Re: Blind Warcraft Atton Released!

2016-05-25 Thread AudioGames . net Forum — New releases room : navarro via Audiogames-reflector


  


Re: Blind Warcraft Atton Released!

Also, here is a video of the add-on in action for those curious.https://www.youtube.com/watch?v=YddksRc9IkM

URL: http://forum.audiogames.net/viewtopic.php?pid=261754#p261754





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Re: Blind Warcraft Atton Released!

2016-05-25 Thread AudioGames . net Forum — New releases room : navarro via Audiogames-reflector


  


Re: Blind Warcraft Atton Released!

Hello all!  I'm one of the developers for this project.Apologies if this was presented to you as something more than it is.Blind Warcraft is an open sourced project that is adding blind accessible features to the World of Warcraft in-game interface.What that means is you can navigate your inventory, spell book, quest log, and receive feedback on combat using just your keyboard.  At this stage in the project, you can't do anything else outside of that.  It is heavily recommended that you have someone who can help you set this up and install as nothing else about this game is accessible at this point.  Some of you had concerns that this automates the game for you.  It does not, we specifically avoided doing a lot of things that would result in an account ban or lack of agency.  The features that we implemented are simply alternative methods to navigate the interface and receive feedback on the game.  This is also why the add-on may be a bit bare.  The features implemented have only been tested in the early portions of the game and are not guaranteed to work during later levels.If you are still interested in trying this out, you will need to install the add ons and run JocysCom.  If you use NVDA, then you must run a different version of the JocysCom program found in the bitbucket page below.This project is open source, so if you are a developer or know any developers who are interested then you may continue working on this project with the following link:https://bitbucket.org/stefika/fall-2015 … t/overviewYou may also download the necessary project files in the same website under the downloads tab.Again, apologies if this was presented to you as a fully accessible version of World of Warcraft.  The truth is that with the way the [[wow]] API works, there may be no way to achieve that without risking an account ban by automating some features for you.  What we have is just a few months of work we did as part of a university project.I know you guys had a ton of questions, so I'll try to answer a few here if you would like.  I appreciate the comments/concerns/healthy skepticism. I am very happy that some of you are excited about what we have, but please understand that there are some very serious limitations to this.Thank you!

URL: http://forum.audiogames.net/viewtopic.php?pid=261753#p261753





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Re: Blind Warcraft Atton Released!

2016-05-25 Thread AudioGames . net Forum — New releases room : sswwaaiikkee via Audiogames-reflector


  


Re: Blind Warcraft Atton Released!

hiplease recording how this game work

URL: http://forum.audiogames.net/viewtopic.php?pid=261752#p261752





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Re: audio demo from soon to be rhythm game by Oriol Gómez & Guillem Leon

2016-05-25 Thread AudioGames . net Forum — General Game Discussion : guilevi via Audiogames-reflector


  


Re: audio demo from soon to be rhythm game by Oriol Gómez & Guillem Leon

I am really excited for this too. I watched this grow from something which only let you set the music volume and play sounds, to something with 2 types of macros to speed up work, hold actions, different sounds to let you know when you were early or late or just pressed a wrong key, etc. This engine is turning out to be way more robust than I ever thought it would be and I'm sure you guys will have a lot of fun with it. I know I am, even though my imagination sucks and I can't get ideas for packs. I unlocked all the rhythm heaven fever levels and perfected all but one several times, and I have a supercard with Rhythm Tengoku on my GBASP, so I was really hoping something like this could happen. And now I'm so glad to be part of this project. Actually I think it was me who introduced Oriol to the Rhythm Tengoku universe, now that I remember.

URL: http://forum.audiogames.net/viewtopic.php?pid=261751#p261751





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Re: audio demo from soon to be rhythm game by Oriol Gómez & Guillem Leon

2016-05-25 Thread AudioGames . net Forum — General Game Discussion : guilevi via Audiogames-reflector


  


Re: audio demo from soon to be rhythm game by Oriol Gómez & Guillem Leon

I am really excited for this too. I watched this grow from something which only let you set the music volume and play sounds, to something with 2 types of macros to speed up work, hold actions, different sounds to let you know when you were early or late or just pressed a wrong key, etc. This engine is turning out to be way more robust than I ever thought it would be and I'm sure you guys will have a lot of fun with it. 

URL: http://forum.audiogames.net/viewtopic.php?pid=261751#p261751





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Re: Blind Warcraft Atton Released!

2016-05-25 Thread AudioGames . net Forum — New releases room : Orin via Audiogames-reflector


  


Re: Blind Warcraft Atton Released!

I went hunting through the add-on code to see if I could dig up some information on how it is used. This is what I found.“Type /bw help, quest, spellbook, bag (AKA Inventory), or read for more information.” (I assume this is the message the add-on delivers to a new character when first logging into one with it installed. You type commands prefixed by “/BW” into chat."The set bindings command allows you to set a binding via the chat line. (I assume this is something like “BW Bindings” or “BW Set Bindings”.The command is /bw set bindings key action”. Not sure exactly how to type the actions.The /bw quest count command returns the number of quests you have in your quest log. All of the following commands appear to be related to questing.The /bw  quest number stores the index of the given quest and returns  the title of the quest. Useful if your quest log is simply filled with a bunch of quests, i guess.The /bw quest stored command returns the title of your currently stored quest. “Currently stored quest” in non-technical terms, I assume, means the currently active quest you are doing. The currently selected one—you could have hundreds in your quest Log.The /bw quest abandon command will abandon your currently selected quest.—what about accepting one?The /bw quest progress will inform you of your progress on the saved quest.The /bw quest all command gives the titles and indexes of all the quests in your quest log—I better have a way to quiet speech because that could get spammy.The /bw quest locate command will help you locate the general area of a questThe /bw quest all command will return the indices and titles of all your quests—sounds almost identical to a command above, does this mean quests all time, completed, abandoned, not started etc? “All” of them?The /bw quest select command will allow you to select one of your stored quests—we get all of these commands, but how do we know if we can even take a quest in the first place?The /bw quest reward command will help you to select a quest rewardThe /bw quest select command will allow you to cycle through your quests in your quest logSpell book Commands:The /bw spellbook next command moves to the next spellbook pageThe /bw spellbook previous command moves to the previous spellbook pageThe /bw spellbook more command gives more information on a spell or abilityThe /bw spellbook bind command will bind an ability the character has learned to a keybindThe /bw spellbook bindinfo command will return information on an ability bound to a keybindBag/Inventory commandsThe /bw bag activate command will return the number of items in your bags and activate bag mode—Does this feel like a mud yet with all of these commands to remember?The /bw bag next command will return the name of an item in the next bag slotThe /bw bag previous command will return the name of an item in the previous bag slotThe /bw bag info command will return the name of your currently item selectedThe /bw bag destroy command will destroy the currently selected itemThe /bw bag equip command will equip the selected item if possible—If not possible, I hope it tells you why so you can attempt to fix it.The /bw bag bind  will bind the current item selected into the requested slotThe /bw bag moreinfo command will return an in depth description of the itemThe /bw bag number command will attempt to give the name of an item at the given indexThe read commands are—that appears under construction.The BW addon is the one in the first post. The second addon actually reads everything.Edit: I'm curious about navigation still. I bet we stil need sighted help to do that? What if we've completed the quests in the quest log and need to get another one, for example? What to do then? More importantly, where to go?

URL: http://forum.audiogames.net/viewtopic.php?pid=261750#p261750





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Re: Blind Warcraft Atton Released!

2016-05-25 Thread AudioGames . net Forum — New releases room : Orin via Audiogames-reflector


  


Re: Blind Warcraft Atton Released!

I went hunting through the add-on code to see if I could dig up some information on how it is used. This is what I found.“Type /bw help, quest, spellbook, bag (AKA Inventory), or read for more information.” (I assume this is the message the add-on delivers to a new character when first logging into one with it installed. You type commands prefixed by “/BW” into chat."The set bindings command allows you to set a binding via the chat line. (I assume this is something like “BW Bindings” or “BW Set Bindings”.The command is /bw set bindings key action”. Not sure exactly how to type the actions.The /bw quest count command returns the number of quests you have in your quest log. All of the following commands appear to be related to questing.The /bw  quest number stores the index of the given quest and returns  the title of the quest. Useful if your quest log is simply filled with a bunch of quests, i guess.The /bw quest stored command returns the title of your currently stored quest. “Currently stored quest” in non-technical terms, I assume, means the currently active quest you are doing. The currently selected one—you could have hundreds in your quest Log.The /bw quest abandon command will abandon your currently selected quest.—what about accepting one?The /bw quest progress will inform you of your progress on the saved quest.The /bw quest all command gives the titles and indexes of all the quests in your quest log—I better have a way to quiet speech because that could get spammy.The /bw quest locate command will help you locate the general area of a questThe /bw quest all command will return the indices and titles of all your quests—sounds almost identical to a command above, does this mean quests all time, completed, abandoned, not started etc? “All” of them?The /bw quest select command will allow you to select one of your stored quests—we get all of these commands, but how do we know if we can even take a quest in the first place?The /bw quest reward command will help you to select a quest rewardThe /bw quest select command will allow you to cycle through your quests in your quest logSpell book Commands:The /bw spellbook next command moves to the next spellbook pageThe /bw spellbook previous command moves to the previous spellbook pageThe /bw spellbook more command gives more information on a spell or abilityThe /bw spellbook bind command will bind an ability the character has learned to a keybindThe /bw spellbook bindinfo command will return information on an ability bound to a keybindBag/Inventory commandsThe /bw bag activate command will return the number of items in your bags and activate bag mode—Does this feel like a mud yet with all of these commands to remember?The /bw bag next command will return the name of an item in the next bag slotThe /bw bag previous command will return the name of an item in the previous bag slotThe /bw bag info command will return the name of your currently item selectedThe /bw bag destroy command will destroy the currently selected itemThe /bw bag equip command will equip the selected item if possible—If not possible, I hope it tells you why so you can attempt to fix it.The /bw bag bind  will bind the current item selected into the requested slotThe /bw bag moreinfo command will return an in depth description of the itemThe /bw bag number command will attempt to give the name of an item at the given indexThe read commands are—that appears under construction.The BW addon is the one in the first post. The second addon actually reads everything.

URL: http://forum.audiogames.net/viewtopic.php?pid=261750#p261750





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Re: lets code, we're trying the folder again

2016-05-25 Thread AudioGames . net Forum — Developers room : bobbleheadmastr via Audiogames-reflector


  


Re: lets code, we're trying the folder again

bobbleheadma...@gmail.com

URL: http://forum.audiogames.net/viewtopic.php?pid=261749#p261749





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Re: http://dailyskincaretry.com/is-miracle-bust-scam/

2016-05-25 Thread AudioGames . net Forum — General Game Discussion : mata via Audiogames-reflector


  


Re: http://dailyskincaretry.com/is-miracle-bust-scam/

Omg...2 spams in three days? seriously?

URL: http://forum.audiogames.net/viewtopic.php?pid=261748#p261748





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Re: Beatstar pro is finally here!

2016-05-25 Thread AudioGames . net Forum — New releases room : assault_freak via Audiogames-reflector


  


Re: Beatstar pro is finally here!

Bringing this thread back because I now have a problem. Just installed the newest version and coped over my entire packs folder... but the game is only detect two of my packs, and ignoring the other four or five I have. Is there any reason for this?

URL: http://forum.audiogames.net/viewtopic.php?pid=261747#p261747





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Re: audio demo from soon to be rhythm game by Oriol Gómez & Guillem Leon

2016-05-25 Thread AudioGames . net Forum — General Game Discussion : assault_freak via Audiogames-reflector


  


Re: audio demo from soon to be rhythm game by Oriol Gómez & Guillem Leon

Looks awesome... can't wait to play this! But I can definitely see why you'd hesitate on releasing the demo level... I would personally be against that, because although there are evils in history we can parody, it's important to be very careful with it... and there'll always be people who will be offended, especially with the explicit use of the word jew multiple times. lol

URL: http://forum.audiogames.net/viewtopic.php?pid=261745#p261745





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Re: Lone Wolf

2016-05-25 Thread AudioGames . net Forum — General Game Discussion : FabiG94 via Audiogames-reflector


  


Re: Lone Wolf

HelloI honestly do not understand English enough to hear audio.So I ask if someone can write some advice at least To start with this game.greetings and thanks.

URL: http://forum.audiogames.net/viewtopic.php?pid=261746#p261746





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Re: audio demo from soon to be rhythm game by Oriol Gómez & Guillem Leon

2016-05-25 Thread AudioGames . net Forum — General Game Discussion : assault_freak via Audiogames-reflector


  


Re: audio demo from soon to be rhythm game by Oriol Gómez & Guillem Leon

Just for pack creators, right? Like beatsar, I'm guessing the packs will be downloadable in game?

URL: http://forum.audiogames.net/viewtopic.php?pid=261745#p261745





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http://dailyskincaretry.com/is-miracle-bust-scam/

2016-05-25 Thread AudioGames . net Forum — General Game Discussion : jillene20 via Audiogames-reflector


  


http://dailyskincaretry.com/is-miracle-bust-scam/

Thyour health practitioner might be able to provide you some exceptional alternatives for the breast carry process. every alternative is a feasible answer for sure sorts of breasts, and each alternative additionally provides its own type of scarring (a few extra visible than others).f you or someone you recognize would really like a more permanent lift to her breasts, you would possibly want to don't forget a breast lift. http://dailyskincaretry.com/is-miracle-bust-scam/

URL: http://forum.audiogames.net/viewtopic.php?pid=261744#p261744





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Re: Edge of Winter - New Castle Adventure Audio Game

2016-05-25 Thread AudioGames . net Forum — General Game Discussion : Sean-Terry01 via Audiogames-reflector


  


Re: Edge of Winter - New Castle Adventure Audio Game

Oh, [[wow]], don't hold back or anything. That was a bit harsh.

URL: http://forum.audiogames.net/viewtopic.php?pid=261743#p261743





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-25 Thread AudioGames . net Forum — New releases room : ogomez92 via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

HiI just answered to your pm about the voices.You need to ask @guilevi2000 he is the one who made the bns voices.

URL: http://forum.audiogames.net/viewtopic.php?pid=261742#p261742





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Re: audio demo from soon to be rhythm game by Oriol Gómez & Guillem Leon

2016-05-25 Thread AudioGames . net Forum — General Game Discussion : ogomez92 via Audiogames-reflector


  


Re: audio demo from soon to be rhythm game by Oriol Gómez & Guillem Leon

Guys we already have 5 levels, I'm sure you'll love it.We're thinking of making a dropbox folder for pack creators so you guys can make music for it, I'll provide you with the parser manual and the game so you can test your levels.if you want to participate email me directlyogomez.s92{at}gmail.comlook at that {at} replace that for [ a-t ].dont pm me here as  i will never see it, i dont get pm notifications.ok

URL: http://forum.audiogames.net/viewtopic.php?pid=261741#p261741





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Re: Edge of Winter - New Castle Adventure Audio Game

2016-05-25 Thread AudioGames . net Forum — General Game Discussion : ogomez92 via Audiogames-reflector


  


Re: Edge of Winter - New Castle Adventure Audio Game

yeah fuck. i paid for this game. fuck you jyro give me my 15 dollars back, I don't trust you anymore. it's been 9 months.

URL: http://forum.audiogames.net/viewtopic.php?pid=261740#p261740





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Re: SoundRTS

2016-05-25 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector


  


Re: SoundRTS

Hello, again :3About the custom targets, I think that instead of select the usable targets depending your selection, I think that is better habe two options.First, the default behavior of ctrl+tab, is that the usable map objects for the selected units are listed. But, you have a certain key (fast key, the function keys are very slow to use in a fast game) to switch the usable criteria for the current selection.And well, the usable options that i think are simple. Peasant like (meadows, paths, exploitable objects, repairables objects) military like (enemy soldiers and buildings) only buildings (only buildings for fast targeting of enemy buildings for some skills) or... something similar :3Well, this is all ^^I've see that currently, you have a lot of work in github with various issue reports xdSee ya

URL: http://forum.audiogames.net/viewtopic.php?pid=261739#p261739





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Re: Blind Warcraft Atton Released!

2016-05-25 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector


  


Re: Blind Warcraft Atton Released!

In my case I'm not was criticizing the Game.I'm a huge, very huge fan of blizzard games. I really want to play any of blizzard's games. Diablo, Starcraft (specially starcraft) warcraft, or anything. And this post, give to me a false hope for play [[wow]].Any more.If is really playable for a blind person, I want to see the game and the add-ons in action on a video, or podcast, or something. Paid for the game isn't a real problem. Currently with mi brother, we have various  battle.net games, including some months of [[wow]]. Isn't hard create a new character for test... but ¿test what?What is the official page of the addon with the documentation (both addons) or a starter guide for blind person, to know how to start with the game. How to manage your inventory, how to open the chatbox or console, etc, etc etc.If this exist, will be really, really awesome. Thanks for all.

URL: http://forum.audiogames.net/viewtopic.php?pid=261738#p261738





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Re: MainStream and Audiogame Lp and Recordings

2016-05-25 Thread AudioGames . net Forum — General Game Discussion : bradp via Audiogames-reflector


  


Re: MainStream and Audiogame Lp and Recordings

How do you record stuff through your ps4? I have a few games I could record.

URL: http://forum.audiogames.net/viewtopic.php?pid=261737#p261737





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Re: Redspot, blood and paril. First public beta released!

2016-05-25 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: Redspot, blood and paril. First public beta released!

Weird, why have stored health as well then?Either way, removed it, also, guess that sound I thought was the rocket launcher was actually the air to air missiles from jets.

URL: http://forum.audiogames.net/viewtopic.php?pid=261735#p261735





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Re: Redspot, blood and paril. First public beta released!

2016-05-25 Thread AudioGames . net Forum — New releases room : GarrettTurner via Audiogames-reflector


  


Re: Redspot, blood and paril. First public beta released!

I found a bug, it's really hard to pull off, but you can actually kill your own jet using jet missiles.

URL: http://forum.audiogames.net/viewtopic.php?pid=261736#p261736





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Re: Redspot, blood and paril. First public beta released!

2016-05-25 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: Redspot, blood and paril. First public beta released!

I quite enjoy this game, even though it needs some work, which is understandable as it's still in the Beta stage of development.I think my favorite thing of all though is the distant weapon sounds, not only because it's such a great idea to have them in the first place, but also because of how good most of them are.I've listened to, at this point, close to a couple hundred real life videos of active war zones, , not because I enjoy the violence, in fact it sometimes sickens me to the point that I can't watch any more, but because I very much want to understand what it's really like; and a handful of those actually had very high quality audio.And let me tell you, the jet's cannon sounds exactly like what 37 and 60MM light artillery, 70 and 122MM rockets, 40MM grenades, and .50 caliber or 20, 25, and 30MM explosive rounds sound like from a distance.As well, the machine gun sounds are spot on for a battle rifle or light machine gun in 7.62MM or similar at between medium and long distance, and the air to air missiles sound just like heavy rocket propelled artillery or the more makeshift truck mounted propane tank variety preferred by rebels.The time bombs are also quite a bit like what small buildings and armored vehicles hit by RPG's and shells sound like.On another note, I also like the tracking and coordinate systems, which are welcome after the STW way of doing things, understandable though it may be, as well as the proximity weapons, which I can see being even more useful on future maps with out so much open space.That said, I feel like I should list a few issues, and not make any large suggestions yet, just to have them out here, and I'm pretty sure they haven't all been mentioned, or at least not gathered together in one place yet.But thanks to the detective work of a few players, such as Hamada, Náh'dá'ý, and Brandon, there are actually some solidly cataloged and tested bugs... And here they are.1. Jumping causes the large majority of lag, weather it's in place or in a direction, though jumping in a direction does cause more.  This seems to not be as much of a server wide thing as previously thought, but more a personal experience, though it does seem to become that way with over about 24 players, and gets worse as more show up. It becomes a real issue when avoiding rockets, firing at jets, or chasing after fleeing enemies.2. When large lag spikes happen, pressing enter on an item multiple times will cue it until the lag lets up, at which time multiple versions of that item will be used at once, weather or not you actually had that many.  For some reason, when this happens with item grabbers, you only get one load of items even if you used several of them, but with small projectiles and robots, it can become a much bigger advantage.  This also seems to happen with voice chat to some degree, probably do to how ever the recording is buffered, but it doesn't seem to work as well with all items.  Either way, after doing either of those things weather on purpose or accidentally, you are left with one more of the item you spammed in your inventory, incorrectly listed as having a quantity of -1, which can also be used once more before expiring.3. You can still be hit by certain types of weaponry while in AFK mode, even after the timer has fully counted down. Claymores, Mines, and small projectiles all do this, but no others.  Additionally, you are able to fly a jet and fire it's weapons in AFK mode.4. Sometimes robots just stop and stand there, unable to be killed no matter how many times you hit them.  I think this is because of players launching robots, then logging out before they get destroyed, though it could also be do to a lack of any built in suicide switch. I don't know for sure as robots are hard to keep track of.5. When typing into  chat, or moving by letter navigation in the tracking menu, other commands are sometimes executed, such as turning, opening menus, and voice chatting. It's probably something about keystrokes being intercepted, but it's hard to reproduce consistently, and it may just be certain screen readers; I use NVDA.6. When in a jet, the player tracker doesn't seem to update correctly when it comes to being behind and in front of you, I think it gets reversed...Here are a few small suggestions, just for balancing, and nothing ground breaking.1. Have the tracking list be auto sorted by closest to farthest player, rather than what ever it is now.  It's certainly not alphabetical, probably based on who logged in most recently, but if you did this instead, it would be easier to find someone to fight with, instead of having to follow distant sound cues, which can be quite difficult to pinpoint.2. Add separate language channels, we are most in need of Spanish, but Russian, Turkish, Arabic, Chinese, Japanese, and Filipino are also important.3.  Either slightly decrease the time bombs range, or slightly increase it's time 

Re: Redspot, blood and paril. First public beta released!

2016-05-25 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: Redspot, blood and paril. First public beta released!

I quite enjoy this game, even though it needs some work, which is understandable as it's still in the Beta stage of development.I think my favorite thing of all though is the distant weapon sounds, not only because it's such a great idea to have them in the first place, but also because of how good most of them are.I've listened to, at this point, close to a couple hundred real life videos of active war zones, , not because I enjoy the violence, in fact it sometimes sickens me to the point that I can't watch any more, but because I very much want to understand what it's really like; and a handful of those actually had very high quality audio.And let me tell you, the jet's cannon sounds exactly like what 37 and 60MM light artillery, 70 and 122MM rockets, 40MM grenades, and .50 caliber or 20, 25, and 30MM explosive rounds sound like from a distance.As well, the machine gun sounds are spot on for a battle rifle or light machine gun in 7.62MM or similar at between medium and long distance, and the air to air missiles sound just like heavy rocket propelled artillery or the more makeshift truck mounted propane tank variety preferred by rebels.The time bombs are also quite a bit like what small buildings and armored vehicles hit by RPG's and shells sound like.On another note, I also like the tracking and coordinate systems, which are welcome after the STW way of doing things, understandable though it may be, as well as the proximity weapons, which I can see being even more useful on future maps with out so much open space.That said, I feel like I should list a few issues, and not make any large suggestions yet, just to have them out here, and I'm pretty sure they haven't all been mentioned, or at least not gathered together in one place yet.But thanks to the detective work of a few players, such as Hamada, Náh'dá'ý, and Brandon, there are actually some solidly cataloged and tested bugs... And here they are.1. Jumping causes the large majority of lag, weather it's in place or in a direction, though jumping in a direction does cause more.  This seems to not be as much of a server wide thing as previously thought, but more a personal experience, though it does seem to become that way with over about 24 players, and gets worse as more show up. It becomes a real issue when avoiding rockets, firing at jets, or chasing after fleeing enemies.2. When large lag spikes happen, pressing enter on an item multiple times will cue it until the lag lets up, at which time multiple versions of that item will be used at once, weather or not you actually had that many.  For some reason, when this happens with item grabbers, you only get one load of items even if you used several of them, but with small projectiles and robots, it can become a much bigger advantage.  This also seems to happen with voice chat to some degree, probably do to how ever the recording is buffered, but it doesn't seem to work as well with all items.  Either way, after doing either of those things weather on purpose or accidentally, you are left with one more of the item you spammed in your inventory, incorrectly listed as having a quantity of -1, which can also be used once more before expiring.3. You can still be hit by certain types of weaponry while in AFK mode, even after the timer has fully counted down. Claymores, Mines, and small projectiles all do this, but no others.  Additionally, you are able to fly a jet and fire it's weapons in AFK mode.4. Sometimes robots just stop and stand there, unable to be killed no matter how many times you hit them.  I think this is because of players launching robots, then logging out before they get destroyed, though it could also be do to a lack of any built in suicide switch. I don't know for sure as robots are hard to keep track of.5. When typing into  chat, or moving by letter navigation in the tracking menu, other commands are sometimes executed, such as turning, opening menus, and voice chatting. It's probably something about keystrokes being intercepted, but it's hard to reproduce consistently, and it may just be certain screen readers; I use NVDA.6. When in a jet, the player tracker doesn't seem to update correctly when it comes to being behind and in front of you, I think it gets reversed...7. Poison drinks currently heal you.Here are a few small suggestions, just for balancing, and nothing ground breaking.1. Have the tracking list be auto sorted by closest to farthest player, rather than what ever it is now.  It's certainly not alphabetical, probably based on who logged in most recently, but if you did this instead, it would be easier to find someone to fight with, instead of having to follow distant sound cues, which can be quite difficult to pinpoint.2. Add separate language channels, we are most in need of Spanish, but Russian, Turkish, Arabic, Chinese, Japanese, and Filipino are also important.3.  Either slightly decrease the time bombs 

Re: Redspot, blood and paril. First public beta released!

2016-05-25 Thread AudioGames . net Forum — New releases room : Ethin via Audiogames-reflector


  


Re: Redspot, blood and paril. First public beta released!

@145, poison drinks are meant to heal you. that is no accident. It might be misleading, though... I know I had to ask about it too.

URL: http://forum.audiogames.net/viewtopic.php?pid=261734#p261734





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Re: Redspot, blood and paril. First public beta released!

2016-05-25 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: Redspot, blood and paril. First public beta released!

I quite enjoy this game, even though it needs some work, which is understandable as it's still in the Beta stage of development.I think my favorite thing of all though is the distant weapon sounds, not only because it's such a great idea to have them in the first place, but also because of how good most of them are.I've listened to, at this point, close to a couple hundred real life videos of active war zones, , not because I enjoy the violence, in fact it sometimes sickens me to the point that I can't watch any more, but because I very much want to understand what it's really like; and a handful of those actually had very high quality audio.And let me tell you, the jet's cannon sounds exactly like what 37 and 60MM light artillery, 70 and 122MM rockets, 40MM grenades, and .50 caliber or 20, 25, and 30MM explosive rounds sound like from a distance.As well, the machine gun sounds are spot on for a battle rifle or light machine gun in 7.62MM or similar at between medium and long distance, and the rockets, while not sounding particularly portable or light, do sound just like heavy rocket propelled artillery or the more makeshift truck mounted propane tank variety preferred by rebels.The time bombs are also quite a bit like what small buildings and armored vehicles hit by RPG's and shells sound like.On another note, I also like the tracking and coordinate systems, which are welcome after the STW way of doing things, understandable though it may be, as well as the proximity weapons, which I can see being even more useful on future maps with out so much open space.That said, I feel like I should list a few issues, and not make any large suggestions yet, just to have them out here, and I'm pretty sure they haven't all been mentioned, or at least not gathered together in one place yet.But thanks to the detective work of a few players, such as Hamada, Náh'dá'ý, and Brandon, there are actually some solidly cataloged and tested bugs... And here they are.1. Jumping causes the large majority of lag, weather it's in place or in a direction, though jumping in a direction does cause more.  This seems to not be as much of a server wide thing as previously thought, but more a personal experience, though it does seem to become that way with over about 24 players, and gets worse as more show up. It becomes a real issue when avoiding rockets, firing at jets, or chasing after fleeing enemies.2. When large lag spikes happen, pressing enter on an item multiple times will cue it until the lag lets up, at which time multiple versions of that item will be used at once, weather or not you actually had that many.  For some reason, when this happens with item grabbers, you only get one load of items even if you used several of them, but with small projectiles and robots, it can become a much bigger advantage.  This also seems to happen with voice chat to some degree, probably do to how ever the recording is buffered, but it doesn't seem to work as well with all items.  Either way, after doing either of those things weather on purpose or accidentally, you are left with one more of the item you spammed in your inventory, incorrectly listed as having a quantity of -1, which can also be used once more before expiring.3. You can still be hit by certain types of weaponry while in AFK mode, even after the timer has fully counted down. Claymores, Mines, and small projectiles all do this, but no others.  Additionally, you are able to fly a jet and fire it's weapons in AFK mode.4. Sometimes robots just stop and stand there, unable to be killed no matter how many times you hit them.  I think this is because of players launching robots, then logging out before they get destroyed, though it could also be do to a lack of any built in suicide switch. I don't know for sure as robots are hard to keep track of.5. When typing into  chat, or moving by letter navigation in the tracking menu, other commands are sometimes executed, such as turning, opening menus, and voice chatting. It's probably something about keystrokes being intercepted, but it's hard to reproduce consistently, and it may just be certain screen readers; I use NVDA.6. When in a jet, the player tracker doesn't seem to update correctly when it comes to being behind and in front of you, I think it gets reversed...7. Poison drinks currently heal you.Here are a few small suggestions, just for balancing, and nothing ground breaking.1. Have the tracking list be auto sorted by closest to farthest player, rather than what ever it is now.  It's certainly not alphabetical, probably based on who logged in most recently, but if you did this instead, it would be easier to find someone to fight with, instead of having to follow distant sound cues, which can be quite difficult to pinpoint.2. Add separate language channels, we are most in need of Spanish, but Russian, Turkish, Arabic, Chinese, Japanese, and Filipino are also important.3.  

Re: Redspot, blood and paril. First public beta released!

2016-05-25 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: Redspot, blood and paril. First public beta released!

I quite enjoy this game, even though it needs some work, which is understandable as it's still in the Beta stage of development.I think my favorite thing of all though is the distant weapon sounds, not only because it's such a great idea to have them in the first place, but also because of how good most of them are.I've listened to, at this point, close to a couple hundred real life videos of active war zones, , not because I enjoy the violence, in fact it sometimes sickens me to the point that I can't watch any more, but because I very much want to understand what it's really like; and a handful of those actually had very high quality audio.And let me tell you, the jet's cannon sounds exactly like what 37 and 60MM light artillery, 70 and 122MM rockets, 40MM grenades, and .50 caliber or 20, 25, and 30MM explosive rounds sound like from a distance.As well, the machine gun sounds are spot on for a battle rifle or light machine gun in 7.62MM or similar at between medium and long distance, and the rockets, while not sounding particularly portable or light, do sound just like heavy rocket propelled artillery or the more makeshift truck mounted propane tank variety preferred by rebels.The time bombs are also quite a bit like what small buildings and armored vehicles hit by RPG's and shells sound like.On another note, I also like the tracking and coordinate systems, which are welcome after the STW way of doing things, understandable though it may be, as well as the proximity weapons, which I can see being even more useful on future maps with out so much open space.That said, I feel like I should list a few issues, and not make any large suggestions yet, just to have them out here, and I'm pretty sure they haven't all been mentioned, or at least not gathered together in one place yet.But thanks to the detective work of a few players, such as Hamada, Náh'dá'ý, and Brandon, there are actually some solidly cataloged and tested bugs... And here they are.1. Jumping causes the large majority of lag, weather it's in place or in a direction, though jumping in a direction does cause more.  This seems to not be as much of a server wide thing as previously thought, but more a personal experience, though it does seem to become that way with over about 24 players, and gets worse as more show up. It becomes a real issue when avoiding rockets, firing at jets, or chasing after fleeing enemies.2. When large lag spikes happen, pressing enter on an item multiple times will cue it until the lag lets up, at which time multiple versions of that item will be used at once, weather or not you actually had that many.  For some reason, when this happens with item grabbers, you only get one load of items even if you used several of them, but with small projectiles and robots, it can become a much bigger advantage.  This also seems to happen with voice chat to some degree, probably do to how ever the recording is buffered, but it doesn't seem to work as well with all items.  Either way, after doing either of those things weather on purpose or accidentally, you are left with one more of the item you spammed in your inventory, incorrectly listed as having a quantity of -1, which can also be used once more before expiring.3. You can still be hit by certain types of weaponry while in AFK mode, even after the timer has fully counted down. Claymores, Mines, and small projectiles all do this, but no others.  Additionally, you are able to fly a jet and fire it's weapons in AFK mode.4. Sometimes robots just stop and stand there, unable to be killed no matter how many times you hit them.  I think this is because of players launching robots, then logging out before they get destroyed, though it could also be do to a lack of any built in suicide switch. I don't know for sure as robots are hard to keep track of.5. When typing into  chat, or moving by letter navigation in the tracking menu, other commands are sometimes executed, such as turning, opening menus, and voice chatting. It's probably something about keystrokes being intercepted, but it's hard to reproduce consistently, and it may just be certain screen readers; I use NVDA.6. When in a jet, the player tracker doesn't seem to update correctly when it comes to being behind and in front of you, I think it gets reversed...7. Poison drinks currently heal you.Here are a few small suggestions, just for balancing, and nothing ground breaking.1. Have the tracking list be auto sorted by closest to farthest player, rather than what ever it is now.  It's certainly not alphabetical, probably based on who logged in most recently, but if you did this instead, it would be easier to find someone to fight with, instead of having to follow distant sound cues, which can be quite difficult to pinpoint.2. Add separate language channels, we are most in need of Spanish, but Russian, Turkish, Arabic, Chinese, Japanese, and Filipino are also important.3.  

Re: Redspot, blood and paril. First public beta released!

2016-05-25 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: Redspot, blood and paril. First public beta released!

I quite enjoy this game, even though it needs some work, which is understandable as it's still in the Beta stage of development.I think my favorite thing of all though is the distant weapon sounds, not only because it's such a great idea to have them in the first place, but also because of how good most of them are.I've listened to, at this point, close to a couple hundred real life videos of active war zones, , not because I enjoy the violence, in fact it sometimes sickens me to the point that I can't watch any more, but because I very much want to understand what it's really like; and a handful of those actually had very high quality audio.And let me tell you, the jet's cannon sounds exactly like what 37 and 60MM light artillery, 70 and 122MM rockets, 40MM grenades, and .50 caliber or 20, 25, and 30MM explosive rounds sound like from a distance.As well, the machine gun sounds are spot on for a battle rifle or light machine gun in 7.62MM or similar at between medium and long distance, and the rockets, while not sounding particularly portable or light, do sound just like heavy rocket propelled artillery or the more makeshift truck mounted propane tank variety preferred by rebels.The time bombs are also quite a bit like what small buildings and armored vehicles hit by RPG's and shells sound like.On another note, I also like the tracking and coordinate systems, which are welcome after the STW way of doing things, understandable though it may be, as well as the proximity weapons, which I can see being even more useful on future maps with out so much open space.That said, I feel like I should list a few issues, and not make any large suggestions yet, just to have them out here, and I'm pretty sure they haven't all been mentioned, or at least not gathered together in one place yet.But thanks to the detective work of a few players, such as Hamada, Náh'dá'ý, and Brandon, there are actually some solidly cataloged and tested bugs... And here they are.1. Jumping causes the large majority of lag, weather it's in place or in a direction, though jumping in a direction does cause more.  This seems to not be as much of a server wide thing as previously thought, but more a personal experience, though it does seem to become that way with over about 24 players, and gets worse as more show up. It becomes a real issue when avoiding rockets, firing at jets, or chasing after fleeing enemies.2. When large lag spikes happen, pressing enter on an item multiple times will cue it until the lag lets up, at which time multiple versions of that item will be used at once, weather or not you actually had that many.  For some reason, when this happens with item grabbers, you only get one load of items even if you used several of them, but with small projectiles and robots, it can become a much bigger advantage.  This also seems to happen with voice chat to some degree, probably do to how ever the recording is buffered, but it doesn't seem to work as well with all items.  Either way, after doing either of those things weather on purpose or accidentally, you are left with one more of the item you spammed in your inventory, incorrectly listed as having a quantity of -1, which can also be used once more before expiring.3. You can still be hit by certain types of weaponry while in AFK mode, even after the timer has fully counted down. Claymores, Mines, and small projectiles all do this, but no others.  Additionally, you are able to fly a jet and fire it's weapons in AFK mode.4. Sometimes robots just stop and stand there, unable to be killed no matter how many times you hit them.  I think this is because of players launching robots, then logging out before they get destroyed, though it could also be do to a lack of any built in suicide switch. I don't know for sure as robots are hard to keep track of.5. When typing into  chat, or moving by letter navigation in the tracking menu, other commands are sometimes executed, such as turning, opening menus, and voice chatting. It's probably something about keystrokes being intercepted, but it's hard to reproduce consistently, and it may just be certain screen readers; I use NVDA.6. When in a jet, the player tracker doesn't seem to update correctly when it comes to being behind and in front of you, I think it gets reversed...7. Poison drinks currently heal you.Here are a few small suggestions, just for balancing, and nothing ground breaking.1. Have the tracking list be auto sorted by closest to farthest player, rather than what ever it is now.  It's certainly not alphabetical, probably based on who logged in most recently, but if you did this instead, it would be easier to find someone to fight with, instead of having to follow distant sound cues, which can be quite difficult to pinpoint.2. Add separate language channels, we are most in need of Spanish, but Russian, Turkish, Arabic, Chinese, Japanese, and Filipino are also important.3.  

Re: Redspot, blood and paril. First public beta released!

2016-05-25 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: Redspot, blood and paril. First public beta released!

I quite enjoy this game, even though it needs some work, which is understandable as it's still in the Beta stage of development.I think my favorite thing of all though is the distant weapon sounds, not only because it's such a great idea to have them in the first place, but also because of how good most of them are.I've listened to, at this point, close to a couple hundred real life videos of active war zones, , not because I enjoy the violence, in fact it sometimes sickens me to the point that I can't watch any more, but because I very much want to understand what it's really like; and a handful of those actually had very high quality audio.And let me tell you, the jet's cannon sounds exactly like what 37 and 60MM light artillery, 70 and 122MM rockets, 40MM grenades, and .50 caliber or 20, 25, and 30MM explosive rounds sound like from a distance.As well, the machine gun sounds are spot on for a battle rifle or light machine gun in 7.62MM or similar at between medium and long distance, and the rockets, while not sounding particularly portable or light, do sound just like heavy rocket propelled artillery or the more makeshift truck mounted propane tank variety preferred by rebels.The time bombs are also quite a bit like what small buildings and armored vehicles hit by RPG's and shells sound like.On another note, I also like the tracking and coordinate systems, which are welcome after the STW way of doing things, understandable though it may be, as well as the proximity weapons, which I can see being even more useful on future maps with out so much open space.That said, I feel like I should list a few issues, and not make any large suggestions yet, just to have them out here, and I'm pretty sure they haven't all been mentioned, or at least not gathered together in one place yet.But thanks to the detective work of a few players, such as Hamada, Náh'dá'ý, and Brandon, there are actually some solidly cataloged and tested bugs... And here they are.1. Jumping causes the large majority of lag, weather it's in place or in a direction, though jumping in a direction does cause more.  This seems to not be as much of a server wide thing as previously thought, but more a personal experience, though it does seem to become that way with over about 24 players, and gets worse as more show up. It becomes a real issue when avoiding rockets, firing at jets, or chasing after fleeing enemies.2. When large lag spikes happen, pressing enter on an item multiple times will cue it until the lag lets up, at which time multiple versions of that item will be used at once, weather or not you actually had that many.  For some reason, when this happens with item grabbers, you only get one load of items even if you used several of them, but with small projectiles and robots, it can become a much bigger advantage.  This also seems to happen with voice chat to some degree, probably do to how ever the recording is buffered, but it doesn't seem to work as well with all items.  Either way, after doing either of those things weather on purpose or accidentally, you are left with one more of the item you spammed in your inventory, incorrectly listed as having a quantity of -1, which can also be used once more before expiring.3. You can still be hit by certain types of weaponry while in AFK mode, even after the timer has fully counted down. Claymores, Mines, and small projectiles all do this, but no others.  Additionally, you are able to fly a jet and fire it's weapons in AFK mode.4. Sometimes robots just stop and stand there, unable to be killed no matter how many times you hit them.  I think this is because of players launching robots, then logging out before they get destroyed, though it could also be do to a lack of any built in suicide switch. I don't know for sure as robots are hard to keep track of.5. When typing into  chat, or moving by letter navigation in the tracking menu, other commands are sometimes executed, such as turning, opening menus, and voice chatting. It's probably something about keystrokes being intercepted, but it's hard to reproduce consistently, and it may just be certain screen readers; I use NVDA.6. When in a jet, the player tracker doesn't seem to update correctly when it comes to being behind and in front of you, I think it gets reversed...7. Poison drinks currently heal you.Here are a few small suggestions, just for balancing, and nothing ground breaking.1. Have the tracking list be auto sorted by closest to farthest player, rather than what ever it is now.  It's certainly not alphabetical, probably based on who logged in most recently, but if you did this instead, it would be easier to find someone to fight with, instead of having to follow distant sound cues, which can be quite difficult to pinpoint.2. Add separate language channels, we are most in need of Spanish, but Russian, Turkish, Arabic, Chinese, Japanese, and Filipino are also important.3.  

Re: Redspot, blood and paril. First public beta released!

2016-05-25 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: Redspot, blood and paril. First public beta released!

I quite enjoy this game, even though it needs some work, which is understandable as it's still in the Beta stage of development.I think my favorite thing of all though is the distant weapon sounds, not only because it's such a great idea to have them in the first place, but also because of how good most of them are.I've listened to, at this point, close to a couple hundred real life videos of active war zones, , not because I enjoy the violence, in fact it sometimes sickens me to the point that I can't watch any more, but because I very much want to understand what it's really like; and a handful of those actually had very high quality audio.And let me tell you, the jet's cannon sounds exactly like what 37 and 60MM light artillery, 70 and 122MM rockets, 40MM grenades, and .50 caliber or 25MM rounds sound like from a distance.As well, the machine gun sounds are spot on for a battle rifle or light machine gun in 7.62MM or similar at between medium and long distance, and the rockets, while not sounding particularly portable or light, do sound just like heavy rocket propelled artillery or the more makeshift truck mounted propane tank variety preferred by rebels.The time bombs are also quite a bit like what small buildings and armored vehicles hit by RPG's and shells sound like.On another note, I also like the tracking and coordinate systems, which are welcome after the STW way of doing things, understandable though it may be, as well as the proximity weapons, which I can see being even more useful on future maps with out so much open space.That said, I feel like I should list a few issues, and not make any large suggestions yet, just to have them out here, and I'm pretty sure they haven't all been mentioned, or at least not gathered together in one place yet.But thanks to the detective work of a few players, such as Hamada, Náh'dá'ý, and Brandon, there are actually some solidly cataloged and tested bugs... And here they are.1. Jumping causes the large majority of lag, weather it's in place or in a direction, though jumping in a direction does cause more.  This seems to not be as much of a server wide thing as previously thought, but more a personal experience, though it does seem to become that way with over about 24 players, and gets worse as more show up. It becomes a real issue when avoiding rockets, firing at jets, or chasing after fleeing enemies.2. When large lag spikes happen, pressing enter on an item multiple times will cue it until the lag lets up, at which time multiple versions of that item will be used at once, weather or not you actually had that many.  For some reason, when this happens with item grabbers, you only get one load of items even if you used several of them, but with small projectiles and robots, it can become a much bigger advantage.  This also seems to happen with voice chat to some degree, probably do to how ever the recording is buffered, but it doesn't seem to work as well with all items.  Either way, after doing either of those things weather on purpose or accidentally, you are left with one more of the item you spammed in your inventory, incorrectly listed as having a quantity of -1, which can also be used once more before expiring.3. You can still be hit by certain types of weaponry while in AFK mode, even after the timer has fully counted down. Claymores, Mines, and small projectiles all do this, but no others.  Additionally, you are able to fly a jet and fire it's weapons in AFK mode.4. Sometimes robots just stop and stand there, unable to be killed no matter how many times you hit them.  I think this is because of players launching robots, then logging out before they get destroyed, though it could also be do to a lack of any built in suicide switch. I don't know for sure as robots are hard to keep track of.5. When typing into  chat, or moving by letter navigation in the tracking menu, other commands are sometimes executed, such as turning, opening menus, and voice chatting. It's probably something about keystrokes being intercepted, but it's hard to reproduce consistently, and it may just be certain screen readers; I use NVDA.6. When in a jet, the player tracker doesn't seem to update correctly when it comes to being behind and in front of you, I think it gets reversed...7. Poison drinks currently heal you.Here are a few small suggestions, just for balancing, and nothing ground breaking.1. Have the tracking list be auto sorted by closest to farthest player, rather than what ever it is now.  It's certainly not alphabetical, probably based on who logged in most recently, but if you did this instead, it would be easier to find someone to fight with, instead of having to follow distant sound cues, which can be quite difficult to pinpoint.2. Add separate language channels, we are most in need of Spanish, but Russian, Turkish, Arabic, Chinese, Japanese, and Filipino are also important.3.  Either slightly 

Re: Redspot, blood and paril. First public beta released!

2016-05-25 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: Redspot, blood and paril. First public beta released!

I quite enjoy this game, even though it needs some work, which is understandable as it's still in the Beta stage of development.I think my favorite thing of all though is the distant weapon sounds, not only because it's such a great idea to have them in the first place, but also because of how good most of them are.I've listened to, at this point, close to a couple hundred real life videos of active war zones, , not because I enjoy the violence, in fact it sometimes sickens me to the point that I can't watch any more, but because I very much want to understand what it's really like; and a handful of those actually had very high quality audio.And let me tell you, the jet's cannon sounds exactly like what light artillery, 70 and 122MM rockets, 40MM grenades, and .50 caliber or 25MM rounds sound like from a distance.As well, the machine gun sounds are spot on for a battle rifle or light machine gun in 7.62MM or similar at between medium and long distance, and the rockets, while not sounding particularly portable or light, do sound just like heavy rocket propelled artillery or the more makeshift truck mounted propane tank variety preferred by rebels.The time bombs are also quite a bit like what small buildings and armored vehicles hit by RPG's and shells sound like.On another note, I also like the tracking and coordinate systems, which are welcome after the STW way of doing things, understandable though it may be, as well as the proximity weapons, which I can see being even more useful on future maps with out so much open space.That said, I feel like I should list a few issues, and not make any large suggestions yet, just to have them out here, and I'm pretty sure they haven't all been mentioned, or at least not gathered together in one place yet.But thanks to the detective work of a few players, such as Hamada, Náh'dá'ý, and Brandon, there are actually some solidly cataloged and tested bugs... And here they are.1. Jumping causes the large majority of lag, weather it's in place or in a direction, though jumping in a direction does cause more.  This seems to not be as much of a server wide thing as previously thought, but more a personal experience, though it does seem to become that way with over about 24 players, and gets worse as more show up. It becomes a real issue when avoiding rockets, firing at jets, or chasing after fleeing enemies.2. When large lag spikes happen, pressing enter on an item multiple times will cue it until the lag lets up, at which time multiple versions of that item will be used at once, weather or not you actually had that many.  For some reason, when this happens with item grabbers, you only get one load of items even if you used several of them, but with small projectiles and robots, it can become a much bigger advantage.  This also seems to happen with voice chat to some degree, probably do to how ever the recording is buffered, but it doesn't seem to work as well with all items.  Either way, after doing either of those things weather on purpose or accidentally, you are left with one more of the item you spammed in your inventory, incorrectly listed as having a quantity of -1, which can also be used once more before expiring.3. You can still be hit by certain types of weaponry while in AFK mode, even after the timer has fully counted down. Claymores, Mines, and small projectiles all do this, but no others.  Additionally, you are able to fly a jet and fire it's weapons in AFK mode.4. Sometimes robots just stop and stand there, unable to be killed no matter how many times you hit them.  I think this is because of players launching robots, then logging out before they get destroyed, though it could also be do to a lack of any built in suicide switch. I don't know for sure as robots are hard to keep track of.5. When typing into  chat, or moving by letter navigation in the tracking menu, other commands are sometimes executed, such as turning, opening menus, and voice chatting. It's probably something about keystrokes being intercepted, but it's hard to reproduce consistently, and it may just be certain screen readers; I use NVDA.6. When in a jet, the player tracker doesn't seem to update correctly when it comes to being behind and in front of you, I think it gets reversed...7. Poison drinks currently heal you.Here are a few small suggestions, just for balancing, and nothing ground breaking.1. Have the tracking list be auto sorted by closest to farthest player, rather than what ever it is now.  It's certainly not alphabetical, probably based on who logged in most recently, but if you did this instead, it would be easier to find someone to fight with, instead of having to follow distant sound cues, which can be quite difficult to pinpoint.2. Add separate language channels, we are most in need of Spanish, but Russian, Turkish, Arabic, Chinese, Japanese, and Filipino are also important.3.  Either slightly decrease the time 

Re: Redspot, blood and paril. First public beta released!

2016-05-25 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: Redspot, blood and paril. First public beta released!

I quite enjoy this game, even though it needs some work, which is understandable as it's still in the Beta stage of development.I think my favorite thing of all though is the distant weapon sounds, not only because it's such a great idea to have them in the first place, but also because of how good most of them are.I've listened to, at this point, close to a couple hundred real life videos of active war zones, , not because I enjoy the violence, in fact it sometimes sickens me to the point that I can't watch any more, but because I very much want to understand what it's really like; and a handful of those actually had very high quality audio.And let me tell you, the jet's cannon sounds exactly like what light artillery, 70 and 122MM rockets, 40MM grenades, and .50 caliber or 25MM rounds sound like from a distance.As well, the machine gun sounds are spot on for a battle rifle or light machine gun in 7.62MM or similar at between medium and long distance, and the rockets, while not sounding particularly portable or light, do sound just like heavy rocket propelled artillery or the more makeshift truck mounted propane tank variety preferred by rebels.The time bombs are also quite a bit like what small buildings and armored vehicles hit by RPG's and shells sound like.On another note, I also like the tracking and coordinate systems, which are welcome after the STW way of doing things, understandable though it may be, as well as the proximity weapons, which I can see being even more useful on future maps with out so much open space.That said, I feel like I should list a few issues, and not make any large suggestions yet, just to have them out here, and I'm pretty sure they haven't all been mentioned, or at least not gathered together in one place yet.But thanks to the detective work of a few players, such as Hamada, Náh'dá'ý, and Brandon, there are actually some solidly cataloged and tested bugs... And here they are.1. Jumping causes the large majority of lag, weather it's in place or in a direction, though jumping in a direction does cause more.  This seems to not be as much of a server wide thing as previously thought, but more a personal experience, though it does seem to become that way with over about 24 players, and gets worse as more show up. It becomes a real issue when avoiding rockets, firing at jets, or chasing after fleeing enemies.2. When large lag spikes happen, pressing enter on an item multiple times will cue it until the lag lets up, at which time multiple versions of that item will be used at once, weather or not you actually had that many.  For some reason, when this happens with item grabbers, you only get one load of items even if you used several of them, but with small projectiles and robots, it can become a much bigger advantage.  This also seems to happen with voice chat to some degree, probably do to how ever the recording is buffered, but it doesn't seem to work as well with all items.  Either way, after doing either of those things weather on purpose or accidentally, you are left with one more of the item you spammed in your inventory, incorrectly listed as having a quantity of -1, which can also be used once more before expiring.3. You can still be hit by certain types of weaponry while in AFK mode, even after the timer has fully counted down. Claymores, Mines, and small projectiles all do this, but no others.  Additionally, you are able to fly a jet and fire it's weapons in AFK mode.4. Sometimes robots just stop and stand there, unable to be killed no matter how many times you hit them.  I think this is because of players launching robots, then logging out before they get destroyed, though it could also be do to a lack of any built in suicide switch. I don't know for sure as robots are hard to keep track of.5. When typing into  chat, or moving by letter navigation in the tracking menu, other commands are sometimes executed, such as turning, opening menus, and voice chatting. It's probably something about keystrokes being intercepted, but it's hard to reproduce consistently, and it may just be certain screen readers; I use NVDA.6. When in a jet, the player tracker doesn't seem to update correctly when it comes to being behind and in front of you, I think it gets reversed...7. Poison drinks currently heal you.Here are a few small suggestions, just for balancing, and nothing ground breaking.1. Have the tracking list be auto sorted by closest to farthest player, rather than what ever it is now.  It's certainly not alphabetical, probably based on who logged in most recently, but if you did this instead, it would be easier to find someone to fight with, instead of having to follow distant sound cues, which can be quite difficult to pinpoint.2. Add separate language channels, we are most in need of Spanish, but Russian, Turkish, Arabic, Chinese, Japanese, and Filipino are also important.3.  Either slightly decrease the time 

Re: jaws friendly atari emulators?

2016-05-25 Thread AudioGames . net Forum — Off-topic room : ammericandad2005 via Audiogames-reflector


  


Re: jaws friendly atari emulators?

of all those emulators, stella used to be accessible until v 1.4, that is when the accessibility went downhill. since than no$2k6 became the most accessible emulator.b

URL: http://forum.audiogames.net/viewtopic.php?pid=261732#p261732





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Re: what do you think of a tts preschool album?

2016-05-25 Thread AudioGames . net Forum — Off-topic room : ammericandad2005 via Audiogames-reflector


  


Re: what do you think of a tts preschool album?

thanks family Mario!

URL: http://forum.audiogames.net/viewtopic.php?pid=261731#p261731





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Re: Edge of Winter - New Castle Adventure Audio Game

2016-05-25 Thread AudioGames . net Forum — General Game Discussion : mr . brunete via Audiogames-reflector


  


Re: Edge of Winter - New Castle Adventure Audio Game

less tan a week... lets see if we get the game this time, or maybe in september of 2017.

URL: http://forum.audiogames.net/viewtopic.php?pid=261730#p261730





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Re: Lone Wolf

2016-05-25 Thread AudioGames . net Forum — General Game Discussion : cw via Audiogames-reflector


  


Re: Lone Wolf

I hope it was worth while. Is there any questions?

URL: http://forum.audiogames.net/viewtopic.php?pid=261729#p261729





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Re: MainStream and Audiogame Lp and Recordings

2016-05-25 Thread AudioGames . net Forum — General Game Discussion : bobbleheadmastr via Audiogames-reflector


  


Re: MainStream and Audiogame Lp and Recordings

HelloThis is for a swamp campaign that I am working on so listen at this link:https://www.dropbox.com/s/a1i0f1esmjw53 … w.wav?dl=1

URL: http://forum.audiogames.net/viewtopic.php?pid=261728#p261728





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Re: Redspot, blood and paril. First public beta released!

2016-05-25 Thread AudioGames . net Forum — New releases room : flame_elchemist via Audiogames-reflector


  


Re: Redspot, blood and paril. First public beta released!

the item grabber is a bit loud. could you lower it?

URL: http://forum.audiogames.net/viewtopic.php?pid=261727#p261727





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Re: Redspot, blood and paril. First public beta released!

2016-05-25 Thread AudioGames . net Forum — New releases room : ulisesmonge40 via Audiogames-reflector


  


Re: Redspot, blood and paril. First public beta released!

Hi.Answering to your question, to set a robot you need to get one from the grown, and press tab until you hear for example: Robot. 1. then, you can press enter to launch it. When you set a robot, you do not are able to move until the robot is setup, wich takes about 5 seconds.

URL: http://forum.audiogames.net/viewtopic.php?pid=261726#p261726





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Re: Member ranks?

2016-05-25 Thread AudioGames . net Forum — Site and forum feedback : ulisesmonge40 via Audiogames-reflector


  


Re: Member ranks?

Oh, thanks!

URL: http://forum.audiogames.net/viewtopic.php?pid=261725#p261725





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Re: New computer,what should I go for,mac,windows etc

2016-05-25 Thread AudioGames . net Forum — Off-topic room : defender via Audiogames-reflector


  


Re: New computer,what should I go for,mac,windows etc

Sorry I haven't answered for a couple of days, I've been busy playing Redspot.  LOLAnyway, Grryf, your right about the inability to have a quad core in the 13 inch model, and the 15 inch model of that year isn't even soled anymore.So your only options are an I5 dual core, or an I7 dual core for 150 dollars more.If you ask me, it isn't worth the extra money, but you should take a look for your self before making a decision just based on my word, so here's a comparison page from a site I use allot.http://cpuboss.com/cpus/Intel-Core-i7-3 … e-i5-3210MEnes, H just means high performance graphics, and in terms of an integrated GPU, E.G. one built into the same chip as the CPU is and sharing system memory as needed; then no, a blind person won't notice much of a difference unless your skipping forwards several generations, because as graphics chips get more efficient, they generally put less strain on the processor and draw less power.If you wanted to see a bigger difference, you could go with a lower end dedicated card, one that has it's own chip and memory, because it won't be sharing resources with other components.Thankfully, it's easier to get those for the same price as integrated cards now, and as long as you aren't over stressing it, you won't notice the extra heat and power draw that a dedicated card ends up having either.In terms of a more performance oriented processor, you could either just go with one that has a higher clock rate and larger than average cash, or get a quad core processor with hyper threading or at least two threads per core, since more and more programs are using multithreading, AKA, all four cores, these days than ever before, and I can only see that becoming more prevalent as time goes on.Afrim, I checked that link three times just now with a three minute gap in between and it worked for me each time, but try searching for any combination of the following page header, either from Google, with the addition of "newegg", either before or after the text, or using Newegg's own search feature on the site.2016 Newest HP 15 Premium High Performance Flagship LaptopAlso, I would really go for that Microsoft signature laptop if I were you, 13 inch screen or not; unless you absolutely need a bigger one do to your particular visual impairment.The reason for that is not only because it's such an amazing deal, but also since the only laptops offering SSD's in a larger form factor will be high end ultrabooks with 4K QHD screens, and the only reason they would do that in the first place would be in order to have a better viewing area for entertainment and professional video/image editing on the go.Gaming laptops at the high end will also offer SSD's, but almost exclusively as boot drives secondary to a high capacity mechanical HDD, and not as the primary storage medium.And when I say high end, I mean 1500 and up, so, at least three times your price range.The reason SSD's are even available for this price,  uncommon though it may be, is because the machines that use them fall into the category of; work on the go, ultra portable, and nearly always convertible hybrid tablet/laptops, so they need to be smaller in all directions. and you can't take a mechanical drive on a moving vehicle without something eventually breaking, so...In fact your lucky to even find a 13.3 inch form factor non convertible, nearly all of them are 11.6 inch convertibles, and there aren't even many of those!Plus, that 15.6 inch laptop from Newegg only has a 128GB SSD, and after Windows, plus it's updates, basic apps and runtimes, you'll only have 70 to 80GB of that left for storage.If you feel able to do so on your own, or know a friend that can, you can always just buy a 15.6 inch laptop with a regular HDD, then buy a 256GB SSD for between 70 and 90 dollars, swap it out, and either sell the old one or put it in an enclosure and use it as an external drive.

URL: http://forum.audiogames.net/viewtopic.php?pid=261720#p261720





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Re: Accessible Nethack - A Research Study

2016-05-25 Thread AudioGames . net Forum — New releases room : aaron77 via Audiogames-reflector


  


Re: Accessible Nethack - A Research Study

had another idea earlier.  Could there be a way to determine what percentage of the floor has been explored?

URL: http://forum.audiogames.net/viewtopic.php?pid=261719#p261719





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Re: jaws friendly atari emulators?

2016-05-25 Thread AudioGames . net Forum — Off-topic room : magurp244 via Audiogames-reflector


  


Re: jaws friendly atari emulators?

I've dug up a list of windows Atari Emulators, though i'm not entirely familiar with Atari Emulation in general it seems Stella, z26, and PC Atari are the more popular emulators. I can't really say how accessible they may be, though you may improve your odds of compability by including other screan readers like NVDA. Here's the list, with copied descriptions:A26: A26 was written in 100% assembly which is very compact. It emulates sound through the PC speaker,however.NO$2K6: A Great VCS Emulator! Emulation works with most games known. Precise timing emulation synchronizes CPU with the cathode ray beam. Auto-detects NTSC/PAL framerates & cartridge memory banking types. Emulates joysticks, paddles, keypads, and steering controller. Comes with debugger.PC Atari: PC Atari is one of the most popular Atari 2600 emulators. It provides a nice GUI, fast emulation, supports all cartridge types, has good support for various controllers (including M
 S Sidewinder controllers) and supports sound with Sound Blaster and 100% compatibles. It even supports Pitfall 2. It's worth the download. Comes in both DOS and Windows versions.pyTari: This is an Atari emulator programmed entirely in Python and some common modules. Currently, it requires only PyGame 1.5.0 and Numeric.Stella: Stella is another popular Atari 2600 emulator, which is also the most portable, with ports to Unix, Linux, MAC OS and OS/2. It rivals PC Atari in emulation. This emulator is probably the emulator of choice along with PC Atari. It provides sound emulation and all types of cartridge formats, and the Windows version (formerly StellaX) provides a very nice interface. It's worth the download.VCS 2600: This emulator supports sound, has 3 different videomodes, and all different cartridge types, and is an all around good emulator.Virtual 2600: This is the DOS port of Virtual 2600, although,confusingly enough, Virtual VCS is Dan Bor
 is's port of Virtual 2600! This is an outdated emulator, and provides no sound emulation.Virtual VCS: This emulator supports many cartridge types. Although it has no sound emulation whatsoever and is outdated, it is still a nice emulator.z26: This emulator which was written in 100% assembly is based on of Paul Robson's A26 emulator. It generates sound through the SoundBlaster perfectly, and runs most Atari 2600 games at an excellent speed on Pentium Class CPUs. It also supports games with the Parker Brother's chip and TigerVision's chip. There is now also support for paddles, the Stelladaptor, and Atari Trak-Ball controllers. It is without a doubt one of the best Atari 2600 emulators out there.

URL: http://forum.audiogames.net/viewtopic.php?pid=261715#p261715





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Re: Term Paper 2, the Revenge of School!

2016-05-25 Thread AudioGames . net Forum — New releases room : boy via Audiogames-reflector


  


Re: Term Paper 2, the Revenge of School!

I'm almost done with version 1.3. It will have a lot more added to the game, including a hard mode that you can play after you beat the game. Hard mode is almost done, I just have to see how you make the game restart after you load your save. That's the only bad thing about hard mode. You'll have to download it as a separate folder, then after you beat the game, move your save and start the exe for hard mode. Select load from the main menu, and load your save. Before I release this, I'd like to know what you guys think about skills for your characters. Should enemies drop them, or would it be better to buy them from people in the dungeon? I can't make it so when you level up, you remember them, unless I can remake the game in TXTGM version 0.9781. After I release 1.3, I might think about remaking the game in 0.9781, and really enhancing it a lot, not telling you what will be added. Find out when 1.4 comes out! For now, have fun with hard mode when it gets 
 released! I'm telling you right now, it will be hard! I'd recommend you to buy a lot of magical items and bombs when you first start hard mode. A couple of bombs should get you through the first boss, then you have access to magic.

URL: http://forum.audiogames.net/viewtopic.php?pid=261712#p261712





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Re: Redspot, blood and paril. First public beta released!

2016-05-25 Thread AudioGames . net Forum — New releases room : nibar via Audiogames-reflector


  


Re: Redspot, blood and paril. First public beta released!

agree with the post above, for example how much people you can kill before you get killed by someone

URL: http://forum.audiogames.net/viewtopic.php?pid=261708#p261708





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Re: Audiogames.net forum users

2016-05-25 Thread AudioGames . net Forum — Site and forum feedback : Sendermen via Audiogames-reflector


  


Re: Audiogames.net forum users

Here are some stats regarding AudioGames.netAccording to CloudFlare: Total Requests Last 24 Hours 124,134Total Unique Visitors Last 24 Hours 3,679Total Requests Last Month 4,481,991Total Unique Visitors Last Month 46,109According to Google AnalyticsPageviews last month: 163,312Sessions last month: 35,032Unique users last month: 13,584According to awstatsJan 2016    2611    users 111850 visits 1574467 pages    Feb 2016    2411 users    103988 visits 1139352 pagesMar 2016    3608    users 97008 visits 1126071 pagesApr 2016    2544    users 97197 visits 1090382 pagesMay 2016    2450    users 74433 visits 766321 pagesData usage 24-46 gigabytes.

URL: http://forum.audiogames.net/viewtopic.php?pid=261706#p261706





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Re: Lone Wolf

2016-05-25 Thread AudioGames . net Forum — General Game Discussion : cw via Audiogames-reflector


  


Re: Lone Wolf

staindaddict, I got you a recording up over here. Sorry that I am not to good at explaining everything that is going on. On the other hand, if you find the deckgun easy enough, then you may find the torps just as easy per say. Anyway, the targeting sound is ruffly the same, and I hope the recording I made works for you. Let me know if it does not and me, or someone else can figure out a how to get a better recording to you. FabiG94, Raul has done a walkthrough awhile back. I got a copy up over here in my dropbox. I don't remember if the site that I got it from is still up or not. I hope that helps.EditSorry for double posting. So, please please please, noone take my head off.

URL: http://forum.audiogames.net/viewtopic.php?pid=261705#p261705





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Re: It's time for a small change on the audio games market

2016-05-25 Thread AudioGames . net Forum — General Game Discussion : Dark via Audiogames-reflector


  


Re: It's time for a small change on the audio games market

Which client are these soundpacks for? I prefer vipmud for muds personally, though I do use the mushZ alter client. Really though I'd prefer if the combat in epitaff was just not spammy enough to cause trouble even with basic text display, actually I've now played several muds and I'd say epitaff has one of the worst, even bog standard unmodified dicu combat in a fast game like Aardwolf isn't so bad in terms of all the numbers and random stats being constantly pumped out.@MArta, the problem is we're back to the sounds and resources problem again. remember that graphical open world games are made by massive companies with hundreds of coders and artists and huge amounts of money going into sound archives. To do that sort of thing from scratch in audio would not only take a staggering amount of code, but a staggering amount of sounds too, and unlike graphic artists you cannot just make sounds out of nothing, you need actual sounds from different source
 s which can be hard to find and expensive. On the other hand, I'm deeply impressed with how detailed the worlds in some muds are in terms of activities, things to interact with and have an effect on the environment. Effectively, games like clok are! open world games, (and many have been running a long time), they just use text as their interface. I'd also love to see some resource management type of games in the future too, though I think that will happen, heck we're already getting on better in that line than we have for years thanks to developers like Aprone.

URL: http://forum.audiogames.net/viewtopic.php?pid=261703#p261703





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Re: Customize world file in mushclient

2016-05-25 Thread AudioGames . net Forum — General Game Discussion : mata via Audiogames-reflector


  


Re: Customize world file in mushclient

That got me more than a hint, Sneak. Thank you for that. +I seem to got something more out of your Clok code. But whenever I try doing something on the other mud using ppi function, it keeps sending me back something about being unable to execute, and then something about a nil value. I'm not sure what's wrong there. This happens when I try to write it from scratch though. Will have to figure that out some day.

URL: http://forum.audiogames.net/viewtopic.php?pid=261699#p261699





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Re: Blind Warcraft Atton Released!

2016-05-25 Thread AudioGames . net Forum — New releases room : igggggoreha via Audiogames-reflector


  


Re: Blind Warcraft Atton Released!

i played along time lord of the rings online without plugins or addons. using only chat commands. thank you developers of accessibility for [[wow]]! it's amazing! could you write how to instal it? after downloading of game client!

URL: http://forum.audiogames.net/viewtopic.php?pid=261694#p261694





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Re: Blind Warcraft Atton Released!

2016-05-25 Thread AudioGames . net Forum — New releases room : JWoodill21 via Audiogames-reflector


  


Re: Blind Warcraft Atton Released!

oh. http://www.jocys.com/Files/Software/Joc … ch-WoW.zip

URL: http://forum.audiogames.net/viewtopic.php?pid=261693#p261693





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Re: Notetaker Games Source Code

2016-05-25 Thread AudioGames . net Forum — General Game Discussion : btman16 via Audiogames-reflector


  


Re: Notetaker Games Source Code

Hello,I was wondering if you wanted me to post what I have, which is one option, or I can post the new game I'm currently creating I mentioned in one of my other posts.Unfortunately at this stage I won't be able to complete Point Rally since I don't have its source code.Thanks,Brandon

URL: http://forum.audiogames.net/viewtopic.php?pid=261691#p261691





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Re: Redspot, blood and paril. First public beta released!

2016-05-25 Thread AudioGames . net Forum — New releases room : Giovani via Audiogames-reflector


  


Re: Redspot, blood and paril. First public beta released!

Please, why this voice chat doesn't working? What was happened? It stopped working, when I say something, I heard nothing, after release a v key.

URL: http://forum.audiogames.net/viewtopic.php?pid=261688#p261688





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Re: Blind Warcraft Atton Released!

2016-05-25 Thread AudioGames . net Forum — New releases room : Aprone via Audiogames-reflector


  


Re: Blind Warcraft Atton Released!

I don't think it is so much that everyone is criticizing this, and more that everyone is being cautious.  People pop onto the forums with wild claims about upcoming games and accessible mainstream games fairly often, and they usually end up being nothing more than smoke.  I think, with the track record we see around here, it is good to be skeptical before jumping in and getting hopes up.

URL: http://forum.audiogames.net/viewtopic.php?pid=261686#p261686





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Re: Look what I found! A great zombie themed RTS on mobile...

2016-05-25 Thread AudioGames . net Forum — General Game Discussion : simba via Audiogames-reflector


  


Re: Look what I found! A great zombie themed RTS on mobile...

Ok serously, if this is a bot, I am wondering to which keywords he is reacting.Is it like this that if he sees the tags gaming and forum on the internet he creates an account and posts some random thing in there or how does this work.I am asking because I am actualy shure that a normal thinking person wouldn't put something like this out here, cause it's already in the title, this forum is dedicated to audio games.

URL: http://forum.audiogames.net/viewtopic.php?pid=261682#p261682





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Re: It's time for a small change on the audio games market

2016-05-25 Thread AudioGames . net Forum — General Game Discussion : mata via Audiogames-reflector


  


Re: It's time for a small change on the audio games market

I'm thinking of expanding your soundpack, Sneak, for both Clok and Epitaph (I already did it to Clok because I was asked yesterday for more sounds and stuff, and some people seemed to like my mod for some reason).Coding isn't that easy for most people, i'd say. So just going and learn doesn't always work. Understanding is the best but the hardest of it. I completely agree with a post above that says people use arcade games as practice. Yeah, mainly because it's the easiest to make so far. And that's why we can see arcade games everywhere.Right now what I would really love to see is some open world games with more than just killing, looting and doing missions. These type of stuff are on muds, mostly because it's easy and small in size compare to one full audiogame with everything. Imagine something as big as Alter Aeon with sounds and so forth...man, that's a pain for your hd space.

URL: http://forum.audiogames.net/viewtopic.php?pid=261679#p261679





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Re: Bokurano Daibouken 3 : secondary topic

2016-05-25 Thread AudioGames . net Forum — New releases room : hamada via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

Hello, I don't know why peopl are finding a problem with killing this ball; actualy the real way is to get atack mor than 15000 otherwise, you'll take a lot of time to kill it,  also there is a way wich can help you mor, but you won't get levels for it; it is: using the peas of magick to kill the ball: before  the ball atacks with the Thunder,  press shift pluse r tri to be neer to it!, then when the thunder hapened smash it and be sure that the ball is on the pease of magick; this wil take from it a lot of health, but take care if you didn't brake the pease of magick from the first time, don't tri to do it again; because you'll die in that case just take it by pressing enter, and do a second tri in the next thunder atack, and the ball can use the shado if its health is like 20, or less; when it starts to be a shado you can't hit it, so you must use your hook and press the three things wich they beaping, after that  it wil sho
 w up again, and you can continue atacking it.By the way, the ball is doing the atacks like this:fire, thunder, ise, dark, and lite.Hope it was clear!, just one thing:  all those things are must be done using the Magical edge wich you can get it from stage 0.4 after you finish the game, and  enjoy geting levels!.

URL: http://forum.audiogames.net/viewtopic.php?pid=261675#p261675





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Re: Bokurano Daibouken 3 : secondary topic

2016-05-25 Thread AudioGames . net Forum — New releases room : hamada via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

Hello, I don't know why peopl are finding a problem with killing this ball; actualy the real way is to get atack mor than 15000; otherwise, you'll take a lot of time to kill it,  also there is a way wich can help you mor, but you won't get levels for it; it is: using the peas of magick to kill the ball: before  the ball atacks with the Thunder,  press r, tri to be neer to it!, then when the thunder hapened smash it and be sure that the ball is on the pease of magick; this wil take from it a lot of health, but take care if you didn't brake the pease of magick from the first time, don't tri to do it again; because you'll die in that case just take it by pressing enter, and do a second tri in the next thunder atack, and the ball can use the shado if its health is like 20, or less; when it starts to be a shado you can't hit it, so you must use your hook and press the three things wich they beaping, after that  it wil show up again
 , and you can continue atacking it.By the way, the ball is doing the atacks like this:fire, thunder, ise, dark, and lite.Hope it was clear!, just one thing:  all those things are must be done using the Magical edge wich you can get it from stage 0.4 after you finish the game, and  enjoy geting levels!.

URL: http://forum.audiogames.net/viewtopic.php?pid=261675#p261675





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Re: GetExtra 2.0 is available to download

2016-05-25 Thread AudioGames . net Forum — Off-topic room : muhammad gagah via Audiogames-reflector


  


Re: GetExtra 2.0 is available to download

ok, thanks Ahmed

URL: http://forum.audiogames.net/viewtopic.php?pid=261669#p261669





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Re: Blind Warcraft Atton Released!

2016-05-25 Thread AudioGames . net Forum — New releases room : Atlan via Audiogames-reflector


  


Re: Blind Warcraft Atton Released!

hi,the [[wow]] installer isnt accessible.

URL: http://forum.audiogames.net/viewtopic.php?pid=261667#p261667





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Re: Look what I found! A great zombie themed RTS on mobile...

2016-05-25 Thread AudioGames . net Forum — General Game Discussion : sneak via Audiogames-reflector


  


Re: Look what I found! A great zombie themed RTS on mobile...

I'm almost certain this is a bot designed to trick savvy bot spotters like ourselves into thinking they are just an anonymous gamer who wants to share a neat overlooked game they found. I could be wrong, and I do indeed hope so! However, I didn't want people to feel like they scared anybody off in case this individual wasn't heard of from again. 

URL: http://forum.audiogames.net/viewtopic.php?pid=261668#p261668





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Re: Member ranks?

2016-05-25 Thread AudioGames . net Forum — Site and forum feedback : Socheat via Audiogames-reflector


  


Re: Member ranks?

Hi,My English isn't good, but I'll try to explain...First, as a new member, you'll get a rank called "Shades of newbie", which is refers to the game shades of doom. Then, after you reach 25 posts, your rank will be changed to "Galaxy Stranger", which is refers to the game galaxy ranger. And after you reach 100 posts, your rank will be changed to something called "Kitchen Golfer", which is refers to the golf game from kitchensInc. Then, this time is a different, if you reach 250 posts, your rank will be changed to something different. One thing to note: From 250 posts, you need to reach another 250 to get another ranks.Hope this clears things up alittle.Thanks.

URL: http://forum.audiogames.net/viewtopic.php?pid=261666#p261666





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Re: Look what I found! A great zombie themed RTS on mobile...

2016-05-25 Thread AudioGames . net Forum — General Game Discussion : Dark via Audiogames-reflector


  


Re: Look what I found! A great zombie themed RTS on mobile...

@chennemesis, hello and welcome to the forum. This website is dedicated to games accessible to blind and visually impared gamers, ie, games that are playable without viewing the screen either by outputting to a screen reading program like voiceover on Ios or by being self voicing. I presume as you mention "refigned graphics" and "not being able to see the screen on ios" this zombie game is heavily graphics based. Is it accessible with voiceover? Can one play without seeing the screen? If so, people would be very iterested I think as there aren't many accessible rts games, though I'm afraid from your description I'm not exactly certain.

URL: http://forum.audiogames.net/viewtopic.php?pid=261665#p261665





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Re: Question about lone wolf

2016-05-25 Thread AudioGames . net Forum — General Game Discussion : Dark via Audiogames-reflector


  


Re: Question about lone wolf

Sapi, speech api. Essentially it's an in built text to speech system that comes with all versions of windows and can be accessed by a number of applications such as windows narrator, certain addons for internet explorer to speak pages, interactive fiction interpreters etc. All screen reading programs I believe can directly output to sapi as well, though many have in built proprietory voices instead.Several audio games use it as an output method too, for example all of Jim Kitchin's and Ian Humphries spoonbill games, and other games that output to screen readers can output to sapi, indeed that's the way I usually use programs like vipmud from Gma games.By default the microsoft sapi voices provided with windows are pretty cruddy, but if you have better sinth voices installed you can enable them in the windows control panel.So for lone wolf, if you don't have window eyes or jaws you can enable sapi and be fine. Hth.

URL: http://forum.audiogames.net/viewtopic.php?pid=261664#p261664





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Re: audio demo from soon to be rhythm game by Oriol Gómez & Guillem Leon

2016-05-25 Thread AudioGames . net Forum — General Game Discussion : sneak via Audiogames-reflector


  


Re: audio demo from soon to be rhythm game by Oriol Gómez & Guillem Leon

ogomez92If you do some googling around, there are usually indi music producers that have free tracks people can use with GPL.

URL: http://forum.audiogames.net/viewtopic.php?pid=261662#p261662





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Re: Customize world file in mushclient

2016-05-25 Thread AudioGames . net Forum — General Game Discussion : sneak via Audiogames-reflector


  


Re: Customize world file in mushclient

1. I don't recall. Usually I just change the settings in the program and those are reflected in the .mcl file. 2. You're probably running into problems with your prompt. Try adding a new line at the end of your prompt. Most muds that use prompts have character codes for you to do this, usually with %n or %r or %z.3. I would do that with something like this.ppi.play(GetInfo("56").."/worlds/game/sounds/sound.ogg",0,panvalue,globalvolume)The above would be the code executed when the trigger goes off.Globalvolume and panvalue can be changed by adding macros that add or subtract from those values. Be careful with this though because if the values drop below 0 I think it breaks. i don't really remember. This is pretty easy, just add an if statement that checks to make sure that global volume isn't below 0, and if it is then make it equal to 0.HTH

URL: http://forum.audiogames.net/viewtopic.php?pid=261661#p261661





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Re: Look what I found! A great zombie themed RTS on mobile...

2016-05-25 Thread AudioGames . net Forum — General Game Discussion : milos via Audiogames-reflector


  


Re: Look what I found! A great zombie themed RTS on mobile...

Sorry but i can not understand is this game accesible on android or on pc?

URL: http://forum.audiogames.net/viewtopic.php?pid=261660#p261660





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Customize world file in mushclient

2016-05-25 Thread AudioGames . net Forum — General Game Discussion : mata via Audiogames-reflector


  


Customize world file in mushclient

Not sure if this topic belongs here. If it's in the wrong room, please move it.For those who're expirienced with making soundpack for mushclient using lua script and if possible, ppi function, I'm here with some questions that hopefully are not too confusing to understand and answer. I'm saying this because my coding knowledge is near 0, and I use common sense+some people's scripts+a bit of mushclient and lua doccumentations on the web as my start. Some questions might sound as stupid as how i am stupid in coding, so sorry in advance.1. Do any of you add or customize anything in a raw mcl world file to make it easier to use? A.K.A, do you change some settings or add a line to make the world ready for something? If so, what and how?2. How do you stop screen readers (especially eloquence) from spamming text to you while playing? It seems to happen to me from time to time, like it reads back something it already read without me pressing or 
 doing anything to make it do so.3. Specificallly for sounds, and hopefully lua : how do you make your volume varriables associate with sound volume?Hope the above questions are not too confusing. And sorry for my stupidity  to try something far from my knowledge.

URL: http://forum.audiogames.net/viewtopic.php?pid=261659#p261659





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Re: Redspot, blood and paril. First public beta released!

2016-05-25 Thread AudioGames . net Forum — New releases room : luiscarlosgm via Audiogames-reflector


  


Re: Redspot, blood and paril. First public beta released!

What? removing if I don't talk that way?

URL: http://forum.audiogames.net/viewtopic.php?pid=261655#p261655





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Re: what do you think of a tts preschool album?

2016-05-25 Thread AudioGames . net Forum — Off-topic room : FamilyMario via Audiogames-reflector


  


Re: what do you think of a tts preschool album?

Really well. Once I get to a decent stopping point I will upload a sneak peak as to what you can expect. The samples will be five or ten seconds long depending on the song, but obviously there is way more than what will be in the samples.

URL: http://forum.audiogames.net/viewtopic.php?pid=261654#p261654





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Look what I found! A great zombie themed RTS on mobile...

2016-05-25 Thread AudioGames . net Forum — General Game Discussion : chennemesis via Audiogames-reflector


  


Look what I found! A great zombie themed RTS on mobile...

How to Play Seven Knights on PCZombie, once a creature in silver screen, now comes to multiple platforms including iOS & Android. Seriously, what might come to your mind, speaking of zombies? The infamous Resident Evil series, survival horror, sometimes with comedy element, or like House of the Dead, Plants vs. Zombies…?Anyway, what I’ve just found is a zombie themed game that’ll keep myself busy for a while. You may never heard of it before – ‘Zombie Defense’ developed by Home Net Games, but, read the comments, you’ll know why it’s awesome.Features:- 48 campaign missions with tons of replayability (You start playing and you’ll know why)- Countless weapons, troops and defense upgrades- Refined graphics- Strategic spots for you to arrange your units’ layout (Even allows you to adjust the spot in the late game)- One-key save feature for game progress- Important: EASY TO GET RICH!To be honest, there are IAPs though, but literally you don’t need any actual purchase, the dev team is generous enough to make it an easy game. I played it a lot, my phone screen is too narrow for me to see, so I had to play it on PC, here’s how it looks: Imma add a simple demonstration on how to play Zombie Defense on PC, just in case if anyone needs.1.    Download & install KOPLAYER. (Go google it. If you have any better choice for emulator, also let me know by leaving a comment)2.    When finished setup, launch KOPLAYER from desktop shortcut.3.    Open integrated Play Store (sidebar of the main screen, if not there, it’ll be inside ‘System Tool’).4.    Search for Zombie Defense (Developed by Home Net Games) in the search box.5.    Click install, wait till it finishes.6.    When finished, return to the main screen, launch the game (no need to download data), and you’re ready to go slaughter some zombies!

URL: http://forum.audiogames.net/viewtopic.php?pid=261652#p261652





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Re: Blind Warcraft Atton Released!

2016-05-25 Thread AudioGames . net Forum — New releases room : sneak via Audiogames-reflector


  


Re: Blind Warcraft Atton Released!

Hi Nuno69. Perhaps it would be best if you told us where you found this all at. I know of some things that made [[wow]] more accessible, but there were still major gaps. Like communicating with other players in your group and buying things from shops. I'd like to read up on this if you can post the original link.

URL: http://forum.audiogames.net/viewtopic.php?pid=261651#p261651





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paladin of the sky help

2016-05-25 Thread AudioGames . net Forum — General Game Discussion : gohanboy via Audiogames-reflector


  


paladin of the sky help

Hello everyone, hod do I beat gabriel,s mother, who is immune to magic. Thanks in advance for your help.

URL: http://forum.audiogames.net/viewtopic.php?pid=261650#p261650





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Re: It's time for a small change on the audio games market

2016-05-25 Thread AudioGames . net Forum — General Game Discussion : Dark via Audiogames-reflector


  


Re: It's time for a small change on the audio games market

I still can't get the combat display in epitaff to be sensible. every time I've tried I'm bombarbded with "zag 9, wok10, flak 72" type messages that go on and on, even getting through the introduction is a right pain  because of this. Really the game needs to lower it's combat spam imho if it's to be accessible.

URL: http://forum.audiogames.net/viewtopic.php?pid=261648#p261648





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Re: Redspot, blood and paril. First public beta released!

2016-05-25 Thread AudioGames . net Forum — New releases room : marro via Audiogames-reflector


  


Re: Redspot, blood and paril. First public beta released!

And what about the afk spam?

URL: http://forum.audiogames.net/viewtopic.php?pid=261647#p261647





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Re: Garfield has passed away.

2016-05-25 Thread AudioGames . net Forum — Off-topic room : Deng via Audiogames-reflector


  


Re: Garfield has passed away.

@TJT1234: He was just someone who played games. A regular guy. He just had a cool personality. He was a chill dude who just loved to have fun, and talk to people in general. I've spoke to him a lot on team talk servers and such. He will be missed for sure.

URL: http://forum.audiogames.net/viewtopic.php?pid=261646#p261646





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Re: shadow rine full voice version released

2016-05-25 Thread AudioGames . net Forum — New releases room : Lirin via Audiogames-reflector


  


Re: shadow rine full voice version released

Guys, remember to run sr.exe as an administrator then the first button is update. It should work fine.

URL: http://forum.audiogames.net/viewtopic.php?pid=261645#p261645





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Re: It's time for a small change on the audio games market

2016-05-25 Thread AudioGames . net Forum — General Game Discussion : mata via Audiogames-reflector


  


Re: It's time for a small change on the audio games market

Epitaph has some complicated stuff we can do, but honestly, too many of them. Combat screen and skill check seems to be its pain, and the reason why I draw back from the mud even though I admittedly love the concept and nearly everything about it to death. Can't recall how many times I refresh my char, wait for new patch, replay, refresh again just to see the next skill set. It's more of a game where you reward yourself heavily by your action, and get punnished severely by your action as well. Takes forever to be good at, but worth it. I'm not gonna play it though, unless it has an optional port I can connect from my university.

URL: http://forum.audiogames.net/viewtopic.php?pid=261644#p261644





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Re: It's time for a small change on the audio games market

2016-05-25 Thread AudioGames . net Forum — General Game Discussion : razvitasca via Audiogames-reflector


  


Re: It's time for a small change on the audio games market

hi all I saw the topic and I looked at the posts. I agree to people that sayed abouth the sombie survival. from what I saw, we have games with zombies. you only need to kill. but, now, I have a question. I wantto enter in the deep part of muds and to take something new. I'm thinking to play epitaph, but when I checked it I didn't know what to do. I was only exploring. can anyone give me some help and hints?

URL: http://forum.audiogames.net/viewtopic.php?pid=261643#p261643





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Re: Beyond the Bullet (for those who want to play)

2016-05-25 Thread AudioGames . net Forum — General Game Discussion : Dark via Audiogames-reflector


  


Re: Beyond the Bullet (for those who want to play)

@Coltonhill, medicines just exist to try and give you more control over things and perhaps be able to wrestle "that guy" away from the controls once in a while so that you can start changing things just a little. You have already made a start in this by admitting you want things to be different and to change. You could now consider,next  time you think "I'm hopeless" or think "everyone hates me" that this might not be you talking, this might be the other guy who is horribly biased and doesn't know what he's talking about.

URL: http://forum.audiogames.net/viewtopic.php?pid=261642#p261642





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Re: Redspot, blood and paril. First public beta released!

2016-05-25 Thread AudioGames . net Forum — New releases room : connor142 via Audiogames-reflector


  


Re: Redspot, blood and paril. First public beta released!

Hey sam, I strongly advise removing voice chat. Basically what you can do is hold down v for a time, then spam the enter key on items. Only for testing purpices I tried this and got 3000 health and 300 shielded shots that way.

URL: http://forum.audiogames.net/viewtopic.php?pid=261641#p261641





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Re: Beyond the Bullet (for those who want to play)

2016-05-25 Thread AudioGames . net Forum — General Game Discussion : TJT1234 via Audiogames-reflector


  


Re: Beyond the Bullet (for those who want to play)

I don't know much about depression, but what I can only guess is that your brain--the same thing that is forcing you to hate yourself and despise the people around you--is exactly the same thing saying that you want to change. This is possible because when we say that something has been taken over, we are saying that we have no influence whatsoever in what will happen next. This is not the case as you are the one that can control what you think and believe, and with time and support, you would be able to change if you wanted to. Clearly you do want to.

URL: http://forum.audiogames.net/viewtopic.php?pid=261640#p261640





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Re: Redspot, blood and paril. First public beta released!

2016-05-25 Thread AudioGames . net Forum — New releases room : stargate via Audiogames-reflector


  


Re: Redspot, blood and paril. First public beta released!

Keba, 400 is quite a delay for a lot of people, and 600 would make the game nearly unplayable if you want to get kills. I'd definitely consider 600 to be lag.

URL: http://forum.audiogames.net/viewtopic.php?pid=261638#p261638





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Re: Redspot, blood and paril. First public beta released!

2016-05-25 Thread AudioGames . net Forum — New releases room : nibar via Audiogames-reflector


  


Re: Redspot, blood and paril. First public beta released!

It should be bettr if we could register your email when you create a accounte

URL: http://forum.audiogames.net/viewtopic.php?pid=261634#p261634





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Re: Redspot, blood and paril. First public beta released!

2016-05-25 Thread AudioGames . net Forum — New releases room : nibar via Audiogames-reflector


  


Re: Redspot, blood and paril. First public beta released!

I like the account idea

URL: http://forum.audiogames.net/viewtopic.php?pid=261633#p261633





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jaws friendly atari emulators?

2016-05-25 Thread AudioGames . net Forum — Off-topic room : hank . smith966 via Audiogames-reflector


  


jaws friendly atari emulators?

Hello does any one know of any blind friendly Atari emulators?thanksHank

URL: http://forum.audiogames.net/viewtopic.php?pid=261631#p261631





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Re: Redspot, blood and paril. First public beta released!

2016-05-25 Thread AudioGames . net Forum — New releases room : Ethin via Audiogames-reflector


  


Re: Redspot, blood and paril. First public beta released!

@117, Sam got it from a friend (who I'm not going to name) who, coincidentally, is the only person with access to that server.

URL: http://forum.audiogames.net/viewtopic.php?pid=261628#p261628





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Re: MainStream and Audiogame Lp and Recordings

2016-05-25 Thread AudioGames . net Forum — General Game Discussion : bradp via Audiogames-reflector


  


Re: MainStream and Audiogame Lp and Recordings

I don't think it will be playable. Too much platforming. Also, what are you playing mkx on?

URL: http://forum.audiogames.net/viewtopic.php?pid=261627#p261627





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