting a sirten station type on a console and being done with it.

URL: http://forum.audiogames.net/viewtopic.php?pid=235511#p235511





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Re: DeathMatch, a new beginning

2015-10-20 Thread AudioGames . net Forum — General Game Discussion : aswar . potter via Audiogames-reflector


  


Re: DeathMatch, a new beginning

Wehre could we grap the record?

URL: http://forum.audiogames.net/viewtopic.php?pid=235512#p235512





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Re: audio-based medieval virtual world

2015-10-20 Thread AudioGames . net Forum — General Game Discussion : Soul Keeper via Audiogames-reflector


  


Re: audio-based medieval virtual world

I'd be willing to help with any writing necessary (story content, etc). Can't program, but if you need more ideas, or need some kind of writing for the game just pm me or something.  Not sure how far this project will get, but I'd be willing to provide help until the end, whether or not that spells completion. Also, I've always loved skill based progression, rather than archetypical class type advancement. It's just made more sense to me.

URL: http://forum.audiogames.net/viewtopic.php?pid=235496#p235496





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Re: How do I record computer and voice input simultaneously with Audacity?

2015-10-20 Thread AudioGames . net Forum — Off-topic room : simba via Audiogames-reflector


  


Re: How do I record computer and voice input simultaneously with Audacity?

Hi.My first choice for this kind of matter would be soundtap streaming audio recorder from nch software.It's very accessible and has a very clean interface which doesnt have any unlabeled buttons or switches.When I remember right, you can even set the format in which the recordings will be saved in.It also allows you to record just from your soundcard or soundcard and microphone.Greetings Moritz.

URL: http://forum.audiogames.net/viewtopic.php?pid=235508#p235508





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Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

2015-10-20 Thread AudioGames . net Forum — New releases room : Wastelander via Audiogames-reflector


  


Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

**Changelog 19/10/15** *Version 0.8.6.4*-Today has been a fair few bugfixes, new books, two new dev tools that are accessible to everyone though the encounter selector can reject the encounter if it isn't fit for the region or subregion you are in, also added some new radiation based mutations, a few items and although I can't list it as a new perk the scrap master perk has been redone to work now, it stopped working after the inventory system came in a while back and has been ignored since but now it works though you have to have a fairly high skill in it to avoid losing the weapon. A lot of changes and roughly 84 new book variants**BUGFIXES**- Fixed door ascii art not showing bug- Fixed medbay door error- Fixed naming weapon nothing bug (thanks datatriny)- Fixed gets gets text bug on studded skin (thanks datatriny)- Fixed fleeing merchant guard bug- Fixed second page perk text spacing**MAJOR NEW FEATURES**- Added Mysterious Codex book- Added How to Juggle book- Added new dev tool encounter selector (404 in the main menu)- Added the colour selector game mode (78 in the main menu)- Added rad absorption mutation- Added rad expulsion mutation**NEW CHANGES**- Reworked scrap master perk to work with inventory weapons- Nerfed and limited super mutation- Added Destroyed and completely unreadable copies of books (adds 42 new book variants)- Added Brittle and Damaged copies of books (adds 42 new book variants)- Added Dinki-di food company- Added heavy lift perk that gives extra strength for weight lifting- buffed weight lift max- reduced dungeon encounter frequency- Added more than just grey color for medical items- changed weights system to be based on weight you've lifted**NEW ITEMS**- Added 6 shark tooth items*Build 0.8.6.4 now Available for [download](https://www.dropbox.com/s/81g4tus4yjpqn … 4.zip?dl=1)*

URL: http://forum.audiogames.net/viewtopic.php?pid=235509#p235509





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Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

2015-10-20 Thread AudioGames . net Forum — New releases room : Wastelander via Audiogames-reflector


  


Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

@Soul Keeper,Already planned barding in towns, though I may begin to try and implement it further such as being able to play for a merchant for a discount or free item, there is another thing I've been trying for a while but its very difficult, I wanted to have something within the code (that will most likely require me to use an engine) so that I can have a special number randomly generated and asigned to all instruments that defines their pitch, so one guitar might have 0001 and another might have 0292, the 0001 guitar might sound really high pitched whereas 0292 would sound lower and different, it would mean that each guitar (or other intrsument) you find would have a totally different sound and you could look around and try and find the one that sounded best to you.The problem is I've yet to be able to get sound to be able to be pitch changed while being played, because it would have to be done as the sound was being played instead of having 100s
  of pitch altered sound files for each type of pitch, once I manage to breakthrough that technological issue barrier I will also be implementing it to drugs, where the pitch of the region theme music will go really slowly to show that you are tripping balls! 

URL: http://forum.audiogames.net/viewtopic.php?pid=235506#p235506





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Re: Instant Translate 4.0 has stopped working

2015-10-20 Thread AudioGames . net Forum — Off-topic room : bucklee12 via Audiogames-reflector


  


Re: Instant Translate 4.0 has stopped working

not working. after one minute. so the same and same problem. again and again.

URL: http://forum.audiogames.net/viewtopic.php?pid=235504#p235504





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Re: U-Mart. A business strategy game, by Aprone

2015-10-20 Thread AudioGames . net Forum — New releases room : keba via Audiogames-reflector


  


Re: U-Mart.  A business strategy game, by Aprone

ahaha nice one keyIsFull.

URL: http://forum.audiogames.net/viewtopic.php?pid=235523#p235523





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Re: New horror and adventure sidescroller, The gate!

2015-10-20 Thread AudioGames . net Forum — New releases room : livrobo via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

SLJ, why don't you just kill the ghosts? They move slow enough that you should be able to hit them with the knife you start out with before they get too close to you. Also, the pits are always the same for most of the game. Those two footsteps before a pit means that you're standing at the edge so you need to jump, because another step will kill you. If you're still having problems, maybe you could make a recording. Maybe then we'd be able to see what's causing the problem for you.  On second glance, it looks like you're trying to just move through the levels without killing the enemies. This may be why you're having so much trouble. If you don't kill the enemies and just try to move through the level, they're going to keep piling up and it's going to get harder and harder to progress.

URL: http://forum.audiogames.net/viewtopic.php?pid=235513#p235513





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Re: New horror and adventure sidescroller, The gate!

2015-10-20 Thread AudioGames . net Forum — New releases room : livrobo via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

SLJ, why don't you just kill the ghosts? They move slow enough that you should be able to hit them with the knife you start out with before they get too close to you. Also, the pits are always the same for most of the game. Those two footsteps before a pit means that you're standing at the edge so you need to jump, because another step will kill you. If you're still having problems, maybe you could make a recording. Maybe then we'd be able to see what's causing the problem for you.

URL: http://forum.audiogames.net/viewtopic.php?pid=235513#p235513





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Re: audio-based medieval virtual world

2015-10-20 Thread AudioGames . net Forum — General Game Discussion : karate25 via Audiogames-reflector


  


Re: audio-based medieval virtual world

Good morning everyone, my goodness! what a lot of wonderful and educational feedback I'm getting. Sam, I think I agree with you about having an engine that you can simply put things in and then do the coding later on. I've never heard of this midworld game but it sounds like fun. I've also heard the comment about security, so if I do have to wind up charging for the game a subscription fee, I promise I'll keep it low so as many people who want to enjoy it can do so. Also, I'm happy you're bringing up the subject of servers. How much should I expect to pay for one, and can I simply get one where I only need to pay once and the server's mine, or is this a recurring payment and can I get one that I can pay an annual fee rather than a monthly fee. Lots of questions but believe me, I'm already learning so much and I'm taking it all in with a smile on my face because I really want to see this project come to fruition. We really need something
  like this in audio gaming. Games are becoming more suffisticated and it's time that audio games kept up with the times rather than all this dice and card foolishness. I have Naruto as one of my writers already, but from what I'm reading and picking up from you folks, I'm going to need a pretty fair-sized team of writers sound designers and coders, so I'll take all the help I can get. I'm looking to have the character be able to turn in one place and you'll be able to wield either two weapons at once, or a larger two-handed weapon like a bastard sword or battleaxe. Have a wonderful day and keep this feedback comeing. This is terrific. I didn't think this would amount to much but it's already getting lots of buzz so that makes me happy.

URL: http://forum.audiogames.net/viewtopic.php?pid=235517#p235517





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Re: DeathMatch, a new beginning

2015-10-20 Thread AudioGames . net Forum — General Game Discussion : severestormsteve1 via Audiogames-reflector


  


Re: DeathMatch, a new beginning

Oh [[wow]].  Sad to hear you had to take down the first version of DMNB. Glad there's a more dead space like one in the future!  You should so make it so that people can audio chat to each other on ships though so that people can actually create real-time let's plays of this. You know how awesome that would be? Also, there are some of us who are not permitted to have a twitter account, could you post it here for those of us like that but who are still interested?Thanks.

URL: http://forum.audiogames.net/viewtopic.php?pid=235516#p235516





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Re: Bokurano Daibouken 3 : secondary topic

2015-10-20 Thread AudioGames . net Forum — New releases room : Trenton Goldshark via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

For the record, TW Blue, that twitter client, was forced to drop the translator feature, do to new google policy.So, unless Microsoft has an API or something... All we can do,is wait.

URL: http://forum.audiogames.net/viewtopic.php?pid=235514#p235514





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Re: DeathMatch, a new beginning

2015-10-20 Thread AudioGames . net Forum — General Game Discussion : the terminator via Audiogames-reflector


  


Re: DeathMatch, a new beginning

hey danny.I really want to test this new version. Also, if you want ideas, suggestions and coding hands I can do so for you.so yeah, sad this project is going off.may I ask, what are you planning to do with it now? with the old dmnb I mean?here, I just wanted to question this cause I got a brilliant idea on my mind right now.ya know, we always saved respect eachother. Yes, I trolled. But as the personality of hmp AKA heavy metal pirate was ment to be like that, I can't really say much of it.you see, ammiom appeared as a result of deathmatch. So sad ammiom might die due to dmnb1 being thrown.I'd like to be conssidered for the team. I'll thank that a lot.best regards.this is makiocento. We've designed the makiowrap, an awesome computer capable of having 40k of ram...

URL: http://forum.audiogames.net/viewtopic.php?pid=235515#p235515





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Re: Introducing: Out of Sight Games

2015-10-20 Thread AudioGames . net Forum — General Game Discussion : SLJ via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

Hi.[[wow]], this sounds really exciting.I have a few questions:1: How many hours does it take to beat the storyline? Are their side quests like missions and extra things to do than following the main path in the storyline?2: Unlockables, trophies, secrets and replayability: Are we going to see this? I know this might be too much to expect for the first project, but when you are used to mainstream games, you know what they have to offer.I look very much forward to the game. I hope this will be a payed game to support your great work and to support your future development. I look forward to hear more about your first release.

URL: http://forum.audiogames.net/viewtopic.php?pid=235491#p235491





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Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

2015-10-20 Thread AudioGames . net Forum — New releases room : Soul Keeper via Audiogames-reflector


  


Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

Would be neat if there were different instruments that you could get that would give you bonuses when playing music with the bard perk, and depending on quality of the instrument etc, you could get bonuses when trying to, say, charm a dancing titan into following you around or leaving you alone, or making some coin at a town's bar. (flutes, guitars, drums, trumpets... xylophones?

URL: http://forum.audiogames.net/viewtopic.php?pid=235497#p235497





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Re: New horror and adventure sidescroller, The gate!

2015-10-20 Thread AudioGames . net Forum — New releases room : SLJ via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

@Lukas:Thank you very much for your explanations regarding the whols and ghosts, but I don't think you got my point.I indeed like fast paste games. I play BK 2 and 3, A blind legend, the Papa sangre games and nearly all other games which are at the same difficulty level as The gate and more difficult. I also play mainstream games, and I have even spent more than 20 hours on trying to complete mainstream games, which others would have thrown away long time ago.I'll try to explain my issue with The gate in an other way. Not to constantly saying bad things about the game which so many people enjoy, but to hopefully make people aware of why I, and maybe other people find the game simply not fun to play.In bk3 for example, where there are a lot of platforming, you can scan the area to get a visual idea about the layout, so you know where the wholes are before you jump. Enemies do respawn in some levels, but not that fast as in The Gate. In the Gate, I 
 can't check how close I am to a whole other by listening to the distanse of the sound, or by the footsteps. The footsteps doesn't help, because either the sounds are drowned by the sounds of the enemies, or I jump too far, and the next step will kill me.My biggest issue with The gate is how the ghosts works. Being chased by an enemy you can't hit at all but will kill you in one single touch does even not happen in mainstream games. Not that I have seen. That being mixed by enemies you previously have killed randomly being respawned makes me not jumping back in the level away from the ghost, because then an other respawned ghost and more enemies will kill me, making think, what is the idea then to kill enemies?My issue with the wholes is the same in Adventure at C:. In mainstream games, sighted people can see how close they are to the next pit. They can see for sure that if they are going 3 steps more, they are dead. But two steps are fine. Can you get this
  information in The gate? I can't. What happens if you jump too far over a pit? One step more and you'll not hear the creeking flor, but you'll fall directly into the pit.I don't mind jumping over large gabs like in BK3, where you seriously need to know the visual layout before you even think about doing the first jump. You even need to land on small platforms which are like 3 steps away but either above you or below you, otherwise you'll kill yourself, get ponnished so badly so you'll never forget it or miss some really important things to complete the level. But in The Gate, this seems as it's  only  a matter of timing your jumps when fleeing from a ghost which chases you. You can't just take a break, have a look at your surroundings or kill the enemies to get the break you need, because killing the enemies is just waist of time. So you just need to jump, run and flee from your enemies, jump back to get the ghosts away from t
 he pits, kill the enemies who are in your way, time your jumps etc. That's great for those who enjoy those types of games.Well, I think you got my point, and I hope things will be changed in the future. Not to make the game easier, not at all. That's just my opinion. It's great if people don't agrees, because people do have different opinions and there should be games for everyone.

URL: http://forum.audiogames.net/viewtopic.php?pid=235498#p235498





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Re: Survive the Wild!

2015-10-20 Thread AudioGames . net Forum — New releases room : samtupy1 via Audiogames-reflector


  


Re: Survive the Wild!

I never got a key for the breath in this update but it'll be in the next version. But... To make up for that, there is still a really, really cool update! Like, it even includes a new way to start fires!New in 0.77.0You can now propperly watch someone when they go under water. Thanks to conner, there are now descriptions for most items!Hey cheaters, no more opening your bag while jumping, bwa ha ha!Bullets no longer pass threw trees or bariers! Instead they ricochet!Fixed that bug whare if you were in a building then went underwater at night, you'd hear the night ambience as if you were outside when you came back. Added at least 20 minutes of all new ambience that people will soon be able to use for creating maps, that could ultimatly get included in the game!Now, you can start a fire by repeatedly combining flint with medal when you are on wood!Made the pond ambience a little longer, not too knowtissable but figured 
 i'd throw it in here. It sounds nice. Added 2 new surfaces, flint and marsh! Enjoy, guys!

URL: http://forum.audiogames.net/viewtopic.php?pid=235500#p235500





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Re: audio-based medieval virtual world

2015-10-20 Thread AudioGames . net Forum — General Game Discussion : SLJ via Audiogames-reflector


  


Re: audio-based medieval virtual world

Hi.I really like the idea of such an awesome project, but man, you need to look at it in realistic ways.1: It would be a shame to make this huge project free, which might mess it all up like in Swamp. Payed players will not hack the server, and if they do, their money are lost and taken for hacking the game. Lol.2: You need to realize that Deathmatch and Survive the wild are only free, mainly because Danny and Sam who are the main guys behind those projects are multiple talented people, who can code, who have many of the ideas and can do many other things. In a huge project like what you are describing, at leased 20 people have to work full time for at leased a half year to make all this. It would be awesome if all this could be made for free, but I don't think that's possible. THis is only the game itself. What about the server and hosting all this?I think Sam is right. When it comes to a huge project like this, I think making a system where you 
 and other people you trust can build it all without needing a coder to make it all would be the way to go. that would also require a lot of work, but if you can get a system up and running where you, without any coding experiences at all can make buildings, cities, make objects, computer generated people etc. then you don't need a coder to make everything.Again, I really like the idea, and if you manage to get all this up and running, you will bring audiogaming up to a whole new level, which would be fantastic. But as said before, you also need to look at all this in a realistic way.

URL: http://forum.audiogames.net/viewtopic.php?pid=235492#p235492





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Re: Tentative Entombed 2 Design Decisions

2015-10-20 Thread AudioGames . net Forum — General Game Discussion : SLJ via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

@Mirage: What website are you looking at? I don't see any differences when going to the website...

URL: http://forum.audiogames.net/viewtopic.php?pid=235493#p235493





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Re: audio-based medieval virtual world

2015-10-20 Thread AudioGames . net Forum — General Game Discussion : Soul Keeper via Audiogames-reflector


  


Re: audio-based medieval virtual world

I'd be willing to help with any writing necessary (story content, etc). Can't program, but if you need more ideas, or need some kind of writing for the game just pm me or something.  Not sure how far this project will get, but I'd be willing to provide help until the end, whether or not that spells completion.

URL: http://forum.audiogames.net/viewtopic.php?pid=235496#p235496





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Re: New horror and adventure sidescroller, The gate!

2015-10-20 Thread AudioGames . net Forum — New releases room : BryanP via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

The only problem with that is when the ghost suddenly appears right behind you. You pretty much HAVE! to jump away from it in those instances just to give yourself room to turn around. Some of those ghosts move quite fast.

URL: http://forum.audiogames.net/viewtopic.php?pid=235524#p235524





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Re: Halloween party playlist

2015-10-20 Thread AudioGames . net Forum — Off-topic room : aaron via Audiogames-reflector


  


Re: Halloween party playlist

Hello,Definitely Monster Mash. When it's ready could you please paste the names of the songs here so we could listen as well?

URL: http://forum.audiogames.net/viewtopic.php?pid=235525#p235525





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Re: New horror and adventure sidescroller, The gate!

2015-10-20 Thread AudioGames . net Forum — New releases room : livrobo via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

True, but by that  time you've gotten the sword. If you're quick enough, you can jump, hit left and easily kill them with that.

URL: http://forum.audiogames.net/viewtopic.php?pid=235526#p235526





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Re: Halloween party playlist

2015-10-20 Thread AudioGames . net Forum — Off-topic room : Joseph Westhouse via Audiogames-reflector


  


Re: Halloween party playlist

You've gotta have "The Monster Mash." And if you're including the Buffy theme, you may as well throw in the them from "Angel" for good measure...

URL: http://forum.audiogames.net/viewtopic.php?pid=235527#p235527





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Re: New horror and adventure sidescroller, The gate!

2015-10-20 Thread AudioGames . net Forum — New releases room : livrobo via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

True, but by the  time ghosts start popping out right behind you, you should have gotten the sword. If you're quick enough, you can jump, hit left and easily kill them with that.

URL: http://forum.audiogames.net/viewtopic.php?pid=235526#p235526





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Umart store items topic

2015-10-20 Thread AudioGames . net Forum — New releases room : Giovani via Audiogames-reflector


  


Umart store items topic

Hi people.This is a topic, where You can post Your items to the Umart game stores.Here are My items:https://dl.dropboxusercontent.com/u/602 … epherd.zipThanksMarco

URL: http://forum.audiogames.net/viewtopic.php?pid=235551#p235551





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Re: DeathMatch, a new beginning

2015-10-20 Thread AudioGames . net Forum — General Game Discussion : danny via Audiogames-reflector


  


Re: DeathMatch, a new beginning

I've sent you a responce back steve.

URL: http://forum.audiogames.net/viewtopic.php?pid=235557#p235557





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Re: Prometheus: The Eternal Wars

2015-10-20 Thread AudioGames . net Forum — New releases room : simba via Audiogames-reflector


  


Re: Prometheus: The Eternal Wars

the hel?I just started that thing for the first time, hit the enter key one time to much by accident  and bang, my IP got temporarely banned?The fuck is wrong with you guys.Greetings Moritz.

URL: http://forum.audiogames.net/viewtopic.php?pid=235561#p235561





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a Guide to Writing RPG's with Inform 7

2015-10-20 Thread AudioGames . net Forum — Articles Room : blindncool via Audiogames-reflector


  


a Guide to Writing RPG's with Inform 7

Hello folks!In this article, I'll guide you through making RPG's with Inform 7.It is certainly possible to make RPG's in other IF platforms (such as TADS, ADRIFT etc). However, I have chosen Inform 7 due to its ease of use and portability to almost every OS (the Z-machine is even on mobile phones now!).An important note: To write and test this example RPG, I will be using Inform 7 build 6G60. If you wish, You can use the code featured in this article with the latest version (6L38). However, some of the code may not work.An equally important note: I will asume that you know how to write Inform 7 code. If you do not, read the excelent Inform manuals. Also, there is the Inform 7 Handbook.extensionsAs you know, extensions are chunks of code which can be included in your Inform code.There are two popular extensions for writing combat in Inform games.<
 li>ArmedInform ATTACKIf you choose to use Armed, I'd advise you to use  this version designed for Flexable survival.a new beginningTime to get started developing. In this example RPG, we'll create a one-roomed rpg with a bunch of monsters.You can use whatever extension you wish. In this tutorial, however, we will be using Armed DR by Harry Gates (download link is above).Open Inform on your computer, choose "start a new project" and fill out the text boxes. (For example, we'll call this project "Kill or Be Killed".)Once you can read the source text, type the following text (making any changes 
 as you type):The story headline is "A Tutorial RPG".The story creation year is 2015.The story description is "A tutorial of creating an RPG with Inform 7.".This information makes up the "bibliographic data" of your game. Now, include any extensions:Include Armed DR by Harry Gates.writing the introductionMost IF games feature an introduction. You can leave this step out, if you wish. However, I'd advise you to write an introduction for your game. To do this in Inform, type the following text (and make any changes):When play begins, say "Time to kill some monsters and stuff!".(You can do other things in a when play begins rule, such as randomizing any stats, moving objects, etc. Just make sure you write a colon (:) after the words "when play begins". Here's an example:When play begins:move the magic mcguffin to the super evil cave;say "Go fin
 d the magic mcguffin!".)weapons, monsters and rooms! Oh my!In this section, we'll implement weapons, monsters and rooms in Inform.roomsThe simplest thing to implement in Inform is a room. In this tutorial, all of the action will take place in one room: the cave of blood.Type in the following code (and make any changes):The cave of blood is a room."The walls of this cave are covered in blood, and the smell of death threatens to overwhelm you.".The player will automatically be placed in the first room found in your source code.monstersAn intigral part of a combat-focused RPG is monsters. All sorts of monsterous enemies can be implemented with Inform, from a werewolf who eats the corpses of the dead to a minataur with never-ending hatred for centaurs.A "monster" kind is not implemented in the standard rules. However, we can make one of our own:A monster is a kind o
 f person.Here are the monsters which we will implement in our game:An orc, a troll and an axe-wielding minataur.They, as with rooms, are easily implemented:The orc is a monster in the cave of blood.The troll is a monster in the cave of blood.The minataur is a monster in the cave of blood.You can change the stats of each monster, like so:The max health of the troll is 125. The damage resistance of the troll is 5.The max health of the orc is 130. The damage resistance of the orc is 7.The max health of the minataur is 115. The damage resistance of the minataur is 4.(Note that the damage resistance stat requires the Armed DR extension.)weapons, weapons and more weapons!Now, it's time to implement the tools of the trade: weapons.Each monster has a weapon. The minataur, as said earlier, will have an axe. Let's give the troll a bludgeon (because... you know... a troll isn't complete w
 ithout a club.)And... Let's give the orc a rusty sword.Here's the code that will implement our weapons:The orc is carrying a blade called the rusty sword. The maximum damage of the rusty sword is 12.The minataur is carrying a blade called the axe. The maximum damage of the axe is 15.The troll is carrying a bludgeon called the bloody club. The maximum damage of the bloody club is 17.ending the gameEvery game has to end at some point.we can end ours by tracking whether all three monsters are dead, thinks to a kind of rule called an every turn rule.Such an every turn rule could be coded like this: Every turn:    if the minataur is dead and the troll is dead and the orc is dead, end the game in victory.conclusionWe've now got a fully working RPG. You can now release the game by going to the release menu (alt on windows, ctrl+Option+M on the mac), pressing 

Re: New horror and adventure sidescroller, The gate!

2015-10-20 Thread AudioGames . net Forum — New releases room : musical professor via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

first, to the unneeded rambling ongoing of pricing etc, this is exactly why developers don't really wana contribute to games for the blind and VIP's such as myself and others.  because of the unneeded crying about going on hear about pricing of games.  this is just half price of what visual gamers pay on your councels such as ps4's xbox1's etc.  different developers do different things, and quite frankly, i'm proud of whats being dun.  ofthen games have a price tag and offer no voice real actings etc.   while i can't speak for whyu that is, i do say that its still enjoyable so having games that have real voice actings, etc, is muchly awesome in my book and developers deserve the graditude for putting this much effert and time in to it.  rest assured that i will be purchasing this game as well.  to those who choose to ramble, please do that else ware.  like one said, u knew what you were getting in to when y
 ou saw the topic and game, and download links etc.  this is the second time or more that i've had to read negative crap ware if this were me attacking, etc, a banding would probably be in order.   if anything, if you spent more time, making suggestions and less time complaining about this and that in terms of pricing, you might would get some ware but no.  price complaints is all thats heard how how the game is this and that.  well, if you can do better then how about doin somethin about it.    until then?  take or leave it.  now on to a question about this game.  for those are willing to help me so, how do you jump first pit in demo mode.  i've tried all and can't jump it. for nothing.  i get close,  jump and he doesn't jump over.    nothing i do gets him over.  please help.  to developers, vg storm,   you've managed another one and succeeded and grate job and wil
 l be getting soon.    for those who read this as harsh,  this is no bash as much as its a person pleading to have all stop rambling ware its not to be had at.  i wana continue to see grate games with real voice actings and more to do and enjoy.    rambleings about what you aready know can only stop that from happening.  and i don't care to loose that because of cry babies not getting there way or just finding something to complain on even though they knew what they were getting in to before they did it. in other words, just finding something to gripe about.  good day.

URL: http://forum.audiogames.net/viewtopic.php?pid=235558#p235558





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Re: A Place for Nerds and Geeks to Interact

2015-10-20 Thread AudioGames . net Forum — Off-topic room : severestormsteve1 via Audiogames-reflector


  


Re: A Place for Nerds and Geeks to Interact

Hi, I first thought this would be another network like thee blind geek zone, but it appears a lot different, and no I don't think there is a "solid" resource for informations of this type. I'd like to join and help in ways I could but I can't do this as I have school and am currently working on multiple game projects. But I wish you well with this.

URL: http://forum.audiogames.net/viewtopic.php?pid=235541#p235541





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Re: The gate play-through

2015-10-20 Thread AudioGames . net Forum — General Game Discussion : JWoodill21 via Audiogames-reflector


  


Re: The gate play-through

there is a link in the topic that says subscribe too.

URL: http://forum.audiogames.net/viewtopic.php?pid=235548#p235548





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Re: Starwars episode 7, lets speculate

2015-10-20 Thread AudioGames . net Forum — Off-topic room : aaron via Audiogames-reflector


  


Re: Starwars episode 7, lets speculate

Well folks,We've got a couple of trailers here.The first is one released a while back:https://www.youtube.com/watch?v=erLk59H86wwThis one is the one released literally at the time of this writing, today.https://www.youtube.com/watch?v=sGbxmsDFVnEFrom what sighted folks have described to me, the battles are definitely more old school, but we honestly don't know too much about the plot from these trailers which is either a good or bad thing, I'm hoping it's a good thing, in fact I'm actually quite excited about this.

URL: http://forum.audiogames.net/viewtopic.php?pid=235552#p235552





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Re: U-Mart. A business strategy game, by Aprone

2015-10-20 Thread AudioGames . net Forum — New releases room : Giovani via Audiogames-reflector


  


Re: U-Mart.  A business strategy game, by Aprone

Hi!I've just created a new topic about store items. Concretely, You can post Your items to this topic

URL: http://forum.audiogames.net/viewtopic.php?pid=235553#p235553





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Re: New horror and adventure sidescroller, The gate!

2015-10-20 Thread AudioGames . net Forum — New releases room : livrobo via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

To jump over the pit, don't stop walking at the edge. If you're already at the edge, take a few steps back and walk to the pit. After the second step of wood, jump and continue to hold the right arrow. Sometimes you won't be able to clear the pits if you stop walking to jump them.

URL: http://forum.audiogames.net/viewtopic.php?pid=235559#p235559





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Re: New horror and adventure sidescroller, The gate!

2015-10-20 Thread AudioGames . net Forum — New releases room : livrobo via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

To jump over the pit, don't stop walking at the edge. If you're already at the edge, take a ffew steps back and walk to the pit. After the second step of wood, jump and continue to hold the right arrow. Sometimes you won't be able to clear the pits if you stop walking to jump them.

URL: http://forum.audiogames.net/viewtopic.php?pid=235559#p235559





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Re: Quick Windows Sequencer Questions

2015-10-20 Thread AudioGames . net Forum — Off-topic room : the blasting gd via Audiogames-reflector


  


Re: Quick Windows Sequencer Questions

Raygrote, I had already been using my external sound card all along. Therefore, I applied your advice vice versa and used my internal one, which resulted in the same odd behavior.I think my next step - once I have enough time to do so - will be to try another synth, Coolsoft, for instance, as the attempts with bassmidi aren't getting me anywhere.A few questions:Is Coolsoft free? If not, how much does it cost?Can I use the same font I used with bassmidi or do I have to get a new one for Coolsoft?If anything else I should try regarding bassmidi comes to your mind, or if you have any other suggestions for a synth besides Coolsoft, please let me know.

URL: http://forum.audiogames.net/viewtopic.php?pid=23#p23





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Re: Introducing: Out of Sight Games

2015-10-20 Thread AudioGames . net Forum — General Game Discussion : avidgamer via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

Hi,Is this a title you are *hoping* to release this year?

URL: http://forum.audiogames.net/viewtopic.php?pid=235560#p235560





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Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

2015-10-20 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


  


Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

Hi. Awesome! One thing I'm noticing which is a bit whacky is that for some reason, every black vial gave me rad expultion, which is okay but I'm not sure if that is how vials work, indeed I'm not %100 sure of what the system currently is sinse it seemed several vials of the same colour gave the same bennifit but on one occasion one vial gave me two different effects. I know it's somewhat random which colour is assigned to which type of vial, but it'd be nice to know some of what the rules are so as to make educatied guesses, albeit the nasty effects I got of drinking bad vials there weren't too bad. It also seemed weerd to me that three dungeons I entered were labs and not one gave a clue on radiation? I  do however really like the new weights system and indeed it's great to see the new item descriptions in place, as well as trading which is cool, I also like the idea of  secret cods in books like the iguana 
 bill one which I found as a bonus, though at least if the game is having secret perks you need to discover by engaging in actions eg doing lots of weight lifting for the weith lifter perk, maybe a list of those might be good, or perhaps some mad old mr. Myogi type of hermit who would tell you about them . One thing I would like to see in the game is the ability to check inventory after you've picked up a bunch of loot, sinse it seems really odd to pick up items from a corpse or from the ground and not be able to look at them once you have them or have to wait until you enter a dungeon or the like. I also am wondering where the plants are, sinse I'm not seeing many, then again I haven't checked a desert region yet and I'm guessing until forest, farmland and other more botanical sort of areas are added as region types we won't be seeing any, 
 still maybe an "overgrown" region subtype might be fun, with lots of plants and of course lots of mutant plant monsters of various nasty flavours,  and maybe some psychotic wicker man type cultists too sinse hay, those plants need fertilizer . Not my best game sinse a bad case of mutant blood poisoning at the wrong moment made me go squish, but not too bad either.Cuttus headsoff the Wasteland Wanderer travelled through 96 places in the wasteland, he died at level 8 and the last thing he saw was a Spotted Shambing CowRat in the region known as Windboro Commune CraterCuttus headsoff travelled through Alfreda's Craterham into the far expanding wastes of Windboro Commune Crater Where his journey ended.---SKILLSHealth             
   - 130Strength             - 15Agility              - 10Intelligence         - 10Lockpick             - 10-OTHER STATS-Times Mutated        - 14Mutation Level       - 38Money                - 1346.63Kills                - 40Regions Cleared      - 1Dungeons Cleared     - 4Settlements Visited  - 0CURRENT WEAPON---Weapon Name          - Well Forged Cobalt Razor NunchucksWeapon Damage        - 30Weapon Durability    - 65Weapo
 n Value         - 186--                       Rest In Peace Cuttus headsoff(built in version 0.8.6.4)

URL: http://forum.audiogames.net/viewtopic.php?pid=235550#p235550





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Re: DeathMatch, a new beginning

2015-10-20 Thread AudioGames . net Forum — General Game Discussion : severestormsteve1 via Audiogames-reflector


  


Re: DeathMatch, a new beginning

Hi danny,You have a new Pm, please check that. Also, before you go way into this, I'd like to point out something from DMNB1 that I didn't have the heart to before, since it would make you recode a lot of things. The coordinates were not calculated in a proper way; they were all mesured as 1 it seemed. If you were at 55 55 55 and your target was at 551000 551000 551000, it would still take warheads 1 minute and 30 seconds to reach the target, which is how long it takes them to travel only 1000 coordinates. But if you think about it, it has 3000 coordinates to travel: 1000 on the x plain, 1000 on the y plain, and 1000 on the z plain. This should also apply with zones: if you are at y 15 and z 15 of the zone known as "Federation space", I think you still should not be considered as being in that zone if your x was 300 coordinates higher than the y and z. I point this out because you would be unable to fire at ships, (as though you were in fed sp
 ace), if even 1 coordinate was below 20. You could've been at 0, 55230002, 12920303, and still not able to shoot because your x was below 20. I'm not bombing you with suggestions here just trying to advise you on the nav system,  and I oppologize for the audio chat system suggestion I made above, just when I came and read your ideas I got pumped at all the possibilities

URL: http://forum.audiogames.net/viewtopic.php?pid=235554#p235554





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Re: The gate play-through

2015-10-20 Thread AudioGames . net Forum — General Game Discussion : jawharh via Audiogames-reflector


  


Re: The gate play-through

Thx

URL: http://forum.audiogames.net/viewtopic.php?pid=235535#p235535





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Re: The gate play-through

2015-10-20 Thread AudioGames . net Forum — General Game Discussion : jawharh via Audiogames-reflector


  


Re: The gate play-through

How i can subscribe to this topic?

URL: http://forum.audiogames.net/viewtopic.php?pid=235537#p235537





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Re: Survive the Wild!

2015-10-20 Thread AudioGames . net Forum — New releases room : Mayana via Audiogames-reflector


  


Re: Survive the Wild!

Yeah, I figured it out shortly after. It spawns randemly accross mainland, but at least for me it is verry hard to find it, heh. find it by m key

URL: http://forum.audiogames.net/viewtopic.php?pid=235540#p235540





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Re: software to create gamebooks on the mac?

2015-10-20 Thread AudioGames . net Forum — Developers room : Kyleman123 via Audiogames-reflector


  


Re: software to create gamebooks on the mac?

if there is a game book creator for python python is accessible on the mac.

URL: http://forum.audiogames.net/viewtopic.php?pid=235545#p235545





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Re: U-Mart. A business strategy game, by Aprone

2015-10-20 Thread AudioGames . net Forum — New releases room : Aprone via Audiogames-reflector


  


Re: U-Mart.  A business strategy game, by Aprone

Who steals tears?  Sounds like someone you wouldn't Want to try to stop as they fled the store!  "Pffft" says one security guard to the other.  "Let the new guy go after him... I didn't see nuthin."

URL: http://forum.audiogames.net/viewtopic.php?pid=235531#p235531





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The gate play-through

2015-10-20 Thread AudioGames . net Forum — General Game Discussion : lukas via Audiogames-reflector


  


The gate play-through

Hi everyone,yeah, so I actually decided to start doing this. Below you will find a Dropbox link to the first part of the eventually huuuge and long play-through of the Gate that I started recording just now. It will have to be done in a few sessions but it will eventually cover the entire game from start to finish on easy, accompanied by my talking in non-native english with a poor pronunciation for which I hereby apologize. :-DThe whole thing will eventually be really long in the end as it's already 31 minutes and 32 seconds long all in total even now, having finished just after the Gray Lady.Thanks to SLJ and others who struggle with the game for having inspired me to do this in the first place. :-)The recordings are saved in OGG Vorbis, 48000 hz, 16 bits, 128 kilobytes per second. I believe this format is a great compromise between file size and audio quality. I noticed my voice clipping hard after saving the files in .ogg as I attempted to normalize the volume to make the whole thing louder in the end, so I'll probably refrain from normalizing the future parts or I'll choose a slightly quieter volume to avoid the clipping. This however didn't feel as reason enough to re-record the whole thing from scratch to me.As there will have to be several recording sessions anyway, even the stuff I already have is split up into several files so that in the end every level and every boss battle will be in its own separate file. The tracks are named and sequentially numbered, and once the entire play-through is completed, I'll create a .m3u playlist of it as well. The current order of the files is as follows:01 - Introduction02 - Level 103 - Level 204 - The Gray Lady, first failed attempt05 - The Gray Lady, second successful attemptThe whole folder called The Gate play-through by Lukas Hosnedl is packed in a zip archive which has 28.9 mb. Unpacked, the actual folder has 29 mb.Here is the link:https://dl.dropboxusercontent.com/u/916 … osnedl.zipFeel free to let me know what you think of this. I'll be very grateful for any feedback whatsoever, especially as this is the very first time I'm ever doing a public play-through of any sort at all.Having listened to it afterwards, I noticed my voice is difficult to hear over the game sounds at times, especially when there is a loud sound playing and I speak quietly at that moment. I'll probably resolve that by increasing the gain on the mic the next time.So, what do you all think? Should I finish this at all - is there enough interest? Should I re-record the first part from scratch without the clipping and with the increased mic gain? anything else you may have to say? I'd be delighted to listen.Thanks, and enjoy! :-)Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=235534#p235534





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Re: audio-based medieval virtual world

2015-10-20 Thread AudioGames . net Forum — General Game Discussion : Aprone via Audiogames-reflector


  


Re: audio-based medieval virtual world

Karate, there are different places where you can rent server space for your game, but those would all come with a monthly fee.  In my opinion, they are expensive.The cheaper option is to have your own server, which still costs you money each month, but it ends up being much cheaper.  You may already have a computer you would want to dedicate to this task, or you can buy an inexpensive refurbished desktop or something.  Find a nice cool place to keep it plugged in at your home, and just leave it running 24/7 with the server software you've written.  The reason this has monthly costs is because you'll notice a rise in your monthly electricity bill.  If I remember correctly, the server I'm using would have been $450 refurbished, but I got the same one for $280 because it was still considered "broken".  I fixed it myself and saved some money.  For me it costs about $30 per month to run the Swamp server in electri
 city.  Next you might need to pay for more speed or bandwidth from your internet company, and that price will depend on things I can't help with.  I had already been paying for pretty decent internet at my home, so I'm only counting the Extra I started paying when I had to also run the Swamp server.  The company's prices go up and down a little over time, but I think it's about an extra $60-$70 per month.So for me, hosting the server myself costs me about $105 per month.  Companies that will host servers for you typically show you the lowest prices they can, but you find that they are missing things you need and each thing adds a bit more to the price.  Like almost every company, they nickle-and-dime you until you're paying a lot more than you expected at the start.  I haven't shopped around everywhere, or read through every fine-print about charges, but running this from my home was the best combination of price, co
 ntrol, convenience, and power.Oh I almost forgot that you'll probably have to pay for website hosting as well.  That isn't really part of your original question, but it's at least something to keep in mind if you will be keeping your company free.  There are free website options after all.  I kept Swamp free for 3 years myself, so I truly do understand why you'd want to keep your game free.  People were generous and many donated a little here and there to me to help with server costs, but of course it's really hard to get $105 in donations every single month.  There will be times when you would be paying for that out of your own pocket, so you'd need to be prepared for that.  I didn't make Swamp paid because of the server costs (It was for security reasons), but I will say it is nice to have Swamp paying for 
 all of its server costs without me ever worrying about "will more donations show up before the month is over?", hahaha!I hope this helps.

URL: http://forum.audiogames.net/viewtopic.php?pid=235530#p235530





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Re: How do I record computer and voice input simultaneously with Audacity?

2015-10-20 Thread AudioGames . net Forum — Off-topic room : jawharh via Audiogames-reflector


  


Re: How do I record computer and voice input simultaneously with Audacity?

How i can lisen to my microfone with a usb headset?

URL: http://forum.audiogames.net/viewtopic.php?pid=235539#p235539





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Re: Site updates August 12th

2015-10-20 Thread AudioGames . net Forum — AG-News room : jjgeek via Audiogames-reflector


  


Re: Site updates August 12th

I like the new text on the front page. A lot more descriptive and error-free!

URL: http://forum.audiogames.net/viewtopic.php?pid=235546#p235546





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Re: How do I record computer and voice input simultaneously with Audacity?

2015-10-20 Thread AudioGames . net Forum — Off-topic room : CAE_Jones via Audiogames-reflector


  


Re: How do I record computer and voice input simultaneously with Audacity?

Yes, but did they fix the problems with 64bit systems, or occasionally dropping parts of the recording?

URL: http://forum.audiogames.net/viewtopic.php?pid=235532#p235532





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Re: DeathMatch, a new beginning

2015-10-20 Thread AudioGames . net Forum — General Game Discussion : danny via Audiogames-reflector


  


Re: DeathMatch, a new beginning

@terminator I took down dmnb v1 because I had too. My original intentions were to leave it up even after the release of v2 since I know their are people who may not like the more serious and more my own touch personality i'm taking with v2.0, but alass. One of dmnb v1's gratest problems was it was rushed through its testing phases. For the most part, this is why i'm holding off on suggestions and why i'm not selecting a testing team. Menny people got over enthuziastic out of the testing team when I first unvailed the very early alpha of v1,, this resulted in a rushed backlog of feature requests before ships were even able to dock and undock, which in the end overloaded me to the point where I stopt paying attention specificly to my own vision of the game. As I explained, i'm a gets to things when he can type of guy. Meaning the type who does his homework at the last minute and not when its given out at school, etc. If I forget, I forget, and that's th
 e end of it. This is also exactly why I never give release dates, not even to myself or to the general public, specificly because 9 times out of 10 i'll either forget or i'll be louzy and not operate on the timeline. I get to things as I see them baste on importents as aposed to baste on a timeline. And on the release dates, I don't ever even know myself when i'll release a new version of a project or a new project in general. Mainly because if their's something missing, i'll not release it out. If I know its under tested and its glairing with gaping bugs, I'd generally prefer to keep it under my development. Minimizes bug reports, and whenever I get them, it then allows me to deal with them in a more timely fassion, as aposed to remembering 101 other things to do on my todo list. And this is precycely one of the gaping defects dmnb v1 had. I intended to take it slow but the feature suggestions rushed me, not to mention their were a very few number
 , they know who they are who got on and actually helpt me look for critical bugs. At that critical stage, I wanted to focus on bug fixes, something which would make a solid base to add onto as it were. However, because of this rushed tendancy, several major defects got drasticly overlooked. The result was a game that couldn't decide weather it wanted to be dm or a space mud rapt up in audio, and a game which had glairing defects and because I was not cumffy at all with the game itself, no matter how hard I tried to be or how I felt at the time, I was unwilling to fix them. Hents, v1 gained its reputation for being notoriously unstable and prone to problems. So When yesterday I believe it was uncharted colonies corvettes swept through inderion station and blew apart several ships, I realized that not only does the game require my constant super vision but it also requires way too much of my time, time which tbh i'd rather spend on pumping out the projects I want to pop out,
  that I honestly enjoy developing. I've cleared the original dmnb v1 source from the server, and am debating weather to remove it from my hard drive, i'm on the verge of saying yes as I intend to do nothing with the code.. Oh, and for the navigation system it works like this. Your ship has 2 sets of coordinates, your normal coordinates and your galactic coordinates. Your galactic coordinates controls what actual area of space your in, for exampple a system or a blank area of space. A sector is 100 by 100 by 100. Each time you reach that limit, baste on a heading you picked, one of your coordinates will change. If for exampple your at a heading of 0 which is north, and your y coordinate is above 100, your y coordinate will reset to -100 for the next sector of space, and your ships y galactic coordinate will increase by one. To turn around back to the system you just left you'd turn the ship to a heading of 180. I hope this is making sence, but anyways, it will make not
  only navigation loads easier and cut down on the annoying infanent space thing, but combat can actually be much more engaging now.

URL: http://forum.audiogames.net/viewtopic.php?pid=235533#p235533





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Re: Survive the Wild!

2015-10-20 Thread AudioGames . net Forum — New releases room : connor142 via Audiogames-reflector


  


Re: Survive the Wild!

Can anyone tell me where I can find flint?

URL: http://forum.audiogames.net/viewtopic.php?pid=235536#p235536





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Re: Tentative Entombed 2 Design Decisions

2015-10-20 Thread AudioGames . net Forum — General Game Discussion : Mirage via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

I was looking at the link in post 286.

URL: http://forum.audiogames.net/viewtopic.php?pid=235544#p235544





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Re: U-Mart. A business strategy game, by Aprone

2015-10-20 Thread AudioGames . net Forum — New releases room : Aprone via Audiogames-reflector


  


Re: U-Mart.  A business strategy game, by Aprone

I totally agree!  It sure gives the game a different feel.

URL: http://forum.audiogames.net/viewtopic.php?pid=235549#p235549





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Re: audio-based medieval virtual world

2015-10-20 Thread AudioGames . net Forum — General Game Discussion : Aprone via Audiogames-reflector


  


Re: audio-based medieval virtual world

Karate, there are different places where you can rent server space for your game, but those would all come with a monthly fee.  In my opinion, they are expensive.The cheaper option is to have your own server, which still costs you money each month, but it ends up being much cheaper.  You may already have a computer you would want to dedicate to this task, or you can buy an inexpensive refurbished desktop or something.  Find a nice cool place to keep it plugged in at your home, and just leave it running 24/7 with the server software you've written.  The reason this has monthly costs is because you'll notice a rise in your monthly electricity bill.  If I remember correctly, the server I'm using would have been $450 refurbished, but I got the same one for $280 because it was still considered "broken".  I fixed it myself and saved some money.  For me it costs about $30 per month to run the Swamp server in electri
 city.  Next you might need to pay for more speed or bandwidth from your internet company, and that price will depend on things I can't help with.  I had already been paying for pretty decent internet at my home, so I'm only counting the Extra I started paying when I had to also run the Swamp server.  The company's prices go up and down a little over time, but I think it's about an extra $60-$70 per month.So for me, hosting the server myself costs me about $95 per month.  Companies that will host servers for you typically show you the lowest prices they can, but you find that they are missing things you need and each thing adds a bit more to the price.  Like almost every company, they nickle-and-dime you until you're paying a lot more than you expected at the start.  I haven't shopped around everywhere, or read through every fine-print about charges, but running this from my home was the best combination of price, con
 trol, convenience, and power.Oh I almost forgot that you'll probably have to pay for website hosting as well.  That isn't really part of your original question, but it's at least something to keep in mind if you will be keeping your company free.  There are free website options after all.  I kept Swamp free for 3 years myself, so I truly do understand why you'd want to keep your game free.  People were generous and many donated a little here and there to me to help with server costs, but of course it's really hard to get $95 in donations every single month.  There will be times when you would be paying for that out of your own pocket, so you'd need to be prepared for that.  I didn't make Swamp paid because of the server costs (It was for security reasons), but I will say it is nice to have Swamp paying for al
 l of its server costs without me ever worrying about "will more donations show up before the month is over?", hahaha!I hope this helps.

URL: http://forum.audiogames.net/viewtopic.php?pid=235530#p235530





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Re: audio-based medieval virtual world

2015-10-20 Thread AudioGames . net Forum — General Game Discussion : Aprone via Audiogames-reflector


  


Re: audio-based medieval virtual world

Karate, there are different places where you can rent server space for your game, but those would all come with a monthly fee.  In my opinion, they are expensive.The cheaper option is to have your own server, which still costs you money each month, but it ends up being much cheaper.  You may already have a computer you would want to dedicate to this task, or you can buy an inexpensive refurbished desktop or something.  Find a nice cool place to keep it plugged in at your home, and just leave it running 24/7 with the server software you've written.  The reason this has monthly costs is because you'll notice a rise in your monthly electricity bill.  If I remember correctly, the server I'm using would have been $450 refurbished, but I got the same one for $280 because it was still considered "broken".  I fixed it myself and saved some money.  For me it costs me about $30 per month to run the Swamp server in elec
 tricity.  Next you might need to pay for more speed or bandwidth from your internet company, and that price will depend on things I can't help with.  I had already been paying for pretty decent internet at my home, so I'm only counting the Extra I started paying when I had to also run the Swamp server.  The company's prices go up and down a little over time, but I think it's about an extra $80-$90 per month.So for me, hosting the server myself costs me about $125 per month.  Companies that will host servers for you typically show you the lowest prices they can, but you find that they are missing things you need and each thing adds a bit more to the price.  Like almost every company, they nickle-and-dime you until you're paying a lot more than you expected at the start.  I haven't shopped around everywhere, or read through every fine-print about charges, but running this from my home was the best combination of price,
  control, convenience, and power.Oh I almost forgot that you'll probably have to pay for website hosting as well.  That isn't really part of your original question, but it's at least something to keep in mind if you will be keeping your company free.  There are free website options after all.  I kept Swamp free for 3 years myself, so I truly do understand why you'd want to keep your game free.  People were generous and many donated a little here and there to me to help with server costs, but of course it's really hard to get $125 in donations every single month.  There will be times when you would be paying for that out of your own pocket, so you'd need to be prepared for that.  I didn't make Swamp paid because of the server costs (It was for security reasons), but I will say it is nice to have Swamp paying f
 or all of its server costs without me ever worrying about "will more donations show up before the month is over?", hahaha!I hope this helps.

URL: http://forum.audiogames.net/viewtopic.php?pid=235530#p235530





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Re: U-Mart. A business strategy game, by Aprone

2015-10-20 Thread AudioGames . net Forum — New releases room : Mirage via Audiogames-reflector


  


Re: U-Mart.  A business strategy game, by Aprone

That Harry Potter list is awesome!

URL: http://forum.audiogames.net/viewtopic.php?pid=235543#p235543





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Re: audio-based medieval virtual world

2015-10-20 Thread AudioGames . net Forum — General Game Discussion : Aprone via Audiogames-reflector


  


Re: audio-based medieval virtual world

Karate, there are different places where you can rent server space for your game, but those would all come with a monthly fee.  In my opinion, they are expensive.The cheaper option is to have your own server, which still costs you money each month, but it ends up being much cheaper.  You may already have a computer you would want to dedicate to this task, or you can buy an inexpensive refurbished desktop or something.  Find a nice cool place to keep it plugged in at your home, and just leave it running 24/7 with the server software you've written.  The reason this has monthly costs is because you'll notice a rise in your monthly electricity bill.  If I remember correctly, the server I'm using would have been $450 refurbished, but I got the same one for $280 because it was still considered "broken".  I fixed it myself and saved some money.  For me it costs about $30 per month to run the Swamp server in electri
 city.  Next you might need to pay for more speed or bandwidth from your internet company, and that price will depend on things I can't help with.  I had already been paying for pretty decent internet at my home, so I'm only counting the Extra I started paying when I had to also run the Swamp server.  The company's prices go up and down a little over time, but I think it's about an extra $80-$90 per month.So for me, hosting the server myself costs me about $125 per month.  Companies that will host servers for you typically show you the lowest prices they can, but you find that they are missing things you need and each thing adds a bit more to the price.  Like almost every company, they nickle-and-dime you until you're paying a lot more than you expected at the start.  I haven't shopped around everywhere, or read through every fine-print about charges, but running this from my home was the best combination of price, co
 ntrol, convenience, and power.Oh I almost forgot that you'll probably have to pay for website hosting as well.  That isn't really part of your original question, but it's at least something to keep in mind if you will be keeping your company free.  There are free website options after all.  I kept Swamp free for 3 years myself, so I truly do understand why you'd want to keep your game free.  People were generous and many donated a little here and there to me to help with server costs, but of course it's really hard to get $125 in donations every single month.  There will be times when you would be paying for that out of your own pocket, so you'd need to be prepared for that.  I didn't make Swamp paid because of the server costs (It was for security reasons), but I will say it is nice to have Swamp paying for 
 all of its server costs without me ever worrying about "will more donations show up before the month is over?", hahaha!I hope this helps.

URL: http://forum.audiogames.net/viewtopic.php?pid=235530#p235530





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Re: New horror and adventure sidescroller, The gate!

2015-10-20 Thread AudioGames . net Forum — New releases room : lukas via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

All right, guys, here it is. The first part of the play-through I actually started recording. I started a new topic for it, called The Gate play-through.Just to let you know. :-)Thanks,Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=235538#p235538





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Re: U-Mart. A business strategy game, by Aprone

2015-10-20 Thread AudioGames . net Forum — New releases room : keyIsFull via Audiogames-reflector


  


Re: U-Mart.  A business strategy game, by Aprone

Really rocking nowMonthly financial statement for October, 2016.  A file named October 2016 statement.txt has been created to let you view this information more easily.You are currently worth $7,764,558.15, once loan debt is factored in.Muggles get out owner Jeremy is currently worth minus $22,422.11, once loan debt is factored in.Jenny's Jinx Jungle owner Jennifer is currently worth minus $91,685.90, once loan debt is factored in.Wand-mart owner Junie b jones is currently worth minus $98,149.45, once loan debt is factored in.Squib shopping spree owner Jud is currently worth $1,468,927.02, once loan debt is factored in.You began October with $6,447,276.81 and ended with $7,764,558.15, for a net gain of $1,317,281.34.You spent $370,180.00 on employee wages.You spent $15,820.00 on monthly bills, such as utilities and extra store services.You spent $3,280.00 on 100 broken Magnolia Crescent playground swing.Yo
 u sold 99 broken Magnolia Crescent playground swing for a profit of $2,222.55.  1 was stolen by shoplifters, for a loss of $32.80.You sold 28 The Life and Lies of Albus Dumbledor for a profit of $987.56.  5 were stolen by shoplifters, for a loss of $262.40.You sold 56 Death-eater mask for a profit of $13,944.00.You spent $26,240.00 on 100 XL crate of Weasley's wildfire demolition deluxe whizbangs.You sold 97 XL crate of Weasley's wildfire demolition deluxe whizbangs for a profit of $17,202.95.  3 were stolen by shoplifters, for a loss of $787.20.You spent $60,688.00 on 183 hand of glory.You sold 181 hand of glory for a profit of $15,724.50.  2 were stolen by shoplifters, for a loss of $664.00.You spent $42,640.00 on 100 Quickspell elementary course.You sold 185 Quickspell elementary course for a profit of $61,693.25.  1 was stolen by shoplifters, for a loss of $426.40.You spent $111,520.00 on 20
 0 antique nimbus 2000 broomstick.You sold 133 antique nimbus 2000 broomstick for a profit of $13,941.20.  4 were stolen by shoplifters, for a loss of $2,230.40.You spent $177,120.00 on 300 Advanced Potion Making, by liberius pourage.You sold 276 Advanced Potion Making, by liberius pourage for a profit of $83,676.60.  3 were stolen by shoplifters, for a loss of $1,771.20.You spent $150,649.08 on 221 Centaur longbow.You sold 201 Centaur longbow for a profit of $28,458.10.  1 was stolen by shoplifters, for a loss of $596.30.You spent $234,579.42 on 371 Lunascope.You sold 367 Lunascope for a profit of $37,000.13.  4 were stolen by shoplifters, for a loss of $2,476.80.You spent $206,640.00 on 300 timeturner necklace.You sold 241 timeturner necklace for a profit of $78,910.70.  5 were stolen by shoplifters, for a loss of $3,444.00.You spent $354,240.00 on 300 Felix felices.You sold 294 Felix felices
  for a profit of $81,644.30.  6 were stolen by shoplifters, for a loss of $7,084.80.You spent $301,760.00 on 200 elder wand.You sold 197 elder wand for a profit of $39,659.90.  3 were stolen by shoplifters, for a loss of $4,526.40.You spent $644,490.22 on 315 Hungarian horntail.You sold 261 Hungarian horntail for a profit of $243,785.40.  10 were stolen by shoplifters, for a loss of $23,215.72.You spent $1,358,137.44 on 613 bottle of phoenix tears.You sold 628 bottle of phoenix tears for a profit of $1,128,152.12.  8 were stolen by shoplifters, for a loss of $18,106.56.You sold a total of 3244 items, for a profit of $1,847,003.26.Shoplifters stole 56 total items, costing your store $65,624.98.

URL: http://forum.audiogames.net/viewtopic.php?pid=235542#p235542





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Re: Survive the Wild!

2015-10-20 Thread AudioGames . net Forum — New releases room : Mayana via Audiogames-reflector


  


Re: Survive the Wild!

Yeah, I figured it out shortly after. It spawns randemly accross mainland, but at least for me it is verry hard to find it, heh.

URL: http://forum.audiogames.net/viewtopic.php?pid=235540#p235540





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Re: The gate play-through

2015-10-20 Thread AudioGames . net Forum — General Game Discussion : lukas via Audiogames-reflector


  


Re: The gate play-through

When you send a reply, there should be a checkbox to subscribe to this topic. Also, you can tick a similar checkbox directly in your profile, saying something like automatically subscribe me to all topics I reply to.Hope this helps,Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=235547#p235547





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Re: New talking WinPE for Windows 8.1 and 10 with NVDA 2015-3 and Eloquen

2015-10-20 Thread AudioGames . net Forum — Off-topic room : austingrace via Audiogames-reflector


  


Re: New talking WinPE for Windows 8.1 and 10 with NVDA 2015-3 and Eloquen

Hey Sebby. Thanks for those links.  It's much appreciated.

URL: http://forum.audiogames.net/viewtopic.php?pid=235574#p235574





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Simple 2D geometry for BGT

2015-10-20 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector


  


Simple 2D geometry for BGT

I don't think I posted this when I first made it, so I decided to go ahead and do so.https://www.sendspace.com/file/hrrjwpContains functions and classes for fast hit detection for rectangles, triangles, circles, and polygons, and the shape interface makes it possible to make new shape types, if you need to.I remember something about regular stars in there, but I didn't put it in the readme.

URL: http://forum.audiogames.net/viewtopic.php?pid=235573#p235573





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Re: Resident Evil 6 Tutorial.

2015-10-20 Thread AudioGames . net Forum — General Game Discussion : prajwal via Audiogames-reflector


  


Re: Resident Evil 6 Tutorial.

it not acceseble help me its in japnees how to read in english

URL: http://forum.audiogames.net/viewtopic.php?pid=235563#p235563





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Re: How do I record computer and voice input simultaneously with Audacity?

2015-10-20 Thread AudioGames . net Forum — Off-topic room : simba via Audiogames-reflector


  


Re: How do I record computer and voice input simultaneously with Audacity?

Hi.Yeah, As far as I have seen it in the last few months they have fixed the problem.Meaning that I didnt have any problems with the program.Greetings Moritz.

URL: http://forum.audiogames.net/viewtopic.php?pid=235564#p235564





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Re: Introducing: Out of Sight Games

2015-10-20 Thread AudioGames . net Forum — General Game Discussion : brad via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

Hello.I'd also be very interested in testing the game for you if that is possible.I too, would buy this game if it is a game that you need to pay for.If not; I'll still donate. I'm guessing you're going to make a website and all that?Thanks and I hope you're having a great day or night,Brad.

URL: http://forum.audiogames.net/viewtopic.php?pid=235565#p235565





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Re: Introducing: Out of Sight Games

2015-10-20 Thread AudioGames . net Forum — General Game Discussion : assault_freak via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

I'm definitely looking forward to it! Turn-based combat is definitely ideal for the style of rpg I see this as being, though I'm not sure, of course. I like realtime action myself, but those are better suited to action rpgs like Shadow Line, Zelda or the Yakuza games. Definitely hoping for an audio sneak peak of some sort, and personally, I think if a good portion of the game is done, a brief peak, even a 30 second clip of a fight is not a bad idea. Mainstream game anouncements work this way, too. A tease of a title is always accompanied with some sort of teaser trailer. hahaha. But I'd be willing to help test as well, for sure!

URL: http://forum.audiogames.net/viewtopic.php?pid=235570#p235570





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Re: Introducing: Out of Sight Games

2015-10-20 Thread AudioGames . net Forum — General Game Discussion : Joseph Westhouse via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

Haha, sorry Brad, we don't currently support tree-smashing. Hopefully the game world will be large and engaging enough that you'll be too busy doing other things to notice that you can't wage war on nature.Well, actually, there are Tree-kin to fight in the forest, and they're basically mobile, sentient trees. So I guess we *do* support tree-smashing. Who knew?

URL: http://forum.audiogames.net/viewtopic.php?pid=235572#p235572





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Re: Introducing: Out of Sight Games

2015-10-20 Thread AudioGames . net Forum — General Game Discussion : Joseph Westhouse via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

...so what you're saying is, $99.99? Got it!I promise, it will be less than that.I have toyed with the idea of doing an audio trailer. Whether or not you get a full-on trailer or not, there will definitely be some audio sneak-peeks made available as we get closer to the release date.I have to say, I'm so encouraged and humbled by the interest you're all showing. It's really motivating to me, as a developer, and is getting me even more excited about the work we still have to do. I can't wait to share what we've been working on with you - I hope you all enjoy it as much as me.

URL: http://forum.audiogames.net/viewtopic.php?pid=235568#p235568





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Re: Introducing: Out of Sight Games

2015-10-20 Thread AudioGames . net Forum — General Game Discussion : brad via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

Hello;If we can here a trailer with perhaps your best sounds, then we'd probably donate more and or pay more knowing that this is the kind of amazing audio quality we're going to get.I can't wait for this.I prefer games like this where you can walk around a huge world and interact and smash things. Hmm, can we smash trees and other things to make weapons and or arrows for bows and things?Or perhaps if you're a magic user you could meditate and visit the spiritual realm and fight there?I know you've probably already got the whole plot planned out but I thought I'd give you some ideas and see if they're useful to you.

URL: http://forum.audiogames.net/viewtopic.php?pid=235571#p235571





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Re: Introducing: Out of Sight Games

2015-10-20 Thread AudioGames . net Forum — General Game Discussion : Haramir via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

Hello Joseph. I am a big fan of rpg games and can't wait to see this one alive.Will the game be sold? I ask this just out of curiosity, I have absolutely nothing against buying a game like this. And a quick final question. Do you guys need any testers? I'd be very glad to help with that.Best regards, Haramir.

URL: http://forum.audiogames.net/viewtopic.php?pid=235562#p235562





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Re: Introducing: Out of Sight Games

2015-10-20 Thread AudioGames . net Forum — General Game Discussion : Joseph Westhouse via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

Regarding release date: Our hope is to release the game in spring/early summer of 2016. While a decent portion of the game is ready to ship right now, there's one significant part that will require a few months to get in place (more about that to be revealed in the big announcement I keep teasing...)Regarding beta testing - We had an itial round of focused beta testing with a small group of testers. Right now, we're not at an ideal point to have people testing - but if we decide to do another round of testing before release, trust me, you guys will hear about it. I really appreciate the interest, though.Regarding price - The current plan is to sell the game for a currently undetermined price point. We want to keep it as affordable as possible - but we also want to keep pushing the envelope as far as what audio games are, and can be. One of the biggest limitations we had for this game was the fact we have no budget...so we'd like to use the proceeds fro
 m our first project to fund the second project, in the hopes that it will be larger, more ambitious, and more impressive than the first. Plus we have a sound designer and (hopefully) a graphics artist, who will need compensation, and I'm not prepared to ask them to work for free.

URL: http://forum.audiogames.net/viewtopic.php?pid=235566#p235566





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Re: Introducing: Out of Sight Games

2015-10-20 Thread AudioGames . net Forum — General Game Discussion : Naruto via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

as long as it's less then 100 bucks, i'll buy lol. keep up the good work. hay, can you make a trailer? lol

URL: http://forum.audiogames.net/viewtopic.php?pid=235567#p235567





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Re: Instant Translate 4.0 has stopped working

2015-10-20 Thread AudioGames . net Forum — Off-topic room : keyIsFull via Audiogames-reflector


  


Re: Instant Translate 4.0 has stopped working

It only works for a while for the first 40 or 50 translates, then it stops working, and sometimes it doesn't work for even the first one so it's super unstable.

URL: http://forum.audiogames.net/viewtopic.php?pid=235569#p235569





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Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

2015-10-20 Thread AudioGames . net Forum — New releases room : Xoren via Audiogames-reflector


  


Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

Regarding differing instruments based on pitches, why not code the game to output to the MIDI interface? That gives you a huge library of instruments, without having to include any samples, and you can then just assign different instrument numbers to different octaves and presets, such as guitar 1 to nylon guitar at C4, while guitar 6 could be nylon guitar, at C2, and so on. It'd also give you access to flutes and various other instruments as well, and the pitch shifting would be all done via midi notes, rather than having to alter in-memory audio.

URL: http://forum.audiogames.net/viewtopic.php?pid=235583#p235583





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Re: The gate play-through

2015-10-20 Thread AudioGames . net Forum — General Game Discussion : samtupy1 via Audiogames-reflector


  


Re: The gate play-through

I just downloaded it and havn't listedned yet but i'd like to say thanks in advanse for atempting this, i'm sure it'll be great! Also, for the people who never bought the game, it gives an idea of what all happens, for more of a better demo.

URL: http://forum.audiogames.net/viewtopic.php?pid=235576#p235576





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Re: The gate play-through

2015-10-20 Thread AudioGames . net Forum — General Game Discussion : BryanP via Audiogames-reflector


  


Re: The gate play-through

Not bad at all. You do have a noticeable accent but not so much that I had trouble understanding you.

URL: http://forum.audiogames.net/viewtopic.php?pid=235580#p235580





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Re: Introducing: Out of Sight Games

2015-10-20 Thread AudioGames . net Forum — General Game Discussion : brad via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

Hello;I am the smasher of all things pretty! Fear me flowers! fear me!Braad smsh!

URL: http://forum.audiogames.net/viewtopic.php?pid=235575#p235575





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Re: New horror and adventure sidescroller, The gate!

2015-10-20 Thread AudioGames . net Forum — New releases room : musical professor via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

thanks for that.  i'll try it.

URL: http://forum.audiogames.net/viewtopic.php?pid=235581#p235581





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Re: New horror and adventure sidescroller, The gate!

2015-10-20 Thread AudioGames . net Forum — New releases room : BryanP via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

You get right up to the second floorboard, then hit up and the direction you want to go. Hold the left or right arrow depending on which way you want to go, don't tap since it does nothing.

URL: http://forum.audiogames.net/viewtopic.php?pid=235584#p235584





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Gone Home Partial Mod

2015-10-20 Thread AudioGames . net Forum — New releases room : turningoffthescreen via Audiogames-reflector


  


Gone Home Partial Mod

Hi all! Hope I'm posting in the right forum! I'm currently working on a small level from Fullbright's mystery-adventure game Gone Home that came out in 2013. I'm working on the very first part of game, which is about five minutes playtime. While the original game was heavily visual based in terms of identifying and interacting with objects and the environment, I've obviously used this opportunity to make is aurally based.I'm still in the midst of it and am also working on making some audio components procedurally based but because I'm flying out to California soon, I'm going to hold off on major changes like that when I get back. Which brings me to my last point -- I'll be at Indiecade in Culver City on Oct. 23-25th presenting what I have so far! I'll be on the Games for Everyone Pavilion with a bunch of other really cool initiatives and if any of you already have tickets or are in the LA area, I'd love to
  see you guys there if possible! After IndieCade, I'm going to keep working on it based on what I've been working towards, feedback from the festival go-ers, and I would also love to get this in a build soon so you guys can test out what I have.Features: - Modded the first-person character to have walking cane as a constant sound source via mouse - Locational audio for major components on the porch, where this part of the game takes place - Use of common hot keys as mechanics of interactivity/navigation as opposed to the original mouse-click - Voice over for the game objects in the environment Coming soon: - Procedural audio for the cane for realistic audio interaction with the floor - Even more detailed voice over - Original loading screen/narration- A build for people to download

URL: http://forum.audiogames.net/viewtopic.php?pid=235577#p235577





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Re: BSC titles and Windows 10?

2015-10-20 Thread AudioGames . net Forum — General Game Discussion : turtlepower17 via Audiogames-reflector


  


Re: BSC titles and Windows 10?

Hi,Yes, I've just tried running that file. Still no luck.I also ran the checkup program that Aprone includes with his games. That didn't help, either.Any other suggestions?

URL: http://forum.audiogames.net/viewtopic.php?pid=235579#p235579





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Re: Quick Windows Sequencer Questions

2015-10-20 Thread AudioGames . net Forum — Off-topic room : The Imaginatrix via Audiogames-reflector


  


Re: Quick Windows Sequencer Questions

Coolsoft is free, and you can add any soundfonts to it that you could add to Bassmidi, as they're both derived from the same core engine, or something. I don't really understand it. You can find it here.For me, at least, it's tricky enabling the soundfonts once you've loaded them into the configurator, but you may have a different screen-reader, so that might not be an issue for you. I can do it, but I don't know whether or not I have until I test it out. I wish there was a way to check that...

URL: http://forum.audiogames.net/viewtopic.php?pid=235582#p235582





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Gone Home Partial Mod

2015-10-20 Thread AudioGames . net Forum — New releases room : turningoffthescreen via Audiogames-reflector


  


Gone Home Partial Mod

Hi all! Hope I'm posting in the right forum! I'm currently working on a small level from Fullbright's mystery-adventure game Gone Home that came out in 2013. I'm working on the very first part of game, which is about five minutes playtime. While the original game was heavily visual based in terms of identifying and interacting with objects and the environment, I've obviously used this opportunity to make is aurally based.I'm still in the midst of it and am also working on making some audio components procedurally based but because I'm flying out to California soon, I'm going to hold off on major changes like that when I get back. Which brings me to my last point -- I'll be at Indiecade in Culver City on Oct. 23-25th presenting what I have so far! I'll be on the Games for Everyone Pavilion with a bunch of other really cool initiatives and if any of you already have tickets or are in the LA area, I'd love to
  see you guys there if possible! After IndieCade, I'm going to keep working on it based on what I've been working towards, feedback from the festival go-ers, and I would also love to get this in a build soon so you guys can test out what I have.Features: - Modded the first-person character to have walking cane as a constant sound source via mouse - Locational audio for major components on the porch, where this part of the game takes place - Use of common hot keys as mechanics of interactivity/navigation as opposed to the original mouse-click - Voice over for the game objects in the environment Coming soon: - Procedural audio for the cane for realistic audio interaction with the floor - Even more detailed voice over - Original loading screen/narration- A build for people to downloadMy twitter is @turnoffscreentwitter.com/turnoffscreen

URL: http://forum.audiogames.net/viewtopic.php?pid=235577#p235577





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Re: Instant Translate 4.0 has stopped working

2015-10-20 Thread AudioGames . net Forum — Off-topic room : cj89 via Audiogames-reflector


  


Re: Instant Translate 4.0 has stopped working

Huh, [[wow]]. I spammed a bunch of translates through it yesterday. Shame really. It was worth a try I guess.

URL: http://forum.audiogames.net/viewtopic.php?pid=235578#p235578





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Re: DeathMatch, a new beginning

2015-10-20 Thread AudioGames . net Forum — General Game Discussion : danny via Audiogames-reflector


  


Re: DeathMatch, a new beginning

https://dl.dropboxusercontent.com/u/266 … ording.mp3 is the recording, note though by now its already out of date. And remember what I said before. No suggestions for the time being. This is a time to sit down and get critical bugs out, not the time to try and get your super cool space fantacy implemented, though audio chat is sirtenly something i'll keep noted for the future. This version is intended to take a more serious look at the dm universe and patch up the major holes in dmnb v1. I'll notify when i'm ready for testers, as i've decided the way i'm going to do it is a private beta once enough systems are developed first off, and then a public beta once we declare it stable. In other news, navigation is implemented. I'll show that off layter.

URL: http://forum.audiogames.net/viewtopic.php?pid=235528#p235528





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Re: sine pluz

2015-10-20 Thread AudioGames . net Forum — Off-topic room : afrim via Audiogames-reflector


  


Re: sine pluz

Hi,Make sure the option is activated. You can activate this feature by going to ShinePlus Settings, touch and control settings and find Home key triple tap option. Make sure the option is ticked and try it again if it works. In case it doesn't work, turn the screen off, leave it for seconds so, and try again. Remember that this feature is available on phones running android above 4.3.Cheers.

URL: http://forum.audiogames.net/viewtopic.php?pid=235529#p235529





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Re: Introducing: Out of Sight Games

2015-10-20 Thread AudioGames . net Forum — General Game Discussion : Naruto via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

I'm the protector of the flowers. stay away from my beauties.. lol

URL: http://forum.audiogames.net/viewtopic.php?pid=235587#p235587





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