Re: death match project alpha update public beta

2017-07-11 Thread AudioGames . net Forum — New releases room : SLJ via Audiogames-reflector


  


Re: death match project alpha update public beta

@Orko: I have never tried to make you switch to an other screenreader. I was just saying that NVDA is better for gaming, since it's harder to make Jaws work with games. So if you thought I was going to make you switch, then I'm sorry you didn't got my point. As I told you, I'm using both screenreaders.Regarding the error you're getting about the missing DLL files: I don't think it has anything with screenreaders to do. There must be some missing files on your system. I see no reason for me to give you any advice anymore, because we have got enough misunderstandings already... 

URL: http://forum.audiogames.net/viewtopic.php?pid=318972#p318972





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Re: geometry

2017-07-11 Thread AudioGames . net Forum — Off-topic room : enes via Audiogames-reflector


  


Re: geometry

hi,How would digital books or text help here? I don't need to learn all the geometry subjects, just those in the GRE.

URL: http://forum.audiogames.net/viewtopic.php?pid=318971#p318971





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Re: Our Great Adventure III -- now fully playable in English!

2017-07-11 Thread AudioGames . net Forum — New releases room : SLJ via Audiogames-reflector


  


Re: Our Great Adventure III -- now fully playable in English!

nyanchan wrote:OK, I'll make the full installer in a few days. But sorry if the server stops due to too much traffic. I really don't know how much the limit of bandwidth on my server is; I couldn't get the answer even though I emailed my server provider about that. Hope they can increase the limit since I'm paying for it every year.If you need an alternative host, I might be able to offer you something for free. Please send me a private mail, not private message, if you need this, and we'll figure something out.

URL: http://forum.audiogames.net/viewtopic.php?pid=318969#p318969





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Re: geometry

2017-07-11 Thread AudioGames . net Forum — Off-topic room : enes via Audiogames-reflector


  


Re: geometry

hi,How would digital books or text help here? I don't need to learn all the geometry subjects, just those taught on the GRE.

URL: http://forum.audiogames.net/viewtopic.php?pid=318971#p318971





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Re: getting started with torrenting

2017-07-11 Thread AudioGames . net Forum — Off-topic room : Stetler_72 via Audiogames-reflector


  


Re: getting started with torrenting

Pretty helpful information on torrenting. Last month, took the services of the vpn for kodi which provided fast streaming. Really happy with their services and this helped me in getting full entertainment at pretty good rates.

URL: http://forum.audiogames.net/viewtopic.php?pid=318970#p318970





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Re: Delight Games: Choose your own adventure audio game (Android)

2017-07-11 Thread AudioGames . net Forum — New releases room : SLJ via Audiogames-reflector


  


Re: Delight Games: Choose your own adventure audio game (Android)

Hi and welcome to the forum.It sounds like a cool game. Will there be a release for IOS in the future?

URL: http://forum.audiogames.net/viewtopic.php?pid=318968#p318968





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Re: Relaxing background music

2017-07-11 Thread AudioGames . net Forum — Off-topic room : Mayana via Audiogames-reflector


  


Re: Relaxing background music

I recommend you anything from this channel:https://www.youtube.com/user/AdrianvonZiegler/videos

URL: http://forum.audiogames.net/viewtopic.php?pid=318967#p318967





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Re: Pokemon Showdown a web accessible pokemon battle simulator

2017-07-11 Thread AudioGames . net Forum — General Game Discussion : dd via Audiogames-reflector


  


Re: Pokemon Showdown a web accessible pokemon battle simulator

bumpanyone still play this? lol I did create a thing at one point, but then forgot my name because I had nobody to play with, recreated an account today, hopefully I don't forget this one too

URL: http://forum.audiogames.net/viewtopic.php?pid=318966#p318966





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Re: geometry

2017-07-11 Thread AudioGames . net Forum — Off-topic room : magurp244 via Audiogames-reflector


  


Re: geometry

Did a bit of digging, you can find braille geometry books from the [National Braille Press] and the [American Printing House for the Blind]. Prices from NBP seem to be around 100$ to 200$ per volume with collections ranging from a few books to dozens, I'm not sure if you have to buy them as a collection or not but if you do then it would range from 50$ to 5000$. From APH it seems to range from 50$ to 2000$ per book depending. There's also some lists of equipment and other resources [here] and [here].For Software you could try [TactileView], [SVGDr
 aw01], or my own [BrushTone], the last two being free. There's also a follow up article on SVGDraw01 [here] that covers it abit more in depth. Aside from all that there's also Braille printers, which are expensive, or 3D printing, which isn't entirely accessible.Edit: Actually you might be in luck, I dug a bit more for used textbooks and came across [Bookshare] which offers accessible books for those that qualify with a disability, it requires a membership for access for a fee of 50$ annually with a 25$ setup cost for non-american/canadian members. One you may be interested in is [CK-12 Geometry] which is available in DAISY audio, text, BRF braille format, and epub.

URL: http://forum.audiogames.net/viewtopic.php?pid=318961#p318961





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Re: Few ideas about fully accessible ide

2017-07-11 Thread AudioGames . net Forum — Developers room : grryfindore via Audiogames-reflector


  


Re: Few ideas about fully accessible ide

Hi,liclips a variation of eclipse is what I have been using for my python class, it takes care of indentation for you,single tab is 4 spaces which is what's recommended in python,jaws says invalid if the IDE thinks something is screwed up and so on.Your idea of code navigation certainly sounds good,and I haven't actually tried such on lieclipse so far. Probably due to me not knowing of such features in the firstplace.However aren't there addons for NVDA that do the same thing,navigate in code with the use of certain keyboard shortcuts for different indentation levels.Grryf

URL: http://forum.audiogames.net/viewtopic.php?pid=318965#p318965





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Re: Delight Games: Choose your own adventure audio game (Android)

2017-07-11 Thread AudioGames . net Forum — New releases room : grryfindore via Audiogames-reflector


  


Re: Delight Games: Choose your own adventure audio game (Android)

Hello there,I just signed up to the beta program.Here is what I have found so far.While playing this game do I need to disable talkback?I have voice input on,but yet so far get no dings but just a few buttons to select the choice. I have to tap on replay to here what's going on,as talkback says a few words at first and stops.running it on moto g5 plus latest os updates patches and the like.grryf

URL: http://forum.audiogames.net/viewtopic.php?pid=318963#p318963





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Re: Help Please: Any BGT Devs

2017-07-11 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector


  


Re: Help Please:  Any BGT Devs

Does this behavior only occur for the peer receiving the packets, and never for the sender? If it's only the receiver, I think that rules out timer problems.

URL: http://forum.audiogames.net/viewtopic.php?pid=318964#p318964





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Re: Help Please: Any BGT Devs

2017-07-11 Thread AudioGames . net Forum — Developers room : JLove via Audiogames-reflector


  


Re: Help Please:  Any BGT Devs

Thanks to both of you for your feedback.  I will address them in order:@Hijacker:  The randomness only comes into play when the ball actually bounces off of the net that is placed ain the center of the grid.  All testing was done with shots that did not hit the net, and thus did not use the random seed at all.  In fact, just for thoroughness, because that was my first thought as well, that somehow the RNG was being triggered incorrectly, I disabled the random factor completely in the code.  I retested, and the problem still persisted.  The RNG is not the issue here.As to the packet question, when this was first done, each time the ball moved, for each change of the X, Y, or Z axis, a packet was sent to the other machine with the updated coordinates.  This caused major problems.  Actually, the way it is done now, only one packet has to be sent for each ball strike that contains the type of shot, direction of shot, strength of sho
 t, etc.  Then the machine receiving that packet calls the shot method with those parameters, which in turn calls the ball move method.  This means that firstly, less packets have to be sent this way, and secondly, each machine is definitely now using the exact same code to move the ball, and both machines are using the exact same strength, speed, direction, etc., parameters to do so.  Again, common sense says that any two computers executing the same exact code with the same exact values should arrive at the same exact result.@CAE_JONES:  I have values of x, y, Z, and MH for ball movement.  X and Y are the values for the respective X and Y axes, Z is the height value, and MH is a value for maximum height, at which point the ball begins to fall.   I have timers that determine how long it takes the ball to rise and fall on the Z axis (height), and how fast it moves along X and Y.  I.e.:class ball{timer X, Y, Z;..}Then I initialize all of the timers each time before the ball actually moves, just to make sure that everything is resynchronized, like so:void StartMove(){TRestart(B.X);TRestart(B.Y);TRestart(B.Z);moving=true;}Then the ball actually moves.  The timer code that controls height looks like this:void move(){if(rising and z=speedZ){z++;TRestart(B.Z);}if(z>=MH){rising=false;z--;TRestart(B.Z);}if(!rising and z>0 and z=speedY){switch(direction){cas
 e northwest:y++;if(B.X.elapsed>=speedX){x--;TRestart(B.X);}TRestart(B.Y);break;...Given that both machines are running the exact same code, same timer parameters, and same parameters for shot strength, direction, etc., I cannot see where the issue is, especially when it is impossible to replicate with consistency.  I might hit 20 shots that match exactly, and then have one that doesn't, then ten more that do, then three that don't, and so on.  For purposes of testing, I made sure that the height of each shot was exactly the same, that speed, strength, and direction were also exactly the same for each one, and some landed exactly correctly, and others did not.  They were always exactly one square diagonally off if the ball was struck diagonally, or one square off if the ball was struck straight along the Y axis.  Never were they any further apart.  The offset never changes.  Does th
 at help clear up things?  Does it help you think of a solution, or at least a general idea of what might be causing the issue?  Any and all feedback is welcome.JLove

URL: http://forum.audiogames.net/viewtopic.php?pid=318962#p318962





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Re: geometry

2017-07-11 Thread AudioGames . net Forum — Off-topic room : magurp244 via Audiogames-reflector


  


Re: geometry

Did a bit of digging, you can find braille geometry books from the [National Braille Press] and the [American Printing House for the Blind]. Prices from NBP seem to be around 100$ to 200$ per volume with collections ranging from a few books to dozens, I'm not sure if you have to buy them as a collection or not but if you do then it would range from 50$ to 5000$. From APH it seems to range from 50$ to 2000$ per book depending. There's also some lists of equipment and other resources [here] and [here].For Software you could try [TactileView], [SVGDr
 aw01], or my own [BrushTone], the last two being free. There's also a follow up article on SVGDraw01 [here] that covers it abit more in depth. Aside from all that there's also Braille printers, which are expensive, or 3D printing, which isn't entirely accessible.

URL: http://forum.audiogames.net/viewtopic.php?pid=318961#p318961





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Re: Our Great Adventure III -- now fully playable in English!

2017-07-11 Thread AudioGames . net Forum — New releases room : nyanchan via Audiogames-reflector


  


Re: Our Great Adventure III -- now fully playable in English!

OK, I'll make the full installer in a few days. But sorry if the server stops due to too much traffic. I really don't know how much the limit of bandwidth on my server is; I couldn't get the answer even though I emailed my server provider about that. Hope they can increase the limit since I'm paying for it every year.

URL: http://forum.audiogames.net/viewtopic.php?pid=318960#p318960





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Re: Accessing the internal disk of Digital Book Players

2017-07-11 Thread AudioGames . net Forum — Off-topic room : jack via Audiogames-reflector


  


Re: Accessing the internal disk of Digital Book Players

So you're saying there's more than one sticker on the battery cavity? I e, a sticker under the obvious noticeable one?

URL: http://forum.audiogames.net/viewtopic.php?pid=318957#p318957





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Re: MAINSTREAM GAMES - list of accessible video games - update 27/01/14

2017-07-11 Thread AudioGames . net Forum — General Game Discussion : mata via Audiogames-reflector


  


Re: MAINSTREAM GAMES - list of accessible video games - update 27/01/14

I just wish mystery dungeon and its ladder (all the shiren games) were at least playable. I heard the last game on ps vita had voice acting, possibly the only one with voice acting or something. It's awesome. It's roguelike. It has all dungeon crawlers want for a challenge.

URL: http://forum.audiogames.net/viewtopic.php?pid=318958#p318958





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Re: mud sound packs

2017-07-11 Thread AudioGames . net Forum — General Game Discussion : mata via Audiogames-reflector


  


Re: mud sound packs

Doesn't have to be as complex as grabbing compiler. All you need to know is how to use function and such. Looking at mud worlds should give you ideas. I can't be of much help here. I lack proper coding knowledge. All of my packs are self-learnt.

URL: http://forum.audiogames.net/viewtopic.php?pid=318959#p318959





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Re: Wizard's Choice: Choose your own adventure audio game (Android)

2017-07-11 Thread AudioGames . net Forum — New releases room : pgruenbaum via Audiogames-reflector


  


Re: Wizard's Choice: Choose your own adventure audio game (Android)

That's strange about the Galaxy J 7. We'll look into it.

URL: http://forum.audiogames.net/viewtopic.php?pid=318956#p318956





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Re: Accessing the internal disk of Digital Book Players

2017-07-11 Thread AudioGames . net Forum — Off-topic room : jfayre via Audiogames-reflector


  


Re: Accessing the internal disk of Digital Book Players

Unfortunately, I can't be of much more help here. The sticker wasn't all that easy to get off, but it should come without too much force. You may need to get someone to eye ball it.

URL: http://forum.audiogames.net/viewtopic.php?pid=318955#p318955





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Re: Wizard's Choice: Choose your own adventure audio game (Android)

2017-07-11 Thread AudioGames . net Forum — New releases room : pgruenbaum via Audiogames-reflector


  


Re: Wizard's Choice: Choose your own adventure audio game (Android)

Yes, this is a partnership between Delight Games and SDK Bridge. We're using one of Delight Games' stories and turning it into an audio app.

URL: http://forum.audiogames.net/viewtopic.php?pid=318954#p318954





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Re: Accessing the internal disk of Digital Book Players

2017-07-11 Thread AudioGames . net Forum — Off-topic room : jack via Audiogames-reflector


  


Re: Accessing the internal disk of Digital Book Players

I'm putting nails in the area in between the cavity and the near top of the device with the battery latch, but the thing isn't moving.

URL: http://forum.audiogames.net/viewtopic.php?pid=318953#p318953





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Re: death match project alpha update public beta

2017-07-11 Thread AudioGames . net Forum — New releases room : Orko via Audiogames-reflector


  


Re: death match project alpha update public beta

Unfortunately, because the message is being generated by Themedia, it doesn't tell you the name or location of the missing DLL, just that you should reinstall the program, which I did.Funny thing though, all my other programs I have set to use SAPI including NVDA don't cause any messages about a missing DLL to appear.

URL: http://forum.audiogames.net/viewtopic.php?pid=318952#p318952





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Re: Accessing the internal disk of Digital Book Players

2017-07-11 Thread AudioGames . net Forum — Off-topic room : Orko via Audiogames-reflector


  


Re: Accessing the internal disk of Digital Book Players

Sounds like the exact same way the Pen Friend secures the micro SD card it uses for its internal storage. If it is, the metal cover over the micro SD card should slide down without too much force, then hinge up with no force at all allowing you to remove the micro SD card. You shouldn't have to worry about the orientation of the micro SD card because it will fit into the socket only one way.Then you should be able to put the micro SD card in a reader and see everything that's on it.Sounds easy enough to do, but I'm not going to touch my Stream. This is for braver hearts and minds than mine.

URL: http://forum.audiogames.net/viewtopic.php?pid=318950#p318950





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Re: Warsim, text based randomly generated stratogy

2017-07-11 Thread AudioGames . net Forum — New releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

Sure threeblacknoises, send it my way and I'll have a lookThis update adds a few new features to the game, mainly a save updater which will recognize saves from earlier editions of the game and update them automatically when you load them but new data is there. I have also added a new location and two super-secret features to the northern hall and the black market that have huge effects, also a new band will appear in the Dragons Kneecap tavern every five years and perform a brand new song!**NEW FEATURES*** Added SAVE UPDATING SYSTEM* Added Old Wooden Cabin to songwood* Added semi-randomly generated mushroom trip to Songwood* Added Blackmarket secret power place* Added Orb to northern hall* Added WildSkald band (appears every 5 years in the dragons kneecap tavern)* Added new slum collector throne room encounter* Added Demon Thunder Event**BUGFIXES*** Fixed songwood visit unexplored places bug* 
 Fixed Blackmarket fee charge* Fixed Pause issue in Northern Hall**OTHER ADDITIONS*** Added Ability to destroy old wooden cabin* Adjusted Encounter allowed in rabbleless throneroom* Added 4 slum dialogues* Added 5 tavern dialogues* Added 4 new roof tiles* Added new name suffix 'the Fairie' (+20 battlescore)* Added new name suffix 'of the red tower' (+50 battlescore)* Added new name suffix 'the Gusty-Briefs' (-3 battlescore)* Added 6 new flag parts* Added Pickmaster warrior type* Added Fistlord warrior type* Added Gatherer warrior type* Added Nightwarrior warrior type* Added Nightmaster warrior type

URL: http://forum.audiogames.net/viewtopic.php?pid=318951#p318951





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Re: geometry

2017-07-11 Thread AudioGames . net Forum — Off-topic room : CAE_Jones via Audiogames-reflector


  


Re: geometry

Geometry is a subject where tactile resources are all but necessary. A quick Googling leads me to some resources for teachers, mostly geared for elementary/primary students. Textbooks might help, but I wouldn't know how you'd get them. And if you'd be buying them on your own, the price would probably be outlandishly high.  Geometry does involve lots of rules and proofs which can be handled via text,  though I'm not sure how easy it is to find such resources that are accessible online.

URL: http://forum.audiogames.net/viewtopic.php?pid=318949#p318949





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Re: Help Please: Any BGT Devs

2017-07-11 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector


  


Re: Help Please:  Any BGT Devs

I was going to say it sounds like a time-related issue, but you did mention timers.How do the timers work in your code? How are they used? If this game uses frames with a consistent framerate, the problem could be that one of the computers has a moment where it slows down for unrelated reasons, but this still wouldn't break a deterministic system. It sounds like there might be an extra frame somewhere, though. If you're not using a system that can be described with frames, this probably doesn't help. I don't remember if you mentioned this already, but, when you have these bugs, and continue afterward, does it repeat, or do the peers just remain out of sync by that one glitchy step? If they get further apart from the first misstep onward, then something somewhere has gotten them out of sync, and you might need to reset the rng and send timestamps.I remember reading a helpful article on dealing with multiplayer over a network, with attention to 
 common synchronisity issues, but I haven't been able to find it recently. Not sure if any information there would help in this case, since it focuses more on issues more relevant to COD-style games. If I find anything useful, I'll post it.

URL: http://forum.audiogames.net/viewtopic.php?pid=318948#p318948





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Re: Accessing the internal disk of Digital Book Players

2017-07-11 Thread AudioGames . net Forum — Off-topic room : jack via Audiogames-reflector


  


Re: Accessing the internal disk of Digital Book Players

Ok. Is that plastic covering normal?

URL: http://forum.audiogames.net/viewtopic.php?pid=318947#p318947





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Re: Accessing the internal disk of Digital Book Players

2017-07-11 Thread AudioGames . net Forum — Off-topic room : jfayre via Audiogames-reflector


  


Re: Accessing the internal disk of Digital Book Players

The door lifts up and rests against the end of the player. You slide the door away from the battery latch, then lift it up.

URL: http://forum.audiogames.net/viewtopic.php?pid=318945#p318945





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Re: Humans vs robots, public beta released!

2017-07-11 Thread AudioGames . net Forum — New releases room : JimmyDub via Audiogames-reflector


  


Re: Humans vs robots, public beta released!

love the changes to the game so far. didn't really play it much since back when it was first released.

URL: http://forum.audiogames.net/viewtopic.php?pid=318946#p318946





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Re: Our Great Adventure III -- now fully playable in English!

2017-07-11 Thread AudioGames . net Forum — New releases room : ironcross32 via Audiogames-reflector


  


Re: Our Great Adventure III -- now fully playable in English!

So, the game is erroring out with a Japanese error message, the update link for the dropbox file is 404ing on me... Please upload a more permanent version of this update file, or make a version of the installer with the newest update in it, as i've bought the translation, but can't use it because of this. Thanks.

URL: http://forum.audiogames.net/viewtopic.php?pid=318944#p318944





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Re: Wizard's Choice: Choose your own adventure audio game (Android)

2017-07-11 Thread AudioGames . net Forum — New releases room : revan via Audiogames-reflector


  


Re: Wizard's Choice: Choose your own adventure audio game (Android)

yes

URL: http://forum.audiogames.net/viewtopic.php?pid=318943#p318943





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Re: Linux assistance center

2017-07-11 Thread AudioGames . net Forum — Off-topic room : Trajectory via Audiogames-reflector


  


Re: Linux assistance center

If I install software by compiling from source, is there any way I can get pkg_config to recognize it?The configure script for a software application I'm trying to build from source uses pkg_config to find it's dependancies, but some of said dependancies aren't available in my distro's package manager so I've had to build those from their source distributions. Of course pkg_config doesn't know about software installed this way. Do I need to write the pkg_config files by hand or is there some way to generate them?

URL: http://forum.audiogames.net/viewtopic.php?pid=318942#p318942





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Re: Linux assistance center

2017-07-11 Thread AudioGames . net Forum — Off-topic room : Trajectory via Audiogames-reflector


  


Re: Linux assistance center

If I install software by compiling from source, is there any way I can get pkg_config to recognize it?A software application I'm trying to build from source uses pkg_config to find it's dependancies, but some of said dependancies aren't available in my distro's package manager so I've had to build those from their source distributions. Of course pkg_config doesn't know about software installed this way. Do I need to write the pkg_config files by hand or is there some way to generate them?

URL: http://forum.audiogames.net/viewtopic.php?pid=318942#p318942





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Re: Help Please: Any BGT Devs

2017-07-11 Thread AudioGames . net Forum — Developers room : Hijacker via Audiogames-reflector


  


Re: Help Please:  Any BGT Devs

Hi,so, what you didn't explain here is how you're using randomness itself. You told us that you pass the RNG seed around, but the calculation depending on strength, speed and such stuff should be dclear and without any randomness, shouldn't it?If you're using randomness instead, I expect you to do some random request (random()) more in any part of the code, e.g. in the sending part. The RNGs should work synchronously as long as they are called the same amount of times with the same parameters, as soon as any of the parameters change or the one side of the game calls it one time more often than the other side they will go asynchronous and deliver totally different results.I also don't understand the problems you're facing here. You said that you got problems delivering the coordinates to drop the ball at over the net. I can understand this, the internet can be some tricky medium and since you only got UDP at your disposal using BGT a
 nd not even TCP, this can get a bit tricky, since you won't be able to detect package loss. But you now send strength and all that kind of stuff, which is even more, so the possibility to lose packages is even higher, and calculate the coordinates out of those values. So where exactly is the difference?I can just recommend you to let one side calculate all the coordinate stuff and transmit those over the net. This will remove your problem completely. If you had problems with that way, those problems were actually caused by the code and not by BGT or the internet.If you can make it work the way it is now, you can even make it work with the coordinates themselves.Best Regards.Hijacker

URL: http://forum.audiogames.net/viewtopic.php?pid=318941#p318941





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Re: Wizard's Choice: Choose your own adventure audio game (Android)

2017-07-11 Thread AudioGames . net Forum — New releases room : JasonBlaze via Audiogames-reflector


  


Re: Wizard's Choice: Choose your own adventure audio game (Android)

hey there ah, is this from Delight game?

URL: http://forum.audiogames.net/viewtopic.php?pid=318940#p318940





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Help Please: Any BGT Devs

2017-07-11 Thread AudioGames . net Forum — Developers room : JLove via Audiogames-reflector


  


Help Please:  Any BGT Devs

Hello all.  A friend and I have been working on a game for a while now.  I had to take some time to deal with some life issues, but honestly, a large part of the reason for the lengthy development time (especially over the last year to year and a half is that we have run into a problem which we are at a loss to solve, and one which the few BGT programmers I know are unable to shed any light on.My friend and I initially suspected that the bug resides in the networking code, although based on all testing done to date, packets are sent and received fine, and all parameters are passed and received correctly, so we are not certain of that.  I'll try to explain the issue as best I can.There is only one random aspect to this game, and therefore, the random seed is passed initially to the client machine, like so:Server.send_reliable(0, "r:" + random_get_state(), Player);And then, when events are checked:if(string_contains(Event.m
 essage, "r:", 1) > -1){string[] position = string_split(Event.message, ":", true);random_set_state(position[1]);The only time that the random seed is used is when the ball bounces off of the net in the middle of the grid.  Tests show that the seed is passed correctly, so this is not the issue.  I have merely included this here for completeness.Now to try to explain the issue.  For this example, we will use a 10 x 10 grid.  Player A hits the ball diagonally to player B.  The ball lands at coordinates 8,8 for player A, which would be reflected as 1,1 for player B (obviously, the movement is mirrored for the opponent.  If player A hits the ball to the right, then it would move to the left as it came into the opponent's side.  So 9,9 to player A is equivalent to 0,0 for player B, 8,8 is equivalent to 1,1 for player B).  Eight to nine times out of 10, the ball will, indeed, land on 1,1 for p
 layer B.  However, the remaining times, the ball lands exactly one diagonal off.  So player A shows the ball landing at 8,8.  Instead of landing at 1,1 for player B, however, the ball lands at 0,0, which is exactly one diagonal square off.  If the ball is struck straight ahead rather than diagonally, then the ball is exactly one square off in the direction it was struck.  I.e., if the ball is struck straight ahead from 9,0 from player A, and lands at 9,8, Which translates to 0,1 for player B, instead of 0,1, the ball lands at 0,0.Two things bother me about this problem.  First, it's not reliably replicated.  It occurs totally randomly, with no discernible pattern.  Tests were conducted, where 25 balls were struck, with 22 landing correctly.  The three that did not land correctly were spaced out.  The main thing that bothers me is that the way this is set up, coordinates are not passed back and forth.  In other words, 
 I do not pass packets with coordinates with each itteration of the ball.  Those would need to be sent reliably to insure delivery, and initially, This was tried, and caused major, major problems.  The way it is done now is that instead of passing the coordinates, a packet is sent that indicates the shot that was made, with the appropriate parameters for strength, direction, height, speed, etc.  So the computer receives this, and then calls the appropriate method independently, with the parameters that were received.  Testing done has shown that this occurs correctly, and that all of the parameters used by both machines do match.  What this means is that both computers are executing the exact same ball movement code independent of any influence from the other machine, with the exact same parameters for shot strength, height, speed, etc.  If two computers are using the exact same code, with the exact same values, then both computers should arrive at the s
 ame exact result.  If I am player A, and the ball on my machine lands at square 9,9, then given the fact that the exact same movement code is executed, and the exact same parameters from my machine for the movement are being used by the other computer, the ball should land at 0,0 for player B, because the movement should exactly match.  Extensive testing has shown that the parameters are being passed and received correctly, and that the appropriate methods are being called correctly.  Everything matches exactly, except for the final landing outcome, and as stated before, many times it does match correctly, but even on the times that it doesn't, all other parameters and code execution do still match.  I have no idea what might be causing this issue, since the problem is so random, and since it has been determined that everything else is functioning correctly, there should never be a discrepancy in movement, or where the ball lands.  It can't be a ti
 mer issue, since both machines are using the same code, with the same timer parameters.  It isn't a network latency issue, because while this might mean that my machine executes your shot and calls the code a second or two after you actually strike it, as 

Re: Wizard's Choice: Choose your own adventure audio game (Android)

2017-07-11 Thread AudioGames . net Forum — New releases room : revan via Audiogames-reflector


  


Re: Wizard's Choice: Choose your own adventure audio game (Android)

hello theregame doesn't work in galaxy j 7 2017 and galaxy a 7, it shows me this app is incompatible with your devicesplease fix

URL: http://forum.audiogames.net/viewtopic.php?pid=318939#p318939





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Help Please: Any BGT Devs

2017-07-11 Thread AudioGames . net Forum — Developers room : JLove via Audiogames-reflector


  


Help Please:  Any BGT Devs

Hello all.  A friend and I have been working on a game for a while now.  I had to take some time to deal with some life issues, but honestly, a large part of the reason for the lengthy development time (especially over the last year to year and a half is that we have run into a problem which we are at a loss to solve, and one which the few BGT programmers I know are unable to shed any light on.My friend and I initially suspected that the bug resides in the networking code, although based on all testing done to date, packets are sent and received fine, and all parameters are passed and received correctly, so we are not certain of that.  I'll try to explain the issue as best I can.There is only one random aspect to this game, and therefore, the random seed is passed initially to the client machine, like so:Server.send_reliable(0, "r:" + random_get_state(), Player);And then, when events are checked:if(string_contains(Event.m
 essage, "r:", 1) > -1){string[] position = string_split(Event.message, ":", true);random_set_state(position[1]);The only time that the random seed is used is when the ball bounces off of the net in the middle of the grid.  Tests show that the seed is passed correctly, so this is not the issue.  I have merely included this here for completeness.Now to try to explain the issue.  For this example, we will use a 10 x 10 grid.  Player A hits the ball diagonally to player B.  The ball lands at coordinates 8,8 for player A, which would be reflected as 1,1 for player B (obviously, the movement is mirrored for the opponent.  If player A hits the ball to the right, then it would move to the left as it came into the opponent's side.  So 9,9 to player A is equivalent to 0,0 for player B, 8,8 is equivalent to 1,1 for player B).  Eight to nine times out of 10, the ball will, indeed, land on 1,1 for p
 layer B.  However, the remaining times, the ball lands exactly one diagonal off.  So player A shows the ball landing at 8,8.  Instead of landing at 1,1 for player B, however, the ball lands at 0,0, which is exactly one diagonal square off.  If the ball is struck straight ahead rather than diagonally, then the ball is exactly one square off in the direction it was struck.  I.e., if the ball is struck straight ahead from 9,0 from player A, and lands at 9,8, Which translates to 0,1 for player B, instead of 0,1, the ball lands at 0,0.Two things bother me about this problem.  First, it's not reliably replicated.  It occurs totally randomly, with no discernible pattern.  Tests were conducted, where 25 balls were struck, with 22 landing correctly.  The three that did not land correctly were spaced out.  The main thing that bothers me is that the way this is set up, coordinates are not passed back and forth.  In other words, 
 I do not pass packets with coordinates with each itteration of the ball.  Those would need to be sent reliably to insure delivery, and initially, This was tried, and caused major, major problems.  The way it is done now is that instead of passing the coordinates, a packet is sent that indicates the shot that was made, with the appropriate strength and direction parameters.  So the computer receives this, and then calls the appropriate method independently, with the parameters that were received.  Testing done has shown that this occurs correctly, and that all of the parameters used by both machines do match.  What this means is that both computers are executing the exact same ball movement code independent of any influence from the other machine, with the exact same parameters for shot strength, height, speed, etc.  If two computers are using the exact same code, with the exact same values, then both computers should arrive at the same exact result.
 p; If I am player A, and the ball on my machine lands at square 9,9, then given the fact that the exact same movement code is executed, and the exact same parameters from my machine for the movement are being used by the other computer, the ball should land at 0,0 for player B, because the movement should exactly match.  Extensive testing has shown that the parameters are being passed and received correctly, and that the appropriate methods are being called correctly.  Everything matches exactly, except for the final landing outcome, and as stated before, many times it does match correctly, but even on the times that it doesn't, all other parameters and code execution do still match.  I have no idea what might be causing this issue, since the problem is so random, and since it has been determined that everything else is functioning correctly, there should never be a discrepancy in movement, or where the ball lands.  It can't be a timer issue, since both
  machines are using the same code, with the same timer parameters.  It isn't a network latency issue, because while this might mean that my machine executes your shot and calls the code a second or two after you actually strike it, as long as the parameters 

Help Please: Any BGT Devs

2017-07-11 Thread AudioGames . net Forum — Developers room : JLove via Audiogames-reflector


  


Help Please:  Any BGT Devs

Hello all.  A friend and I have been working on a game for a while now.  I had to take some time to deal with some life issues, but honestly, a large part of the reason for the lengthy development time (especially over the last year to year and a half is that we have run into a problem which we are at a loss to solve, and one which the few BGT programmers I know are unable to shed any light on.My friend and I are pretty sure that the bug, if it is, indeed, a bug, resides in the networking code.  I'll try to explain the issue as best I can.There is only one random aspect to this game, and therefore, the random seed is passed initially to the client machine, like so:Server.send_reliable(0, "r:" + random_get_state(), Player);And then, when events are checked:if(string_contains(Event.message, "r:", 1) > -1){string[] position = string_split(Event.message, ":", true);random_set_state(pos
 ition[1]);The only time that the random seed is used is when the ball bounces off of the net in the middle of the grid.  Tests show that the seed is passed correctly, so this is not the issue.  I have merely included this here for completeness.Now to try to explain the issue.  For this example, we will use a 10 x 10 grid.  Player A hits the ball diagonally to player B.  The ball lands at coordinates 8,8 for player A, which would be reflected as 1,1 for player B (obviously, the movement is mirrored for the opponent.  If player A hits the ball to the right, then it would move to the left as it came into the opponent's side.  So 9,9 to player A is equivalent to 0,0 for player B, 8,8 is equivalent to 1,1 for player B).  Eight to nine times out of 10, the ball will, indeed, land on 1,1 for player B.  However, the remaining times, the ball lands exactly one diagonal off.  So player A shows the ball landing at 8,8.  In
 stead of landing at 1,1 for player B, however, the ball lands at 0,0, which is exactly one diagonal square off.  If the ball is struck straight ahead rather than diagonally, then the ball is exactly one square off in the direction it was struck.  I.e., if the ball is struck straight ahead from 9,0 from player A, and lands at 9,8, Which translates to 0,1 for player B, instead of 0,1, the ball lands at 0,0.Two things bother me about this problem.  First, it's not reliably replicated.  It occurs totally randomly, with no discernible pattern.  Tests were conducted, where 25 balls were struck, with 22 landing correctly.  The three that did not land correctly were spaced out.  The main thing that bothers me is that the way this is set up, coordinates are not passed back and forth.  In other words, I do not pass packets with coordinates with each itteration of the ball.  Those would need to be sent reliably to insure delivery, and ini
 tially, This was tried, and caused major, major problems.  The way it is done now is that instead of passing the coordinates, a packet is sent that indicates the shot that was made, with the appropriate strength and direction parameters.  So the computer receives this, and then calls the appropriate method independently, with the parameters that were received.  Testing done has shown that this occurs correctly, and that all of the parameters used by both machines do match.  What this means is that both computers are executing the exact same ball movement code independent of any influence from the other machine, with the exact same parameters for shot strength, height, speed, etc.  If two computers are using the exact same code, with the exact same values, then both computers should arrive at the same exact result.  If I am player A, and the ball on my machine lands at square 9,9, then given the fact that the exact same movement code is executed, and the
  exact same parameters from my machine for the movement are being used by the other computer, the ball should land at 0,0 for player B, because the movement should exactly match.  Extensive testing has shown that the parameters are being passed and received correctly, and that the appropriate methods are being called correctly.  Everything matches exactly, except for the final landing outcome, and as stated before, many times it does match correctly, but even on the times that it doesn't, all other parameters and code execution do still match.  I have no idea what might be causing this issue, since the problem is so random, and since it has been determined that everything else is functioning correctly, there should never be a discrepancy in movement, or where the ball lands.  It can't be a timer issue, since both machines are using the same code, with the same timer parameters.  It isn't a network latency issue, because while this might mean t
 hat my machine executes your shot and calls the code a second or two after you actually strike it, as long as the parameters are received by my machine, the ball should still land correctly, based on the code and the parameters for strength of shot, etc. that were 

Help Please: Any BGT Devs

2017-07-11 Thread AudioGames . net Forum — Developers room : JLove via Audiogames-reflector


  


Help Please:  Any BGT Devs

Hello all.  A friend and I have been working on a game for a while now.  I had to take some time to deal with some life issues, but honestly, a large part of the reason for the lengthy development time (especially over the last year to year and a half is that we have run into a problem which we are at a loss to solve, and one which the few BGT programmers I know are unable to shed any light on.My friend and I are pretty sure that the bug, if it is, indeed, a bug, resides in the networking code.  I'll try to explain the issue as best I can.There is only one random aspect to this game, and therefore, the random seed is passed initially to the client machine, like so:Server.send_reliable(0, "r:" + random_get_state(), Player);And then, when events are checked:if(string_contains(Event.message, "r:", 1) > -1){string[] position = string_split(Event.message, ":", true);random_set_state(pos
 ition[1]);The only time that the random seed is used is when the ball bounces off of the net in the middle of the grid.  Tests show that the seed is passed correctly, so this is not the issue.  I have merely included this here for completeness.Now to try to explain the issue.  For this example, we will use a 10 x 10 grid.  Player A hits the ball diagonally to player B.  The ball lands at coordinates 8,8 for player A, which would be reflected as 1,1 for player B (obviously, the movement is mirrored for the opponent.  If player A hits the ball to the right, then it would move to the left as it came into the opponent's side.  So 9,9 to player A is equivalent to 0,0 for player B, 8,8 is equivalent to 1,1 for player B).  Eight to nine times out of 10, the ball will, indeed, land on 1,1 for player B.  However, the remaining times, the ball lands exactly one diagonal off.  So player A shows the ball landing at 8,8.  In
 stead of landing at 1,1 for player B, however, the ball lands at 0,0, which is exactly one diagonal square off.  If the ball is struck straight ahead rather than diagonally, then the ball is exactly one square off in the direction it was struck.  I.e., if the ball is struck straight ahead from 9,0 from player A, and lands at 9,8, Which translates to 0,1 for player B, instead of 0,1, the ball lands at 0,0.Two things bother me about this problem.  First, it's not reliably replicated.  It occurs totally randomly, with no discernible pattern.  Tests were conducted, where 25 balls were struck, with 22 landing correctly.  The three that did not land correctly were spaced out.  The main thing that bothers me is that the way this is set up, coordinates are not passed back and forth.  In other words, I do not pass packets with coordinates with each itteration of the ball.  Those would need to be sent reliably to insure delivery, and ini
 tially, This was tried, and caused major, major problems.  The way it is done now is that instead of passing the coordinates, a packet is sent that indicates the shot that was made, with the appropriate strength and direction parameters.  So the computer receives this, and then calls the appropriate method independently, with the parameters that were received.  Testing done has shown that this occurs correctly, and that all of the parameters used by both machines do match.  What this means is that both computers are executing the exact same ball movement code independent of any influence from the other machine, with the exact same parameters for shot strength, height, speed, etc.  If two computers are using the exact same code, with the exact same values, then both computers should arrive at the same exact result.  If I am player A, and the ball on my machine lands at square 9,9, then given the fact that the exact same movement code is executed, and the
  exact same parameters from my machine for the movement are being used by the other computer, the ball should land at 0,0 for player B, because the movement should exactly match.  Extensive testing has shown that the parameters are being passed and received correctly, and that the appropriate methods are being called correctly.  Everything matches exactly, except for the final landing outcome, and as stated before, many times it does match correctly, but even on the times that it doesn't, all other parameters and code execution do still match.  I have no idea what might be causing this issue, since the problem is so random, and since it has been determined that everything else is functioning correctly, there should never be a discrepancy in movement, or where the ball lands.  It can't be a timer issue, since both machines are using the same code, with the same timer parameters.  It isn't a network latency issue, because while this might mean t
 hat my machine executes your shot and calls the code a second or two after you actually strike it, as long as the parameters are received by my machine, the ball should still land correctly, based on the code and the parameters for strength of shot, etc. that were 

Re: death match project alpha update public beta

2017-07-11 Thread AudioGames . net Forum — New releases room : prajwal via Audiogames-reflector


  


Re: death match project alpha update public beta

orco this game worcking fine for  me  but have you try to install its missing dlls?

URL: http://forum.audiogames.net/viewtopic.php?pid=318938#p318938





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Re: Accessing the internal disk of Digital Book Players

2017-07-11 Thread AudioGames . net Forum — Off-topic room : jack via Audiogames-reflector


  


Re: Accessing the internal disk of Digital Book Players

Where should I start sliding, and how hard should I slide it? It's a plastic thing with a square in the middle and what appear to be indentations on the other sides.

URL: http://forum.audiogames.net/viewtopic.php?pid=318937#p318937





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Help Please: Any BGT Devs

2017-07-11 Thread AudioGames . net Forum — Developers room : JLove via Audiogames-reflector


  


Help Please:  Any BGT Devs

Hello all.  A friend and I have been working on a game for a while now.  I had to take some time to deal with some life issues, but honestly, a large part of the reason for the lengthy development time (especially over the last year to year and a half is that we have run into a problem which we are at a loss to solve, and one which the few BGT programmers I know are unable to shed any light on.My friend and I are pretty sure that the bug, if it is, indeed, a bug, resides in the networking code.  I'll try to explain the issue as best I can.There is only one random aspect to this game, and therefore, the random seed is passed initially to the client machine, like so:Server.send_reliable(0, "r:" + random_get_state(), Player);And then, when events are checked:if(string_contains(Event.message, "r:", 1) > -1){string[] position = string_split(Event.message, ":", true);random_set_state(pos
 ition[1]);The only time that the random seed is used is when the ball bounces off of the net in the middle of the grid.  Tests show that the seed is passed correctly, so this is not the issue.  I have merely included this here for completeness.Now to try to explain the issue.  For this example, we will use a 10 x 10 grid.  Player A hits the ball diagonally to player B.  The ball lands at coordinates 9,9 for player A, which would be reflected as 1,1 for player B (obviously, the movement is mirrored for the opponent.  If player A hits the ball to the right, then it would move to the left as it came into the opponent's side.  So 10,10 to player A is equivalent to 0,0 for player B, 9,9 is equivalent to 1,1 for player B).  Eight to nine times out of 10, the ball will, indeed, land on 1,1 for player B.  However, the remaining times, the ball lands exactly one diagonal off.  So player A shows the ball landing at 9,9.  
 Instead of landing at 1,1 for player B, however, the ball lands at 0,0, which is exactly one diagonal square off.  If the ball is struck straight ahead rather than diagonally, then the ball is exactly one square off in the direction it was struck.  I.e., if the ball is struck straight ahead from 9,0 from player A, and lands at 9,8, Which translates to 0,1 for player B, instead of 0,1, the ball lands at 0,0.Two things bother me about this problem.  First, it's not replicable reliably.  It occurs totally randomly.  Tests were conducted, where 25 balls were struck, with 22 landing correctly.  The three that did not land correctly were spaced out.  The main thing that bothers me is that the way this is set up, coordinates are not passed back and forth.  In other words, I do not pass packets with coordinates with each itteration of the ball.  Those would need to be sent reliably to insure delivery, and initially, This was tried, and
  caused major, major problems.  The way it is done now is that instead of passing the coordinates, a packet is sent that indicates the shot that was made, with the appropriate strength and direction parameters.  So the computer receives this, and then calls the appropriate method independently, with the parameters that were received.  Testing done has shown that this occurs correctly, and that all of the parameters used by both machines do match.  What this means is that both computers are executing the exact same ball movement code independent of any influence from the other machine, with the exact same parameters for shot strength, height, speed, etc.  If two computers are using the exact same code, with the exact same values, then both computers should arrive at the same exact result.  If I am player A, and the ball on my machine lands at square 9,9, then given the fact that the exact same movement code is executed, and the exact same parameters from
  my machine for the movement are being used by the other computer, the ball should land at 0,0 for player B, because the movement should exactly match.  Extensive testing has shown that the parameters are being passed and received correctly, and that the appropriate methods are being called correctly.  Everything matches exactly, except for the final landing outcome, and as stated before, many times it does match correctly, but even on the times that it doesn't, all other parameters and code execution do still match.  I have no idea what might be causing this issue, since the problem is so random, and since it has been determined that everything else is functioning correctly, there should never be a discrepancy in movement, or where the ball lands.  It can't be a timer issue, since both machines are using the same code, with the same timer parameters.  It isn't a network latency issue, because while this might mean that my machine executes you
 r shot and calls the code a second or two after you actually strike it, as long as the parameters are received by my machine, the ball should still land correctly, based on the code and the parameters for strength of shot, etc. that were received.  Does anyone have any 

Re: death match project alpha update public beta

2017-07-11 Thread AudioGames . net Forum — New releases room : Orko via Audiogames-reflector


  


Re: death match project alpha update public beta

Just to satisfy slj, I downloaded and installed the latest version of NVDA and it didn't solve the problem of DMPA locking up after playing the intro sound.Then just for fun I reloaded JAWS and tried DMPA again with JAWS configured to go into suspend mode, same thing. Finally I tried running DMPA with no screen reader running. Again, nothing after the short intro sound. When I loaded JAWS, I discovered that there were two open windows, one telling me that DMPA wasn't responding and the other telling me that Themedia couldn't find a DLL. I have Code Factory's Eloquence for Windows, and as far as I know, it's the only program I have that uses Themedia. As much as I would like to be rid of Themedia, until now it has never caused me any trouble. As suggested by the missing DLL message, I reinstalled Eloquence for Windows, checked it's status and found it was still activated, so I unloaded JAWS and tried DMPA again after reextracting it's folde
 r from a freshly downloaded zip file. I got the short intro sound, then again, nothing. After reloading JAWS, I found the same two windows, one about DMPA not responding and the other Themedia complaining about a missing DLL.At this point, considering that all my other games that use SAPI cause no problems, I decided to just remove DMPA and move on to other games.@sljI've said this in other threads, but I'll repeat it again, mainly because it's been proven true here. As Joe Steincamp said in the Blind Bargains podcast, making disparaging remarks about other peoples choice of a screen reader doesn't do anybody any good, so perhaps, for all concerned, it might be best if such remarks were kept to oneself.

URL: http://forum.audiogames.net/viewtopic.php?pid=318936#p318936





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Relaxing background music

2017-07-11 Thread AudioGames . net Forum — Off-topic room : asredojevic via Audiogames-reflector


  


Relaxing background music

Hello, Can someone suggest a playlist with relaxing background music? I know that I can search for it but, Still want to know what do you all Guise think. Greetings Aleksandar

URL: http://forum.audiogames.net/viewtopic.php?pid=318934#p318934





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Re: Accessing the internal disk of Digital Book Players

2017-07-11 Thread AudioGames . net Forum — Off-topic room : jack via Audiogames-reflector


  


Re: Accessing the internal disk of Digital Book Players

My sticker came off as just a sheet with no adhesive, the rest of the adhesive left on the player.

URL: http://forum.audiogames.net/viewtopic.php?pid=318933#p318933





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Re: yu-gi-oh legacy of the duelest

2017-07-11 Thread AudioGames . net Forum — General Game Discussion : death via Audiogames-reflector


  


Re: yu-gi-oh legacy of the duelest

Sorry for the double post, but tensoon try this.https://dl.dropboxusercontent.com/u/542 … nvda-addon

URL: http://forum.audiogames.net/viewtopic.php?pid=318932#p318932





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Re: Survive the Wild!

2017-07-11 Thread AudioGames . net Forum — New releases room : joshknnd1982 via Audiogames-reflector


  


Re: Survive the Wild!

@slj, yes i know. I use that site blackscreengaming.com to learn how to craft items and do other things, sometimes I just experiment also.

URL: http://forum.audiogames.net/viewtopic.php?pid=318931#p318931





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Re: Survive the Wild!

2017-07-11 Thread AudioGames . net Forum — New releases room : joshknnd1982 via Audiogames-reflector


  


Re: Survive the Wild!

oh as for my shelter? you can destroy it if you want, now that I know how to make them I can make another. It was fun climbing the tree jumping into the dried berry patch and getting those apples, then climbing on a tree, jumping onto the fence, getting lots of metal, climbing back up the tree behind me, then jumping and sort of flying a little 4 tiles over into the next tree then climbing down. this is the fenced in area in the arid grassland west of the stream.

URL: http://forum.audiogames.net/viewtopic.php?pid=318930#p318930





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Re: Survive the Wild!

2017-07-11 Thread AudioGames . net Forum — New releases room : joshknnd1982 via Audiogames-reflector


  


Re: Survive the Wild!

Also in a future stw update, I would like walking in the rivers to be more challenging, as in when you go to fill your pots be careful watch out for alligators and crockodiles that you can kill and then eat--you can with your hunting weapons. Also ability to hunt birds such as turkeys and wild chickens. And ability to hunt, kill, and maybe eat big rats and rodents in the sewers of the irradiated city.

URL: http://forum.audiogames.net/viewtopic.php?pid=318929#p318929





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Wizard's Choice: Choose your own adventure audio game (Android)

2017-07-11 Thread AudioGames . net Forum — New releases room : pgruenbaum via Audiogames-reflector


  


Wizard's Choice: Choose your own adventure audio game (Android)

You are a young wizard seeking treasure and glory. As you walk through goblin territory and into an abandoned old castle filled with gods-know-what, the choices you make either increase your morale and gold, or lower your life points and bring you closer to death. How long can you keep yourself alive?Beta version of a choose-your-own-adventure game is available that uses the Android voice and optionally uses speech recognition to make your choices. Please try it and provide feedback using the survey link on the main page.https://play.google.com/apps/testing/co … kerschoice

URL: http://forum.audiogames.net/viewtopic.php?pid=318928#p318928





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Re: MAINSTREAM GAMES - list of accessible video games - update 27/01/14

2017-07-11 Thread AudioGames . net Forum — General Game Discussion : SirBadger via Audiogames-reflector


  


Re: MAINSTREAM GAMES - list of accessible video games - update 27/01/14

I have tried a few links here and none of them seem to work. I have mortal kombat complete and am looking for any guide to menus etc to get playing but can't find anything. I also read somewhere that final fantasy xiii is playable with screen readers but i can't do a thing with it. currently wasting 60gb of space on my ssd so any suggestions would be appreciated or I'm just gonna cut my losses and remove it.

URL: http://forum.audiogames.net/viewtopic.php?pid=318927#p318927





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Re: eurofly a flight audio simulator from slovakia

2017-07-11 Thread AudioGames . net Forum — New releases room : mehdi0098 via Audiogames-reflector


  


Re: eurofly a flight audio simulator from slovakia

Another question: How to make an airplane? I read the *.air files but I don't know what each of them means. Could someone explain those values in the *.air files for me?

URL: http://forum.audiogames.net/viewtopic.php?pid=318926#p318926





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Re: Accessing the internal disk of Digital Book Players

2017-07-11 Thread AudioGames . net Forum — Off-topic room : jfayre via Audiogames-reflector


  


Re: Accessing the internal disk of Digital Book Players

I'm wondering if maybe all of the sticker didn't come off. Mine came off as one rectangular sheet, with no adhesive left behind.Does anyone have a way of getting in touch with Konrad so he could chime in here?

URL: http://forum.audiogames.net/viewtopic.php?pid=318925#p318925





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Re: Accessing the internal disk of Digital Book Players

2017-07-11 Thread AudioGames . net Forum — Off-topic room : jack via Audiogames-reflector


  


Re: Accessing the internal disk of Digital Book Players

And do you mean put a fingernail in that slit between the two parts of the casing, then pull it open? Although you did say you had to slide it so doubt that's the way.

URL: http://forum.audiogames.net/viewtopic.php?pid=318924#p318924





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Re: Accessing the internal disk of Digital Book Players

2017-07-11 Thread AudioGames . net Forum — Off-topic room : jack via Audiogames-reflector


  


Re: Accessing the internal disk of Digital Book Players

I removed the sticker. You know, the one that covers about half the width of that area. The one that's obvious that it's a sticker. So you're saying there's a sticker under that?

URL: http://forum.audiogames.net/viewtopic.php?pid=318922#p318922





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Re: yu-gi-oh legacy of the duelest

2017-07-11 Thread AudioGames . net Forum — General Game Discussion : death via Audiogames-reflector


  


Re: yu-gi-oh legacy of the duelest

Sorry, here it is.https://dl.dropboxusercontent.com/u/542 … 300-52.flv Will edit the first post with the link as well as the link to cloud OCR. Got incredibly distracted, so again I apologize for not having this up sooner. It's not the best, but if you have any questions just ask here and I'll hopefully be able to answer them. Also to the post above, yes cloud OCR should make a tri tone sound when you use the shortcut.

URL: http://forum.audiogames.net/viewtopic.php?pid=318923#p318923





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Re: Accessing the internal disk of Digital Book Players

2017-07-11 Thread AudioGames . net Forum — Off-topic room : jfayre via Audiogames-reflector


  


Re: Accessing the internal disk of Digital Book Players

The entire area over that sd card is a sticker. I needed to get a finger nail under it to remove it.

URL: http://forum.audiogames.net/viewtopic.php?pid=318921#p318921





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Re: Anyone who knows a good Facebook messenger for Windows?

2017-07-11 Thread AudioGames . net Forum — Off-topic room : paddy via Audiogames-reflector


  


Re: Anyone who knows a good Facebook messenger for Windows?

@Locutus, I installed Miranda NG and the setup of my facebook profile seemed to be working.However, I am not able to read my contact list and interact with the contacts the way I am used to from my previous version I used so far. Any clues on how to fix that?ThanksUPDATE: I found a plugin called "Clist_Blind", which works quite well... Is there an option to include the sounds somehow? In the version of Miranda NG I installed, apparently no sounds folder does exist in first place. I copied over the sounds from my old not-working miranda version, but when I try to select the sounds, it just says "path not defined". How can I define the path of the sounds properly?

URL: http://forum.audiogames.net/viewtopic.php?pid=318919#p318919





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Re: Accessing the internal disk of Digital Book Players

2017-07-11 Thread AudioGames . net Forum — Off-topic room : jack via Audiogames-reflector


  


Re: Accessing the internal disk of Digital Book Players

And I believe the sticker I removed from the battery compartment was the only sticker there is.

URL: http://forum.audiogames.net/viewtopic.php?pid=318920#p318920





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Re: Anyone who knows a good Facebook messenger for Windows?

2017-07-11 Thread AudioGames . net Forum — Off-topic room : paddy via Audiogames-reflector


  


Re: Anyone who knows a good Facebook messenger for Windows?

@Locutus, I installed Miranda NG and the setup of my facebook profile seemed to be working.However, I am not able to read my contact list and interact with the contacts the way I am used to from my previous version I used so far. Any clues on how to fix that?Thanks

URL: http://forum.audiogames.net/viewtopic.php?pid=318919#p318919





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Re: Accessing the internal disk of Digital Book Players

2017-07-11 Thread AudioGames . net Forum — Off-topic room : jack via Audiogames-reflector


  


Re: Accessing the internal disk of Digital Book Players

Well the good thing is you're not unscrewing anything, so there's absolutely no risk of physical damage to the stream, no static discharge, no stuff like that.

URL: http://forum.audiogames.net/viewtopic.php?pid=318918#p318918





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Re: Accessing the internal disk of Digital Book Players

2017-07-11 Thread AudioGames . net Forum — Off-topic room : Orko via Audiogames-reflector


  


Re: Accessing the internal disk of Digital Book Players

One thing I'm thinking regarding this thread is that it would be nice to gain access to the internal storage on the Stream and the Trek when its released and I get mine. I have about 40 BARD books, and 25 book share books in the Stream that I'll want to transfer to the Trek without having to use the Victor Reader's rather slow methods. Preferably without having to do anything physically to the Stream or the Trek that you wouldn't do when using it normally.Hopefully Humanware will come up with something by the time the Trek is shipping.The Humanware Companion program works, but is rather slow. I'll use that if nothing better comes around.

URL: http://forum.audiogames.net/viewtopic.php?pid=318917#p318917





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Re: Research on videogame development for blind users

2017-07-11 Thread AudioGames . net Forum — Developers room : alvarocaceresmunoz via Audiogames-reflector


  


Re: Research on videogame development for blind users

Hi everyone,The bachelor thesis can be downloaded from this link: https://mega.nz/#!lbJC2LCa!hL7WqZ0Cnm10 … qR4eZbf2WUThe prototype can be downloaded from this link:https://mega.nz/#!cXo0nDgK!orfOzdYSP2wd … iBco5l6_WMThe prototype is pretty simple. Right now I don't need you to send my any answers about the prototype, because I would have to redefine it and make it more complete.Best regards,Alvaro Caceres

URL: http://forum.audiogames.net/viewtopic.php?pid=318916#p318916





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Re: Make Facebook more Accessible

2017-07-11 Thread AudioGames . net Forum — Off-topic room : jack via Audiogames-reflector


  


Re: Make Facebook more Accessible

If you're on Iphone, twitterrific for the win. May be paid, but voiceover support is the best there is. There's nothing wrong with Twitter, just because some unnecessary shit gets posted on it don't necessarily mean it's wrong. Imagine if that stuff got posted on those elementary bbs message boards, would you blame the bbs? Not necessarily. Just some food for thought.

URL: http://forum.audiogames.net/viewtopic.php?pid=318915#p318915





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Re: Accessing the internal disk of Digital Book Players

2017-07-11 Thread AudioGames . net Forum — Off-topic room : jack via Audiogames-reflector


  


Re: Accessing the internal disk of Digital Book Players

Chris, being a Linux micro sd card, it must come with a fat32 partition called boot, unless the linux partition was seriously modified in a way that that was removed. Hint hint, if you put an empty file with no extension called ssh into the root of a boot partition, generally speaking, you can get ssh running on it.

URL: http://forum.audiogames.net/viewtopic.php?pid=318913#p318913





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Re: death match project alpha update public beta

2017-07-11 Thread AudioGames . net Forum — New releases room : DracoSelene89 via Audiogames-reflector


  


Re: death match project alpha update public beta

Or upgrade your corvette and be prepared to die...A LOT. I've been getting owned a hell of a lot in tests here

URL: http://forum.audiogames.net/viewtopic.php?pid=318914#p318914





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Re: Accessing the internal disk of Digital Book Players

2017-07-11 Thread AudioGames . net Forum — Off-topic room : jack via Audiogames-reflector


  


Re: Accessing the internal disk of Digital Book Players

It's that area nearest the battery latch. I press and I feel a square which must be the card, and if I press to the left or right of that, it appears to be holes underneath, or at least indents.

URL: http://forum.audiogames.net/viewtopic.php?pid=318912#p318912





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Re: Accessing the internal disk of Digital Book Players

2017-07-11 Thread AudioGames . net Forum — Off-topic room : Chris via Audiogames-reflector


  


Re: Accessing the internal disk of Digital Book Players

What are the partitions on the card? I know data must be something like 2.67 GB in size. The original second gen Stream only came with a 4 GB card? That is sad.

URL: http://forum.audiogames.net/viewtopic.php?pid=318911#p318911





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Re: Make Facebook more Accessible

2017-07-11 Thread AudioGames . net Forum — Off-topic room : shrike via Audiogames-reflector


  


Re: Make Facebook more Accessible

sorry but I have to put my 2 pence worth in.I have never understood the fascination with facebook and twitter,  honestly from what I can gather people post stuff like, "I am now in KFC having a lovely piece of chicken",if that's what people like these days then we are living in a sad world indeed, not to mention all the drama and feuds it causes,  however because most of my sad family use them I have tried it.and its so horrible to navigate it makes me rage even more, is there an ap on ios that is usable?   if so I can join the rest of my friends and family and post the next time I am doing a number 2.

URL: http://forum.audiogames.net/viewtopic.php?pid=318909#p318909





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Re: Accessing the internal disk of Digital Book Players

2017-07-11 Thread AudioGames . net Forum — Off-topic room : jfayre via Audiogames-reflector


  


Re: Accessing the internal disk of Digital Book Players

If you press on the area where the sticker is, you can actually feel the card under it.

URL: http://forum.audiogames.net/viewtopic.php?pid=318910#p318910





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Re: Accessing the internal disk of Digital Book Players

2017-07-11 Thread AudioGames . net Forum — Off-topic room : jfayre via Audiogames-reflector


  


Re: Accessing the internal disk of Digital Book Players

how large was the sticker you removed? It covers the whole space above that ridge. The smaller section, not the larger one.

URL: http://forum.audiogames.net/viewtopic.php?pid=318908#p318908





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Re: Give input on Xbox accessibility

2017-07-11 Thread AudioGames . net Forum — General Game Discussion : aaron via Audiogames-reflector


  


Re: Give input on Xbox accessibility

At the moment you wonn't be able to play football manager 2017 but you will be able to navigate the console's dashboard, party chat, messages, store and also game invites, which is the key difference from the 360: you can play online if you want to now, and also buy digital only games as well directly from the console.

URL: http://forum.audiogames.net/viewtopic.php?pid=318906#p318906





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Re: death match project alpha update public beta

2017-07-11 Thread AudioGames . net Forum — New releases room : danny via Audiogames-reflector


  


Re: death match project alpha update public beta

Hi all, server is back up with npc ships enabled. As of right now i'm test spawning them to see how they'll behave, but if they work right you'll be able to battle them. Strongly suggest a fighter as the model they use now is a corvette, and thus they have slower acceleration.

URL: http://forum.audiogames.net/viewtopic.php?pid=318907#p318907





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Re: death match project alpha update public beta

2017-07-11 Thread AudioGames . net Forum — New releases room : DracoSelene89 via Audiogames-reflector


  


Re: death match project alpha update public beta

Message from Danny: Server  is indeed down but he's working on it.

URL: http://forum.audiogames.net/viewtopic.php?pid=318904#p318904





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Re: death match project alpha update public beta

2017-07-11 Thread AudioGames . net Forum — New releases room : DracoSelene89 via Audiogames-reflector


  


Re: death match project alpha update public beta

One more:Danny broke NPC ships and that's why it's down. Yep, you read it right, NPC ships. If done right you won't be so safe any mor, hint, hint. If done wrong it's cannon foddder

URL: http://forum.audiogames.net/viewtopic.php?pid=318905#p318905





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Re: Accessing the internal disk of Digital Book Players

2017-07-11 Thread AudioGames . net Forum — Off-topic room : jack via Audiogames-reflector


  


Re: Accessing the internal disk of Digital Book Players

I feel the 3 battery contact ridges of course, then plastic casing, then moving up I feel the very small space in between 2 pieces, then what feels like plastic casing is the area where I removed the sticker, with residue from the adhesive still on it.

URL: http://forum.audiogames.net/viewtopic.php?pid=318902#p318902





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Re: Accessing the internal disk of Digital Book Players

2017-07-11 Thread AudioGames . net Forum — Off-topic room : jack via Audiogames-reflector


  


Re: Accessing the internal disk of Digital Book Players

By the way, my stream2 is the 2 gig model, if that makes any difference.

URL: http://forum.audiogames.net/viewtopic.php?pid=318903#p318903





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Re: Accessing the internal disk of Digital Book Players

2017-07-11 Thread AudioGames . net Forum — Off-topic room : jfayre via Audiogames-reflector


  


Re: Accessing the internal disk of Digital Book Players

that's odd. Maybe. Can you feel the little metal door over the card?

URL: http://forum.audiogames.net/viewtopic.php?pid=318900#p318900





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Re: Accessing the internal disk of Digital Book Players

2017-07-11 Thread AudioGames . net Forum — Off-topic room : jack via Audiogames-reflector


  


Re: Accessing the internal disk of Digital Book Players

Just found out the adhesive isn't effective by the way. It's probably just residue.

URL: http://forum.audiogames.net/viewtopic.php?pid=318901#p318901





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Re: Accessing the internal disk of Digital Book Players

2017-07-11 Thread AudioGames . net Forum — Off-topic room : jack via Audiogames-reflector


  


Re: Accessing the internal disk of Digital Book Players

Nothing's sliding, but there's adhesive on the back of the unit, not the sticker. The sticker has no adhesive whatsoever, i e, I could reattach it and it would stick to the back. Must not be able to slide then?

URL: http://forum.audiogames.net/viewtopic.php?pid=318899#p318899





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Re: Accessing the internal disk of Digital Book Players

2017-07-11 Thread AudioGames . net Forum — Off-topic room : jack via Audiogames-reflector


  


Re: Accessing the internal disk of Digital Book Players

Well, the sticker's off, and the back is where the adhesive is, not the sticker itself. Now for the door itself. What's the trick to that?

URL: http://forum.audiogames.net/viewtopic.php?pid=318897#p318897





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Re: Accessing the internal disk of Digital Book Players

2017-07-11 Thread AudioGames . net Forum — Off-topic room : jfayre via Audiogames-reflector


  


Re: Accessing the internal disk of Digital Book Players

The door slides, then lifts up. If you slide it toward the end wher the battery contacts are, you should feel a click. You can then lift it up.No, I think that adhesive is pretty much gone once you remove that.

URL: http://forum.audiogames.net/viewtopic.php?pid=318898#p318898





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Re: death match project alpha update public beta

2017-07-11 Thread AudioGames . net Forum — New releases room : cuddley via Audiogames-reflector


  


Re: death match project alpha update public beta

the universe server is down

URL: http://forum.audiogames.net/viewtopic.php?pid=318896#p318896





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Re: Accessing the internal disk of Digital Book Players

2017-07-11 Thread AudioGames . net Forum — Off-topic room : jack via Audiogames-reflector


  


Re: Accessing the internal disk of Digital Book Players

Well, the sticker's off, and the back is where the adhesive is, not the ticker itself. Now for the door itself. What's the trick to that?

URL: http://forum.audiogames.net/viewtopic.php?pid=318897#p318897





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Re: Accessing the internal disk of Digital Book Players

2017-07-11 Thread AudioGames . net Forum — Off-topic room : jack via Audiogames-reflector


  


Re: Accessing the internal disk of Digital Book Players

Oh, and that would explain why the sticker is harder to remove. Because of what's under it. Lol! Thing though, is does the adhesive remain, or is it a once and done? Just wondering in case that door isn't exactly secure.

URL: http://forum.audiogames.net/viewtopic.php?pid=318895#p318895





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Re: Accessing the internal disk of Digital Book Players

2017-07-11 Thread AudioGames . net Forum — Off-topic room : jack via Audiogames-reflector


  


Re: Accessing the internal disk of Digital Book Players

That's weird. I actually asked him a similar thing, well I actually asked him if there was a debug mode to back up my internal sd card on my old stream2 because the sd card reader broke and was no longer reading cards. He gave me an honest answer of no, that there was no debug mode, or at least no user accessible one. I was thinking if he repaired the device and put new micro sd cards in, he'd know. And he did, and the answer was no, and that's completely understandable.

URL: http://forum.audiogames.net/viewtopic.php?pid=318894#p318894





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Re: Research on videogame development for blind users

2017-07-11 Thread AudioGames . net Forum — Developers room : alvarocaceresmunoz via Audiogames-reflector


  


Re: Research on videogame development for blind users

(CONTINUES HERE)Contributing to this plugin could be a more logical movement, although as far as I know, Unity's semi-closed source code makes it difficult to create a "clean" and 100% intuitive option for users. Making Godot Engine accessible would mean more freedom to make code work with the rest of software, as it is open source. What do you think it is the best move in this aspect? Continuing with Unity accessibility plugin or sticking with Godot Engine?I also wanted to thank all of you, both for your help and for your support and excitement about this project. As I said before, I am not the best software developer in the world (not even by far), but I promise to do my best to make this project come to reality, which includes leaving it open so that anyone can improve it.Finally, you will have noticed that I have been encouraging you to have a look at the thesis, but that it has not been included here. I still have to talk to my bachelor the
 sis supervisor, to make sure that I am allowed to publish my thesis and the prototype online. Probably there won't be any problem, and both of the two could be published shortly. By the way, if you have any problem reading the PDF, please tell me and I will either provide the LaTeX file with which it has been generated, or I will rewrite this LaTeX file to have a purely plain text file that is easy to read (if you prefer other formats, just tell me).Best regards,Alvaro Caceres

URL: http://forum.audiogames.net/viewtopic.php?pid=318893#p318893





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Re: Research on videogame development for blind users

2017-07-11 Thread AudioGames . net Forum — Developers room : alvarocaceresmunoz via Audiogames-reflector


  


Re: Research on videogame development for blind users

Hi everyone,Sorry for not talking much during the last weeks. There's been a lot of work to do to finish my thesis. So here there are some news about the project.Firstly, the bachelor thesis has been published, I have had the thesis defense, and results have been very satisfactory. This makes me think that my hypotheses are correct and that whatever I have proposed could be useful, so I encourage anyone here to have a look at my work and reuse it as you wish.Secondly, I wanted to briefly describe what have I done for my bachelor thesis. The point of this project is to make professional game development software accessible for visually impaired users. In short:1. I have seen what has been done before about this2. I have asked users about their needs and preferences3. I have designed a user interface for an accessible game engine4. I have tested it with accessibility guidelines (WCAG), obtaining good resultsThis is another imp
 ortant point to metion that is related to the previous paragraph. I have proposed a design, because I wanted to focus on user experience. Implementation details have been provided as well as a small prototype. I have tried to leave everything prepared so that anyone can read my thesis and come up with ideas about how to code the user interface. This would mean looking at Godot Engines's source code, and to tweak it to incorporate the changes I have proposed. Here I want to say that I am not a super-expert-hacker-level computer scientist, partly because I have been focused on research, partly because I have been studying another career (classical music) at the same time as computer science, and I have had little time for each of the two studies. What I mean is that I will do my best to try to code the design I have proposed, but I know there are people out there with much more experience than me. This includes people here at the forum, so you are more than welcome to help with t
 his project if you like the whole concept and have interest about it. Guys at Godot Engine development team have said they are a little bit busy with other parts of the game engine by now, so they couldn't help me; they also warned me that this project will take some time to be integrated with Godot Engine. Some people have also proposed leaving Godot Engine behind and joining forces with Michelle K. Martin, who has created an accessibility plugin for Unity3D.(CONTINUES IN THE NEXT MESSAGE DUE TO MAXIMUM MESSAGE LENGTH)

URL: http://forum.audiogames.net/viewtopic.php?pid=318892#p318892





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Re: Research on videogame development for blind users

2017-07-11 Thread AudioGames . net Forum — Developers room : alvarocaceresmunoz via Audiogames-reflector


  


Re: Research on videogame development for blind users

Hi everyone,Sorry for not talking much during the last weeks. There's been a lot of work to do to finish my thesis. So here there are some news about the project.Firstly, the bachelor thesis has been published, I have had the thesis defense, and results have been very satisfactory. This makes me think that my hypotheses are correct and that whatever I have proposed could be useful, so I encourage anyone here to have a look at my work and reuse it as you wish.Secondly, I wanted to briefly describe what have I done for my bachelor thesis. The point of this project is to make professional game development software accessible for visually impaired users. In short:1. I have seen what has been done before about this2. I have asked users about their needs and preferences3. I have designed a user interface for an accessible game engine4. I have tested it with accessibility guidelines (WCAG) obtaining good resultsThis is another impo
 rtant point to metion that is related to the previous paragraph. I have proposed a design, because I wanted to focus on user experience. Implementation details have been provided as well as a small prototype. I have tried to leave everything prepared so that anyone can read my thesis and come up with ideas about how to code the user interface. This would mean looking at Godot Engines's source code, and to tweak it to incorporate the changes I have proposed. Here I want to say that I am not a super-expert-hacker-level computer scientist, partly because I have been focused on research, partly because I have been studying another career (classical music) at the same time as computer science, and I have had little time for each of the two studies. What I mean is that I will do my best to try to code the design I have proposed, but I know there are people out there with much more experience than me. This includes people here at the forum, so you are more than welcome to help with th
 is project if you like the whole concept and have interest about it. Guys at Godot Engine development team have said they are a little bit busy with other parts of the game engine by now, so they couldn't help me; they also warned me that this project will take some time to be integrated with Godot Engine. Some people have also proposed leaving Godot Engine behind and joining forces with Michelle K. Martin, who has created an accessibility plugin for Unity3D.(CONTINUES IN THE NEXT MESSAGE DUE TO MAXIMUM MESSAGE LENGTH)

URL: http://forum.audiogames.net/viewtopic.php?pid=318892#p318892





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Re: Accessing the internal disk of Digital Book Players

2017-07-11 Thread AudioGames . net Forum — Off-topic room : jfayre via Audiogames-reflector


  


Re: Accessing the internal disk of Digital Book Players

Hi,No, the internal Micro SD card is under a sticker in the battery compartment. All you need to do is take out the battery and remove the sticker. Then the sd card is under a little door that pops up.I thought about resizing the SD card, but wasn't sure what needed to be resized. There are several partitions, only one of which is the actual data partition. I tried resizing the data partition and that didn't work. I was asking Konrad for advice, so maybe he doesn't want to talk to me if I don't want to buy a card from him.

URL: http://forum.audiogames.net/viewtopic.php?pid=318891#p318891





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Re: yu-gi-oh legacy of the duelest

2017-07-11 Thread AudioGames . net Forum — General Game Discussion : Tensoon the Kandra via Audiogames-reflector


  


Re: yu-gi-oh legacy of the duelest

Hello folks.  I had no idea something like Cloud OCR existed.  This would make my life so much easier.  I cannot get it to work though.  I may just be stupid though.  I downloaded the add-on and installed it.  However, when I press NVDA+Shift+R nothing happens.  Is there a sound or something that lets you know that the OCR is actually picking up on text.  I have tried this on images, web pages and even just my desktop when I have a wallpaper with text on it, but it never seems to do anything.  I am a bit new to NVDA too though, so I don't know if I should be in a specific focus mode or something to make it work.  Can someone please help me.  I bought this game quite some time ago, but I gave up playing just about a month or two after buying it because it hurt my eyes too much to actually try and read card descriptions.  Now I almost can't read them even if I try.  I would love to give this another shot.

URL: http://forum.audiogames.net/viewtopic.php?pid=318890#p318890





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Re: Our Great Adventure III -- now fully playable in English!

2017-07-11 Thread AudioGames . net Forum — New releases room : assault_freak via Audiogames-reflector


  


Re: Our Great Adventure III -- now fully playable in English!

There are indeed a few odds and n's here and there, but nothing that is super major that we aren't ware of. IF you would like to solve these issues faster, please doument the lines that you are finding that are not translated and either email them to Yukio or post them here with the location of the line and what it says in Japanese. Also make sure the japanese copies correctly please. Thank you! Aside from these small oversights, people are definitely correct about no longer needing the jgt addon anymore or any other translation service.

URL: http://forum.audiogames.net/viewtopic.php?pid=318889#p318889





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Re: EA games needs accessibility feedback

2017-07-11 Thread AudioGames . net Forum — General Game Discussion : ea_accessible via Audiogames-reflector


  


Re: EA games needs accessibility feedback

Feedback is always welcome - especially in e-mail form, so I can directly forward it. accessibilityfeedb...@ea.com

URL: http://forum.audiogames.net/viewtopic.php?pid=31#p31





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Re: Game of thrones: Fully playable but not fully accessible

2017-07-11 Thread AudioGames . net Forum — General Game Discussion : hanif via Audiogames-reflector


  


Re: Game of thrones: Fully playable but not fully accessible

I'm going to play episode 3 soon, however I did a mistake while the episode is downloading.I accidentaly press X on restart episode 2, so I must play it from the beginning again.I'm going to play this until the end of the game and if I can, I'll try to help you if I figure out on how to pass the part where you stuck on until now.about the fight in episode 2, when you have a choice weather if you want to kill him or not, the buttons are the square button if you want to slash him to bits, or press the circle button or simply just don't press anything and that guy will survive.I don't know what will happen if you let him survive, but I think you have to fight with the soldier again once more.but if you choose to kill him (which is the right decision), beskha will kill the remaining soldiers and you'll get out safely when a horse comes up.

URL: http://forum.audiogames.net/viewtopic.php?pid=318886#p318886





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Re: death match project alpha update public beta

2017-07-11 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: death match project alpha update public beta

Exception in thread Thread-16:Traceback (most recent call last):  File "threading.py", line 801, in __bootstrap_inner  File "threading.py", line 754, in run  File "functions.py", line 3096, in checkmuffleAttributeError: 'int' object has no attribute 'occlusion'

URL: http://forum.audiogames.net/viewtopic.php?pid=318887#p318887





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Re: Game of thrones: Fully playable but not fully accessible

2017-07-11 Thread AudioGames . net Forum — General Game Discussion : hanif via Audiogames-reflector


  


Re: Game of thrones: Fully playable but not fully accessible

I'm going to play episode 3 soon, however I did a mistake while the episode is downloading.I accidentaly press X on restart episode 2, so I must play it from the beginning again.I'm going to play this until the end of the game and if I can, I'll try to help you if I figure out on how to pass the part where you stuck on until now.

URL: http://forum.audiogames.net/viewtopic.php?pid=318886#p318886





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Re: death match project alpha update public beta

2017-07-11 Thread AudioGames . net Forum — New releases room : Farhad Ali Bhatti via Audiogames-reflector


  


Re: death match project alpha update public beta

server down on this time, and many many times this comes with new game clientdmpa has stopped working windows can check online solution. cancel

URL: http://forum.audiogames.net/viewtopic.php?pid=318885#p318885





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Re: Give input on Xbox accessibility

2017-07-11 Thread AudioGames . net Forum — General Game Discussion : shrike via Audiogames-reflector


  


Re: Give input on Xbox accessibility

well my main reason is my 2 sons play the xbox 1 and they play grand theft auto and ark respectively,to me accessible is certainly more preferable, but if its the case of loading up a game and randomly pressing buttons hoping you make the correct selection I see there being no difference in just using the old xbox 360.this thread lead me to believe the console would read out all page elements, so if I bought an exbox 1 and football manager 2017 as the game is primarily text based the narrator would read the screen.

URL: http://forum.audiogames.net/viewtopic.php?pid=318884#p318884





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