Re: accessible PSP Games?

2019-02-01 Thread AudioGames . net Forum — General Game Discussion : mata via Audiogames-reflector


  


Re: accessible PSP Games?

I really should try lotr tactics again. got confused so bad everytime i did.@kenshiraOh really? Worth a try then. Does that mean the map's small?

URL: https://forum.audiogames.net/post/408934/#p408934




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Re: A Black Ops 4 Zombies guide has been created

2019-02-01 Thread AudioGames . net Forum — General Game Discussion : SLJ via Audiogames-reflector


  


Re: A Black Ops 4 Zombies guide has been created

Hi.Is it only the zombie mode which is playable in the game? Or are the other modes also playable?

URL: https://forum.audiogames.net/post/408933/#p408933




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Re: I now hawe a cm server!

2019-02-01 Thread AudioGames . net Forum — New releases room : Aarush via Audiogames-reflector


  


Re: I now hawe a cm server!

geezus. Can't stop can you. stupid clone shit. ugh.

URL: https://forum.audiogames.net/post/408932/#p408932




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Re: accessible PSP Games?

2019-02-01 Thread AudioGames . net Forum — General Game Discussion : KenshiraTheTrinity via Audiogames-reflector


  


Re: accessible PSP Games?

Dynasty warriors vol 1 and 2 might be playable with a walkthrough, since you move on a grid system. Same with samurai warriors. Problem with dynasty warriors strikeforce is that you have to wander the whole map by foot so you can get lost.

URL: https://forum.audiogames.net/post/408931/#p408931




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Re: I now hawe a cm server!

2019-02-01 Thread AudioGames . net Forum — New releases room : mongoo_4044 via Audiogames-reflector


  


Re: I now hawe a cm server!

can we just stop this dromma?

URL: https://forum.audiogames.net/post/408930/#p408930




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Re: GoldGun Episode 1 finally released on app stores!

2019-02-01 Thread AudioGames . net Forum — New releases room : ogomez92 via Audiogames-reflector


  


Re: GoldGun Episode 1 finally released on app stores!

Hi.Let me clarify something here.The audio aspect is great, the 3d audio effects you implement in your game are great and the sounds are appropriately placed. The sfx however are of low quality. That's what makes the audio not as good as it could be.Another thing is the blindness issue. If those who funded your game wanted you to raise awareness about the issue of being blind, let me give you an example.The other person could ask the guy if he wants to touch her face and he can say no it's ok.this would turn a very bad deal into a less worrying deal, since the blind person would show that blind people don't require such interactions.Sorry again for being so blunt yesterday, you really didn't deserve it. Keep up the good work.

URL: https://forum.audiogames.net/post/408929/#p408929




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Re: Best coding language and best resource for coding audio games?

2019-02-01 Thread AudioGames . net Forum — Developers room : ironcross32 via Audiogames-reflector


  


Re: Best coding language and best resource for coding audio games?

Here's a take on it, why create an audio game. Think about it this way, are audio games even all that great? O, so all the kids like 10 to 20 probably will start screaming after that last sentence. Here's the thing though, audio games really aren't that great, and here's why. Even the best of the best, the most advanced audio game I've ever seen, A Hero's Call (abbreviated AHC) still missed some things. They really tried, they put forth a valiant effort, and it took 5 years to get that out. Now think about that, it took 5 years to put that out, but in 5 years Rockstar was able to develop GTA V after GTA IV. The point I'm trying to make is that your mother could be an indie developer of a game anyone could play. It could have graphics, and it could have well done sound design, as well as elements that make it playable to blind folks. Now, AHC was a good game imo, it came very close, but there's no feeling like having a controller in your hand, over at a friend's house and whooping some serious ass in MKX. There's no feeling like playing through a story, or playing COD zombies. UFC, WWE, Madden, all those games have such rich experiences that you will not find in an audio game. We don't need more audio games, we need more games that we can play. I honestly think that audio games are on their way out. Not that I think they will go away, but I see it going down like this. As more companies are forced into CVAA compliance, and companies like EA, who already have taken initiative in accessibility, others will start to see that if they have put the framework in for chat accessibility as dictated by CVAA, why not extend it to the rest of the game. Once they've started, why not take it the rest of the way and unlock that other market. They're not just ignoring blind folks, they're ignoring deaf, and otherwise disabled folks as well. When those barriers start crashing down, people will move away from audio games, as mainstream games are just simply more enjoyable.So your mom wants to code an audio game, OK, but she could usher in a new era. She could bridge the gap, or help to bridge the gap between us, and the other gamers out there. We do have a browser MMO called Tau Station, which was built to be accessible from the ground up. It's a shining beacon for other devs who think you can't have good graphics, and decent visuals if you have accessibility baked in. They feel the two are mutually exclusive. All you have to do is go there, and you will see that a screen reader user has no trouble with it, and a sighted person will get their graphics, and fold out panels and the like.If she wants to code an audio game, of course, it would be appreciated, I'm just looking down the road a bit and seeing what could potentially be around the corner.

URL: https://forum.audiogames.net/post/408928/#p408928




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Re: The making of tts skids

2019-02-01 Thread AudioGames . net Forum — Off-topic room : techmaster20 via Audiogames-reflector


  


Re: The making of tts skids

Use your screen reader, Jesus.  It simplifies everything and you don’t need to be limited to only speech API voices.

URL: https://forum.audiogames.net/post/408927/#p408927




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Re: Seeking Input on New Additions to the Staff Team

2019-02-01 Thread AudioGames . net Forum — Site and forum feedback : ironcross32 via Audiogames-reflector


  


Re: Seeking Input on New Additions to the Staff Team

Here's what I see, and I'm going to leave specifics out in an attempt to not provoke things. Suffice it to say, I am well aware of everything that happened after my ban. Now, there was a lot of action in a very short time, and a few missteps as well. This got people angry, some of whom were already due to my ban and how it was carried out. Now you have a bunch of angry people knocking at your door so what do you do, you come up with any old strategy to calm things down. And that's precisely what happened. Just enough, and I do mean just enough was done to get people to calm down. I don't think this place has returned to normal, it has an empty, hollow and hallowed feel about the place, but fairly calm. So now that everything is in control again, the pressure is off, right? That's what I'm seeing, there is no reason to act now, so no action is being taken. The whole thing about transparency didn't live too long, did it.Now you say that you can manage with what staff you have, but can you? No one here can really say unless we start to see a real down tick in time it takes to have things dealt with. I can say that there has been for sure, but hey, things still do get dealt with, so that's still a point in your favor. Due to ridiculous, infighting and cliquish behavior, the old mod team basically drove away all of the good mods. Also, I think it's pretty disgraceful how some of the mods turned on Aprone after he left. He only did what he felt right to clear his conscience, and you all need to remember one thing, and remember it as long as you bear any professional responsibility: the truth will out. It may take time, even a long time, but sooner or later, your secrets will come out. I honestly think he was the best mod on the team and you guys made a grave error. the new members can't bear responsibility for driving him out, but they can bear it for turning on him as they did.Now we have basically a 3-person active team. Aaron got promoted to administrator, I'm scratching my head at that one let me just say. While I'm sure he's a good person, and I don't have anything against him, he's very indecisive, doesn't seem to get much done or show much motivation and then seems unsure when he finally does do something. Then you have argmeister, again, nothing against him personally, but didn't I read about him wanting to resign? I honestly think I did, but I could be wrong, names, and dates, etc. But I thought it was him. I remember reading about him wanting peace and tired of the whole thing, which I totally get on every imaginable level and respect. Then he's back and like nothing ever happened. Did I just space out and miss something, or did that actually happen? Then you have Jayde, who honestly I think is doing better than I could have predicted. I remember when I found that out I went ranting to everyone I knew about how I thought they'd lost their minds. And for a short time, I was proven correct, he acted completely out of line on several occasions, but now, I honestly can't say the dude's done anything wrong. My major thing was, I thought he was going to let his extreme political views sway his decisions, but I haven't seen any evidence of that happening. Just the flowery language, which is just... meh, but whatever. So in a complete reversal of anything I ever could have predicted, the one I thought would do the worst is actually the best, unless I crossed into a parallel universe.So I do think the situation is precarious, oh good lord, I used a Jayde word, quick, poor large amounts of rum and apple pie moonshine down my throat right now! Back to the topic at hand, I think things have found a sort of fragile balance for the moment, but I see still there is work to be done. I do think you guys should look for one or two more mods, I'd actually like to see a woman in that position. Not to say you should have a token woman, but if you find one you feel would fit, definitely. Women tend to offset the men's emotional pissing contests that tend to come up.Anyway, I'm out of here, I didn't want to go into that much depth, but I always feel honesty tends to help more than it hurts.

URL: https://forum.audiogames.net/post/408926/#p408926




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Re: A Black Ops 4 Zombies guide has been created

2019-02-01 Thread AudioGames . net Forum — General Game Discussion : BlindNinja via Audiogames-reflector


  


Re: A Black Ops 4 Zombies guide has been created

Apologies for double posting... but does anybody happen to have info on the armory and lab, and this custom class stuff as far as layouts are concerned? I only managed to get a hold of someone for a short amount of time to get the basics out of the way, can't even figure out exactly how the match setup works, apart from map/mode being 1 up from the bottom right, and L1/R1 in that menu switches between different modes.Any help with this game would be much appreciated. I also am attempting to do the tutorial again, I attempted it earlier but clicked out because I got turned around. I tried to follow the directions from post 39, but no go.Thanks.

URL: https://forum.audiogames.net/post/408925/#p408925




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Re: accessible PSP Games?

2019-02-01 Thread AudioGames . net Forum — General Game Discussion : mata via Audiogames-reflector


  


Re: accessible PSP Games?

freeroms.com is the best bet for psp now.I have quite a few games waiting to be experimented. Anyone have any luck trying samurai/dynasty warriors/warriors orochi?

URL: https://forum.audiogames.net/post/408924/#p408924




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Re: Numbers Stations, Phreaking and other oddities?

2019-02-01 Thread AudioGames . net Forum — Off-topic room : assault_freak via Audiogames-reflector


  


Re: Numbers Stations, Phreaking and other oddities?

Definitely agreed there! there are a few recordings I've found, like the Jonestown death tapes, that I fervently wish I had never clicked. Numbers stations, while weird, definitely don't creep me out in the same way.

URL: https://forum.audiogames.net/post/408923/#p408923




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Re: Please, make topic resurrection illegal on here

2019-02-01 Thread AudioGames . net Forum — Site and forum feedback : ironcross32 via Audiogames-reflector


  


Re: Please, make topic resurrection illegal on here

I am definitely in favor of this, I like 60 days but I could see going longer, I think going shorter might be a bad idea. I think the OP should always be able to revive it, especially if its in new releases. Topic necromancy\ is really annoying. Especially if you didn't check the date and now you're adding to the problem because you're posting info in something that'd like 5 years old. I think it needs to stop. No, it's not an end of the world thing, and no, I wouldn't think someone should be punished for doing it, the system should just be automatic, topic gets locked after the period that's decided upon.

URL: https://forum.audiogames.net/post/408922/#p408922




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Re: I now hawe a cm server!

2019-02-01 Thread AudioGames . net Forum — New releases room : rory-games via Audiogames-reflector


  


Re: I now hawe a cm server!

yeh nah. first he's an admin on dht's svr, now he has his own. how amazing! I mean. ahem...

URL: https://forum.audiogames.net/post/408921/#p408921




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Re: Interest in an open source vocoder library?

2019-02-01 Thread AudioGames . net Forum — Developers room : philip_bennefall via Audiogames-reflector


  


Re: Interest in an open source vocoder library?

@Ethin Interestingly, I did not see those warnings when building with CMake using MSVC++ 2017. However, when invoking it directly I did receive those warnings and have now fixed them, both the ones in the shell and in the library itself. Thanks for the tip!Kind regards,Philip Bennefall

URL: https://forum.audiogames.net/post/408920/#p408920




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Re: DT in BGT

2019-02-01 Thread AudioGames . net Forum — Developers room : JLove via Audiogames-reflector


  


Re: DT in BGT

UPDATE:  Adding 180 degrees and recalculating theta mirrors the angle correctly:B.pos.z = 50;deg += 180;//recalculate theta.DTR(deg);B.moving = true;move();And the previous movement is mirrored.  I do notice that apparently as height lowers, it never equals 0, because the block of code that starts:if(B.z == 0)never executes, and when I check after a while, B.z is way, way less than 0, like negative 35 or so.  So I changed it to:if(B.z <= 0)and then it works, but a lot of the time it waits until it is negative before executing.  So I had to say:if(B.z <= 0)B.z = 0;I don't understand why Z is never just 0.  Theoretically, as the ball travels, z has to hit exactly 0 at some point, and when that happens, the line if(B.z == 0) should execute.  Changing it to:if(B.z <= 0)does allow the ball to stop.  One other thing I do notice that quite frankly royally pisses me off is that when mirroring, the ball doesn't land where it started.  In other words, ball starts at position 0, 0, 50.  After travelling at 45 degrees, it lands at 31.0134830474854, 31.0134830474854, 0.  After mirroring, which should bring it right back to where it was on x and y, at 0, 0, it shows that ball lands at 0.248107805848122, 0.248107805848122, 0.  Why the discrepancy?  Shouldn't it travel the same exact distance on each side?  Numbers are immutable, as is the math done upon those numbers. 2 plus 2 will always be four, 2 times 2 will always be 8, and so on.  I don't understand the discrepancy here, since the only thing that I did was exactly mirror the previous shot, with no other changes.  It should be like driving a car to the store down the street, then back home, the same distance for both, right?  These sort of discrepancies are what cause the problem I have that has forced me to entirely rewrite this code in the first fucking place.  I thought that using vectors and applying actual immutable math equations to this would stop this sort of shit.  So what the fuck is causing the discrepancy now?UPDATE 2:  I ran the test 5 times, and the numbers for x and y came out exactly the same each time.  Before I move, I set degrees to 45.  Starting cords for the vector position of the ball are x at 0, y at 0, and z, for height, at 50.  Degrees set to 45, and the test commences.  Endin position is x at 31.0134830474854, y at 31.0134830474854, z at 0.  When mirroring, z is set back to 50, and the return begins.  However, the position ends with x at 0.248107805848122, y at 0.248107805848122, and z at 0.  So at least the discrepancy itself is a constant one.  In five tests, those coordinates matched exactly all 5 times.  Theoretically, though, shouldn't the ball return to exactly 0 x and 0 y where it started?  There shouldn't be any discrepancy, given that height was set to exactly the same in both cases, right?  Math doesn't change, and neither does distance.  If distance A = 5, then if distance b is simply a mirror of a, it should equal 5 as well, right?

URL: https://forum.audiogames.net/post/408860/#p408860




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Re: DT in BGT

2019-02-01 Thread AudioGames . net Forum — Developers room : JLove via Audiogames-reflector


  


Re: DT in BGT

UPDATE:  Adding 180 degrees and recalculating theta mirrors the angle correctly:B.pos.z = 50;deg += 180;//recalculate theta.DTR(deg);B.moving = true;move();And the previous movement is mirrored.  I do notice that apparently as height lowers, it never equals 0, because the block of code that starts:if(B.z == 0)never executes, and when I check after a while, B.z is way, way less than 0, like negative 35 or so.  So I changed it to:if(B.z <= 0)and then it works, but a lot of the time it waits until it is negative before executing.  So I had to say:if(B.z <= 0)B.z = 0;I don't understand why Z is never just 0.  Theoretically, as the ball travels, z has to hit exactly 0 at some point, and when that happens, the line if(B.z == 0) should execute.  Changing it to:if(B.z <= 0)does allow the ball to stop.  One other thing I do notice that quite frankly royally pisses me off is that when mirroring, the ball doesn't land where it started.  In other words, ball starts at position 0, 0, 50.  After travelling at 45 degrees, it lands at 31.0134830474854, 31.0134830474854, 0.  After mirroring, which should bring it right back to where it was on x and y, at 0, 0, it shows that ball lands at 0.248107805848122, 0.248107805848122, 0.  Why the discrepancy?  Shouldn't it travel the same exact distance on each side?  Numbers are immutable, as is the math done upon those numbers. 2 plus 2 will always be four, 2 times 2 will always be 8, and so on.  I don't understand the discrepancy here, since the only thing that I did was exactly mirror the previous shot, with no other changes.  It should be like driving a car to the store down the street, then back home, the same distance for both, right?  These sort of discrepancies are what cause the problem I have that has forced me to entirely rewrite this code in the first fucking place.  I thought that using vectors and applying actual immutable math equations to this would stop this sort of shit.  So what the fuck is causing the discrepancy now?UPDATE 2:  I ran the test 5 times, and the numbers for x and y came out exactly the same each time.  Before I move, I set degrees to 45.  Starting cords for the vector position of the ball are x at 0, y at 0, and z, for height, at 50.  Degrees set to 45, and the test commences.  Endin position is x at 31.0134830474854, y at 31.0134830474854, z at 0.  When mirroring, z is set back to 50, and the return begins.  However, the position ends with x at 0.248107805848122, y at 0.248107805848122, and z at 0.  So at least the discrepancy itself is a constant one.  In five tests, those coordinates matched exactly all 5 times.  Theoretically, though, shouldn't the ball return to exactly 0 x and 0 y where it started?  There shouldn't be any discrepancy, given that height was set to exactly the same in both cases, right?  Math doesn't change, and neither does distance.  if distance A = 5, then if distance b is a mirror of a, it should equal 5 as well, right?

URL: https://forum.audiogames.net/post/408860/#p408860




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Re: The making of tts skids

2019-02-01 Thread AudioGames . net Forum — Off-topic room : ammericandad2005 via Audiogames-reflector


  


Re: The making of tts skids

i use d-speech on windows, but there aren't any similar programs on mac or android as far as I know.

URL: https://forum.audiogames.net/post/408919/#p408919




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Re: DT in BGT

2019-02-01 Thread AudioGames . net Forum — Developers room : JLove via Audiogames-reflector


  


Re: DT in BGT

UPDATE:  Adding 180 degrees and recalculating theta mirrors the angle correctly:B.pos.z = 50;deg += 180;//recalculate theta.DTR(deg);B.moving = true;move();And the previous movement is mirrored.  One thing I do notice that quite frankly royally pisses me off is that when mirroring, the ball doesn't land where it started.  In other words, ball starts at position 0, 0, 50.  After travelling at 45 degrees, it lands at 31.0134830474854, 31.0134830474854, 0.  After mirroring, which should bring it right back to where it was on x and y, at 0, 0, it shows that ball lands at 0.248107805848122, 0.248107805848122, 0.  Why the discrepancy?  Shouldn't it travel the same exact distance on each side?  Numbers are immutable, as is the math done upon those numbers. 2 plus 2 will always be four, 2 times 2 will always be 8, and so on.  I don't understand the discrepancy here, since the only thing that I did was exactly mirror the previous shot, with no other changes.  It should be like driving a car to the store down the street, then back home, the same distance for both, right?  These sort of discrepancies are what cause the problem I have that has forced me to entirely rewrite this code in the first fucking place.  I thought that using vectors and applying actual immutable math equations to this would stop this sort of shit.  So what the fuck is causing the discrepancy now?UPDATE 2:  I ran the test 5 times, and the numbers for x and y came out exactly the same each time.  Before I move, I set degrees to 45.  Starting cords for the vector position of the ball are x at 0, y at 0, and z, for height, at 50.  Degrees set to 45, and the test commences.  Endin position is x at 31.0134830474854, y at 31.0134830474854, z at 0.  However, when mirroring, the position ends with x at 0.248107805848122, y at 0.248107805848122, and z at 0.  So at least the discrepancy itself is a constant one. in five tests, those coordinates matched exactly all 5 times.  Theoretically, though, shouldn't the ball return to exactly 0 x and 0 y where it started?

URL: https://forum.audiogames.net/post/408860/#p408860




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Re: I now hawe a cm server!

2019-02-01 Thread AudioGames . net Forum — New releases room : ironcross32 via Audiogames-reflector


  


Re: I now hawe a cm server!

Can we just... not?

URL: https://forum.audiogames.net/post/408918/#p408918




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Re: The making of tts skids

2019-02-01 Thread AudioGames . net Forum — Off-topic room : ironcross32 via Audiogames-reflector


  


Re: The making of tts skids

Balibolka, though its annoying in that yeah.

URL: https://forum.audiogames.net/post/408917/#p408917




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Re: X3: Terran Conflict, like Smugglers on Steroids

2019-02-01 Thread AudioGames . net Forum — New releases room : zkline via Audiogames-reflector


  


Re: X3: Terran Conflict, like Smugglers on Steroids

As an update, I’ve managed to make it to 133,000 credits , and I’m trying to figure out what I ought to do with that money. I have figured out a few shortcuts for buying the best goods, and will be ready to publish a new version of the script tonight or tomorrow, with a couple of improvements. :-)  I can hopefully stream sometime this weekend or early next week, time permitting.

URL: https://forum.audiogames.net/post/408916/#p408916




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Re: X3: Terran Conflict, like Smugglers on Steroids

2019-02-01 Thread AudioGames . net Forum — New releases room : simba via Audiogames-reflector


  


Re: X3: Terran Conflict, like Smugglers on Steroids

@techmaster, did you by any accident screw around with the lang.dat file? The problem why the ships computer doesn't talk could be there.Greetings Moritz.

URL: https://forum.audiogames.net/post/408915/#p408915




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Re: I now hawe a cm server!

2019-02-01 Thread AudioGames . net Forum — New releases room : redfox via Audiogames-reflector


  


Re: I now hawe a cm server!

omfgomfgomfgomfgomfgomfgomfgomfg fuck, is all i gotta say.

URL: https://forum.audiogames.net/post/408914/#p408914




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Re: accessible PSP Games?

2019-02-01 Thread AudioGames . net Forum — General Game Discussion : hanif via Audiogames-reflector


  


Re: accessible PSP Games?

I usually get roms from www.coolrom.com

URL: https://forum.audiogames.net/post/408913/#p408913




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Re: GoldGun Episode 1 finally released on app stores!

2019-02-01 Thread AudioGames . net Forum — New releases room : jack via Audiogames-reflector


  


Re: GoldGun Episode 1 finally released on app stores!

abdullah_mohammad wrote:ok fine then. but i am as a customer i have my oppinions. isn't equal access a part of the forums policy?I want to pretend I didn't just hear that, but I can't. Equal access a part of the forum's policy. Ok, so by that logic:Let's remove all the mainstream games because there's no menu you wil fix immediately as a customer I am expect lot from yu and...You know what I mean, your argument doesn't make sense. If equal access was a part of the forum policy we wouldn't be getting anywhere, because how the hell would you regulate that kind of thing? If you were talking about the database's policy on access, that's a different ballpark altogether, because people new to audiogames quite obviously may not want to hear about a game that requires memorization of a multilevel menu, yet. Needless to say, I know something that would probably not belong in the forum policy: entitlement and blatant demotivational bitching.Android is lacking in good quality games, and we just got one, and there's a bit of an issue with...version 1.0 for shit sakes, that didn't cost you a dime to download, and your entitled ass has to go on here and bash the project? What kind of feedback is that?I have an Android device myself and am a trifle irked at the issue with the menus not speaking, but know they are looking into why that is. They didn't have enough Androids to test the game on, so it is understandable that issues like this are bound to happen. But they never said they would not! update the android app, they just might've said they weren't going to be able to do it right away.Shit, and people wonder why mainstream developers are often advised to steer clear of this forum. Get a grip, people.Mikko @mherrane, thanks for this post and glad to see you on the forum along with the rest of the guys. It's nice to hear a bit of the inside scoop on this game's creation, and I  completely get where the script-writer could've done some more research and maybe gotten more info from more blind folks. Nevertheless, this is still again episode 1, so this all being said I believe both of you when you point out that now that episode 1 is out in the wild it's only uphill from here.

URL: https://forum.audiogames.net/post/408912/#p408912




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Re: GoldGun Episode 1 finally released on app stores!

2019-02-01 Thread AudioGames . net Forum — New releases room : jack via Audiogames-reflector


  


Re: GoldGun Episode 1 finally released on app stores!

abdullah_mohammad wrote:ok fine then. but i am as a customer i have my oppinions. isn't equal access a part of the forums policy?I want to pretend I didn't just hear that, but I can't. Equal access a part of th e forum's policy. Ok, so by that logic:Let's remove all the mainstream games because there's no menu you wil fix immediately as a customer I am expect lot from yu and...You know what I mean, your argument doesn't make sense. If equal access was a part of the forum policy we wouldn't be getting anywhere, because how the hell would you regulate that kind of thing? If you were talking about the database's policy on access, that's a different ballpark altogether, because people new to audiogames quite obviously may not want to hear about a game that requires memorization of a multilevel menu, yet. Needless to say, I know something that would probably not belong in the forum policy: entitlement and blatant demotivational bitching.Android is lacking in good quality games, and we just got one, and there's a bit of an issue with...version 1.0 for shit sakes, that didn't cost you a dime to download, and your entitled ass has to go on here and bash the project? What kind of feedback is that?I have an Android device myself and am a trifle irked at the issue with the menus not speaking, but know they are looking into why that is. They didn't have enough Androids to test the game on, so it is understandable that issues like this are bound to happen. But they never said they would not! update the android app, they just might've said they weren't going to be able to do it right away.Shit, and people wonder why mainstream developers are often advised to steer clear of this forum. Get a grip, people.Mikko @mherrane, thanks for this post and glad to see you on the forum along with the rest of the guys. It's nice to hear a bit of the inside scoop on this game's creation, and I  completely get where the script-writer could've done some more research and maybe gotten more info from more blind folks. Nevertheless, this is still again episode 1, so this all being said I believe both of you when you point out that now that episode 1 is out in the wild it's only uphill from here.

URL: https://forum.audiogames.net/post/408912/#p408912




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Re: GoldGun Episode 1 finally released on app stores!

2019-02-01 Thread AudioGames . net Forum — New releases room : jack via Audiogames-reflector


  


Re: GoldGun Episode 1 finally released on app stores!

abdullah_mohammad wrote:ok fine then. but i am as a customer i have my oppinions. isn't equal access a part of the forums policy?I want to pretend I didn't just hear that, but I can't. Equal access a part of th e forum's policy. Ok, so by that logic:Let's remove all the mainstream games because there's no menu you wil fix immediately as a customer I am expect lot from yu and...You know what I mean, your argument doesn't make sense. If equal access was a part of the forum policy we wouldn't be getting anywhere, because how the hell would you regulate that kind of thing? If you were talking about the database's policy on access, that's a different ballpark altogether, because people new to audiogames quite obviously may not want to hear about a game that requires memorization of a multilevel menu, yet. Needless to say, I know something that would probably not belong in the forum policy: entitlement and blatant demotivational bitching.Android is lacking in good quality games, and we just got one, and there's a bit of an issue with...version 1.0 for shit sakes, that didn't cost you a dime to download, and your entitled ass has to go on here and bash the project? What kind of feedback is that?I have an Android device myself and am a trifle irked at the issue with the menus not speaking, but know they are looking into why that is. They didn't have enough Androids to test the game on, so it is understandable that issues like this are bound to happen. But they never said they would not! update the android app, they just might've said they weren't going to be able to do it right away.Shit, and people wonder why mainstream developers are often advised to steer clear of this forum. Get a grip, people.Mikko @mherrane, thanks for this post and glad to see you on the forum along with the rest of the guys. It's nice to hear a bit of the inside scoop on this game's creation, and I  completely get where the script-writer could've done some more research and maybe gotten more info from more blind folks.

URL: https://forum.audiogames.net/post/408912/#p408912




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Re: accessible PSP Games?

2019-02-01 Thread AudioGames . net Forum — General Game Discussion : stirlock via Audiogames-reflector


  


Re: accessible PSP Games?

So where are you guys finding isos nowadays? I hate how fragmented the emulation scene is now.

URL: https://forum.audiogames.net/post/408911/#p408911




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A few highlights for beta 3.1 of your_adventure

2019-02-01 Thread AudioGames . net Forum — General Game Discussion : pelantas via Audiogames-reflector


  


A few highlights for beta 3.1 of your_adventure

Hi all,I finished working on the coding aspect of the your_adventure beta 3.1 patch, right now it is handed to darkwolf so she can check the english grammer  But what does this patch include? Well, will tell you, so you know we haven't forgot about the project:1. A very important one, the nuking of savefiles has been tracked and solved by damian garwood, we are currently discussing into including him into the team as well, so, making the team containing of 6 people.2. Background mode while harvesting and woodcutting, this also gives summary screens when you stop harvesting or woodcutting, telling you on what happened. Makes it possible to tab out of the game, without the fear of missing something important.3. included brief mode, tired of all the long descriptions? You can now turn on brief mode while exploring. Thanks to asuka of alter aeon for suggesting this feature.4. Included the blackberry and the blackberry pie. Certain recipes will get level requirements in a later update. For blackberries to appear, it should be summer. Thanks to, bookrage i think, for the suggestion 5. played around with some sounds for the gam bling in the tavern, winning and losing both have their own sounds now. It is a very small tweak, thanks to darkwolf for suggesting this.6. During cahracter creation, it is now possible to create female characters as well, during combat, when you get hit as a female character, you will hear a female scream in pain.7. The floathing piece of toilet paper in the sewers has been replaced by a mudblob, for a more serious course, which the game is being pushed toward anyway 8. rewritten the abilities system, right now, you'll have ability points, which you can use for performing abilities, needs possible tweaks while our beta team tests it.9. When you get a combat level, a screen will pop up showing all the information in a more organized way.10. enemies can now dodge attacks, break through your defenses or land critical hits during combat, but no worries, you can do the same. This are passive things which happen during combat, making the combat more varied.11. Cause combat will be more varied, i tweaked the range of experience in the various area's, which hopefully will be more rewarding then on how it is right now.12. the graveyard and forest have enemies which scale with your level. This will see some more upgrades, we will have to wait and see if it works the way we intent.13. the forest now has random encounters as well.14. Included an option in the character information so you can enable add-ons from a previous savefile. When you purchase an add-on which we will release in future, it is quite anoying when you have to start over from the beginning, right now, you can just load your save, and enable it from within the game. People who don't own any add-ons, won't see this option. During character creation you can turn on and turn off add-ons as much as you want, from within the game, you only can turn them on, and you can't turn them off, to prevent confusion for the game.15. some i probably forgot As said, darkwolf is currently checking the grammer, and i hope we can enter new testing phases asap.When the update gets published, for the people who have purchased the castlevania add-on, no worries, for people who purchased teh add-on, you will get new links with the add-on enabled.Greetz Mike

URL: https://forum.audiogames.net/post/408910/#p408910




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Re: X3: Terran Conflict, like Smugglers on Steroids

2019-02-01 Thread AudioGames . net Forum — New releases room : zkline via Audiogames-reflector


  


Re: X3: Terran Conflict, like Smugglers on Steroids

AHh, okay. I'll keep poking it by hand then. I've discovered a few useful shortcuts I intend to go over whenever i can next stream, at least.THanks for the help and the war stories.

URL: https://forum.audiogames.net/post/408909/#p408909




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Re: Audio Gaming On GNU/Linux

2019-02-01 Thread AudioGames . net Forum — General Game Discussion : nolan via Audiogames-reflector


  


Re: Audio Gaming On GNU/Linux

Would love to know if and how anyone has gotten Swamp working under Linux. I thought maybe the key was running "wine checkup.exe" and pressing enter a time or two, which is what I initially did under Windows, but "wine swamp.exe" just opens a window and promptly closes it. No unusual error messages on the console. I expect I'm missing a winetricks package but am not sure which one.As for why anyone runs one OS over another, I wonder if we might have a thread with tips about how to game on one OS, without it devolving into a "why do you use that?" fest? It's a fine question, and I'm sure *someone* would be happy to answer, but for me it's very much a personal preference thing. Accessibility-wise Linux struggles a bit, but it's improving, and in terms of maintaining a running computer, I've found Linux easiest between MacOS and Windows. Hell, at the moment my main OS is Chrome OS, I have Linux running in Crouton, and I can spin up VMs of Windows 10 and eventually MacOS. I have tools running in each that work better in that particular environment--browsing in Chrome OS, my command line task/time-trackers under Linux, and VSCode under Windows--and I routinely switch between each OS and perform whatever task best suits it. An additional benefit to Chrome OS is that my computer can upgrade and, barring catastrophic hardware failure, is almost guaranteed to boot to an accessible and internet-connected browser, and if it doesn't, then in most instances the environment prior to the failed upgrade will boot and I'm back in business. For *me* that's the best possible setup, but there is no objective best, so questions like "Why should I/you/anyone use Windows/Linux/a Mac" are meaningless if you're using something you're happy and productive with.But ahem, Swamp under Linux. I have it running in a VM currently but it's a bit of a mess, so if I can run it in Wine then I'll be happier when I'm ready to load up and plow through some zombies.

URL: https://forum.audiogames.net/post/408908/#p408908




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Re: Restricted/new users: introduce yourself!

2019-02-01 Thread AudioGames . net Forum — Introduce Yourself to Gain Access : alex r via Audiogames-reflector


  


Re: Restricted/new users: introduce yourself!

Hi! My name is Alex. I've been following this website for a few years now and I finally decided to create an account.

URL: https://forum.audiogames.net/post/408907/#p408907




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Re: X3: Terran Conflict, like Smugglers on Steroids

2019-02-01 Thread AudioGames . net Forum — New releases room : JaceK via Audiogames-reflector


  


Re: X3: Terran Conflict, like Smugglers on Steroids

I got a bit, and I got a good knowledge of the menus from playing X3TC from release as well, so that helps out a lot really knowing how the game works and menus.I would offer my saves, but a combo of the mods, ship packs, graphics mods, cheat mods, sound mods, and a lot of rebalancing script mods simply will interfere with your scripting unfortunately.

URL: https://forum.audiogames.net/post/408906/#p408906




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Re: X3: Terran Conflict, like Smugglers on Steroids

2019-02-01 Thread AudioGames . net Forum — New releases room : zkline via Audiogames-reflector


  


Re: X3: Terran Conflict, like Smugglers on Steroids

JaceK,I'm really curious if you do have any vision to speak of, as I'm a little baffled as to how you managed to do so much.I'll look for a saved game, I guess. THough I did finally figure out how the keybinding screen works, and it's not as bad as I expected with OCR. Expect at least one or two more scripts this weekend if I can swing it.

URL: https://forum.audiogames.net/post/408905/#p408905




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Re: Narwhal - android desktop remote control

2019-02-01 Thread AudioGames . net Forum — Off-topic room : jack via Audiogames-reflector


  


Re: Narwhal - android desktop remote control

Mode selector switch would probably be good in that regard, as you could switch between the two, or the key interceptor could be what it falls back to if it detects that the accessibility service is not or cannot be enabled.

URL: https://forum.audiogames.net/post/408904/#p408904




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Re: I now hawe a cm server!

2019-02-01 Thread AudioGames . net Forum — New releases room : pelantas via Audiogames-reflector


  


Re: I now hawe a cm server!

HI@darrenI don't think it is a spambot, cause post #1 has 9 posts as of the time of writing this post. The regular spambots already start by doing their job in their first, and sometimes in their second post. But most just send a single post.@1I am not going to say this was very wise, given all the drama the forum and the community had to endure cause of this. I would suggest removing the link before an admin does it, will give them less actions to perform Greetz mike

URL: https://forum.audiogames.net/post/408902/#p408902




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Re: X3: Terran Conflict, like Smugglers on Steroids

2019-02-01 Thread AudioGames . net Forum — New releases room : JaceK via Audiogames-reflector


  


Re: X3: Terran Conflict, like Smugglers on Steroids

Also, looking at my list of mods, yeah, you'd probably need abouta rough count, 350 more mods to get the save to be compatible. I'd say just grab a save that's floating around, and go from that. Alsoo, hello bringing 200 carriers to invade Argon Prime to settle a beef. It's my system now. Oh, and I'm not giving it back

URL: https://forum.audiogames.net/post/408903/#p408903




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Re: I now hawe a cm server!

2019-02-01 Thread AudioGames . net Forum — New releases room : pelantas via Audiogames-reflector


  


Re: I now hawe a cm server!

HI@darrenI don't think it is a spambot, cause post #1 has 9 posts as of the tiem of writing this post. The regular spambots already start by doing their job in their first, and sometimes in their second post. But most jsut send a single post.@1I am not going to say this was very wise, given all the drama the forum and the community had to endure cause of this. I would suggest removing the link before an admin does it, will give them less actions to perform Greetz mike

URL: https://forum.audiogames.net/post/408902/#p408902




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Re: Numbers Stations, Phreaking and other oddities?

2019-02-01 Thread AudioGames . net Forum — Off-topic room : flackers via Audiogames-reflector


  


Re: Numbers Stations, Phreaking and other oddities?

Sure, I just found this is the sort of stuff that starts showing up when you go down the creepy recordings road. Though some of it, I would never click on. Some stuff I don't want in my head.

URL: https://forum.audiogames.net/post/408900/#p408900




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Re: X3: Terran Conflict, like Smugglers on Steroids

2019-02-01 Thread AudioGames . net Forum — New releases room : JaceK via Audiogames-reflector


  


Re: X3: Terran Conflict, like Smugglers on Steroids

I'll think on it, or there should be saves floating around that are just as good for scripting. Problem with my saves is I use a lot more mods in my save like ship packs and game balance modsso it's not a stock vanilla save file.

URL: https://forum.audiogames.net/post/408901/#p408901




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Re: Numbers Stations, Phreaking and other oddities?

2019-02-01 Thread AudioGames . net Forum — Off-topic room : flackers via Audiogames-reflector


  


Re: Numbers Stations, Phreaking and other oddities?

Sure, I just found this is the sort of stuff that starts showing up when you go down the creepy recordings road.

URL: https://forum.audiogames.net/post/408900/#p408900




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Re: Viber Messenger

2019-02-01 Thread AudioGames . net Forum — Off-topic room : MasterOfDeath via Audiogames-reflector


  


Re: Viber Messenger

Indeed, they update it a lot and it changes a lot after every update. There was a time when i had to use it, but only with a blind fellow so there was no problem with stickers. But it didn't really work well with low connection, it always scratched or how to say and at those times, voice went reeeally low quality, although other programmes solve it differently and those are better. So viber is not bad, but not the best, if you don't wanna use facetime then use whatsapp, messenger or skype. Even skype is more accessible than viber's windows version, so i don't know why people cry about that skype isn't that accessible... I know an older version is always better but world is full of changes.

URL: https://forum.audiogames.net/post/408899/#p408899




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Re: I now hawe a cm server!

2019-02-01 Thread AudioGames . net Forum — New releases room : revan via Audiogames-reflector


  


Re: I now hawe a cm server!

not again

URL: https://forum.audiogames.net/post/408898/#p408898




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Re: Swamp, zombie FPS by Aprone

2019-02-01 Thread AudioGames . net Forum — New releases room : darren via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

was playing swamp earlier today and i found a few border zombies on the west border of s2 both times near to the entry exit point.

URL: https://forum.audiogames.net/post/408897/#p408897




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Re: I now hawe a cm server!

2019-02-01 Thread AudioGames . net Forum — New releases room : darren via Audiogames-reflector


  


Re: I now hawe a cm server!

i actually wondered if this was a spam bot because of the way the message is.

URL: https://forum.audiogames.net/post/408896/#p408896




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Re: X3: Terran Conflict, like Smugglers on Steroids

2019-02-01 Thread AudioGames . net Forum — New releases room : darren via Audiogames-reflector


  


Re: X3: Terran Conflict, like Smugglers on Steroids

yeah best thing to do to be honest.

URL: https://forum.audiogames.net/post/408895/#p408895




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tour on mac

2019-02-01 Thread AudioGames . net Forum — Off-topic room : Zarvox via Audiogames-reflector


  


tour on mac

Is tour browser for mac completely inaccessible? It doesn't show anything at all, not even preferences. Is broken with VO, are there any other private browsing apps that work with VO? Thanks

URL: https://forum.audiogames.net/post/408894/#p408894




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Re: X3: Terran Conflict, like Smugglers on Steroids

2019-02-01 Thread AudioGames . net Forum — New releases room : techmaster20 via Audiogames-reflector


  


Re: X3: Terran Conflict, like Smugglers on Steroids

well, I now have my x3 working... Just reinstalled.

URL: https://forum.audiogames.net/post/408893/#p408893




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Re: Numbers Stations, Phreaking and other oddities?

2019-02-01 Thread AudioGames . net Forum — Off-topic room : assault_freak via Audiogames-reflector


  


Re: Numbers Stations, Phreaking and other oddities?

Criminal recordings are a whole other can of fish. lol Number stations and mysterious telephone numbers have always just fascinated me because of how little we assume telephone networks and radio signals contain. For some reason, we leap to mysterious rabbit holes on the web all the time, but noone ever thinks to check the telephone system or radio transmissions. Like these 11 creepy telephone numbers.https://theghostinmymachine.com/2018/10 … ween-2018/

URL: https://forum.audiogames.net/post/408892/#p408892




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Re: I now hawe a cm server!

2019-02-01 Thread AudioGames . net Forum — New releases room : SkyLord via Audiogames-reflector


  


Re: I now hawe a cm server!

you shouldn't have do that.

URL: https://forum.audiogames.net/post/408891/#p408891




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Re: Narwhal - android desktop remote control

2019-02-01 Thread AudioGames . net Forum — Off-topic room : vortex1024 via Audiogames-reflector


  


Re: Narwhal - android desktop remote control

good idea. let me know if the accessibility service doesn't work, I can enable the old, less efficient key interceptor for chrome os. Guess i'ts better than nothing.

URL: https://forum.audiogames.net/post/408890/#p408890




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Re: I now hawe a cm server!

2019-02-01 Thread AudioGames . net Forum — New releases room : SkyGuardian via Audiogames-reflector


  


Re: I now hawe a cm server!

This is a cloned game, therefore it is  being reported to the moderators

URL: https://forum.audiogames.net/post/408889/#p408889




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Re: The making of tts skids

2019-02-01 Thread AudioGames . net Forum — Off-topic room : BlindJedi via Audiogames-reflector


  


Re: The making of tts skids

Something i've always wondered is how do you get your tts voices to read the text from notepad? Is there a certain program like eloquence speak window but for sapi 4 and or 5 voices?

URL: https://forum.audiogames.net/post/40/#p40




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Re: Numbers Stations, Phreaking and other oddities?

2019-02-01 Thread AudioGames . net Forum — Off-topic room : flackers via Audiogames-reflector


  


Re: Numbers Stations, Phreaking and other oddities?

Yep number stations are weird. My favourite is the one that plays that cool little ice cream truck tune. Once you start clicking on these things, all sorts of creepy stuff starts showing up in your recs. One avenue I ended up going down was found footage/police tapes. I ended up listening to all 22 hours or whatever of Ricardo Lopez's home videos as he planned a vile acid bomb attack on Bjork. I thought I'd just listen to the first one to see what this guy sounded like, but got drawn in because in spite of his dreadful plan, and his bitterness, he was actually quite a sympathetic character. All that guy needed was a sense of purpose to see him through that stage of his life. I certainly had no intention of listening to his final tape in which he shoots himself, but by that stage I just couldn't turn away. Also the Jodi Arias police interview tapes were grimly fascinating. and there's the interview of Stephanie Lazarus, the police officer who thought she'd got away with murder, but it caught up with her 20 years later. Her fellow officers trick her into accompanying her to an interview room on the pretense of asking her about a crime to do with art theft, but they just wanted her to have to hand in her gun in case she did something stupid. It's fascinating listening to her slowly realising she's in the shit.

URL: https://forum.audiogames.net/post/408882/#p408882




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Re: Swamp, zombie FPS by Aprone

2019-02-01 Thread AudioGames . net Forum — New releases room : tseth42 via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

Heya there all:to the person who asked if border zombies could be blown up with granades, I found out that yes they can.  And by the way, thanks much Aprone, for kickin' the guards drunkin asses and putting them back to work... hahahaha.Take care...Cheereo!

URL: https://forum.audiogames.net/post/408887/#p408887




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Re: GoldGun Episode 1 finally released on app stores!

2019-02-01 Thread AudioGames . net Forum — New releases room : BryanP via Audiogames-reflector


  


Re: GoldGun Episode 1 finally released on app stores!

The game certainly seems to have potential in terms of story, but methinks I may wait until more than one episode becomes available before I dive in. I get the impression that episode 1 isn't very long, so I'd kind of like to have more episodes to playbefore I begin, even if I don't wait for all seven.

URL: https://forum.audiogames.net/post/408886/#p408886




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I now hawe a cm server!

2019-02-01 Thread AudioGames . net Forum — New releases room : tonio via Audiogames-reflector


  


I now hawe a cm server!

hi, there is now a cm server. the link is http://www.fileconvoy.com/dfl.php?id=g3 … f6e082ac6c

URL: https://forum.audiogames.net/post/408885/#p408885




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Re: GoldGun Episode 1 finally released on app stores!

2019-02-01 Thread AudioGames . net Forum — New releases room : mherrane via Audiogames-reflector


  


Re: GoldGun Episode 1 finally released on app stores!

Hello everybody and thanks for your interest on our first release.I read through this whole thread here and somehow it's sad to realize how negative many of you seem to be. It's true our game is far from perfect, the voice actors, the lack of playability, clumsy unnecessary talk of blindness, I wish these aspects could be better from day one but this is where we are now. Before going on I have to point out that I'm blind, as blind as those of you who seem to have the guts to define the rules for us all,  the whole blind community I mean. I've been like this my whole life which is by now almost 43 years...I'm telling this since it seems some of of you seem to think Goldgun is kind of an insult from  sighted against us blind they can't understand.Like David said, we released the pilot episode as a free download since we wanted to have all the feedback, the good and the bad, to be able to make things better and also to consider if this all is really worth the effort it takes.I thank all of you for your honest feedback, in many cases (like the talk of blindness and lack of playability) it's quite much the same as mine.There are some things among the feedback I'd like to talk about though.To be honest the "can I touch your face"-idea came from me, the only blind guy involved in the whole team, hahaI was surprised it caused so much bad criticism. I'm married to a sighted woman, been the last 10 years, kids and stuff. Really without this comment things could be completely different. And believe it or not my social skills are above average (not only my opinion). The question here is do you know what kind of games are going on all the time among the sighted when they play the "human realtion-games"? Also how do you flirt with the sighted without face emotions and all those little movements we (the blind I mean) don't have a clue of...Yes, we can be good at talking but do they let us talk or take us seriously even though we do?Of course this is something that truly needs the right skills and the right people in the right situation. This is not an opening line when you meet new people, but haven't you really thought that Soren and Maria knew each other before the briefing...Or is Mrs. officer just lacking social skills here when she doesn't introduce two new team mates to each other ? So, to summarize. we all have our ways and nobody should make the rules for others...Also if we want to get picky, Soren just got blind so he might not know the rules (just joking here).About the blind talk: This is something I really tried to be taken away completely...I was really "scared" when I finally heard the dialogues. I quite much hated every single one of them, haha and thought they would be a deal breaker for many, me among the others.Unfortunately (from this point of view) I work extra-long days as a fulltime music producer and a performing artist and my time for MyTrueSound is limited. The truth is that when I heard all the blind talk,  it was too late to remove it completely. Also the truth is that Aku, the guy who wrote the script doesn't have any blind contacts or experience...except me with whom he talked once on the phone before writing Episode one. So please forgive the guy, he definitely didn't mean any harm.Since he feedback (as partly expected) has been so negative, I tell you something about the developing background.A year ago, we started to develop our first game. We had quite much 0-resources, just a good idea of making cooler games than (at least I think) most of the current audiogames are...I'm an active Playstation player, even though my playing sucks most of the time ...I just love the games, the atmos, the sounds, the stories..As much as playing I love watching my sighted friends play games I'm not able to. Assassin's creed, Mad Max, Last Of Us, Red Dead Redemption. Story games...I get much more out of them than I get from movies.Our first game (which hopefully some day still hits the market) was about to be an "escape room" kind of multiplayer...yes, we do have multiplayer technique ready for mobile phones, believe it or not. Two players could play over the internet and try to solve puzzles and missions to get from one room to another (you press this switch, I press that one so the door opens and so on).The game had free movement, 3D directional sound, the players could speak to each other and the sound changed depending on the distance from one to another and many other very cool things that really made it better than most audiogames in the market (of course just my personal opinion). We ran into serious problems with 3rd party plugins and the Unity game engine, so serious we finally had to ditch the whole project, start all over again and on top of that write our own game engine which would serve better the needs of audiogames than Unity does. I'm not a programmer so I wont go into details here...If the more tech oriented of you are 

Re: Interest in an open source vocoder library?

2019-02-01 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Interest in an open source vocoder library?

I use the command line. Just cl /nologo /W4 /std:c++17 /EHsc /I. vocshell.cpp

URL: https://forum.audiogames.net/post/408884/#p408884




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Re: GoldGun Episode 1 finally released on app stores!

2019-02-01 Thread AudioGames . net Forum — New releases room : mherrane via Audiogames-reflector


  


Re: GoldGun Episode 1 finally released on app stores!

Hello everybody and thanks for your interest on our first release.I read through this whole thread here and somehow it's sad to realize how negative many of you seem to be. It's true our game is far from perfect, the voice actors, the lack of playability, clumsy unnecessary talk of blindness, I wish these aspects could be better from day one but this is where we are now. Before going on I have to point out that I'm blind, as blind as those of you who seem to have the guts to define the rules for us all,  the whole blind community I mean. I've been like this my whole life which is by now almost 43 years...I'm telling this since it seems some of of you seem to think Goldgun is kind of an insult from  sighted against us blind they can't understand.Like David said, we released the pilot episode as a free download since we wanted to have all the feedback, the good and the bad, to be able to make things better and also to consider if this all is really worth the effort it takes.I thank all of you for your honest feedback, in many cases (like the talk of blindness and lack of playability) it's quite much the same as mine.There are some things among the feedback I'd like to talk about though.To be honest the "can I touch your face"-idea came from me, the only blind guy involved in the whole team, hahaI was surprised it caused so much bad criticism. I'm married to a sighted woman, been the last 10 years, kids and stuff. Really without this comment things could be completely different. And believe it or not my social skills are above average (not only my opinion). The question here is do you know what kind of games are going on all the time among the sighted when they play the "human realtion-games"? Also how do you flirt with the sighted without face emotions and all those little movements we (the blind I mean) don't have a clue of...Yes, we can be good at talking but do they let us talk or take us seriously even though we do?Of course this is something that truly needs the right skills and the right people in the right situation. This is not an opening line when you meet new people, but haven't you really thought that Soren and Maria knew each other before the briefing...Or is Mrs. officer just lacking social skills here when she doesn't introduce two new team mates to each other ? So, to summarize. we all have our ways and nobody should make the rules for others...Also if we want to get picky, Soren just got blind so he might not know the rules (just joking here).About the blind talk: This is something I really tried to be taken away completely...I was really "scared" when I finally heard the dialogues. I quite much hated every single one of them, haha and thought they would be a deal breaker for many, me among the others.Unfortunately (from this point of view) I work extra-long days as a fulltime music producer and a performing artist and my time for MyTrueSound is limited. The truth is that when I heard all the blind talk,  it was too late to remove it completely. Also the truth is that Aku, the guy who wrote the script doesn't have any blind contacts or experience...except me with whom he talked once on the phone before writing Episode one. So please forgive the guy, he definitely didn't mean any harm.Since he feedback (as partly expected) has been so negative, I tell you something about the developing background.A year ago, we started to develop our first game. We had quite much 0-resources, just a good idea of making cooler games than (at least I think) most of the current audiogames are...I'm an active Playstation player, even though my playing sucks most of the time ...I just love the games, the atmos, the sounds, the stories..As much as playing I love watching my sighted friends play games I'm not able to. Assassin's creed, Mad Max, Last Of Us, Red Dead Redemption. Story games...I get much more out of them than I get from movies.Our first game (which hopefully some day still hits the market) was about to be an "escape room" kind of multiplayer...yes, we do have multiplayer technique ready for mobile phones, believe it or not. Two players could play over the internet and try to solve puzzles and missions to get from one room to another (you press this switch, I press that one so the door opens and so on).The game had free movement, 3D directional sound, the players could speak to each other and the sound changed depending on the distance from one to another and many other very cool things that really made it better than most audiogames in the market (of course just my personal opinion). We ran into serious problems with 3rd party plugins and the Unity game engine, so serious we finally had to ditch the whole project, start all over again and on top of that write our own game engine which would serve better the needs of audiogames than Unity does. I'm not a programmer so I wont go into details here...If the more tech oriented of you are 

Re: X3: Terran Conflict, like Smugglers on Steroids

2019-02-01 Thread AudioGames . net Forum — New releases room : darren via Audiogames-reflector


  


Re: X3: Terran Conflict, like Smugglers on Steroids

that gives me an idea. it just depends on what zac thinks of it. if he could borrow your save purely for scripting purposes? he could mess about with certain menu's etc and make them work with scripts that we can access with a screen reader? yes you can swap saves with other people. i used to do it. if ever i had a real problem with the game there were certain people on the x forums i used to talk too and they'd help me with certain parts that i just couldn't see to do. like capturing a specific mission ship in x-tension. i just couldn't do it. JaseK, how is it you can trade and stuff in the game? you can't memorise what price a trade good is going to be so how did you access that?

URL: https://forum.audiogames.net/post/408881/#p408881




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Re: Numbers Stations, Phreaking and other oddities?

2019-02-01 Thread AudioGames . net Forum — Off-topic room : flackers via Audiogames-reflector


  


Re: Numbers Stations, Phreaking and other oddities?

Yep number stations are weird. My favourite is the Swedish one that plays that cool little ice cream truck tune. Once you start clicking on these things, all sorts of creepy stuff starts showing up in your recs. One avenue I ended up going down was found footage/police tapes. I ended up listening to all 22 hours or whatever of Ricardo Lopez's home videos as he planned a vile acid bomb attack on Bjork. I thought I'd just listen to the first one to see what this guy sounded like, but got drawn in because in spite of his dreadful plan, and his bitterness, he was actually quite a sympathetic character. All that guy needed was a sense of purpose to see him through that stage of his life. I certainly had no intention of listening to his final tape in which he shoots himself, but by that stage I just couldn't turn away. Also the Jodi Arias police interview tapes were grimly fascinating. and there's the interview of Stephanie Lazarus, the police officer who thought she'd got away with murder, but it caught up with her 20 years later. Her fellow officers trick her into accompanying her to an interview room on the pretense of asking her about a crime to do with art theft, but they just wanted her to have to hand in her gun in case she did something stupid. It's fascinating listening to her slowly realising she's in the shit.

URL: https://forum.audiogames.net/post/408882/#p408882




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Re: New Text-based Roguelike For IOS and Android: Path Of Adventure

2019-02-01 Thread AudioGames . net Forum — New releases room : KenshiraTheTrinity via Audiogames-reflector


  


Re: New Text-based Roguelike For IOS and Android: Path Of Adventure

Ok I thought it was just me who felt like there were too many choice headings but guess not. But one for story and one for choices will suffice. And like Dark said about separating the inventory by category i.e weapons, items, spells and the like would help.

URL: https://forum.audiogames.net/post/408880/#p408880




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Re: why developers should port their games to the Mac

2019-02-01 Thread AudioGames . net Forum — General Game Discussion : Ethin via Audiogames-reflector


  


Re: why developers should port their games to the Mac

@85, the advanced startup options menu is apart of the windows boot manager. Accessibility can't be added to that. There are literally no advantages to Mac. None. None at all. Zilch. Zip. Zero. You can select start up devices in Mac? Well, you can do that in Linux too.

URL: https://forum.audiogames.net/post/408879/#p408879




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Re: GoldGun Episode 1 finally released on app stores!

2019-02-01 Thread AudioGames . net Forum — New releases room : KenshiraTheTrinity via Audiogames-reflector


  


Re: GoldGun Episode 1 finally released on app stores!

Yeah in a lot of android audio games we just suspend talkback so its not really an issue. If you really want to play with talkback on just add an extra finger to your taps and swipes, but it might just be easier to turn it off anyway.

URL: https://forum.audiogames.net/post/408878/#p408878




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Re: X3: Terran Conflict, like Smugglers on Steroids

2019-02-01 Thread AudioGames . net Forum — New releases room : zkline via Audiogames-reflector


  


Re: X3: Terran Conflict, like Smugglers on Steroids

JaceK,That is encouraging, at least. I'm happy to know the  later stages of the game can be accessible with some effort. Thanks for sharing your war stories with us 

URL: https://forum.audiogames.net/post/408877/#p408877




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Re: Creating an audio game using Sable (video 4), by Ebon Sky Studios

2019-02-01 Thread AudioGames . net Forum — General Game Discussion : The coll gamer via Audiogames-reflector


  


Re: Creating an audio game using Sable (video 4), by Ebon Sky Studios

Looking forward to the next sable video, keep up the great work!

URL: https://forum.audiogames.net/post/408876/#p408876




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Re: A home for Swamp campaigns

2019-02-01 Thread AudioGames . net Forum — General Game Discussion : chrisfaelnar via Audiogames-reflector


  


Re: A home for Swamp campaigns

Hi. I don't know if this is still up but, can you please invite me to the dropbox folder?faelnarchrist...@gmail.comThanks

URL: https://forum.audiogames.net/post/408875/#p408875




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Re: Restricted/new users: introduce yourself!

2019-02-01 Thread AudioGames . net Forum — Introduce Yourself to Gain Access : zkline via Audiogames-reflector


  


Re: Restricted/new users: introduce yourself!

Hey, all.I don't know if it's permitted to post in support of another user here, but I just wanted to chime in and say that Malechai is indeed a friend of mine. We've been enjoying the more traditional games in Quenton's Playroom, such as Chess, though we both think they should really consider adding Euchre at some point. It's been really nice getting to introduce a sighted person to audio gaming.

URL: https://forum.audiogames.net/post/408874/#p408874




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Re: X3: Terran Conflict, like Smugglers on Steroids

2019-02-01 Thread AudioGames . net Forum — New releases room : JaceK via Audiogames-reflector


  


Re: X3: Terran Conflict, like Smugglers on Steroids

@223: It was an ld save from ages ago I forgot I had laying around. I'd amassed a lotta factories over a sector and managed to get a nice little food one going@Darren: More memorizing how things work. I usually just do a bit of trading, then go bounty hunt for a bit, then obliterate bounties, and so forth. There's a flow to it really.

URL: https://forum.audiogames.net/post/408873/#p408873




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Re: monthly chat February 2019

2019-02-01 Thread AudioGames . net Forum — Off-topic room : an idiot via Audiogames-reflector


  


Re: monthly chat February 2019

The January topic is still sticky, that needs to be taken off.

URL: https://forum.audiogames.net/post/408872/#p408872




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Re: GoldGun Episode 1 finally released on app stores!

2019-02-01 Thread AudioGames . net Forum — New releases room : Angel via Audiogames-reflector


  


Re: GoldGun Episode 1 finally released on app stores!

no need for updating the android version really,           because you suspend talk back and you have built in speech, like on alot of games.

URL: https://forum.audiogames.net/post/408871/#p408871




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Re: accessible PSP Games?

2019-02-01 Thread AudioGames . net Forum — General Game Discussion : devinprater via Audiogames-reflector


  


Re: accessible PSP Games?

I love that there's experimentation going on here too, although I'd love to see more online play. Some of us should really figure that out.

URL: https://forum.audiogames.net/post/408870/#p408870




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Re: Requesting remnant recordings

2019-02-01 Thread AudioGames . net Forum — General Game Discussion : Angel via Audiogames-reflector


  


Re: Requesting remnant recordings

Yes, it will be interesting.

URL: https://forum.audiogames.net/post/408869/#p408869




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Re: GoldGun Episode 1 finally released on app stores!

2019-02-01 Thread AudioGames . net Forum — New releases room : abdullah_mohammad via Audiogames-reflector


  


Re: GoldGun Episode 1 finally released on app stores!

hey there.first, they said they're not gonna update the android version for those of us that has issues with talkback, and now you are telling me that i am ordering them? ok fine then. but i am as a customer i have my oppinions. isn't equal access a part of the forums policy?

URL: https://forum.audiogames.net/post/408868/#p408868




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Re: X3: Terran Conflict, like Smugglers on Steroids

2019-02-01 Thread AudioGames . net Forum — New releases room : darren via Audiogames-reflector


  


Re: X3: Terran Conflict, like Smugglers on Steroids

JaseK i assume you have some vision or are you a screen reader for some of the menu's? screen

URL: https://forum.audiogames.net/post/408866/#p408866




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Re: Warsim, text based randomly generated stratogy

2019-02-01 Thread AudioGames . net Forum — New releases room : darren via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

thanks dark.

URL: https://forum.audiogames.net/post/408867/#p408867




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Re: X3: Terran Conflict, like Smugglers on Steroids

2019-02-01 Thread AudioGames . net Forum — New releases room : zkline via Audiogames-reflector


  


Re: X3: Terran Conflict, like Smugglers on Steroids

Ha, awesome, JaceK. I wish I had discovered this a lot sooner.I'm still in "trade in my Mercury," mode, trying to make that as accessible as I can. I haven't touched factories yet, because there's still so much to do in terms of just simple quality of life things. Sadly, I haven't really been able to focus on it because the mental energy required is occasionally taxing, and the script documentation just isn't all that great.

URL: https://forum.audiogames.net/post/408865/#p408865




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Re: Jenux OS, The "Next Jen!"

2019-02-01 Thread AudioGames . net Forum — Off-topic room : JaceK via Audiogames-reflector


  


Re: Jenux OS, The "Next Jen!"

So, if I do manual disk partitioning, for argument's sake, will it still install everything?

URL: https://forum.audiogames.net/post/408864/#p408864




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Re: X3: Terran Conflict, like Smugglers on Steroids

2019-02-01 Thread AudioGames . net Forum — New releases room : JaceK via Audiogames-reflector


  


Re: X3: Terran Conflict, like Smugglers on Steroids

Been playing this on and off since it was released. I'm annoyed though. I have a lot of the carriers/cap ships with 32Gj (yes that's a thing in X3TC) shields, figured my sector full of military ships would handle anything. I jumped in to find Argon ships getting obliterated. So they sent a few of their big hitters in. Which resulted in, hilariously, my ships surviving...and my several million credit factories getting blown up. Not a happy JaceK right now. I was storing food for my trading ships to go off to other stations to make sweet credits.Also, I'm not quite sure why the Argons hate me, but amazingly, the Borons came in to help me out. Imagine, for a moment, several Borocon capital ships appearing and wiping out the Argons?Also, on one save I sort of led a metric boatload of carriers 32GJ shields full of fighters with missiles to Sol and sort of...invaded it. Naturally, Terrans wanted their stuff back. Impressively, both saves saw off a Xenon invasion.Though the most impressive moment was on a different save, I'd got an M4 class ship, don't recall which oneand decided to pirate the ever loving hell outta the Teladi. Because. They deserve it, it goes way way back to the original X Beyond the Frontier.so I decided to pirate the Teladi and went on a station killing spree. I got pretty good at going in, wiping out a station, and running away before anyone so much as got a Teladi ship in to stop me.

URL: https://forum.audiogames.net/post/408863/#p408863




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Re: why developers should port their games to the Mac

2019-02-01 Thread AudioGames . net Forum — General Game Discussion : Chris via Audiogames-reflector


  


Re: why developers should port their games to the Mac

Ah, but macOS has an accessible way to choose your startup disk, and Windows still doesn't. Microsoft needs to add Narrator support to the advanced startup options menu. Also, let's not forget that macOS has a system wide spell checker that works in any edit box. I love that!

URL: https://forum.audiogames.net/post/408862/#p408862




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Re: DT in BGT

2019-02-01 Thread AudioGames . net Forum — Developers room : JLove via Audiogames-reflector


  


Re: DT in BGT

UPDATE:  Adding 180 degrees and recalculating theta mirrors the angle correctly:B.pos.z = 50;deg += 180;//recalculate theta.DTR(deg);B.moving = true;move();And the previous movement is mirrored.  One thing I do notice that quite frankly royally pisses me off is that when mirroring, the ball doesn't land where it started.  In other words, ball starts at position 0, 0, 50.  After travelling at 45 degrees, it lands at 31.0134830474854, 31.0134830474854, 0.  After mirroring, which should bring it right back to where it was on x and y, at 0, 0, it shows that ball lands at 0.248107805848122, 0.248107805848122, 0.  Why the discrepancy?  Shouldn't it travel the same exact distance on each side?  Numbers are immutable, as is the math done upon those numbers. 2 plus 2 will always be four, 2 times 2 will always be 8, and so on.  I don't understand the discrepancy here, since the only thing that I did was exactly mirror the previous shot, with no other changes.  It should be like driving a car to the store down the street, then back home, the same distance for both, right?  These sort of discrepancies are what cause the problem I have that has forced me to entirely rewrite this code in the first fucking place.  I thought that using vectors and applying actual immutable math equations to this would stop this sort of shit.  So what the fuck is causing the discrepancy now?

URL: https://forum.audiogames.net/post/408860/#p408860




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Re: Warsim, text based randomly generated stratogy

2019-02-01 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

@Darren, as it says on the database page for warsim if you just go to https://huw2k8.itch.io/warsimYou can buy the game from itch.io with no trouble, and no screen reader issues at all, as in fact myself and many others have.

URL: https://forum.audiogames.net/post/408861/#p408861




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Re: X3: Terran Conflict, like Smugglers on Steroids

2019-02-01 Thread AudioGames . net Forum — New releases room : zkline via Audiogames-reflector


  


Re: X3: Terran Conflict, like Smugglers on Steroids

Hey all,Okay, so the first post is updated with some resources I've posted in the thread thus far. THese include the accessibility script for trade, the MOve to COordinates mod, and the X3 Stats Compendium.Techmaster 20 and others, to answer a frequently-asked question, there's unfortunately no sound to tell you when your ship has stopped moving. THe only thing I can suggest is to only move tos pecific points in empty space when you have to, and to otherwise try to always end up at a dock or through a gate, which both make specific noise. THis shouldn't be difficult, since there's no way to land on planets or any other space objects, as far as I'm aware.

URL: https://forum.audiogames.net/post/408839/#p408839




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Re: DT in BGT

2019-02-01 Thread AudioGames . net Forum — Developers room : JLove via Audiogames-reflector


  


Re: DT in BGT

UPDATE:  Adding 180 degrees and recalculating theta mirrors the angle correctly:B.pos.z = 50;deg += 180;//recalculate theta.DTR(deg);B.moving = true;move();And the previous movement is mirrored.  One thing I do notice when mirroring is that the ball doesn't land where it started.  In other words, ball starts at position 0, 0, 50.  After travelling at 45 degrees, it lands at 31.0134830474854, 31.0134830474854, 0.  After mirroring, which should bring it right back to where it was on x and y, it shows that ball lands at 0.248107805848122, 0.248107805848122, 0.  Why the discrepancy?  Shouldn't it travel the same exact distance on each side?  Numbers are immutable, as is the math done upon those numbers. 2 plus 2 will always be four, 2 times 2 will always be 8, and so on.  I don't understand the discrepancy here, since the only thing that I did was exactly mirror the previous shot, with no other changes.  It should be like driving a car to the store down the street, then back home, the same distance for both, right?

URL: https://forum.audiogames.net/post/408860/#p408860




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Re: GoldGun Episode 1 finally released on app stores!

2019-02-01 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


  


Re: GoldGun Episode 1 finally released on app stores!

Sorry for the double post, I've just read through the topic, and I appologise for bringing up points that had already been mentioned (as I said I wanted to give my own first impressions bias free, especially since I know opinions of some are inclined to be harsh).I'm glad that the developers are so aware of issues and taking things on board for moving forward. If you'd like any voice acting doing, both myself and my wife would be very happy to help, we both have a good deal of stage experience, and some voice acting experience too. I am English with a typical English accent, while my wife is American, though we can both do accents if need be.Please drop me a message by  pm on this forum or email me on dr dot lukehewitt at g mail dot com  if this would be helpful.

URL: https://forum.audiogames.net/post/408837/#p408837




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Re: New Text-based Roguelike For IOS and Android: Path Of Adventure

2019-02-01 Thread AudioGames . net Forum — New releases room : pitermach via Audiogames-reflector


  


Re: New Text-based Roguelike For IOS and Android: Path Of Adventure

Jumping into this thread after being hooked on this game for a few days. I gone into the castle and almost killed the final boss... Must try harder!I agree with Dark's comments about headings. The one place where I think having headings is really useful is for separating the tabs at the top from the rest of the game and for separating the different inventory sections, while the separate headings for choice group 1, 2... etc might be a little excessive.I have 1 suggestion to ease navigation, or at least make it less necessary to actually navigate around the screen to get information. Consider adding a live region to the page and putting the most important messages to it as they come up. There are _javascript_ libraries to do this, like this one A live region is a section of the webpage that a screen reader speaks automatically if it changes. So, what this script essentially lets you do is get screen readers to speak any text you want at any time. I think for this game, putting any messages that come up above the buttons as well as the messages you get in the battle log as they come up would help greatly, because it would cause both VoiceOver and Talkback to automatically read things like how much damage your attack did right after you tap on a weapon to use it, without you having to manually go back up through the interface to read the battle log.

URL: https://forum.audiogames.net/post/408859/#p408859




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Re: X3: Terran Conflict, like Smugglers on Steroids

2019-02-01 Thread AudioGames . net Forum — New releases room : darren via Audiogames-reflector


  


Re: X3: Terran Conflict, like Smugglers on Steroids

i reckon either somehow you've done something to the game files or the voice settings have been turned down to 0.

URL: https://forum.audiogames.net/post/408858/#p408858




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Re: X3: Terran Conflict, like Smugglers on Steroids

2019-02-01 Thread AudioGames . net Forum — New releases room : techmaster20 via Audiogames-reflector


  


Re: X3: Terran Conflict, like Smugglers on Steroids

Yes, and it says nothing.

URL: https://forum.audiogames.net/post/408857/#p408857




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Re: X3: Terran Conflict, like Smugglers on Steroids

2019-02-01 Thread AudioGames . net Forum — New releases room : darren via Audiogames-reflector


  


Re: X3: Terran Conflict, like Smugglers on Steroids

at 217, have you tried pressing pg up and pg down to see if it changes the target selection?

URL: https://forum.audiogames.net/post/408855/#p408855




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Re: accessible PSP Games?

2019-02-01 Thread AudioGames . net Forum — General Game Discussion : hanif via Audiogames-reflector


  


Re: accessible PSP Games?

I haven't completed hammerin hero either. I'm stuck in chapter 4 where there are cutting blades all around. I go right, jump in to the water like thing, however I can't advance until that point.also, for prince of persia, I finally completed the tutorial level, now I think I'm at the first chapter or a boss fight, I don't know about it but it's at the scene where the prince has to free his sister or something.

URL: https://forum.audiogames.net/post/408856/#p408856




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Re: X3: Terran Conflict, like Smugglers on Steroids

2019-02-01 Thread AudioGames . net Forum — New releases room : darren via Audiogames-reflector


  


Re: X3: Terran Conflict, like Smugglers on Steroids

the only way you may land on a planet i think is if you're doing a mission but i think that would be more of a cut seen than anything else. nice work zac with updating post 1. it's useful to have everything in 1 place especially with a game with this depth of complexity. it's definitely something that is necessary. i haven't played the game today. i do intend on playing a bit over the weekend to see if i can get somewhat further especially when it comes to expanding my cargo bay. the speed and rudder is already done. so that's handy. lol i'm sort of holding off playing as much as i used too as i don't want to go so far and then be stopped because the OCR may not help me especially with factory management. have you got any further today?

URL: https://forum.audiogames.net/post/408854/#p408854




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Re: X3: Terran Conflict, like Smugglers on Steroids

2019-02-01 Thread AudioGames . net Forum — New releases room : techmaster20 via Audiogames-reflector


  


Re: X3: Terran Conflict, like Smugglers on Steroids

I can’t really tell if I’m in space or not? Regardless of what I do I can’t ever get the computer to speak.

URL: https://forum.audiogames.net/post/408853/#p408853




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Re: Numbers Stations, Phreaking and other oddities?

2019-02-01 Thread AudioGames . net Forum — Off-topic room : assault_freak via Audiogames-reflector


  


Re: Numbers Stations, Phreaking and other oddities?

For anyone curious... here is a collection of recordings from these mysterious stations.https://www.youtube.com/watch?v=aIH7cG3YmIo

URL: https://forum.audiogames.net/post/408852/#p408852




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Re: why developers should port their games to the Mac

2019-02-01 Thread AudioGames . net Forum — General Game Discussion : Ethin via Audiogames-reflector


  


Re: why developers should port their games to the Mac

Not just that but Apple is no different. The boot menu when holding down option is just as inaccessible as the BIOS/UEFI systems in laptops.

URL: https://forum.audiogames.net/post/408851/#p408851




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Re: resident evil 2 remake, anyone interested?

2019-02-01 Thread AudioGames . net Forum — General Game Discussion : seb2314 via Audiogames-reflector


  


Re: resident evil 2 remake, anyone interested?

In RE7, you can easily tell where doors are, since they make a squeaking noise just like in entombed. I haven't played RE2 remake yet, will start playing it next week and I'll be able to answer questions.

URL: https://forum.audiogames.net/post/408850/#p408850




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Re: GoldGun Episode 1 finally released on app stores!

2019-02-01 Thread AudioGames . net Forum — New releases room : jack via Audiogames-reflector


  


Re: GoldGun Episode 1 finally released on app stores!

Thank you for at least not roasting the game quite as much, but the developer is aware of all of this. When they're trying to pitch a game for funding, they have to stick to your plan in order to satisfy investors. But now it's only uphill from here.

URL: https://forum.audiogames.net/post/408849/#p408849




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Re: why developers should port their games to the Mac

2019-02-01 Thread AudioGames . net Forum — General Game Discussion : nidza07 via Audiogames-reflector


  


Re: why developers should port their games to the Mac

The thing is, most issues you are bringing up here are not Windows issues. How can MS fix Bios not being accessible and laptop manufacturers customising their keyboards? This being said, I have never in my life seen an inaccessible Windows setup process. Even if, let's say you had a laptop which is bloated and inaccessible to setup, there is nothing preventing you from just booting up a new windows installation and removing all that. Now you might say you cannot accessibly boot from another media, and while this can be true it depends. For most laptops, you can just google a key which will bring you into the boot menu, and from then somebody can just tell you how many times you should press down arrow until you get to your USB, DVD or whatever you want to use and press enter. Also, this is just once, and from that point you can memorise it and do a reinstall whenever you want. Windows does not work the same as mac and never will, however we must differentiate between Windows issues and bios. Bios is not something you will access every day, and if you really hate manufacturers modifying the function keys behaviour all you need to do is read one review for a laptop you plan to buy and you can get to know if this setting is changed in bios or not, either that or just read the manual online. On my laptop for example, I can switch this behaviour by just pressing function plus escape and it's pretty awesome. That being said, this is again not anything Microsoft can do about.

URL: https://forum.audiogames.net/post/408848/#p408848




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Re: resident evil 2 remake, anyone interested?

2019-02-01 Thread AudioGames . net Forum — General Game Discussion : Rubyel via Audiogames-reflector


  


Re: resident evil 2 remake, anyone interested?

Hi everyoneFirst, thanks for posting this, it's really, really interesting. But I've some questions. I've never played RE 7, so I don't know how this game is accessible for us. for exemple, in the RE 2 remake, how do you know when there's a door? Do you have to walk along all walls to find out? And just to be sure, when you move: when you press up you go right in front of you, down you step back, and left and right make you side stepping correct? Thanks for your answers, and I hope you'll finish this game! Good luck anyway.best regards,Rubyel

URL: https://forum.audiogames.net/post/408847/#p408847




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