Re: maxseer initial release demo

2019-09-03 Thread AudioGames . net Forum — Developers room : daigonite via Audiogames-reflector


  


Re: maxseer initial release demo

Maxseer is not a game engine by itself, it's a module that builds a map with features loaded from a game engine (such as collision data) to automate accessibility features regarding navigation. Also it had an input manager which comes with keybinding out of the box.So basically it automates certain accessibility functions and has out of the box tools for various needs. It has a small game in the repo it's attached to. It actually imports it as a nuget package. What I'm doing is building a game, and converting certain parts of it into modules, maxseer is the first one. People can attach these modules to their project and interface with them through their code. More importantly though, because the modules are not part of the engine's source code, custom modules can be built and as long as they contain the same methods they can be used for all sorts of custom purposes. This has nearly unlimited potential for certain accessibility problems. For example, of you wanted to customize inputs, you just need to make a custom version of maxseer that accommodates these inputs and allows the user to define these functions instead of the engine. Also, a major difference from most game engines is that the released components are open source, but I'm still debating on the exact license. It's actually very different from most game engines because it's designed as a bunch of parts to be assembled or even attached to other engines. A major reason why I'm doing this is a startling level of lack of ability to build games without depending on Middleware software, along with the high modding potential games made with these components.The demo is just an example of how to implement maxseer into a game. The demo is not really for release but I made the source code available for reference.

URL: https://forum.audiogames.net/post/459532/#p459532




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Re: maxseer initial release demo

2019-09-03 Thread AudioGames . net Forum — Developers room : daigonite via Audiogames-reflector


  


Re: maxseer initial release demo

Maxseer is not a game engine by itself, it's a module that builds a map with features loaded from a game engine (such as collision data) to automate accessibility features regarding navigation. Also it had an input manager which comes with keybinding out of the box.So basically it automates certain accessibility functions and has out of the box tools for various needs. It has a small game in the repo it's attached to. It actually imports it as a nuget package. What I'm doing is building a game, and converting certain parts of it into modules, maxseer is the first one. People can attach these modules to their project and interface with them through their code. More importantly though, because the modules are not part of the engine's source code, custom modules can be built and as long as they contain the same methods they can be used for all sorts of custom purposes. This has nearly unlimited potential for certain accessibility problems. Also, a major difference from most game engines is that the released components are open source, but I'm still debating on the exact license. It's actually very different from most game engines because it's designed as a bunch of parts to be assembled or even attached to other engines. A major reason why I'm doing this is a startling level of lack of ability to build games without depending on Middleware software, along with the high modding potential games made with these components.The demo is just an example of how to implement maxseer into a game. The demo is not really for release but I made the source code available for reference.

URL: https://forum.audiogames.net/post/459532/#p459532




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Re: maxseer initial release demo

2019-09-03 Thread AudioGames . net Forum — Developers room : daigonite via Audiogames-reflector


  


Re: maxseer initial release demo

Maxseer is not a game engine by itself, it's a module that builds a map with features loaded from a game engine (such as collision data) to automate accessibility features regarding navigation. Also it had an input manager which comes with keybinding out of the box. It has a small game in the repo it's attached to. It actually imports it as a nuget package. What I'm doing is building a game, and converting certain parts of it into modules, maxseer is the first one. People can attach these modules to their project and interface with them through their code. More importantly though, because the modules are not part of the engine's source code, custom modules can be built and as long as they contain the same methods they can be used for all sorts of custom purposes. This has nearly unlimited potential for certain accessibility problems. Also, a major difference from most game engines is that the released components are open source, but I'm still debating on the exact license. It's actually very different from most game engines because it's designed as a bunch of parts to be assembled or even attached to other engines. A major reason why I'm doing this is a startling level of lack of ability to build games without depending on Middleware software, along with the high modding potential games made with these components.The demo is just an example of how to implement maxseer into a game. The demo is not really for release but I made the source code available for reference.

URL: https://forum.audiogames.net/post/459532/#p459532




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Re: Sequence Storm Rhythm Racing Game

2019-09-03 Thread AudioGames . net Forum — New releases room : musicman via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

steering is very sensitive. when you do it, just tap left or right. don't hold the button or you'll crash. tap and continue boosting and you'll be fine. you can also use hyper instead of boost.

URL: https://forum.audiogames.net/post/459531/#p459531




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Re: Sequence Storm Rhythm Racing Game

2019-09-03 Thread AudioGames . net Forum — New releases room : grryfindore via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

Hi, I have been having loads of fun playing sequence storm over the weekend, and had been finishing all the missions on standard difficulty with a gold medel and the bomuses if any. Until I got to the barriers bonuses and avoid crashing into other racers, that is. still getting the gold medels, but it ircs me a bit not being able to get the bonuses there. Could someone here guide me a bit in regards to stearing, avoiding walls and other racers? I guess with practice and a bit of playing around I might eventually figure it out, which I will be doing anyway, but doesn't hurt to ask here, eh?  Again, Thanks @special magic games, Sequence storm is the most fun I have had playing a game in a long long time. Which reminds me, I am logged on to steam on my browser, but don't see a way to rate/ review it, do I need to have played it for a certain time before I can review, or am  I missing something really obvious?CheersGrryf

URL: https://forum.audiogames.net/post/459530/#p459530




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Re: Addressing the community in regards to mainstream accessibility

2019-09-03 Thread AudioGames . net Forum — General Game Discussion : The Dwarfer via Audiogames-reflector


  


Re: Addressing the community in regards to mainstream accessibility

@Post 1:while I am in full agreement that pure complaining solves nothing, and this goes for anything, and also that attacking developers actually trying to make an effort is a significant detriment, I do have to say one thing. There's nothing wrong with expecting better. Remember that in exchange for making their games accessible to the blind, these developers are earning a (albeit perhaps small) monetary gain. Recall that we are paying the same as our sighted counterparts - so if we aren't expecting that the price be lowered for us, why should we expect that the quality be lowered?We show our appreciation by forking $60 give or take towards their product, that we might play it with the newly implemented accessibility features, while simultaneously supporting the developers. We also show appreciation by offering constructive criticism to help them make it better. Given that we are not beggars and they are not the kings and queens whose feet we kiss in exchange for the tiniest reprieve, I just don't believe it is our duty to show some higher level of humility towards game developers who make their software accessible. It is my firm belief that it is never unreasonable for a disabled individual to expect equal access where possible to everything their able bodied counterparts get. And please don't correlate that with me condoning people acting like total pieces of shit either, because that's a whole different extreme.

URL: https://forum.audiogames.net/post/459529/#p459529




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Re: Sequence Storm Rhythm Racing Game

2019-09-03 Thread AudioGames . net Forum — New releases room : musicman via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

yep people definitely never tried to do that. this is of course the reason why you're the greatest developer on the planet. hahaha. You're now training our brain to think and react in a whole new way we haven't done before. I've played games like rock band before, and I've memorized countless guitar charts on expert, and even done pro keys and everything, but it isn't the same. memorizing something by playing it a bunch of times in practice mode, and training your mind to react to cues soon after they are heard is a different beast. It's sight reading for the blind. what do we call this in our case? ear reading? audio reading? lol.

URL: https://forum.audiogames.net/post/459528/#p459528




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Re: Sequence Storm Rhythm Racing Game

2019-09-03 Thread AudioGames . net Forum — New releases room : special magic games via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

I'm not sure if the expert levels are possible with how they are presented.  However, for most sighted players, they are equally brutal.  BUT! you must recognize that many sighted players have been playing similar games for more than a decade, and therefore have an enormous advantage.  Nobody has ever tried to translate this kind of gameplay into a blind-accessible mode, so the results are still up in the air.  I'm sure if you played for a few years, you might have a different view of the difficulty.

URL: https://forum.audiogames.net/post/459527/#p459527




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Re: maxseer initial release demo

2019-09-03 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: maxseer initial release demo

This seems like it is becoming more of a game engine and less like a toolkit. How exactly are you going to get rid of that game engine-ish feel? A lot of the content you have in Maxseer is in a game engine and will most likely be in those engines already.

URL: https://forum.audiogames.net/post/459526/#p459526




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Re: Addressing the community in regards to mainstream accessibility

2019-09-03 Thread AudioGames . net Forum — General Game Discussion : Ethin via Audiogames-reflector


  


Re: Addressing the community in regards to mainstream accessibility

Here's something we have to consider when implementing accessibility: When you run a game on your computer, a set of resources is shared among everything else so that your PC can run properly. When you run a game on the Xbox, pretty much all the resources are diverted to the game, leaving very little for the system to use. With that in mind we must be careful about asking what (to us) are small accessibility enhancements but in resources they are quite large. Asking for screen reader support, for example, is OK on a PC, but is impossible on the Xbox. Asking for a synthesizer is tricky because synthesizers like ESpeak have to be compiled specifically for the Xbox (and Espeak requires VS 2005 for some reason). You would need a synthesizer that is as lightweight as possible.

URL: https://forum.audiogames.net/post/459525/#p459525




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Re: Sequence Storm Rhythm Racing Game

2019-09-03 Thread AudioGames . net Forum — New releases room : musicman via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

How bout this one? Calculated Risk challenge! cues 2 of course, I don't care what you do with the beats. beat it! and I'm still coming for you with that heremod thing hahaha. https://www.dropbox.com/s/34utkb4qy0k2b … k.mp3?dl=1

URL: https://forum.audiogames.net/post/459524/#p459524




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Re: Our most amusing idiotic stories where we screw something up horribl

2019-09-03 Thread AudioGames . net Forum — Off-topic room : Ty via Audiogames-reflector


  


Re: Our most amusing idiotic stories where we screw something up horribl

I have lots of these, but here's just one, I'll share more when I'm not basically half awake.I was using an old laptop in 2015, had moved some files from a flashdrive over to the computer. I no longer needed the files after that, so hit windows 2 to open This PC, thought i was on the e:\ drive, but i was on c:\. Well long story short, I almost formatted the C:\ drive. Luckily, I caught myself before it could delete much. I still felt like a fuckin moron though.

URL: https://forum.audiogames.net/post/459523/#p459523




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Is there still a chance?

2019-09-03 Thread AudioGames . net Forum — Off-topic room : RTT entertainment via Audiogames-reflector


  


Is there still a chance?

Hi. Let me explain. Some of you may know that I will be heading off to Alabama to attend space camp for interested visually impaired students. At least, that was the plan. We have been trying to get an appointment with the American consulate over here in South Africa. The one in Durban is full until December, and don’t even get me started on the ones in Johannesburg and Cape Town.  Those are full until  next year. We have asked them to expedite  The appointment and we have given them a justification. They have a system for doing this online. I am supposed to be leaving on the 23rd of September. What I want to know is, is there still a chance that we can get an appointment in time, Or should I just cancel my plan and go next year?

URL: https://forum.audiogames.net/post/459522/#p459522




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Re: Sequence Storm Rhythm Racing Game

2019-09-03 Thread AudioGames . net Forum — New releases room : stewie via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

I only got this because I've been slowly working my way through the arcade difficulties in score mode. Adjusting to Audible Cues 2 is brutal, I wonder if hard/expert are even possible.

URL: https://forum.audiogames.net/post/459521/#p459521




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Re: Sequence Storm Rhythm Racing Game

2019-09-03 Thread AudioGames . net Forum — New releases room : musicman via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

oops my bad! I totally meant to say story. I've editted original post. just checked it out. man! that's freakin beast. I totally gotta up my game and do something harder! I'll get ya. hahaha

URL: https://forum.audiogames.net/post/459520/#p459520




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Re: Sequence Storm Rhythm Racing Game

2019-09-03 Thread AudioGames . net Forum — New releases room : musicman via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

I challenge everyone to beat this! Story mode, Audio cues 2, 2 beats. everything else is default. let's have some fun! if you guys have some of your own successes or epic fails using this mode, share them and I'll try topping it! https://www.dropbox.com/s/nhdrc5qv6c92e … l.mp3?dl=1

URL: https://forum.audiogames.net/post/459497/#p459497




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Re: Sequence Storm Rhythm Racing Game

2019-09-03 Thread AudioGames . net Forum — New releases room : musicman via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

wait, you release like 20 patches a week. You're telling us, that's you without energy? I'm scared now. hahaha. Man you do more than enough for us already!btw, I love the new collision cues! Way easier now than when I completed it.

URL: https://forum.audiogames.net/post/459519/#p459519




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Re: Sequence Storm Rhythm Racing Game

2019-09-03 Thread AudioGames . net Forum — New releases room : stewie via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

In response to the Heremod challenge, I realize that I did this in story  mode after I'd recorded it and not arcade, buthttps://www.dropbox.com/s/ib6do2t7dv1ya … d.mp3?dl=1

URL: https://forum.audiogames.net/post/459517/#p459517




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Re: I need help writing a resume.

2019-09-03 Thread AudioGames . net Forum — Off-topic room : Zarvox via Audiogames-reflector


  


Re: I need help writing a resume.

Got it. Thanks for the redirection

URL: https://forum.audiogames.net/post/459518/#p459518




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Re: Sequence Storm Rhythm Racing Game

2019-09-03 Thread AudioGames . net Forum — New releases room : stewie via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

In response to the Heremod challenge, I realize that I did this in story  mode and not arcade, buthttps://www.dropbox.com/s/ib6do2t7dv1ya … d.mp3?dl=1

URL: https://forum.audiogames.net/post/459517/#p459517




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Re: Our most amusing idiotic stories where we screw something up horribl

2019-09-03 Thread AudioGames . net Forum — Off-topic room : TheGreatCarver via Audiogames-reflector


  


Re: Our most amusing idiotic stories where we screw something up horribl

One time, I wanted to delete the entire contents of a folder on a Linux server. I thought I was in said folder, so ran "sudo rm -rf *". But instead of being in the correct folder, I was in the root of the disk. Destruction ensued, and I found myself trying to restore backups. Thankfully I did have everything backed up, but it was still an unnecessary pain that I could have avoided if I had simply checked my working directory.

URL: https://forum.audiogames.net/post/459516/#p459516




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Re: 1942: A new strategy war game

2019-09-03 Thread AudioGames . net Forum — New releases room : simba via Audiogames-reflector


  


Re: 1942: A new strategy war game

Hi.Thanks, it worked, I picked up some stuff in the level now and trying to find my way around.Does anyone actually have the link to the chinese eloquence? I think I'm missing something description wise if I play without a chinese TTS.Greetings Moritz.

URL: https://forum.audiogames.net/post/459515/#p459515




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Re: Audio wizards has been released, and it’s awesome

2019-09-03 Thread AudioGames . net Forum — New releases room : ulisesmonge39 via Audiogames-reflector


  


Re: Audio wizards has been released, and it’s awesome

Hi.I have unlocked all the stars in story mode, but how to unlock all the hats on endless mode? I have 6 of 10

URL: https://forum.audiogames.net/post/459503/#p459503




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Re: Manamon breeding

2019-09-03 Thread AudioGames . net Forum — General Game Discussion : tayo . bethel via Audiogames-reflector


  


Re: Manamon breeding

Thanks for the replies, but keep them coming. we could all learn something.

URL: https://forum.audiogames.net/post/459514/#p459514




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Re: Configuring WordPress

2019-09-03 Thread AudioGames . net Forum — Off-topic room : Socheat via Audiogames-reflector


  


Re: Configuring WordPress

Hi ChrisYou can check the tutorials on Digital Ocean, they have a lot of great tutorials out there.Hope that helps.

URL: https://forum.audiogames.net/post/459513/#p459513




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Re: Sequence Storm Rhythm Racing Game

2019-09-03 Thread AudioGames . net Forum — New releases room : special magic games via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

Also, regarding the crashes on Windows 7.. I would appreciate it if anybody that was getting crashes could reproduce them and send me their logs and crash dumps.  It seems like maybe those players have moved on.  I only got one dump so far but it turned out that it wasn't helpful, other than indicating that the problem might be some kind of memory leak.

URL: https://forum.audiogames.net/post/459512/#p459512




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Re: Sequence Storm Rhythm Racing Game

2019-09-03 Thread AudioGames . net Forum — New releases room : special magic games via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

Version 1.1.7 (you can check the version with F1 at the title screen) adds a warning beep when you are about to collide with a rival or a barrier.  I'd like to know what you think of that.  I think it should help with those missions where you need to either avoid or cause a collision.I still want to do more balancing on the audio cues.  I intend to get all of those tricky missions to a place where I can complete them and the bonus objectives myself.Also, I have an idea about how holds will work.  I just need to get it done.  I really want to push and get everything done, I just need some more energy!

URL: https://forum.audiogames.net/post/459511/#p459511




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Re: Manamon breeding

2019-09-03 Thread AudioGames . net Forum — General Game Discussion : BlindNinja via Audiogames-reflector


  


Re: Manamon breeding

Here you go I didn't test every single one, but I did test a terribly underdeveloped to perfect, and it ended up being like 38 points at level 100 without training, so... fairly sure it's accurate. Just run it through Google translate, or if you're using Chrome autotranslation is wonderful.

URL: https://forum.audiogames.net/post/459510/#p459510




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Re: Manamon breeding

2019-09-03 Thread AudioGames . net Forum — General Game Discussion : BlindNinja via Audiogames-reflector


  


Re: Manamon breeding

Here you go I didn't test every single one, but I did test a terribly underdeveloped to perfect, and it ended up being like 38 points at level 100 without training, so... fairly sure it's accurate.

URL: https://forum.audiogames.net/post/459510/#p459510




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Re: Our most amusing idiotic stories where we screw something up horribl

2019-09-03 Thread AudioGames . net Forum — Off-topic room : an idiot via Audiogames-reflector


  


Re: Our most amusing idiotic stories where we screw something up horribl

Once, while talking about the Titanic sinking, I accidentally stated it was a spaceship.

URL: https://forum.audiogames.net/post/459509/#p459509




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Re: my prediction on the rhythm heaven seereys

2019-09-03 Thread AudioGames . net Forum — General Game Discussion : ulisesmonge39 via Audiogames-reflector


  


Re: my prediction on the rhythm heaven seereys

They said that Megamix is not the last game, but they also said that there will not be a Switch Rithm game.

URL: https://forum.audiogames.net/post/459508/#p459508




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Re: Manamon breeding

2019-09-03 Thread AudioGames . net Forum — General Game Discussion : Jayde via Audiogames-reflector


  


Re: Manamon breeding

Oh hey, that's neat. I didn't and don't have exact figures on all that.

URL: https://forum.audiogames.net/post/459507/#p459507




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Re: Manamon breeding

2019-09-03 Thread AudioGames . net Forum — General Game Discussion : BlindNinja via Audiogames-reflector


  


Re: Manamon breeding

Clarification on that... the maximum stat difference at level 100 from terrible to perfect is just about 40 points... so it's a fair bit. Thank you Japanese audiogame wiki for noting the exact ratings.

URL: https://forum.audiogames.net/post/459506/#p459506




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Re: Configuring WordPress

2019-09-03 Thread AudioGames . net Forum — Off-topic room : Chris via Audiogames-reflector


  


Re: Configuring WordPress

TheGreatCarver, I have responded to your message. As for my issue, I've decided to create a brand new Linode with more resources since I plan to launch at least two websites and may need the extra RAM and/or storage. I'm also thinking about migrating all my other servers to this larger Linode as well, but I haven't decided yet.I'm still getting used to the WordPress interface and have switch to the Classic Editor plugin. How do I go about making pages? Should I just upload my HTML files I create from scratch? I don't intend the websites to be super dynamic, but I do need PHP, so if I can use one of the many plugins to make a contact form or two, that would be fantastic! Can I make another virtual host in Apache and run another website on the same instance of WordPress?

URL: https://forum.audiogames.net/post/459505/#p459505




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Re: Manamon breeding

2019-09-03 Thread AudioGames . net Forum — General Game Discussion : Jayde via Audiogames-reflector


  


Re: Manamon breeding

Okay, here's the process I use to get good breeding.1. Does the new manamon have average defense, special defense, speed and HP, at a bare minimum? If not, it's not viable. If so:2. Does the manamon's attacking stats where it matters hit well-developed or better? Example, my Eagawk doesn't need special attack so I don't care if it's terrible, but it absolutely needs high attack, so if it's below well-developed, it's not good enough.3. Does at least one relevant stat rate as "remarkable" or "perfect", bearing the first two things in mind? If so, this one is probably a keeper.If I've been trying for a long time, I may relax these standards a little bit, but not by much.So an example of something I might settle for:GhouladHP: decent, more great than notAttack: remarkableDefense: well-developedSpecial Attack: not so goodSpecial defense: decent, more great than notSpeed: remarkableOrMondevolHP: well-developedAttack: well-developedDefense: remarkableSpecial Attack: decent, more great than notSpecial defense: well-developedSpeed: decentIn that last example, other attacking stats and such are good enough that I'll take average speed if I must.These stat differences can really add up after awhile. I once played with a perfect-speed Garganchan, and while it was never going to be a speed demon, it definitely surprised me, and it outsped the hell out of Octoross's Garganchan even being four levels down, and one-hit it with Earthquake.Remember, too: you can never, ever fix a stat deficiency, so once it's set, it's set.

URL: https://forum.audiogames.net/post/459504/#p459504




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Re: Audio wizards has been released, and it’s awesome

2019-09-03 Thread AudioGames . net Forum — New releases room : ulisesmonge39 via Audiogames-reflector


  


Re: Audio wizards has been released, and it’s awesome

Hi.I have unlocked all the stars in story mode, but how to unlock all the dificulties on endless mode? I have 6 of 10

URL: https://forum.audiogames.net/post/459503/#p459503




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Re: my thoughts on the uses of Braille

2019-09-03 Thread AudioGames . net Forum — Off-topic room : Jayde via Audiogames-reflector


  


Re: my thoughts on the uses of Braille

You know what? On the c thing, I stand corrected. You are absolutely right. It has been awhile.And the Spanish I learned was more...well, formal, I guess, so a native Spanish speaker would probably think I sounded prissy or overly detailed when it was just the way I was taught.My apologies.

URL: https://forum.audiogames.net/post/459502/#p459502




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Manamon breeding

2019-09-03 Thread AudioGames . net Forum — General Game Discussion : tayo . bethel via Audiogames-reflector


  


Manamon breeding

Hi:I'm thinking of seriously breeding my team, but I want to know what to look for once I have bred them. What kinds of stats should I be breeding for, in which areas, to make spending 2 or more gold worth the cost of breeding continuously until I get something decent?

URL: https://forum.audiogames.net/post/459501/#p459501




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Re: Request for Help with Manamon Trading

2019-09-03 Thread AudioGames . net Forum — General Game Discussion : Jayde via Audiogames-reflector


  


Re: Request for Help with Manamon Trading

Oops. Did a silent edit without realizing it wouldn't bump the thread. My bad.

URL: https://forum.audiogames.net/post/459500/#p459500




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Re: strange thing in general game discussion the mods should take a look a

2019-09-03 Thread AudioGames . net Forum — Site and forum feedback : ironcross32 via Audiogames-reflector


  


Re: strange thing in general game discussion the mods should take a look a

Yeah it's not the mods' fault, the site is at the mercy of the web hosts, who seem to show little to no interest in maintaining the site, and it's starting to show.

URL: https://forum.audiogames.net/post/459499/#p459499




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Re: my thoughts on the uses of Braille

2019-09-03 Thread AudioGames . net Forum — Off-topic room : UltraLeetJ via Audiogames-reflector


  


Re: my thoughts on the uses of Braille

Jayde wrote:I have never seen a Spanish word begin with the letter c that gets pronounced like an s or a z. When the letter c is in the middle of a word and gets pronounced like an s, there are rules governing how and where and why. I'm not sure if they're utterly ironclad, but again...never had an issue with this.there are many. Centro, ciudad, celular, ETCand in latin american countries many people do not make the real distinction between b and v pronunciation.

URL: https://forum.audiogames.net/post/459498/#p459498




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Re: Sequence Storm Rhythm Racing Game

2019-09-03 Thread AudioGames . net Forum — New releases room : musicman via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

I challenge everyone to beat this! arcade, Audio cues 2, 2 beats. everything else is default. let's have some fun! if you guys have some of your own successes or epic fails using this mode, share them and I'll try topping it! https://www.dropbox.com/s/nhdrc5qv6c92e … l.mp3?dl=1

URL: https://forum.audiogames.net/post/459497/#p459497




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Re: taking care of technology

2019-09-03 Thread AudioGames . net Forum — Off-topic room : Josh via Audiogames-reflector


  


Re: taking care of technology

I second having never broken any of my electronics. I've been using iPhones since 2011 and haven't had any major drops, and I do use my phone while on the toilet. However, I use Bluetooth, which means I don't have my phone in my hand when I'm actually on the toilet or close enough to drop it in the water. When I'm walking around, my phone is in my pocket 99% of the time. As far as I'm concerned, it all comes down to being careful and not putting your devices in a position to be damaged.That being said, I always use cases on my phones. You can get a good case with a built-in screen protector for less than $20, and I'd rather spend a little for decent protection and not need it than have an accident, unlikely as that may be, and be out hundreds of dollars to get it fixed.As for cosmetic damage to the device itself, I don't care unless I can feel it. If there was a chip missing or some other damage that I could feel, it would drive me crazy and I wouldn't be able to leave it alone. The same goes for my case. The case I got with my latest phone was a piece of crap. I eventually had to find a better case online, because pieces started coming off the back of the old one.It doesn't really matter what other people think when they look at your devices. There are far more important things to worry about, and anybody who judges you on the state of your electronics has the bigger problem IMO.

URL: https://forum.audiogames.net/post/459496/#p459496




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Re: questions about the blind community and a couple of other things

2019-09-03 Thread AudioGames . net Forum — Off-topic room : tayo . bethel via Audiogames-reflector


  


Re: questions about the blind community and a couple of other things

This is a really interesting topic ... wait, someone else already said that. This is a very factual and current topic. ... The backbiting and "su-suing" as we say in the Bahamas, isn't a blind community exclusive. My personal experience is that the people who engage in these activities tend to: (a) have nothing constructive to do (b) take perverse pleasure in watching and listening to the tribulations of others, and'or (c) simply have nothing else to talk about but other people's business, for lack of any conversation worth having. I avoid all of these people as if they have virulent diseases, blind or no, which, as you can imagine, makes me a very popular fellow indeed. Those posts discussing the independence issues:@Dark, You just shattered my tentatively optimistic image of the UK as a progressive and enlightened nation. LOL Seriously, the experiences you have could match any blind person's experience anywhere in the Caribbean right down to the least detail. Either overly helpful or flatly dismissive. The dismissive attitude can actually be a turnoff if, for example, you've just entered a university in a country where you know practically no one, and yet you're expected to have a support group of "friends" to help you out of tight spots with class work. At least the overly helpful ones can be toned down to the merely helpful. There's nothing wrong with accepting help, and it's up to each individual, be he blind or sighted or in possession of two left feet, how much help he or she is willing to accept. I'll take help in unfamiliar environments, so I can learn the lay of the land. After I've learned, I no longer require the  help, though I don't mind company. For those people who live in areas where they can use the public transportation systems, good for you. At least the option to get from point A to point B doesn't require to call in favors you might owe, or have money on had to pay for gas in someone's car.

URL: https://forum.audiogames.net/post/459495/#p459495




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Re: taking care of technology

2019-09-03 Thread AudioGames . net Forum — Off-topic room : turtlepower17 via Audiogames-reflector


  


Re: taking care of technology

I've never gone so far as to take my phone in the bath, I think that's just asking for trouble. But yeah, nothing wrong with using your phone on the toilet, I do that all the time.

URL: https://forum.audiogames.net/post/459494/#p459494




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Re: Playable 3ds games?

2019-09-03 Thread AudioGames . net Forum — General Game Discussion : Lirin via Audiogames-reflector


  


Re: Playable 3ds games?

And of course rhythm heaven megamix

URL: https://forum.audiogames.net/post/459493/#p459493




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Re: Configuring WordPress

2019-09-03 Thread AudioGames . net Forum — Off-topic room : TheGreatCarver via Audiogames-reflector


  


Re: Configuring WordPress

Hi. Please check your PM inbox.

URL: https://forum.audiogames.net/post/459492/#p459492




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Re: Skullgirls new player

2019-09-03 Thread AudioGames . net Forum — General Game Discussion : BlindNinja via Audiogames-reflector


  


Re: Skullgirls new player

Ignore my previous post if you saw it, I myself missed something. Deleted it though.If I actually saw the right thing this time, you should get a Steam key in your email. Redeem it for the game.

URL: https://forum.audiogames.net/post/459491/#p459491




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Re: Skullgirls new player

2019-09-03 Thread AudioGames . net Forum — General Game Discussion : BlindNinja via Audiogames-reflector


  


Re: Skullgirls new player

Gotta look a little more carefully next time... I do believe you just bought the soundtrack. If you look at the shop again, you'd see there's a link to the Steam website where you buy the actual game. But if it makes you feel any better, Skullgirls actually has quite a decent music selection... I bought it myself.

URL: https://forum.audiogames.net/post/459490/#p459490




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Re: taking care of technology

2019-09-03 Thread AudioGames . net Forum — Off-topic room : ironcross32 via Audiogames-reflector


  


Re: taking care of technology

I mean I use my phone on the porcelain throne. Why do you think Reddit exists? I also use it in the bath, but never while plugged in.

URL: https://forum.audiogames.net/post/459489/#p459489




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Re: vandettacrime a new browser based game by nonvisiongames

2019-09-03 Thread AudioGames . net Forum — New releases room : pelantas via Audiogames-reflector


  


Re: vandettacrime a new browser based game by nonvisiongames

Hi all,As some of you might know, we also do have an external mafiashop in which we do sell several packages which are somewhat cheaper then the most extended method we use here. To be honest, this external shop does help us the most, cause mafiacreator won't keep any money we raise through this project then. But, this is not the main intend for this message, the thing we would like to tell you all, is that the external mafiashop got an upgrade. When you'll visit the mafiashop link, which you'll find under the main heading, labled vandettacrime.com, you'll find that a short description of the mafiashop is there. With to the bottom a link which will lead you to the external shop on our nonvisiongames.com website. From there, you could select the package you would like to receive and an edit field in which you could insert your username, make the payment, and within 24 hours you'll have the package you ordered, this is a guaranty. The mafiashop, first only containing 4 packages, now contains a total of 9, wow, check that out! Anyhow, this concludes this informational post, thought some of you might be interested. None the less, mr lantas is tired, and will go to bed, have an awsome night, or day all, and keep committing those crimes, and, of course, keep evading those officers.Greetz pelantas

URL: https://forum.audiogames.net/post/459488/#p459488




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Re: Playable 3ds games?

2019-09-03 Thread AudioGames . net Forum — General Game Discussion : kingzombie via Audiogames-reflector


  


Re: Playable 3ds games?

All main series pokemon games.

URL: https://forum.audiogames.net/post/459487/#p459487




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Re: maxseer initial release demo

2019-09-03 Thread AudioGames . net Forum — Developers room : daigonite via Audiogames-reflector


  


Re: maxseer initial release demo

I do want to report that most of the text was read through system tts, but every now and again, a string or two would be read by NVDA instead. Maybe I was pressing something to switch them, but I'm not sure.This is because of a known bug in NVDA that causes it to not say text if you're pressing down on certain keys. Since most NVDA applications are based on key presses instead of key holds (like moving around a room), this usually doesn't cause any issues. As a workaround, it switches to SAPI. I will reach out to the NVDA developers when the max-engine gains more momentum.I was able to find my way around for the most part, but I had a hard time understanding the pathfinderThe pathfinder is a bit broken. Basically, it makes a grid where there are collisions and forms a path if it can find one. However, sometimes it makes the grid incorrectly and can't find paths properly. When it does make a path properly, you can hear it move away from you in a certain direction. When you follow the path, it makes a constant steady tone, but when you move against the path it makes a more jagged tone.I tested the pathfinder last night and found some areas (especially in the Foyer) have issues with the pathfinder so I'll be investigating that on the next release.What would it take to begin looking into placing this on top of an existing game?In this example, when data is read from the XML file, it creates two kinds of data:- Maxseer info data- Map data (if necessary).Lets look at collisions as an example since they're used by both. The object that stores the collision data before being loaded onto the map is here:https://gitlab.com/labadore64/maxseer/b … ionData.csCollisions in maxseer only need polygons to define their boundaries so it loads the same polygon data as the collision does, and it creates the collision and adds the maxseer collision at the time of being loaded. Likewise, when the map is unloaded, maxseer's map data is cleared.Also, maxseer's listener position is updated whenever the player changes position:https://gitlab.com/labadore64/maxseer/b … er.cs#L122While this demo is very simple, you could add these components to any object. For example, lets say you have objects defined in an xml file, you could add a property that allows you to add a label onto that object, so every time that object is spawned, a maxseer label is also spawned. There is a lot of parameters that allow the end user to customize behaviour, such as whether or not labels are added to the navigation menu, ect. Then, when a dev creates an object, he just has to add its accessible name and description, and bam, the label is loaded with the object.Also, devs can define their own maxseer classes for custom interfaces if they need to, by inheriting the maxseer interfaces. In fact the SoundController is an interface so that it can be redesigned with a custom engine.So basically, devs take their currently existing collision data shapes and transform it into an array of polygons, and feed those polygons into the maxseer engine, to load the collisions.

URL: https://forum.audiogames.net/post/459486/#p459486




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Re: maxseer initial release demo

2019-09-03 Thread AudioGames . net Forum — Developers room : daigonite via Audiogames-reflector


  


Re: maxseer initial release demo

I do want to report that most of the text was read through system tts, but every now and again, a string or two would be read by NVDA instead. Maybe I was pressing something to switch them, but I'm not sure.This is because of a known bug in NVDA that causes it to not say text if you're pressing down on certain keys. Since most NVDA applications are based on key presses instead of key holds (like moving around a room), this usually doesn't cause any issues. As a workaround, it switches to SAPI. I will reach out to the NVDA developers when the max-engine gains more momentum.I was able to find my way around for the most part, but I had a hard time understanding the pathfinderThe pathfinder is a bit broken. Basically, it makes a grid where there are collisions and forms a path if it can find one. However, sometimes it makes the grid incorrectly and can't find paths properly. When it does make a path properly, you can hear it move away from you in a certain direction. When you follow the path, it makes a constant steady tone, but when you move against the path it makes a more jagged tone.I tested the pathfinder last night and found some areas (especially in the Foyer) have issues with the pathfinder so I'll be investigating that on the next release.What would it take to begin looking into placing this on top of an existing game?In this example, when data is read from the XML file, it creates two kinds of data:- Maxseer info data- Map data (if necessary).Lets look at collisions as an example since they're used by both. The object that stores the collision data before being loaded onto the map is here:https://gitlab.com/labadore64/maxseer/b … ionData.csCollisions in maxseer only need polygons to define their boundaries so it loads the same polygon data as the collision does, and it creates the collision and adds the maxseer collision at the time of being loaded. Likewise, when the map is unloaded, maxseer's map data is cleared.Also, maxseer's listener position is updated whenever the player changes position:https://gitlab.com/labadore64/maxseer/b … er.cs#L122While this demo is very simple, you could add these components to any object. For example, lets say you have objects defined in an xml file, you could add a property that allows you to add a label onto that object, so every time that object is spawned, a maxseer label is also spawned. There is a lot of parameters that allow the end user to customize behaviour, such as whether or not labels are added to the navigation menu, ect.Also, devs can define their own maxseer classes for custom interfaces if they need to, by inheriting the maxseer interfaces. In fact the SoundController is an interface so that it can be redesigned with a custom engine.So basically, devs take their currently existing collision data shapes and transform it into an array of polygons, and feed those polygons into the maxseer engine, to load the collisions.

URL: https://forum.audiogames.net/post/459486/#p459486




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Re: maxseer initial release demo

2019-09-03 Thread AudioGames . net Forum — Developers room : daigonite via Audiogames-reflector


  


Re: maxseer initial release demo

I do want to report that most of the text was read through system tts, but every now and again, a string or two would be read by NVDA instead. Maybe I was pressing something to switch them, but I'm not sure.This is because of a known bug in NVDA that causes it to not say text if you're pressing down on certain keys. Since most NVDA applications are based on key presses instead of key holds (like moving around a room), this usually doesn't cause any issues. As a workaround, it switches to SAPI. I will reach out to the NVDA developers when the max-engine gains more momentum.I was able to find my way around for the most part, but I had a hard time understanding the pathfinderThe pathfinder is a bit broken. Basically, it makes a grid where there are collisions and forms a path if it can find one. However, sometimes it makes the grid incorrectly and can't find paths properly. When it does make a path properly, you can hear it move away from you in a certain direction. When you follow the path, it makes a constant steady tone, but when you move against the path it makes a more jagged tone.I tested the pathfinder last night and found some areas (especially in the Foyer) have issues with the pathfinder so I'll be investigating that on the next release.What would it take to begin looking into placing this on top of an existing game?In this example, when data is read from the XML file, it creates two kinds of data:- Maxseer info data- Map data (if necessary).Lets look at collisions as an example since they're used by both. The object that stores the collision data before being loaded onto the map is here:https://gitlab.com/labadore64/maxseer/b … ionData.csCollisions in maxseer only need polygons to define their boundaries so it loads the same polygon data as the collision does, and it creates the collision and adds the maxseer collision at the time of being loaded. Likewise, when the map is unloaded, maxseer's map data is cleared.While this demo is very simple, you could add these components to any object. For example, lets say you have objects defined in an xml file, you could add a property that allows you to add a label onto that object, so every time that object is spawned, a maxseer label is also spawned. There is a lot of parameters that allow the end user to customize behaviour, such as whether or not labels are added to the navigation menu, ect.Also, devs can define their own maxseer classes for custom interfaces if they need to, by inheriting the maxseer interfaces. In fact the SoundController is an interface so that it can be redesigned with a custom engine.So basically, devs take their currently existing collision data shapes and transform it into an array of polygons, and feed those polygons into the maxseer engine, to load the collisions.

URL: https://forum.audiogames.net/post/459486/#p459486




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Re: maxseer initial release demo

2019-09-03 Thread AudioGames . net Forum — Developers room : daigonite via Audiogames-reflector


  


Re: maxseer initial release demo

I do want to report that most of the text was read through system tts, but every now and again, a string or two would be read by NVDA instead. Maybe I was pressing something to switch them, but I'm not sure.This is because of a known bug in NVDA that causes it to not say text if you're pressing down on certain keys. Since most NVDA applications are based on key presses instead of key holds (like moving around a room), this usually doesn't cause any issues. As a workaround, it switches to SAPI. I will reach out to the NVDA developers when the max-engine gains more momentum.I was able to find my way around for the most part, but I had a hard time understanding the pathfinderThe pathfinder is a bit broken. Basically, it makes a grid where there are collisions and forms a path if it can find one. However, sometimes it makes the grid incorrectly and can't find paths properly. When it does make a path properly, you can hear it move away from you in a certain direction. When you follow the path, it makes a constant steady tone, but when you move against the path it makes a more jagged tone.I tested the pathfinder last night and found some areas (especially in the Foyer) have issues with the pathfinder so I'll be investigating that on the next release.What would it take to begin looking into placing this on top of an existing game?In this example, when data is read from the XML file, it creates two kinds of data:- Maxseer info data- Map data (if necessary).Lets look at collisions as an example since they're used by both. The object that stores the collision data before being loaded onto the map is here:https://gitlab.com/labadore64/maxseer/b … ionData.csCollisions in maxseer only need polygons to define their boundaries so it loads the same polygon data as the collision does, and it creates the collision and adds the maxseer collision at the time of being loaded. Likewise, when the map is unloaded, maxseer's map data is cleared.While this demo is very simple, you could add these components to any object. For example, lets say you have objects defined in an xml file, you could add a property that allows you to add a label onto that object, so every time that object is spawned, a maxseer label is also spawned. There is a lot of parameters that allow the end user to customize behaviour, such as whether or not labels are added to the navigation menu, ect.Also, devs can define their own maxseer classes for custom interfaces if they need to, by inheriting the maxseer interfaces. In fact the SoundController is an interface so that it can be redesigned with a custom engine.

URL: https://forum.audiogames.net/post/459486/#p459486




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Re: maxseer initial release demo

2019-09-03 Thread AudioGames . net Forum — Developers room : daigonite via Audiogames-reflector


  


Re: maxseer initial release demo

I do want to report that most of the text was read through system tts, but every now and again, a string or two would be read by NVDA instead. Maybe I was pressing something to switch them, but I'm not sure.This is because of a known bug in NVDA that causes it to not say text if you're pressing down on certain keys. Since most NVDA applications are based on key presses instead of key holds (like moving around a room), this usually doesn't cause any issues. As a workaround, it switches to SAPI. I will reach out to the NVDA developers when the max-engine gains more momentum.I was able to find my way around for the most part, but I had a hard time understanding the pathfinderThe pathfinder is a bit broken. Basically, it makes a grid where there are collisions and forms a path if it can find one. However, sometimes it makes the grid incorrectly and can't find paths properly. When it does make a path properly, you can hear it move away from you in a certain direction. When you follow the path, it makes a constant steady tone, but when you move against the path it makes a more jagged tone.I tested the pathfinder last night and found some areas (especially in the Foyer) have issues with the pathfinder so I'll be investigating that on the next release.What would it take to begin looking into placing this on top of an existing game?In this example, when data is read from the XML file, it creates two kinds of data:- Maxseer info data- Map data (if necessary).Lets look at collisions as an example since they're used by both. The object that stores the collision data before being loaded onto the map is here:https://gitlab.com/labadore64/maxseer/b … ionData.csCollisions in maxseer only need polygons to define their boundaries so it loads the same polygon data as the collision does, and it creates the collision and adds the maxseer collision at the time of being loaded.While this demo is very simple, you could add these components to any object. For example, lets say you have objects defined in an xml file, you could add a property that allows you to add a label onto that object, so every time that object is spawned, a maxseer label is also spawned. There is a lot of parameters that allow the end user to customize behaviour, such as whether or not labels are added to the navigation menu, ect.Also, devs can define their own maxseer classes for custom interfaces if they need to, by inheriting the maxseer interfaces. In fact the SoundController is an interface so that it can be redesigned with a custom engine.

URL: https://forum.audiogames.net/post/459486/#p459486




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Re: any playable switch games?

2019-09-03 Thread AudioGames . net Forum — General Game Discussion : hanif via Audiogames-reflector


  


Re: any playable switch games?

how playable actually is the mario cart games? also, is fire emblem three houses and astral chain playable?

URL: https://forum.audiogames.net/post/459485/#p459485




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Re: questions about the blind community and a couple of other things

2019-09-03 Thread AudioGames . net Forum — Off-topic room : turtlepower17 via Audiogames-reflector


  


Re: questions about the blind community and a couple of other things

I would agree with your assessment of the community in general. While I never got involved in tons of drama, minus the unfortunate and well-publicized incident of a few years ago, I always heard about it from the few people I associated myself with at the time, and could not for the life of me understand what drew them to these circles. Again, I don't think it's a blind vs. sighted thing though. There are plenty of sighted people who love nothing more than to stir up shit and have entirely too much time on their hands. As for transportation, that's always been a sore spot for me, since I live in a rural area and have to depend on family to get from point A to point B, unless I want to take an Uber, which is so cost-prohibitive that I might as well not even bother unless it's something I absolutely need. This is, in part, why my mobility skills are so awful. I was content to not think about that for awhile, but now that things are changing for me, all the insecurities I have about it are front and center. Anyway, I was never a fan of public transportation when I did have access to it, but I accepted it as a necessary evil. I certainly wish things were different sometimes, but it doesn't do much good to dwell on pipe dreams.

URL: https://forum.audiogames.net/post/459484/#p459484




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Re: Warsim, text based randomly generated stratogy

2019-09-03 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

Wow those refugee camp improvements are awesome.  So many dialogs and I love the concept of saving a kingdom!And the barracks price improvements were a long time coming as well, so I'm really glad that's fixed now!Any chance of making it possible to upgrade units purchased from other kingdoms?  Even if it's another building/barracks upgrade, it would be awesome, but I don't know how much work/time it would take.And I'd love to have the ability to sell troops to other kingdoms back again in some form.  Being able to send as many soldiers/as much gold as you want to a vassal in one go would be awesome too.Great work so far man!

URL: https://forum.audiogames.net/post/459479/#p459479




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Re: taking care of technology

2019-09-03 Thread AudioGames . net Forum — Off-topic room : Chris via Audiogames-reflector


  


Re: taking care of technology

I haven't really broken any of my computers or other electronics. Most of the issues I believe stem from a lack of common sense and/or responsibility. Common sense should dictate that you don't do stupid things such as running around with your phone, or using it while on the toilet. I'll never ever understand that one!I don't use cases on anything either. From what I can remember, I've only dropped my phone once or twice, but it was no more than a foot or two off the ground anyway and everything was fine. Of course, if you know you're clumsy, then absolutely take precautions such as using a case. However, I've gone this long without anything like that, so I don't see the need to spend more money on protection features I don't really want or need.I wouldn't worry too much about cosmetic damage. As long as the device works, I don't care. Let people think whatever they want. I've learned to ignore what others think about superficial things.

URL: https://forum.audiogames.net/post/459482/#p459482




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Re: Audio wizards has been released, and it’s awesome

2019-09-03 Thread AudioGames . net Forum — New releases room : TheBlindSaiyan via Audiogames-reflector


  


Re: Audio wizards has been released, and it’s awesome

If all else fails, you could always set up a donation link on your website, Tag it with the price of AudioWizards, and then Email the donator a .APK of the game.

URL: https://forum.audiogames.net/post/459483/#p459483




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Re: taking care of technology

2019-09-03 Thread AudioGames . net Forum — Off-topic room : Chris via Audiogames-reflector


  


Re: taking care of technology

I haven't really broken any of my computers or other electronics. Most of the issues I believe stem from a lack of common sense and/or responsibility. Common sense should dictate that you don't do stupid things such as running around with your phone, or using it while on the toilet. I'll never ever understand that one!I don't use cases on anything either. From what I can remember, I've only dropped my phone once or twice, but it was no more than a foot or two off the ground anyway and everything was fine. Of course, if you know you're clumsy, then absolutely take precautions such as using a case. However, I've gone this long without anything like that, so I don't see the need to spend more money on protection features I don't really want or need.

URL: https://forum.audiogames.net/post/459482/#p459482




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Re: Playable 3ds games?

2019-09-03 Thread AudioGames . net Forum — General Game Discussion : TheBlindSaiyan via Audiogames-reflector


  


Re: Playable 3ds games?

There has already been a topic regarding this query, but as an answer to your question, Dead or alive dimensions, Tekken 3D prime edition, and Dragon Ball z extreme butoden are all playable, however if you wish for a game that's more of an RPG style, I recommend Rage of the gladiator.

URL: https://forum.audiogames.net/post/459481/#p459481




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Re: my thoughts on the uses of Braille

2019-09-03 Thread AudioGames . net Forum — Off-topic room : Jayde via Audiogames-reflector


  


Re: my thoughts on the uses of Braille

Regarding Spanish pronunciation:B and v are different. They're very similar, but different enough that you should be able to figure them out by listening. I never had any issue with this.I have never seen a Spanish word begin with the letter c that gets pronounced like an s or a z. When the letter c is in the middle of a word and gets pronounced like an s, there are rules governing how and where and why. I'm not sure if they're utterly ironclad, but again...never had an issue with this.

URL: https://forum.audiogames.net/post/459480/#p459480




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Re: Warsim, text based randomly generated stratogy

2019-09-03 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

Wow those refugee camp improvements are awesome.  So many dialogs and I love the concept of saving a kingdom!And the barracks price improvements were a long time coming as well, so I'm greally glad that's fixed now!Any chance of making it possible to upgrade units purchased from other kingdoms?  Even if it's another building/barracks upgrade, it would be awesome, but I don't know how much work/time it would take.And I'd love to have the ability to sell troops to other kingdoms back again in some form.  Being able to send as many soldiers/as much gold as you want to a vassal in one go would be awesome too.Great work so far man!

URL: https://forum.audiogames.net/post/459479/#p459479




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Re: taking care of technology

2019-09-03 Thread AudioGames . net Forum — Off-topic room : ironcross32 via Audiogames-reflector


  


Re: taking care of technology

I've never dropped a laptop, and I've run up and down steps with them in my hand before.

URL: https://forum.audiogames.net/post/459478/#p459478




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Re: Audio wizards has been released, and it’s awesome

2019-09-03 Thread AudioGames . net Forum — New releases room : Arkandias via Audiogames-reflector


  


Re: Audio wizards has been released, and it’s awesome

Hi,First, let me clarify one point since I want to make sure there's no missunderstanding. Despite my position (which tends to be quite extreme as time passes by), I'm definitly grateful for what you did with audiowizards, and more generally with audiogame development.About what shoudl be done to spread the word, that's exactly what I'm doing and so since my arrival in this community. I've bought almost every new audiogame, weather I liked them few or very much. I've been trying to convince friends (blind or sighted) to try them and, if convinced, to support developers.I'm perfectly aware of how hard it is to keep it up, consdering how small the reward is in the end.i'm not so comfortable with English, so I can only hope that my opinion didn't sound to arch or critical. There's a real difference between my opinion about a game, and the fact that I'll allways try to support such projects.Besides, as I said, audiowizards gave me quite a lot of fun for a few hours which is far better than many other projects whose authors pretended to have produced something extraordinary.I supported you because I do trust you, and because I really hope you'll find the money and the motivation to keep working on new projects, which will, of course, learn from the mistakes of their predecessors. Meanwhile, I wish you al the best in your work_Best regards,Simon

URL: https://forum.audiogames.net/post/459477/#p459477




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Playable 3ds games?

2019-09-03 Thread AudioGames . net Forum — General Game Discussion : Ty via Audiogames-reflector


  


Playable 3ds games?

Does anyone know of any playable 3ds games? I just got one, and was wondering. Thanks in advance.

URL: https://forum.audiogames.net/post/459476/#p459476




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Re: Audio wizards has been released, and it’s awesome

2019-09-03 Thread AudioGames . net Forum — New releases room : ironcross32 via Audiogames-reflector


  


Re: Audio wizards has been released, and it’s awesome

That's crazy, who'd have thought friggin Google would be the ones holding up the train, when Apple are the ones so anal about shit.

URL: https://forum.audiogames.net/post/459475/#p459475




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Re: taking care of technology

2019-09-03 Thread AudioGames . net Forum — Off-topic room : Jayde via Audiogames-reflector


  


Re: taking care of technology

I've got a beat-up old laptop from 2014 that's quite literally falling apart and still works. That thing has been through several moves, has come on several trips with me, went to and from school and whatnot, and was yanked off a table by its cord by a kitten once. That's about the worst damage I can report when it comes to tech.Hell, I got an iPhone 4s in October of 2012, kept it till my mom gave me her old iPhone 6+ in 2017, and am still using it to this day. I think I've dropped my phone a total of three times since 2012, so as for people needing to replace every year or two? I confess I don't understand that bit.And for me at least, issues of bumps, scratches, missing screws and whatnot only really matter if they're functional or start getting in the way. If a laptop key starts to wiggle, that'll annoy me. If I get a little crack on my screen that doesn't interfere with phone function, that won't bug me at all.Does sound like you need to be more careful with your tech though, and be more aware of the space that both you and said tech take up while moving.

URL: https://forum.audiogames.net/post/459474/#p459474




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Re: questions about the blind community and a couple of other things

2019-09-03 Thread AudioGames . net Forum — Off-topic room : Chris via Audiogames-reflector


  


Re: questions about the blind community and a couple of other things

This is an interesting topic indeed. I have to agree with a lot of what has been said here. It seems like most people in the "blind community" (I really hate that term) are jerks. I've delt with enough of that nonsense that my tolerance for more of it is very low. I try to talk to people that are generally calm and as level-headed as myself, while ignoring everyone else because they can't act like mature adults or have various other problems. Of course, this is my own experience, and I may be partly to blame. I don't connect with a lot of people because they either don't interest me or act like jerks. As with everything else, there is always an exception to this rule, which is demonstrated by the fact I have at least a couple of blind people I'd call true friends. Maybe it's also my overall introverted personality that contributes as well.Regarding online platforms and communication, I think it's incredible that we can talk to anyone, at any time, from any part of the world. Why spend a ton of money to go visit someone if you can use something like Zoom or Skype and start having a conversation with that person? Again, this view probably comes from the fact that I'm an introvert and don't need constant social interaction or structured activities. When I'm not talking to people, I'm perfectly capable of entertaining myself by reading, researching information, etc. Most of what I enjoy about interacting with other people is having a conversation, so it doesn't really matter if the other participant is sitting next to me or halfway around the world. We can talk using extremely high quality audio, so it sounds like we're together anyway. The only time I might want to go meet someone in person is if we had a very strong friendship and/or a romantic relationship. I haven't found love yet, so I really don't care as much if I can physically be with my friends.When it comes to sighted people, I don't know. I get along well enough with people, but it's hard to connect when we have very little to talk about. I can't really play video games, they don't like audio only games, they like sports, I don't, etc. Again, I think it has more to do with my interests vs. everyone else. There are so many things I simply don't care about that most of the population seems to love. It seems like people don't want to listen to audiobooks (or read for that matter), but they'll listen to music, play sports, watch all kinds of stupid movies, or do other things I'm simply not interested in. Maybe I haven't found the right person or group of people yet.I have to agree about transportation. This is something 99% of the population takes for granted because they can jump in a car and go. I'm not a fan of busses and other forms of public transportation because you're forced to adhere to their schedule, not your own. While it's great we have services like Uber and Lyft, those can be very costly. The argument I've had for a very long time goes something like this. Why would I want to get a job halfway across the city of Houston and spend a significant amount of money carting myself back and forth? I could potentially spend roughly half of what I make on transportation alone. Why not work from home, using the power of the Internet and telephone? Sadly, I'm finding it nearly impossible to find a remote job, which is why I'm attempting to create my own opportunity.

URL: https://forum.audiogames.net/post/459473/#p459473




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Re: I need help writing a resume.

2019-09-03 Thread AudioGames . net Forum — Off-topic room : Jayde via Audiogames-reflector


  


Re: I need help writing a resume.

I just finished a thirteen-week placement at an employment agency. I went in not knowing a ton about resumes and employment in general. I didn't come out an expert, but I know considerably more than I did when I started.Do not, absolutely do not, tiptoe. A resume is not about minimizing your weak points; it's about selling your strong points. If some of the stuff you did which adds to your list of strengths also demonstrates that you have a vision problem, own it, and make it part of the narrative. You are absolutely going to struggle with certain things - we all do - but the goal of a resume is to sell your potential to an employer, and in that light, if you have relevant or useful experience, then for heaven's sake show it!

URL: https://forum.audiogames.net/post/459472/#p459472




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Re: any playable switch games?

2019-09-03 Thread AudioGames . net Forum — General Game Discussion : ross via Audiogames-reflector


  


Re: any playable switch games?

Switch user here. Smash Ultimate is playable. Mario Cart is. Pokemon Sword and shield could possibly be playable.

URL: https://forum.audiogames.net/post/459471/#p459471




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Re: Spoonbill Software games safe to use?

2019-09-03 Thread AudioGames . net Forum — General Game Discussion : AlexN94 via Audiogames-reflector


  


Re: Spoonbill Software games safe to use?

Is this the one that allows all sorts of variants, such as a regular set on one side and four knights and a king on the other? Or am I thinking of WinBoard?

URL: https://forum.audiogames.net/post/459470/#p459470




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Re: Warsim, text based randomly generated stratogy

2019-09-03 Thread AudioGames . net Forum — New releases room : sightlessgamer via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

Hi Wastelander, I haven't been on this topic much, but it is amazing what you  been able to do. If you ever need to take a brake I'm sure everyone will understand. But anyway, in a custom game, I was wondering if it would be possible to create a race pack creater or a race pack of only custom races. I hope I make sense. Sorry my spelling isn't great. Thanks for reading

URL: https://forum.audiogames.net/post/459469/#p459469




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Re: Accessible ides for C++?

2019-09-03 Thread AudioGames . net Forum — Developers room : gonzalez via Audiogames-reflector


  


Re: Accessible ides for C++?

It is, but I'm not sure if it's still being maintained. The last version I do know of is 17.12

URL: https://forum.audiogames.net/post/459468/#p459468




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Re: Accessible ides for C++?

2019-09-03 Thread AudioGames . net Forum — Developers room : gonzalez via Audiogames-reflector


  


Re: Accessible ides for C++?

I do use CodeBlocks myself from time to time, the advantage is being you could have  Compilers fed into it that you install and the environment is mostly accessible. You could get by with an editor and compiler too which is what I do most of the times. Also get Cmake too, it's a handy little thing which would allow you to build your projects for most compilers without further trouble. Some projects I saw (WxWidgets, SoLoud  and so on) support Cmake files to build as well.

URL: https://forum.audiogames.net/post/459465/#p459465




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Re: Skullgirls new player

2019-09-03 Thread AudioGames . net Forum — General Game Discussion : Mishko via Audiogames-reflector


  


Re: Skullgirls new player

Hello all,I saw the information about this game on the audiogames.net website and decided to try it out, something I have been wanting for a long time now. I consulted the guide, the link of which can be found in the description of the game on audiogames.net, created my account up on steam and decided to buy the game. As it was the 2nd encore that was 15 dollars mentioned in the guide, and as when I clicked the url link on this game's page brought me to this one,http://skullgirls.com/I clicked on Shop and what came out was 14 dollars and 99 cents, so I assume that it was the one and I baught it. The order info says that it is Skullgirls for pc, I ordered one coppy (as I saw that the ordering form was a standard one), filled out my billing address and payment info, but I don't find any way to download the game. The guide says that, on the final page after purchasing, there should be a link saying something like "Yes, I have steam", but there is nothing. I also tried checking my account and everything when I log in to steam to find to install the game, but nothing. Then, I found all the rest, the basic Skullgirl package etc, but I didn't buy anything there as I don't want to give away money for nothing.What should I do? Did I purchase a wrong thing? If yes, can I ask a refund and how, and what to buy?Thanks to everyone in advance, and best regards!          Miloš

URL: https://forum.audiogames.net/post/459467/#p459467




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Re: Accessible ides for C++?

2019-09-03 Thread AudioGames . net Forum — Developers room : swigjr23 via Audiogames-reflector


  


Re: Accessible ides for C++?

I have used Codeblocks for C++ stuff in the past. This was in 2009, so I don't evenknow if Codeblocks is still around.

URL: https://forum.audiogames.net/post/459466/#p459466




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Re: Request for Help with Manamon Trading

2019-09-03 Thread AudioGames . net Forum — General Game Discussion : Jayde via Audiogames-reflector


  


Re: Request for Help with Manamon Trading

I have four of six manamon bred. Still have to finish Elvond and Fiendour. I breed till I get good stats where it matters (not perfect, but at least above-average or better). So it takes about 20k per manamon, as I reset a lot. Takes time, it's kinda grindy, but then I can set it and forget it. Just play the game with the team I chose.As of 4:40 p.m. eastern time on Tuesday, the team is set.All members are level 8. All are equipped with power bracelets except Ghoulad, who has a sword of the undead. I've noted their stats/stat profiles but won't record them here. Nicknames are:Sapple: Old Man WillowEagala: GwaihirHoundorf: HelegEksponge: UlmoElvond: ElrondGhoulad: GandalfTwo of them have EXP pals (that was all I had), and the others don't have items. I don't care enough to get a gold medal, because frankly I suspect I won't need a lot of money.In other words, I'm ready to rock. Whoever's willing to help, shoot me a PM with your connection info.

URL: https://forum.audiogames.net/post/459456/#p459456




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Re: Accessible ides for C++?

2019-09-03 Thread AudioGames . net Forum — Developers room : gonzalez via Audiogames-reflector


  


Re: Accessible ides for C++?

I do use CodeBlocks myself from time to time, the advantage is being you could have  Compilers fed into it that you install and the environment is mostly accessible. You could get by with an editor and compiler too which is what I do most of the times. Also get Cmake too, it's a handy little thing which would allow you to build your projects for most compilers without further trouble. Some projects I saw (WxWidgets, SoLoud, Boost and so on) support Cmake as well.

URL: https://forum.audiogames.net/post/459465/#p459465




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Re: Audio wizards has been released, and it’s awesome

2019-09-03 Thread AudioGames . net Forum — New releases room : david_oliva via Audiogames-reflector


  


Re: Audio wizards has been released, and it’s awesome

Arkandias wrote:To go back a little more specifically to your question, why don't we have more complex games ?Here some thoughts about the last comments (and we are going a bit out of topic, but before other players give their opinion, I give mine which is the one of a small developer trying to make a good action for once in his life)According to some statements, 20 million blind and visually impaired have a mobile phone, and only in this website about 150 000 lovers of audiogames have created an account. Similar amount is in AppleVis I suppose. But for some reason, audiogames don't sell enough. Was it because games were bad, they didn't invest on marketing, or target market didn't want to spend money on them? Everybody talks still about Papa Sangre and others classics, but the common point of all those games is that the companies behind them closed their doors because they never got their investment back. And that is one of the reasons why you don't get more complex games. We developers don't last enough time to grow, evolve, and create the games that you all want (and everybody seems to have a different opinion about how a perfect game has to be).In my case, or myTrueSound's, we published now AudioWizards, and we are trying to get MusicMaze by December. We would like also to start with the AudioWizards multiplayer. But you know what? To get the investment back, just to cover the expenses of the salaries of the developers and marketing people (not mine because I'm super cheap and I have put my heart on this), the office rent (we have a small room), etc, we need to reach in the order of 1 copies. Yes, ten thousand, because after the 40 % that Apple Store and other taxes get from us, we will get 3 €, and that is the minimum amount of money that will cost us to keep a team of 5 working for a period of 6 months, and that is the minimum time you need to invest to create the beginning of one of those cool games that everybody wants and many become very critic if they don't get. In order to fulfill this dream, I have been also pitching to investors, asking them to support us and also the blind community, so we could create fantastic games which will sell like a lot. And do you know what they said to us? They said "Show us the numbers". So if we are not able to reach our goals on selling numbers, and show those numbers to them, we won't either got their support neither. And then we might be one, like many others, that just didn't do it, but everybody remembers (or not) because did a couple of cool games that people talked about for just few days or years. So I would say, that if you want that there is a real jump in audiogames' quality and variety, there has to be a change in the way the community supports the industry. If you liked one game, support that developer, not just for gratitude, but to get from them better games in the future. Because that indie developer perhaps has energy and ideas to make things cooler and better, but will die out of resources before has the chance to move forward. Call your friends, to all of them, tell them how much you liked that game you just played, how cool was the story, the sounds, whatever made you feel happy for some hours. Share it with the world, not just in here, but in blogs, reviews, youtube, facebook, twitter, etc. If there is a market, show it to the world, and other developers will come too, I almost can promise you that.I really think that this is the only way that developers like us can do it. That if we make a game that is liked by 85 % of the players, those players take care of spreading the voice and make the mouth-to-mouth really to happen. Otherwise, it could be also Game Over for us, and so the next developer starts again from zero.Somehow I didn't want to talk about this topic, since we are however enjoying these days the small but nice success we got from AudioWizards. But this is a topic that believe me is on my mind everyday, and I just don't know how to solve it by my own. If somebody wants to talk about this, I think the case is of enough interest to start a new topic in another room. Cheers to everyone!

URL: https://forum.audiogames.net/post/459457/#p459457




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Re: Audio wizards has been released, and it’s awesome

2019-09-03 Thread AudioGames . net Forum — New releases room : david_oliva via Audiogames-reflector


  


Re: Audio wizards has been released, and it’s awesome

krishna wrote:first, has anyone seen the game come out on the playstore yet?(...)I will of course be supporting them just as soon as the game hits the playstore.Yeah, we don't know what the hell is happening with the guys of Google. Both versions, iOS and Android, were uploaded basically simultaneously. One got approved over the weekend, and the other still is pending. We will let you all know as soon as we get forward with that.

URL: https://forum.audiogames.net/post/459464/#p459464




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Re: Warsim, text based randomly generated stratogy

2019-09-03 Thread AudioGames . net Forum — New releases room : Wastelander via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

**BARRACKS IMPROVEMENTS**The Barracks troop upgrade screens were abysmal and low-effort, now they have all been reworked and upgraded with graphics and a new sound effect.* Added new screen for not having enough gold to upgrade goblins to berserkers* Added new screen for not having enough goblins to upgrade to berserkers* Added new screen and graphic for goblin to berserker main screen* Added new screen and graphic for converting a goblin to berserker (with new text)* Added new sound effect for troop conversion* Added new costs to upgrading bandits and goblins in barracks* Made training ground graphic smaller and worse looking* Made grand barracks graphic bigger and more grand* Added new screen for not having enough gold to upgrade bandits to soldiers* Added new screen for not having enough bandits to upgrade to soldiers* Added new screen and graphic for bandits to soldiers main screen* Added new screen and graphic for converting a bandits to soldiers (with new text)* Added new screen for not having enough gold to upgrade goblins to soldiers* Added new screen for not having enough goblins to upgrade to soldiers* Added new screen and graphic for goblins to soldiers main screen* Added new screen and graphic for converting a goblins to soldiers (with new text)* Added new screen for not having enough gold to upgrade bandits to peasants* Added new screen for not having enough bandits to upgrade to peasants* Added new screen and graphic for bandits to peasants main screen* Added new screen and graphic for converting a bandits to peasants (with new text)* Added new screen for not having enough gold to upgrade soldiers to knights* Added new screen for not having enough soldiers to upgrade to knights* Added new screen and graphic for soldiers to knights main screen* Added new screen and graphic for converting a soldiers to knights (with new text)**LET THE PEOPLE DRINK EXTENDED**Because tavern dialogues are used in the most common drinking encounters I've decided to expand on them and add more dialogues related to the new alcohol system, now people will complain or praise their respective drinks!* Added 5 new generic tavern dialogues and rumours* Added 5 new icewatch tavern dialogues* Added 5 universal goblin tavern dialogues* Added 5 universal Blackmarket tavern dialogues* Added 5 Blackrow Tavern dialogues* Added 5 Dragon's Kneecap Tavern Dialogues* Added 5 Thickblood tavern dialogues**YOU'RE FIRED**Firing staff has always been a screenless part of the game, you click the button and they're gone without a word from them, now your staff will have parting words pooled from a big load of possible farewells and goodbyes* Added new system for random responses when firing your staff (credit Defender)* Added 5 generic firing dialouges* Added 5 diplomat firing dialogues* Added 5 Spymaster firing dialogues* Added 5 Jester firing dialogues* Added 5 General firing dialogues* Added 5 Steward firing dialogues* Added 5 gamemaster firing dialogues* Added 5 Bard firing dialogues**PROSPECTING REWORKED**Defender suggested having a sound effect for prospecting, when I went to put it in I noticed just how bad the prospecting 'screen' was, it was a single line of badly formatted text, so now there are new graphics and screens.* Added new graphic for prospecting in mines* Added new sound effect for prospecting in mines (credit Defender)* Fixed prospecting text-wrap bug* Rewrote mine prospecting text layout* Made prospecting 50/50 instead of 1 in 3 chance* Reworked not enough gold for prospecting message* Fixed Hlok mine prospecting and collapsing options not showing if unfilled* Added gold loss indicator to prospecting**BUGFIXES**I noticed the refugee camp title line was a little too short and RTT on audiogames.net informed me about the games loading bar appearing in the ascii-less version of Warsim so now both have been fixed!* Fixed refugee camp title line being too short* Fixed loading bar appearing in ascii-disabled warsim (credit Rtt)

URL: https://forum.audiogames.net/post/459463/#p459463




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Re: Accessible ides for C++?

2019-09-03 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Accessible ides for C++?

Scoop will install the MSYS GCC, I think. You can also use clang/LLVM as well. Lots of different ways; go with Visual Studio for (probably) the easiest integrations with windows, Azure and so on.

URL: https://forum.audiogames.net/post/459462/#p459462




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Re: classes in classes in bgt, can i do that?

2019-09-03 Thread AudioGames . net Forum — Developers room : simter via Audiogames-reflector


  


Re: classes in classes in bgt, can i do that?

Cause what i wanna do is something like the following. You have a little bot thing. It has several different answers to several questions. You can also put multi answers to one question that are then used randomly or multiple questions to 1 answer. That's not possible in a simple aray. Currently i have inside the bot class some code like this:interaction@[]interactions(0);class interaction{string[] questions, answers;}that's not possible with an aray, adleast if i wanted to add more then 1 question.

URL: https://forum.audiogames.net/post/459461/#p459461




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Re: Audio wizards has been released, and it’s awesome

2019-09-03 Thread AudioGames . net Forum — New releases room : krishna via Audiogames-reflector


  


Re: Audio wizards has been released, and it’s awesome

a couple of things.first, has anyone seen the game come out on the playstore yet?Second, I agree with the last post.I will also say that many who feel that there is a real lack of good games for mobile platforms don't truly understand the time, cost and dedication it takes to make even a simple game.I would love to see an awesome multiplayer mmo however, not being a programmer myself, I understand that these things will not happen overnight.Just my thoughts on the matter.think AudioWizzards seems like an awesome game for what it is and I hope they do well and can get whatever they need to move forward.I will of course be supporting them just as soon as the game hits the playstore.

URL: https://forum.audiogames.net/post/459460/#p459460




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Re: Audio wizards has been released, and it’s awesome

2019-09-03 Thread AudioGames . net Forum — New releases room : david_oliva via Audiogames-reflector


  


Re: Audio wizards has been released, and it’s awesome

Arkandias wrote:To go back a little more specifically to your question, why don't we have more complex games ?Here some thoughts about the last comments (and we are going a bit out of topic, but before other players give their opinion, I give mine which is the one of a small developer trying to make a good action for once in his life)According to some statements, 20 million blind and visually impaired have a mobile phone, and only in this website about 150 000 lovers of audiogames have created an account. Similar amount is in AppleVis I suppose. But for some reason, audiogames don't sell enough. Was it because games were bad, they didn't invest on marketing, or target market didn't want to spend money on them? Everybody talks still about Papa Sangre and others classics, but the common point of all those games is that the companies behind them closed their doors because they never got their investment back. And that is one of the reasons why you don't get more complex games. We developers don't last enough time to grow, evolve, and create the games that you all want (and everybody seems to have a different opinion about how a perfect game has to be).In my case, or myTrueSound's, we published now AudioWizards, and we are trying to get MusicMaze by December. We would like also to start with the AudioWizards multiplayer. But you know what? To get the investment back, just to cover the expenses of the salaries of the developers and marketing people (not mine because I'm super cheap and I have put my heart on this), the office rent (we have a small room), etc, we need to reach in the order of 1 copies. Yes, ten thousand, because after the 40 % that Apple Store and other taxes get from us, we will get 3 €, and that is the minimum amount of money that will cost us to keep a team of 5 working for a period of 6 months, and that is the minimum time you need to invest to create the beginning of one of those cool games that everybody wants and many become very critic if they don't get. In order to fulfill this dream, I have been also pitching to investors, asking them to support us and also the blind community, so we could create fantastic games which will sell like a lot. And do you know what they said to us? They said "Show us the numbers". So if we are not able to reach our goals on selling numbers, and show those numbers to them, we won't either got their support too. And then we might be one, like many others, that just didn't do it, but everybody remembers (or not) because did a couple of cool games that people talked about for just few days or years. So I would say, that if you want that there is a real jump in audiogames' quality and variety, there has to be a change in the way the community supports the industry. If you liked one game, support that developer, not just for gratitude, but to get from them better games in the future. Because that indie developer perhaps has energy and ideas to make things cooler and better, but will die out of resources before has the chance to move forward. Call your friends, to all of them, tell them how much you liked that game you just played, how cool was the story, the sounds, whatever made you feel happy for some hours. Share it with the world, not just in here, but in blogs, reviews, youtube, facebook, twitter, etc. If there is a market, show it to the world, and other developers will come too, I almost can promise you that.I really think that this is the only way that developers like us can do it. That if we make a game that is liked by 85 % of the players, those players take care of spreading the voice and make the mouth-to-mouth really to happen. Otherwise, it could be also Game Over for us, and so the next developer starts again from zero.Somehow I didn't want to talk about this topic, since we are however enjoying these days the small but nice success we got from AudioWizards. But this is a topic that believe me is on my mind everyday, and I just don't know how to solve it by my own. If somebody wants to talk about this, I think the case is of enough interest to start a new topic in another room. Cheers to everyone!

URL: https://forum.audiogames.net/post/459457/#p459457




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Re: Audio wizards has been released, and it’s awesome

2019-09-03 Thread AudioGames . net Forum — New releases room : david_oliva via Audiogames-reflector


  


Re: Audio wizards has been released, and it’s awesome

Arkandias wrote:To go back a little more specifically to your question, why don't we have more complex games ?Here some thoughts about the last comments (and we are going a bit out of topic, but before other players give their opinion, I give mine which is the one of a small developer trying to make a good action for once in his life)According to some statements, 20 million blind and visually impaired have a mobile phone, and only in this website about 150 000 lovers of audiogames have created an account. Similar amount is in AppleVis I suppose. But for some reason, audiogames don't sell enough. Was it because games were bad, they didn't invest on marketing, or target market didn't want to spend money on them? Everybody talks still about Papa Sangre and others classics, but the common point of all those games is that the companies behind them closed their doors because they never got their investment back. And that is one of the reasons why you don't get more complex games. We developers don't last enough time to grow, evolve, and create the games that you all want (and everybody seems to have a different opinion about how a perfect game has to be).In my case, or myTrueSound's, we published now AudioWizards, and we are trying to get MusicMaze by December. We would like also to start with the AudioWizards multiplayer. But you know what? To get the investment back, just to cover the expenses of the salaries of the developers and marketing people (not mine because I'm super cheap and I have put my heart on this), the office rent (we have a small room), etc, we need to reach in the order of 1 copies. Yes, ten thousand, because after the 40 % that Apple Store and other taxes get from us, we will get 3 €, and that is the minimum amount of money that will cost us to keep a team of 5 working for a period of 6 months, and that is the minimum time you need to invest to create the beginning of one of those cool games that everybody wants and many become very critic if they don't get. In order to fulfill this dream, I have been also pitching to investors, asking them to support us and also the blind community, so we could create fantastic games which will sell like a lot. And do you know what they said to us? They said "Show us the numbers". So if we are not able to reach our goals on selling numbers, and show those numbers to them, we won't either got their support too. And then we might be one, like many others, that just didn't do it, but everybody remembers (or not) because did a couple of cool games that people talked about for just few days or years. So I would say, that if you want that there is a real jump in audiogames' quality and variety, there has to be a change in the way the community supports the industry. If you liked one game, support that developer, not just for gratitude, but to get from them better games in the future. Because that indie developer perhaps has energy and ideas to make things cooler and better, but will die out of resources before has the chance to move forward. Call your friends, to all of them, tell them how much you liked that game you just played, how cool was the story, the sounds, whatever made you feel happy for some hours. Share it with the world, not just in here, but in blogs, reviews, youtube, facebook, twitter, etc. If there is a market, show it to the world, and other developers will come too, I almost can promise you that.I really think that is the only way that developers like us can do it. That if we make a game that is liked by 85 % of the players, those players take care of spreading the voice and make the mouth-to-mouth really to happen. Otherwise, it could be also Game Over for us, and so the next developer starts again from zero.Somehow I didn't want to talk about this topic, since we are however enjoying these days the small but nice success we got from AudioWizards. But this is a topic that believe me is on my mind everyday, and I just don't know how to solve it by my own. If somebody wants to talk about this, I think the case is of enough interest to start a new topic in another room. Cheers to everyone!

URL: https://forum.audiogames.net/post/459457/#p459457




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Re: Audio wizards has been released, and it’s awesome

2019-09-03 Thread AudioGames . net Forum — New releases room : david_oliva via Audiogames-reflector


  


Re: Audio wizards has been released, and it’s awesome

Arkandias wrote:To go back a little more specifically to your question, why don't we have more complex games ?Here some thoughts about the last comments (and we are going a bit out of topic, but before other players give their opinion, I give mine which is the one of a small developer trying to make a good action for once in his life)According to some statements, 20 million blind and visually impaired have a mobile phone, and only in this website about 150 000 lovers of audiogames have created an account. Similar amount is in AppleVis I suppose. But for some reason, audiogames don't sell enough. Was it because games were bad, they didn't invest on marketing, or target market didn't want to spend money on them? Everybody talks still about Papa Sangre and others classics, but the common point of all those games is that the companies behind them closed their doors because they never got their investment back. And that is one of the reasons why you don't get more complex games. We developers don't last enough time to grow, evolve, and create the games that you all want (and everybody seems to have a different opinion about how a perfect game has to be).In my case, or myTrueSound's, we published now AudioWizards, and we are trying to get MusicMaze by December. We would like also to start with the AudioWizards multiplayer. But you know what? To get the investment back, just to cover the expenses of the salaries of the developers and marketing people (not mine because I'm super cheap and I have put my heart on this), the office rent (we have a small room), etc, we need to reach in the order of 1 copies. Yes, ten thousand, because after the 40 % that Apple Store and other taxes get from us, we will get 3 €, and that is the minimum amount of money that will cost us to keep a team of 5 working for a period of 6 months, and that is the minimum time you need to invest to create the beginning of one of those cool games that everybody wants and many become very critic if they don't get. In order to fulfill this dream, I have been also pitching to investors, asking them to support us and also the blind community, so we could create fantastic games which will sell like a lot. And do you know what they said to us? They said "Show us the numbers". So if we are not able to reach our goals on selling numbers, and show those numbers to them, we won't either got their support too. And then we might be one, like many others, that just didn't do it, but everybody remembers (or not) because did a couple of cool games that people talked about for just few days.So I would say, that if you want that there is a real jump in audiogames' quality and variety, there has to be a change in the way the community supports the industry. If you liked one game, support that developer, not just for gratitude, but to get from them better games in the future. Because that indie developer perhaps has energy and ideas to make things cooler and better, but will die out of resources before has the chance to move forward. Call your friends, to all of them, tell them how much you liked that game you just played, how cool was the story, the sounds, whatever made you feel happy for some hours. Share it with the world, not just in here, but in blogs, reviews, youtube, facebook, twitter, etc. If there is a market, show it to the world, and other developers will come too, I almost can promise you that.I really think that is the only way that developers like us can do it. That if we make a game that is liked by 85 % of the players, those players take care of spreading the voice and make the mouth-to-mouth really to happen. Otherwise, it could be also Game Over for us, and so the next developer starts again from zero.Somehow I didn't want to talk about this topic, since we are however enjoying these days the small but nice success we got from AudioWizards. But this is a topic that believe me is on my mind everyday, and I just don't know how to solve it by my own. If somebody wants to talk about this, I think the case is of enough interest to start a new topic in another room. Cheers to everyone!

URL: https://forum.audiogames.net/post/459457/#p459457




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Re: classes in classes in bgt, can i do that?

2019-09-03 Thread AudioGames . net Forum — Developers room : Hijacker via Audiogames-reflector


  


Re: classes in classes in bgt, can i do that?

Nope, you cannot add classes in classes in BGT. But why don't you add those arrays directly inside the parent class, instead of creating a child class?Best Regards.Hijacker

URL: https://forum.audiogames.net/post/459459/#p459459




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Re: Audio wizards has been released, and it’s awesome

2019-09-03 Thread AudioGames . net Forum — New releases room : david_oliva via Audiogames-reflector


  


Re: Audio wizards has been released, and it’s awesome

Arkandias wrote:To go back a little more specifically to your question, why don't we have more complex games ?Here some thoughts about the last comments (and we are going a bit out of topic, but before other players give the opinion, I give mine which is the one of a small developer trying to make a good action for once in his life)According to some statements, 20 million blind and visually impaired have a mobile phone, and only in this website about 150 000 lovers of audiogames have created an account. Similar amount is in AppleVis I suppose. But for some reason, audiogames don't sell enough. Was it because games were bad, they didn't invest on marketing, or target market didn't want to spend money on them? Everybody talks still about Papa Sangre and others classics, but the common point of all those games is that the companies behind them closed their doors because they never got their investment back. And that is one of the reasons why you don't get more complex games. We developers don't last enough time to grow, evolve, and create the games that you all want (and everybody seems to have a different opinion about how a perfect game has to be).In my case, or myTrueSound's, we published now AudioWizards, and we are trying to get MusicMaze by December. We would like also to start with the AudioWizards multiplayer. But you know what? To get the investment back, just to cover the expenses of the salaries of the developers and marketing people (not mine because I'm super cheap and I have put my heart on this), the office rent (we have a small room), etc, we need to reach in the order of 1 copies. Yes, ten thousand, because after the 40 % that Apple Store and other taxes get from us, we will get 3 €, and that is the minimum amount of money that will cost us to keep a team of 5 working for a period of 6 months, and that is the minimum time you need to invest to create the beginning of one of those cool games that everybody wants and many become very critic if they don't get. In order to fulfill this dream, I have been also pitching to investors, asking them to support us and also the blind community, so we could create fantastic games which will sell like a lot. And do you know what they said to us? They said "Show us the numbers". So if we are not able to reach our goals on selling numbers, and show those numbers to them, we won't either got their support too. And then we might be one, like many others, that just didn't do it, but everybody remembers (or not) because did a couple of cool games that people talked about for just few days.So I would say, that if you want that there is a real jump in audiogames' quality and variety, there has to be a change in the way the community supports the industry. If you liked one game, support that developer, not just for gratitude, but to get from them better games in the future. Because that indie developer perhaps has energy and ideas to make things cooler and better, but will die out of resources before has the chance to move forward. Call your friends, to all of them, tell them how much you liked that game you just played, how cool was the story, the sounds, whatever made you feel happy for some hours. Share it with the world, not just in here, but in blogs, reviews, youtube, facebook, twitter, etc. If there is a market, show it to the world, and other developers will come too, I almost can promise you that.I really think that is the only way that developers like us can do it. That if we make a game that is liked by 85 % of the players, those players take care of spreading the voice and make the mouth-to-mouth really to happen. Otherwise, it could be also Game Over for us, and so the next developer starts again from zero.Somehow I didn't want to talk about this topic, since we are however enjoying these days the small but nice success we got from AudioWizards. But this is a topic that believe me is on my mind everyday, and I just don't know how to solve it by my own. If somebody wants to talk about this, I think the case is of enough interest to start a new topic in another room. Cheers to everyone!

URL: https://forum.audiogames.net/post/459457/#p459457




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Re: the new beatstar has been released!

2019-09-03 Thread AudioGames . net Forum — New releases room : giorgi elbaqidze via Audiogames-reflector


  


Re: the new beatstar has been released!

hello all,so  i downloaded new release of beatstar, but i can't run game.

URL: https://forum.audiogames.net/post/459458/#p459458




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Re: Audio wizards has been released, and it’s awesome

2019-09-03 Thread AudioGames . net Forum — New releases room : david_oliva via Audiogames-reflector


  


Re: Audio wizards has been released, and it’s awesome

Arkandias wrote:To go back a little more specifically to your question, why don't we have more complex games ?Here some thoughts about the last comments (and we are going a bit out of topic, but before other players give the opinion, I give mine which is the one of a small developer trying to make a good action for once in his life)According to some statements, 20 million blind and visually impaired have a mobile phone, and only in this website about 150 000 lovers of audiogames have created an account. Similar amount is in AppleVis I suppose. But for some reason, audiogames don't sell enough. Was it because games were bad, they didn't invest on marketing, or target market didn't want to spend money on them? Everybody talks still about Papa Sangre and others classics, but the common point of all those games is that the companies behind them closed their doors because they never got their investment back. And that is one of the reasons why you don't get more complex games. We developers don't last enough time to grow, evolve, and create the games that you all want (and everybody seems to have a different opinion about how a perfect game has to be).In my case, or myTrueSound's, we published now AudioWizards, and we are trying to get MusicMaze by December. We would like also to start with the AudioWizards multiplayer. But you know what? To get the investment back, just to cover the expenses of the salaries of the developers and marketing people (not mine because I'm super cheap and I have put my heart on this), the office rent (we have a small room), etc, we need to reach in the order of 1 copies. Yes, ten thousand, because after the 40 % that Apple Store and other taxes get from us, we will get 3 €, and that is the minimum amount of money that will cost us to keep a team of 5 working for a period of 6 months, and that is the minimum time you need to invest to create the beginning of one of those cool games that everybody wants and many become very critic if they don't get. In order to fulfill this dream, I have been also pitching to investors, asking them to support us and also the blind community, so we could create fantastic games which will sell like a lot. And do you know what they said to us? They said "Show us the numbers". So if we are not able to reach our goals on selling numbers, and show those numbers to them, we won't either got their support too. And then we might be one, like many others, that just didn't do it, but everybody remembers (or not) because did a couple of cool games that people talked about for just few days.So I would say, that if you want that there is a real jump in audiogames' quality and variety, there has to be a change in the way the community supports on their side. If you liked one game, support that developer, not just for gratitude, but to get from them better games in the future. Because that indie developer perhaps has energy and ideas to make things cooler and better, but will die out of resources before has the chance to move forward. Call your friends, to all of them, tell them how much you liked that game you just played, how cool was the story, the sounds, whatever made you feel happy for some hours. Share it with the world, not just in here, but in blogs, reviews, youtube, facebook, twitter, etc. I really think that is the only way that developers like us can do it. That if we make a game that is liked by 85 % of the players, those players take care of spread the voice and make the mouth-to-mouth really happen. Otherwise, it could be also Game Over for us, and so the next developer starts again from zero.Somehow I didn't want to talk about this topic, since we are however enjoying these days the small but nice success we got from AudioWizards. But this is a topic that believe me is on my mind everyday, and I just don't know how to solve it by my own. If somebody wants to talk about this, I think the case is of enough interest to start a new topic in another room. Cheers to everyone!

URL: https://forum.audiogames.net/post/459457/#p459457




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Re: Request for Help with Manamon Trading

2019-09-03 Thread AudioGames . net Forum — General Game Discussion : Jayde via Audiogames-reflector


  


Re: Request for Help with Manamon Trading

I have four of six manamon bred. Still have to finish Elvond and Fiendour. I breed till I get good stats where it matters (not perfect, but at least above-average or better). So it takes about 20k per manamon, as I reset a lot. Takes time, it's kinda grindy, but then I can set it and forget it. Just play the game with the team I chose.

URL: https://forum.audiogames.net/post/459456/#p459456




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Re: Crypt Shyfter, light hearted rpg gamebooks

2019-09-03 Thread AudioGames . net Forum — New releases room : kungfuspacebarbarian via Audiogames-reflector


  


Re: Crypt Shyfter, light hearted rpg gamebooks

Ha! Good notes. I'll need to fix the magic and find a better way to scale up boss toughness... right now there's a default "fight screen" that auto generates stats for every fight (so its definitely possible to get a really wimpy Frozen King fight as a result), but there might be a better way to individualize monsters somehow. I'll mess around with it.Cool to hear about the screen reader capabilities- I had no idea about that until I found this forum!

URL: https://forum.audiogames.net/post/459454/#p459454




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Re: I need help writing a resume.

2019-09-03 Thread AudioGames . net Forum — Off-topic room : Ethin via Audiogames-reflector


  


Re: I need help writing a resume.

I would strongly encourage you to use it as a strength rather than tiptoeing around it. Do't worry about doing what employers like; list everything in the proper format on your resume.As a side note, when you go to college there'll be a high chance they'll also teach you this (they did it with me, even though I had already done it). Despite my prior education on resumes, the knowledge I gained from that class was invaluable.

URL: https://forum.audiogames.net/post/459455/#p459455




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Re: taking care of technology

2019-09-03 Thread AudioGames . net Forum — Off-topic room : Zarvox via Audiogames-reflector


  


Re: taking care of technology

I do like to clean my screens, but I don't think the micro fiber kills bacteria. Does it?

URL: https://forum.audiogames.net/post/459453/#p459453




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Configuring WordPress

2019-09-03 Thread AudioGames . net Forum — Off-topic room : Chris via Audiogames-reflector


  


Configuring WordPress

Hi all,This is going to be a topic for any questions I have while on my quest to configure WordPress on my Ubuntu 18.04 LTS VPS. Let's see how this turns out.My first issue is getting MySQL to work. I was following a guide to configure WordPress and have to create a database. I've already installed MySQL and set the root password using the secure_installation command line option, but it doesn't let me log into the root user with the password. I thought I'd completely remove MySQL and start over from scratch. I ran sudo apt-get remove --purge mysql-* which uninstalled all the packages. I then deleted /etc/mysql and /var/lib/mysql. However, reinstalling MySQL does not reset everything back to defaults. I assume there's another configuration file somewhere else? What other files do I need to delete? Where are they in the file system?

URL: https://forum.audiogames.net/post/459452/#p459452




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