Re: Escape the Dark Legion purchase still unforfilled

2015-12-07 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Escape the Dark Legion purchase still unforfilled

It seems that the Internet situation is a bit worse than I thought, so I'm not really sure when I will be able to fix this. I might have an opportunity later today, but I can't be certain. (I think you wanted some games that I was trying to upload, too? I was also trying to update the console games.)

URL: http://forum.audiogames.net/viewtopic.php?pid=241703#p241703





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Re: Bk3 keyboard shortcuts?

2015-12-07 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Bk3 keyboard shortcuts?

Hold G, and use the arrow keys, to look around with the cursor. Press X for strategy items, S for shields, Sibra collection items, D4 the object of you are, I four items, W for weapons, Q to hear your coordinates, H for your health, why for stamina, and L to assign skill points. I'm using my phone, so hopefully that came out understandably.

URL: http://forum.audiogames.net/viewtopic.php?pid=241702#p241702





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Re: trying to track down a bunch of games please.

2015-12-05 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: trying to track down a bunch of games please.

I think I have a couple of them, but it'd take a bit to upload them.I believe that you can get the English translations of the menus and tutorial in Bokurano Daibouken 2 in the regular version; just press E when the logo music plays. Some of the shops aren't translated, but when the items are in your inventory they appear in English. Most of the story remains exclusively in Japanese.http://www.nyanchangames.com/softs/nn2_setup.exe

URL: http://forum.audiogames.net/viewtopic.php?pid=241329#p241329





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Re: soul trapper and bk3

2015-12-04 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: soul trapper and bk3

Level grinding is your friend. Play stages 4 and 5, level up, distribute your points, repeat until mighty. It's sort of like the spirit sword, only slower.

URL: http://forum.audiogames.net/viewtopic.php?pid=241136#p241136





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Re: Justice League Assemble questions

2015-12-02 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Justice League Assemble questions

I can only assume a security door was destroyed and its burning bulk fell on you.

URL: http://forum.audiogames.net/viewtopic.php?pid=240813#p240813





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Re: Bokurano daiboukenn questions and tips

2015-11-30 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Bokurano daiboukenn questions and tips

Janagirl: after destroying the security jet, you need to use the magic hook to reach the building. Press f to use the hook. After completing this level, you can use the hook in most places, even previous levels.Smoothgunner: The beeps aren't really that numerous or annoying. It's more that there are several different tones for different contexts. They seemed pretty easy to figure out to me from context--the chimes in the object viewer, the sounds of ladders, the cursor for looking around tile-by-tile. The only one that ever warrants explanation is the compact sonar (which is explained when you buy it, though I'm not sure if this is translated yet). The tones for flight missions aren't really explained, but see a few posts above for an explanation of those.I'm kinda surprised I don't have a recording. I've been making recordings of, like, everything for hte past couple weeks. If no one beats me to it, I'll try to make a new one, 
 I guess. I haven't actually upgraded to the translated version yet, since I already got through most of the story before instant translate broke, and felt like I managed to unscramble it well enough to get what was happening.

URL: http://forum.audiogames.net/viewtopic.php?pid=240587#p240587





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Re: Bokurano daiboukenn questions and tips

2015-11-30 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Bokurano daiboukenn questions and tips

Janagirl: after destroying the security jet, you need to use the magic hook to reach the building. Press f to use the hook. After completing this level, you can use the hook in most places, even previous levels.Smoothgunner: The beeps aren't really that numerous or annoying. It's more that there are several different tones for different contexts. They seemed pretty easy to figure out to me from context--the chimes in the object viewer, the sounds of ladders, the cursor for looking around tile-by-tile. The only one that ever warrants explanation is the compact sonar (which is explained when you buy it, though I'm not sure if this is translated yet). The tones for flight missions aren't really explained, but see a few posts above for an explanation of those.I'm kinda surprised I don't have a recording. I've been making recordings of, like, everything for the past couple weeks. If no one beats me to it, I'll try to make a new one, 
 I guess. I haven't actually upgraded to the translated version yet, since I already got through most of the story before instant translate broke, and felt like I managed to unscramble it well enough to get what was happening.

URL: http://forum.audiogames.net/viewtopic.php?pid=240587#p240587





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Re: Bokurano daiboukenn questions and tips

2015-11-30 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Bokurano daiboukenn questions and tips

If I remember correctly, the missile that it fires after you hit it is high, so you should stay on the ground to avoid it.Mostly, I try to avoid letting it get too far away, and hit it as soon as it lands, so it doesn't have time to shoot missiles at ground level.Also, the iron balls can be aimed, so you might be able to hit it while it's out of reach. I think they even ignore defense, so might be able to do more damage than a melee weapon.

URL: http://forum.audiogames.net/viewtopic.php?pid=240609#p240609





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Re: Bokurano daiboukenn questions and tips

2015-11-30 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Bokurano daiboukenn questions and tips

Smoothgunner:I made some recordings. I don't think they're the best demonstration of what the game has to offer (I think someone did another recording that tried two different levels, but I don't know where it's gotten to).The first one is simply the first two levels of stage 1, on a new playthrough:https://www.sendspace.com/file/m7p2u2I then recorded 11-3 and 10-4, to demonstrate two rather different types of missions (among many). This is in my save up to stage 24, so I have better weapons and higher stats than you would the first time in these levels. Also, I use the sonar in these levels to find platforms (although I didn't really need to in 10-4... I think I just never bothered turning it off until half way through):https://www.sendspace.com/file/thlfnk... In 11-3, you're fighting along side an ally (who y
 ou can't let die), and in 10-4, you're doing something spoilery related to capturing those things you hear stomping around.I had speech turned off in both recordings, and mostly skipped the cutscenes.It's a true 2D game, even from the first level. It isn't 100% clear by the sound alone which enemies are flying and which ones aren't; the object viewer can help show that, but usually you can predict that bees birds and jets tend to fly more often than bears soldiers and Security Carts.

URL: http://forum.audiogames.net/viewtopic.php?pid=240615#p240615





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Re: Justice League Assemble questions

2015-11-30 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Justice League Assemble questions

Yeah, things can be destroyed more than once. It's kinda odd but then I decided to leave it. I'm not sure why...Solomon Grundy tends to reflect a lot of attacks, so the most reliable way to deal with him is punching. Back before the AI could jump and aim, the easiest way to beat him was to fly above him and dive downward while attacking, but that isn't so great anymore.

URL: http://forum.audiogames.net/viewtopic.php?pid=240658#p240658





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Re: Something I'm noticing with games and storyline

2015-11-29 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Something I'm noticing with games and storyline

The good ol' cash/charisma/conscientiousness triad.If one person plans to do everything on their own, they'd better have all the conscientiousness.If they plan to get help, they'd better have cash or charisma to attract potential allies.Let's go ahead and add culture, since it starts with a c, too. Replace it when we come up with a c-word to fit the idea of "what is this project supposed to accomplish?" (I'm not trying to open Word or Open Writer or a thesaurus site, because all of these things have gotten clunkier and slower and more annoying over the past 10 years.)... Hey, wait. My name starts with a C. I wonder if I can get some sympathetic magic out of that, or something. CAErisma? Eh? Eh? ... OK, fine, back to trying to motivate a sighted person to be my Crowdfunding manager. ... Crowdfunding starts with a C, too!(You know what else starts with a C? Chaos! Come o
 n; can't this community create cooler crap for computers?)

URL: http://forum.audiogames.net/viewtopic.php?pid=240486#p240486





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Re: Something I'm noticing with games and storyline

2015-11-29 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Something I'm noticing with games and storyline

The good ol' cash/charisma/conscientiousness triad.If one person plans to do everything on their own, they'd better have all the conscientiousness.If they plan to get help, they'd better have cash or charisma to attract potential allies.Let's go ahead and add culture, since it starts with a c, too. Replace it when we come up with a c-word to fit the idea of "what is this project supposed to accomplish?" (I'm not trying to open Word or Open Writer or a thesaurus site, because all of these things have gotten clunkier and slower and more annoying over the past 10 years.)... Hey, wait. My name starts with a C. I wonder if I can get some sympathetic magic out of that, or something. CAErisma? Eh? Eh? ... OK, fine, back to trying to motivate a sighted person to be my Crowdfunding manager. ... Crowdfunding starts with a C, too!(You know what else starts with a C? Chaos! Come on; can't this 
 community create cooler crap for computers?)

URL: http://forum.audiogames.net/viewtopic.php?pid=240486#p240486





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Re: Something I'm noticing with games and storyline

2015-11-29 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Something I'm noticing with games and storyline

The good ol' cash/charisma/conscientiousness triad.If one person plans to do everything on their own, they'd better have all the conscientiousness.If they plan to get help, they'd better have cash or charisma to attract potential allies.Let's go ahead and add creativity and culture, since they start with a c, too. Replace it when we come up with a c-word to fit the idea of "what is this project supposed to accomplish?" (I'm not trying to open Word or Open Writer or a thesaurus site, because all of these things have gotten clunkier and slower and more annoying over the past 10 years.)... Hey, wait. My name starts with a C. I wonder if I can get some sympathetic magic out of that, or something. CAErisma? Eh? Eh? ... OK, fine, back to trying to motivate a sighted person to be my Crowdfunding manager. ... Crowdfunding starts with a C, too!(You know what else starts with a C? Chaos!
  Come on; can't this community create cooler crap for computers?)

URL: http://forum.audiogames.net/viewtopic.php?pid=240486#p240486





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Re: Bokurano daiboukenn questions and tips

2015-11-28 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Bokurano daiboukenn questions and tips

TO land, you need to meet all of these conditions:- Landing gear extended (press l)- flying at minimum speed- Be at height 1 (you can press q to check your coordinates)- Fly down so that you land on the beeping spot (timing this is the tricky part, since flying so slowly can make it harder to judge how quickly you will fly down.)

URL: http://forum.audiogames.net/viewtopic.php?pid=240325#p240325





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Re: Bokurano daiboukenn questions and tips

2015-11-27 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Bokurano daiboukenn questions and tips

Here's a summary of the flight controls:- left/right: fly slower/faster- up/down: fly higher/lower- shift+left / shift+right: turn around- l: lower landing gearThere are two different obstacles you can hear warnings for; it's probably easiest to get familiar with the Japanese word that announces turbulences here, so you can tell the difference later, when the other appears.When you get close to a turbulence, the alarm starts playing; you need to fly higher or lower to find a way around it.If you can't find the way quickly enough, it might help to turn around to regain space. I like to fly slower when the turbulences are especially complicated.

URL: http://forum.audiogames.net/viewtopic.php?pid=240263#p240263





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Re: A couple of problems with Swamp Map Editer

2015-11-27 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: A couple of problems with Swamp Map Editer

These are bugs in the editor that didn't really become apparent until the latest versions of Swamp. I've been trying to correct them, but am kinda lost.That it apparently only happens on maps that have been saved more than once should be helpful.

URL: http://forum.audiogames.net/viewtopic.php?pid=240189#p240189





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Re: Something I'm noticing with games and storyline

2015-11-25 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Something I'm noticing with games and storyline

I've been trying to fix this since 2001 :'(

URL: http://forum.audiogames.net/viewtopic.php?pid=239926#p239926





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Re: Help with bokurano daitouken III

2015-11-24 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Help with bokurano daitouken III

You need to hit the large evil fish, so that it falls out of the tree.Remember that you can attack while climbing.

URL: http://forum.audiogames.net/viewtopic.php?pid=239851#p239851





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Re: Help with bokurano daitouken III

2015-11-23 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Help with bokurano daitouken III

It's a math puzzle.It just does one thing to each number to find the next number.Going from 3 to 9 is the same as going from 9 to 27.If you'd rather just have the solution, paste the following code into rot13.com and press the Cypher button:Vg'f cbjref bs guerr. Guerr gvzrf guerr vf avar, avar gvzrf guerr vf gjragl-frira, naq gjragl-frira gvzrf guerr vf rvtugl-bar. Fb glcr rvtug bar, naq gur obk jvyy bcra.

URL: http://forum.audiogames.net/viewtopic.php?pid=239702#p239702





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Re: Help with bokurano daitouken III

2015-11-23 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Help with bokurano daitouken III

You can't fly normally, but there are levels where you pilot an aircraft.

URL: http://forum.audiogames.net/viewtopic.php?pid=239734#p239734





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Re: Griff! Sidescrolling Platformer Fantasy Game

2015-11-22 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Griff! Sidescrolling Platformer Fantasy Game

planning fallacy! Always assume it will take at least 3 times what you expect.And I think it might be best not to announce anything until you have the final product complete and ready to send. Mainstream publishers can get away with it, but we small fry should tread with more caution.

URL: http://forum.audiogames.net/viewtopic.php?pid=239624#p239624





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Re: Justice League Assemble questions

2015-11-21 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Justice League Assemble questions

You need to get within 30-40 steps or so.

URL: http://forum.audiogames.net/viewtopic.php?pid=239385#p239385





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Re: Griff! Sidescrolling Platformer Fantasy Game

2015-11-21 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Griff! Sidescrolling Platformer Fantasy Game

Thinking about it, I have no idea how I'd set up an automated service to send downloads. If Paypal doesn't come with something, would you need to set up your email client to recognize messages from paypal, identify the email address of the buyer, and generate the reply? But I've seen malware fake email addresses; would there be a way to distinguish Paypal notifications from fakes, other than logging into Paypal to check?But there are such automated services somewhere. Bah, I never bothered researching all the ins and outs of emails and automating them, and probably should have, like, 5-10 years ago, at least.(I'd really like a demo, yeah, but would be tempted to buy it anyway. It's half the price of everything else I was considering buying, other than Q9, which got eaten.)

URL: http://forum.audiogames.net/viewtopic.php?pid=239392#p239392





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Re: Justice League Assemble questions

2015-11-20 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Justice League Assemble questions

Ah, no, no Omega beams yet. Just Heatwave's heatwaves.After you complete the game once, enemies will start resurrecting as Black Lanterns. ... And so will the heroes you use, if they die.The Batclaw doesn't make any sound, unfortunately. You can use it to grab enemies (something like Scorpion's spear from Mortal Kombat), and it can move some objects, like destroyed cars or statues.I went and tested it after some of the questions in this thread, and I found that I could stand on top of some of the shorter buildings and use the batclaw to grab destroyed cars from below to hit enemies.

URL: http://forum.audiogames.net/viewtopic.php?pid=239259#p239259





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Re: Justice League Assemble questions

2015-11-20 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Justice League Assemble questions

I don't remember if it does anything .In theory, it should work kinda like a batclaw that can punch things.

URL: http://forum.audiogames.net/viewtopic.php?pid=239304#p239304





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Re: Justice League Assemble questions

2015-11-20 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Justice League Assemble questions

Basically:class stepper {
int state;
double counter;

stepper() {
state=0;
counter=0.0;
}

bool setState(int s) {
// Check for necessary conditions.
state=s;
// Figure out what to do for each state. I would normally use objects for this, but for JLA I just used enormous if-else chains. The simplest example, I guess:
counter=0.25;
// We assume there is a global variable called pool.
pool.play_stationary("startsound.wav", false); // Well, you should position it instead.
return state==s; // In case it didn't take somewhere.
}


void step(double dt) {
if(counter>0.0) {
counter-=dt;
if(counter<=0.0) {
counter=0.0;
// Figure out what to do when a state ends.
   // You could play a sound here, or pick a different state to go to, etc.
   setState(0);
}// 0 from above.
}// descending.
else if(counter<0.0) {
counter+=dt;
if(counter>=0.0) {
counter=0.0;
// Etc.
setState(0);
}// 0 from below
}// ascending

// Anything you want to do at all times. If you had a velocity variable, you might try to move the character here.
}
}


sound_pool pool;

void main() {
stepper player;

show_game_window("Look at it go");
while(true) {
stepper.step(0.005);
if(key_pressed(KEY_F4) and (key_down(KEY_LMENU)  or key_down(KEY_RMENU)) exit();
else if(key_pressed(KEY_C)) show_game_window("Counter: " + player.counter);
else if(key_pressed(KEY_S)) show_game_window("State: " + player.state);
wait(5);
}
}

URL: http://forum.audiogames.net/viewtopic.php?pid=239335#p239335





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Re: Justice League Assemble questions

2015-11-20 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Justice League Assemble questions

Basically:class stepper {
int state;
double counter;

stepper() {
state=0;
counter=0.0;
}

bool setState(int s) {
// Check for necessary conditions.
state=s;
// Figure out what to do for each state. I would normally use objects for this, but for JLA I just used enormous if-else chains. The simplest example, I guess:
counter=0.25;
// We assume there is a global variable called pool.
pool.play_stationary("startsound.wav", false); // Well, you should position it instead.
return state==s; // In case it didn't take somewhere.
}


void step(double dt) {
if(counter>0.0) {
counter-=dt;
if(counter<=0.0) {
counter=0.0;
// Figure out what to do when a state ends.
   // You could play a sound here, or pick a different state to go to, etc.
   setState(0);
}// 0 from above.
}// descending.
else if(counter<0.0) {
counter+=dt;
if(counter>=0.0) {
counter=0.0;
// Etc.
setState(0);
}// 0 from below
}// ascending

// Anything you want to do at all times. If you had a velocity variable, you might try to move the character here.
}
}


sound_pool pool;

void main() {
stepper player;

show_game_window("Look at it go");
while(true) {
stepper.step(0.005);
if(key_pressed(KEY_F4) and (key_down(KEY_LMENU)  or key_down(KEY_RMENU)) exit();
else if(key_pressed(KEY_C)) show_game_window("Counter: " + player.counter);
else if(key_pressed(KEY_S)) show_game_window("State: " + player.state);
else if(key_pressed(KEY_SPACE)) player.setState(1);
wait(5);
}
}

URL: http://forum.audiogames.net/viewtopic.php?pid=239335#p239335





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Re: Justice League Assemble questions

2015-11-17 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Justice League Assemble questions

Yes, that does indeed herald the arrival of black lanterns.Flash should have an easier time dodging cars by jumping, even if he has a harder time reaching high places.It might be easier to have Flash run/jump across the level as quickly as possible, to lure Zoom toward the left edge, so that even if you die, you won't have to worry about the cars to defeat the boss.But, yeah, timing it so that grenades can hit cars is kinda tricky.

URL: http://forum.audiogames.net/viewtopic.php?pid=238892#p238892





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Re: Justice League Assemble questions

2015-11-15 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Justice League Assemble questions

You can catch batarangs (well, batarangs you threw) if you can get to the same position, but when there's jumping involved it can get kinda difficult to align vertically.(I am curious as to how a 2D side-scroller that lets you rotate the camera would work...)At speeder:What I can find quickly:Character editor:Tab / shift+tab : select characterarrows: move characterenter: change rankk: hear state and counter (It might set state to sanding, I'm not sure)shift+k: set counters: toggle shieldshift+s: toggle armorw: edit weaponsi: edit inventoryl: select leader. You can view shogun and daimyou quickly this way, but its main purpose is to set the alegances of individual characters.n: change name. This doesn't cancel if you leave it blank, and it doesn't include the original by defualt. (I think I'll change that if I ever update the game.)Map editor:enter/backsp
 ace: change tiles.m: set mark0-9, a-f: set all tiles in the selected area. I don't remember exactly which is which, but a quick test tells me that d is horses, e is houses, and f is gardens.c: hear coordinates. This means you can't use c to set blocks of tiles, which is kinda annoying because c would apparently turn them into boats, and a whole fleet in one keystroke would be nice.i: add item.(g and h apparently set blocks, too, but those values aren't used.)s and l to save/load.

URL: http://forum.audiogames.net/viewtopic.php?pid=238700#p238700





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Re: Justice League Assemble questions

2015-11-15 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Justice League Assemble questions

The batarangs come back, unless they hit someone. They don't deviate from the path they were thrown on, however, so if you change height, or step into/out of an alley or room, they can miss you.

URL: http://forum.audiogames.net/viewtopic.php?pid=238688#p238688





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Re: Justice League Assemble questions

2015-11-15 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Justice League Assemble questions

The batarangs come back, unless they hit someone. They don't deviate from the path they were thrown on, however, so if you change height, or step into/out of an alley or room, they can miss you.At Speeder: try pausing the game with escape, and pressing ctrl_shift+f6, or ctrl+shift+f7. There might be some uncaught index out of bounds errors if you try to edit people's items or weapons when they don't have anything. I'd have to look up exactly how to get in / use the editors.

URL: http://forum.audiogames.net/viewtopic.php?pid=238688#p238688





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Re: Justice League Assemble questions

2015-11-14 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Justice League Assemble questions

There isn't a way to get the number of cars, since destroyed cars are still there, just not moving.At Skeeder: All the servers are down, it seems.There is a map/character editor, but I'm not sure I remember how to access them.You can press k to view a list of deaths and their official causes, although they mostly just distinguish dying in battle from starvation and drowning and fire. If a lot of people who aren't in your army seem to be silently dying, they're probably starving.The fighting system is such that melee attacks from opposite directions can clash, if they're both swinging at the same time, but projectiles can be blocked only if you have a shield. I'm not sure if the banging sound you're referring to is the arquebus, or someone getting hit with a heavy weapon like the kanabo or kusurigami, or if you're caught in an earthquake and walls or boulders are falling on you. (I think those are the only sounds I
 39;d refer to as bang-like, but maybe I missed one.) You can block the kanabo (the kusurigami is rare enough that I don't even remember how hard it is to block), but the arquebus is unblockable. The computer doesn't seem to be any good at reloading, though, so they usually only fire it once.A melee duel comes down to careful timing, and if you are fortunate enough, finding openings to run past people and hit them from behind. (The special attacks (holding shift when attacking) might help, but they exhaust you much more quickly and some of them have other strategic implications.) As for how to avoid getting assassinated by shinobi hiding in the trees or holes or water, I can offer little more useful than "be careful, and gain an appreciation for randomly stabbing empty-looking trees/holes".

URL: http://forum.audiogames.net/viewtopic.php?pid=238570#p238570





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Re: Justice League Assemble questions

2015-11-14 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Justice League Assemble questions

It's more that the remains of the object are on fire. It has to be moving to hurt you.

URL: http://forum.audiogames.net/viewtopic.php?pid=238589#p238589





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Re: Justice League Assemble questions

2015-11-13 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Justice League Assemble questions

Ah, yeah, I added the boss info keys later and I guess I forgot to add them to the readme. :-/Cars can be destroyed. The damage required is usually rather large (I don't remember if it's possible for Flash to do it, but Bat Grenades definitely can).The Killer Croc message is a debug message I never removed because I never could figure out what was going on, there. (Full disclosure, the chomp sound I used is an awful 8khz thing from an old cartoon library, because I had nothing better at the time). Killer Croc is a strong and violent crocodile-themed villain, and Arkham uses special facilities to hold him. In this case, those are under ground, and sometimes (though I can't figure out the pattern or explanation), the game glitches and lets him out. The message happens when it notices and tries to put him back.

URL: http://forum.audiogames.net/viewtopic.php?pid=238460#p238460





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Re: Justice Laeg Assemble questions

2015-11-11 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Justice Laeg Assemble questions

Sure, you can add hurt sounds, or attack sounds, and there's probably another one in there I forgot. Just look at Batman, Cat Woman, and the Joker's folders for examples.Most characters do not replenish their power automatically. In Flash's case, he needs to find food to restore it. Green Lantern needs to use a green lantern, I think Aquaman recharges under water but hotdogs are quicker, Superman recharges in sunlight (which means he can't recharge in levels without!), etc.The Batclaw works on enemies, too. It can also pull objects of a certain size so that they damage enemies at a distance (I never could tell if it works on cars, but it definitely works on some of the statues at Arkham).

URL: http://forum.audiogames.net/viewtopic.php?pid=238206#p238206





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Re: Justice Laeg Assemble questions

2015-11-11 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Justice Laeg Assemble questions

I find that the easiest way to avoid cars is to jump toward them (or, if you have a grapplinghook, to spend a lot of time on the rooftops). Jumping away almost never works. (It's possible, if pretty difficult, to land atop cars and ride them around, but it usually isn't worth trying.)If I'm really close to people with guns, I usually do a lot of crouching attacks (or use the staff with Nightwing), since a lot of their bullets will miss. You can aim almost everything by holding up or down, so you can stand on top of buildings and throw Batarangs down at people.If I'm more than a few steps away and someone shoots at me, I try to jump away, since that seems to have better odds of getting you over the bullets. But when in punching distance, low attacks are pretty effective (assuming they don't pull out knives or pipes).I don't think anyone has made a guide, but I'd love to know about it if someone has.

URL: http://forum.audiogames.net/viewtopic.php?pid=238218#p238218





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Re: One-Button Victory!

2015-11-10 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: One-Button Victory!

True, but it's pretty safe to say that audio games are nowhere near the too complicated mark, at this point. The first X-men game for Genesis isn't winning any awards, but the only Audio Game that might outdo it is Bokurano Daibouken 3. Compare BK3's use of at least 5 menus to X-men's reliance on a D-pad, 3 buttons, and one menu (which you are specifically prevented from relying on too often). X-men lets you aim Cyclops's beams, direct Nightcrawler's teleportation, do a few distinct maneuvers and attacks with each character, all without relying on weapons or items, and you aren't allowed to switch characters more than a few times. The second X-men game blows its predecessor out of the water, and doesn't let you switch characters mid level without cheats. Both of these only have 3 buttons: jump, melee attack, and mutant power, and still have deeper mechanics than any audio game out there.(Are there any audio games with crouch attacks, b
 esides the terrible Jeqocon games that no one plays?)

URL: http://forum.audiogames.net/viewtopic.php?pid=238095#p238095





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Re: cheat codes for the gate vg storm

2015-11-10 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: cheat codes for the gate vg storm

On top of that, I remember something going around for BGT a couple years ago that was pretty secure against cheating with RAM hacks, and now that I think of it, I think Adventure At C: used it.I'm starting to get the feeling that most games from before the PS2 had cheats out of convenience: saving and loading was unreliable, most games were made from scratch and debug tools to help the developers were often built in, you had to cheat to unlock hidden characters because a lot of these were arcade ports and using saves was impractical, etc. 

URL: http://forum.audiogames.net/viewtopic.php?pid=238099#p238099





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Re: One-Button Victory!

2015-11-10 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: One-Button Victory!

The only audio games I ever showed sighted people were Aprone's (because they can at least tell what's going on), BK2 (Because it's BK2), and Top Speed 3 (because it seemed easy enough to explain).And mine, because of course I did. . Although that was back when they were in Java and I could add simple graphics. Well, and Sengoku Jidai, but I gave up on that one pretty quickly.I'm in the process of writing a quick and dirty guide to getting started with the JFIMA engine. I was looking through one of the code files, partly for reference and partly to see what I need to remove before publishing, and my shameless advertising side demanded I post these comments from a (complete!) section:PS3D2014 wrote:// Dive-kick (air+b|m, j|b|m). This is problamitc in that he needs something to push off 
 to make it work.// Actually, make the hit area such that it's completely useless if he doesn't have something to push off? I'm not sure I can do that. The point would be to make him move backward as far as he moves forward, or more, so if he isn't up againt a wall, it'll fail. But that means it takes two states.(IIRC, this kinda worked, but might need some tweaking because everyone jumps too high at this point. I was more focused on building maps and events than fine-tuning the techniques when this one stalled.)

URL: http://forum.audiogames.net/viewtopic.php?pid=238073#p238073





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Re: Justice Laeg Assemble questions

2015-11-09 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Justice Laeg Assemble questions

The items are usually 0.25 across, and the characters are typically around 1.0 across (I might be misremembering and it's only like 0.5 or 0.75?), so you can usually pick up an item at 5.0 when your x position is anywhere from 4.5 to 5.25. I seem to remember there being some ways to move items, but I never could tell if those actually work (the bat claw, Wonder Woman's lasso, crouched punches, I don't think Green Lantern's hand construct moves them, but it should and I should fix that.)The thing that always gets me about Arkham is that it's really hard to get to the hidden area without ending the level, either by beating the Joker, or by the Joker blowing himself up just to spite you.

URL: http://forum.audiogames.net/viewtopic.php?pid=237920#p237920





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Re: Audio Game Maker: game building environment for the blind

2015-11-09 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Audio Game Maker: game building environment for the blind

Somehow, I'd gotten it into my head that Jaybird and Trajectory were the same person. I'm not sure how that happened.Anyway, it is awesome when things avoid disappearing into the abyss of lost history, so thanks!

URL: http://forum.audiogames.net/viewtopic.php?pid=237921#p237921





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Re: One-Button Victory!

2015-11-09 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: One-Button Victory!

I agree! Think maybe I should open source my numerous failed attempts?

URL: http://forum.audiogames.net/viewtopic.php?pid=237993#p237993





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Re: Justice Laeg Assemble questions

2015-11-08 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Justice Laeg Assemble questions

Bullets actually follow an arc, so whether you should crouch or jump depends on how close you are when the gun is fired.The Gotham level is pretty small, since it's the first level. If I had to change one thing about this game, it would be having enemies spawn in smaller waves, like BK2/3, rather than all at once, since, as you noticed, they tend to crowd the start of the level no matter how much I try to spread them out.I think there are some enemies at Arkham who use acid besides the Joker. They are his minions, after all.Most levels have at least one additional character you can unlock by doing something in particular. I don't think the method for unlocking Larfleeze works, for some reason, but all the others should be fine (it's really hard to make Lantern powers work in a game, anyway).The echoes are supposed to help you find large objects, like towers. I added the option to disable them because sometimes they can just make things mo
 re confusing. They echo off the entire object, so you can hear quite a lot when standing on top of a tower with echoes on.(If I were to expand on this game in the future, I'd want to expand on Gotham, because it really got the short end of the stick. On the other hand, it being so small makes it much easier to navigate than the utter chaos of other cities.)

URL: http://forum.audiogames.net/viewtopic.php?pid=237770#p237770





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Re: Audio Game Maker: game building environment for the blind

2015-11-08 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Audio Game Maker: game building environment for the blind

Personally, I like having to work around ridiculous limitations. They make it much easier to focus. (This... might have something to do with why the engines in DB:GU and the JFIMA are terrible. ... Well, DB:GU's engine is terrible. The JFIMA is just clunky and some parts are needlessly noisy.)So, yeah, I'd try to see what it can do just because.(Hm, is SCS more like AGM than BGT?)

URL: http://forum.audiogames.net/viewtopic.php?pid=237852#p237852





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Re: Link of super mario bros audio edition doesn't work

2015-10-25 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Link of super mario bros audio edition doesn't work

I have no idea how to make my Dropbox links work.In the mean time, here's a Sendspace link:https://www.sendspace.com/file/j7xg2e

URL: http://forum.audiogames.net/viewtopic.php?pid=236167#p236167





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Re: request: dark room sex game

2015-10-24 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: request: dark room sex game

https://www.sendspace.com/file/l0jyhaThis only contains the jarfiles, not the sounds or readme or dlls.

URL: http://forum.audiogames.net/viewtopic.php?pid=236065#p236065





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Re: A Question regarding sound affects for a project I'm working on

2015-10-24 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: A Question regarding sound affects for a project I'm working on

Google Translate can do whole websites.There are loads of footsteps on places like Freesound.org, but quality varies. Most of them are sequences that you would need to manually cut up, if you wanted individual step sounds.

URL: http://forum.audiogames.net/viewtopic.php?pid=236079#p236079





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Re: Where I will find Shadow Line?

2015-10-14 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Where I will find Shadow Line?

Google blocks your IP if you use it too frequently. In practice, this amounts to about 3 requests per minute, which is more than fast enough to make it impractical for games. They unblock you after a while, but I'm not sure how long.I'm back to just keeping translate.google.com open and pasting everything I need. If it's a cut scene or something, I paste it all into notepad, first, then copy the whole thing into Google Translate, since that's faster. Upside is, I  now have a text file containing the part from BK3 where Bit screams at you if you ignore the 6-3 landing site.(Warning: kept having to do weird things to keep it from copying mojibake, even with notepad explicitly set to UTF-8.)

URL: http://forum.audiogames.net/viewtopic.php?pid=234836#p234836





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Re: Looking for any free adventure/fantasy games playable on Windows7 PC

2015-10-11 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Looking for any free adventure/fantasy games playable on Windows7 PC

Well, apparently Google is blocking people who use Instant Translate too frequently now, and since "too frequently" would pretty much trigger during a single cut scene, things just got harder on the Japanese front. (Anyone who can work with a programming language with better non-ascii support wanna write a clipboard logger, so we can make a stab at mass-translating? Meh, maybe there are clipboard-logging programs out there already, and we just need to repurpose one? I tried one of these, but character encoding issues were too troublesome.)I think Kingdom Hearts has a ton to do with how I went from terrible browser games to terrible audio games, and I would pay for an accessible version in a Heartbeat. ... Or pretty much anything from Square, come to think of it.

URL: http://forum.audiogames.net/viewtopic.php?pid=234567#p234567





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Re: Looking for any free adventure/fantasy games playable on Windows7 PC

2015-10-08 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Looking for any free adventure/fantasy games playable on Windows7 PC

I ran BK2 with instant translate without troubles in the past 24 hours, and haven't updated Instant Translate this month.I completely missed this topic when it first appeared! I'm not sure if my timezone is set correctly or not, but I'm guessing it got buried under all the talk of PS4 and XBox1 accessibility, Playroom, and what mainstream games might be accessible.Have you looked into Paladin of the Sky? I never completed the Paladin of the Sky demo. It's pretty long, as demos go; the Jampack demos for PS1 might have included as much content, if you squint a bit, but it felt bigger than Threads of Fate or Gauntlet Legends' demos to me. (Airik the Cleric's demo is more like traditional demo-length.)(I kinda think we need to write a batch script or something to simplify all these settings for translating games whose languages we don't speak. Preferably something easier than "Install this, install that, find this s
 etting (wherever Windows moved it to in your version) and change this...". Can't we write scripts that do all those things in a single click? I think we can.)I will not recommend the JF IM Adventure, for it seems like no one can comprehend it, and it rather carelessly tosses together whatever random things sounded cool at the time (Snape and Freeza and Goldar all show up, and only Snape has anything to do with the plot). I was hoping for something Kingdom Hearts-esque, but it's ultimately pretty clunky and the sounds are a mess.I'll probably need someone to beta test the 3D adventure game I'm currently working on, though. I'm afraid I went too far in the opposite direction of the JF IM Adventure. It's not clunky, and the sounds are nice, but I'm afraid people are going to get hopelessly lost if I don't add a ton of navigational aids. (I already added a radar of s
 orts. From what I hear, it might be kinda like Audio Quake's? The geometry engine could support a Swamp-style radar, but I deliberately traded off good coding in favor of rapid playability, so I fully expect it would result in lag if I ever make sufficiently complex maps.)The writing is kinda terrible at the moment and I haven't made enemy AI. You can also fly pretty much constantly, which kinda takes the fun out of a complex landscape. (So much so that I'm considering putting restrictions on your flight--health? Power? Etc?--just so I don't have to turn everything into a 3D maze just to keep it interesting.)(Disclaimer: You can fly all the time because you're playing as an angel. Not meant to be a commentary on religion or theology or anything of the sort, but I can see someone taking it that way very easily, just based on two of the 5 scenes I've written so far.)

URL: http://forum.audiogames.net/viewtopic.php?pid=234302#p234302





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Re: Could someoone give me some swamp campaigns?

2015-10-02 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Could someoone give me some swamp campaigns?

I think you should merge it with the existing sounds folder.(I don't remember for sure; I think the Baseball campaign might use sounds that belong in the Ambience folder?)

URL: http://forum.audiogames.net/viewtopic.php?pid=233573#p233573




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Re: Emulators suggestion please!

2015-09-27 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Emulators suggestion please!

For irritating legal reasons, EPSXE is never hosted in the same place as the components needed to run it. At least, not in English. If there's a version somewhere with everything in the same place, that'd be great to know.(Also, does EPSXE require running from game disks, or are there ROMs out there? I ask because (1) I have no idea where most of my PS1 games have gotten to, and (2) a lot of the disks are damaged and some games will freeze or the music will glitch, etc. ... If neither of those was an issue, I'd just play them on hardware, still. This is not an issue for cartrages, but all of those games might as well be completely inaccessible.)

URL: http://forum.audiogames.net/viewtopic.php?pid=233144#p233144




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Re: Edge of Winter - New Castle Adventure Audio Game

2015-09-21 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Edge of Winter - New Castle Adventure Audio Game

DN1 and 2 are run-and-gun 2D platformers with a lot in common with BK3, gameplay-wise (a bit more complex, but nowhere near as much as Megaman or Sonic). DN3D is a 3D shooter that IIRC has both first and third person views. I don't know anything about DNF other than it took 15 years to get released.I seem to remember Airic The Cleric being slated for a May release, but it wound up not coming out until some time in June. There was a lot of "It was clearly a scam!" posting back then, too.I don't remember the exact timeline, though. I think we're still roughly within the marjin of error demonstrated by Airic the Cleric.

URL: http://forum.audiogames.net/viewtopic.php?pid=232471#p232471




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Re: Edge of Winter - New Castle Adventure Audio Game

2015-09-16 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Edge of Winter - New Castle Adventure Audio Game

At Assault_freak: to be fair, I have written tons of guides and outlines and walkthroughs and such for games I have yet to finish. Fully voiced videos not so much (not that I haven't tried. I might possibly have tricked _javascript_ into making a fully voiced animated prologue for LC. The sighted people I showed it to refused to admit that the visuals are terrible, but that's beside the point...)I suppose the difference is that I haven't actually published these anywhere. ... Recently.

URL: http://forum.audiogames.net/viewtopic.php?pid=231923#p231923




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Re: looking for DBZ Swamp mod

2015-09-11 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: looking for DBZ Swamp mod

It hasn't been updated since... 2.5, I think? I'm not sure if I updated the sounds after 1.8, but the last time I looked at it, I had version 2.5 of swamp in its folder.Also, I'm pretty sure the terrain sounds are lower quality than they would be on the games they're taken from, for some reason probably related to sample rate conversion algorithms or something.Anyway, I'll see if it's small enough to fit on Sendspace (IIRC they still have a 300mb file size limit for free accounts). SHould get back to you within an hour of this post.

URL: http://forum.audiogames.net/viewtopic.php?pid=231572#p231572




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Re: looking for DBZ Swamp mod

2015-09-11 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: looking for DBZ Swamp mod

Here it is:https://www.sendspace.com/file/w4600rI don't think the item sounds will work with Swamp 3+. The weapons and zombies should.

URL: http://forum.audiogames.net/viewtopic.php?pid=231579#p231579




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Re: Silly and kind of cool idea, think someone can code this?

2015-09-09 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Silly and kind of cool idea, think someone can code this?

I made one of these like 9 years ago when I still thought an Isometric DB:GU game would happen. I only recorded stuff using wave out mix, but I've done key event recordings lately with a BGT synth. Combining the two should be pretty easy.(I still have all the maps and movelists and level guides etc for that game, unless I am mistaken about where I left some of the files. So... yeah, me not finishing things goes back to forever.  )

URL: http://forum.audiogames.net/viewtopic.php?pid=231355#p231355




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Re: Gaming Computer for Audio Games

2015-09-08 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Gaming Computer for Audio Games

Do they still sell the Logitech mice with Immersion-compatible force feedback capabilities? I've been wanting to mess with that since 2008, but never could find one (and I'm not likely to buy an Immersion license without hardware to test it on).For a market consisting entirely of blind people, our lack of haptics is kinda astounding. But I guess that's kinda turned into my pet issue, somehow.

URL: http://forum.audiogames.net/viewtopic.php?pid=231243#p231243




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Re: Bokurano daiboukenn topic

2015-09-07 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Bokurano daiboukenn topic

http://www.nyanchangames.com/softs/nn2.htm#zIt's on this page somewhere. If you don't want to / can't use Instant Translate to find the link, I believe it has the file size in parentheses.

URL: http://forum.audiogames.net/viewtopic.php?pid=231086#p231086




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Re: Some updates, 8/15

2015-08-31 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Some updates, 8/15

If you didn't like the demo so much, the full version probably isn't worth it.

URL: http://forum.audiogames.net/viewtopic.php?pid=230063#p230063




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Re: Some updates, 8/15

2015-08-31 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Some updates, 8/15

IN Jeqo Prime, there aren't any items to pick up, other than the one the tutorial gives you.The playable story in there is incomplete. Really, story mode has not advanced much at all. The fighting comes with the problem that you don't generally hear sounds moving from one place to the next, and yet it's rather fast-paced. Maybe I should add a practice mode where you can toggle the AI, instead of leaving you with only VS, Arcade, and the tutorial? (And survival, but that's basically arcade without healing after each match.)

URL: http://forum.audiogames.net/viewtopic.php?pid=230026#p230026




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Re: Some updates, 8/15

2015-08-31 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Some updates, 8/15

At Bigdog:To get to the roof of the garage, go all the way to the east, then to the north--you should go up a slope, then hear more to your left. From there, go west until you reach the climbable part, and jump until you're on the top floor.On the top floor, there is a door leading to the roof. Go south to get off the ramp, then east a bit. The door is at 7, 0. To get from there to the roof, climb the ladder and go north.It occurs to me that the JFIMA sometimes throws you into complex environments without giving you a chance to learn them before you are attacked (the clocktower and the bridges are the obvious examples that come to mind). I have no idea how to fix this, but it's an issue I'll try to avoid in future games.

URL: http://forum.audiogames.net/viewtopic.php?pid=230027#p230027




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Re: someone has the Guide for playing japanese audiogames?

2015-08-29 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: someone has the Guide for playing japanese audiogames?

See if this works?I could try reposting the article directly, although I really have no idea what hte best way to go about that would be.https://www.sendspace.com/file/fkjs8t

URL: http://forum.audiogames.net/viewtopic.php?pid=229611#p229611




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Some updates, 8/15

2015-08-29 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Some updates, 8/15

Here are some updates:Swamp Platformer:- Plays sounds when camera panning, to help keep track of center and such.- You can use a BK3-style cursor now (ctrl+directions)- Added cicada sounds, and replaced some of the grass/leaves/wind objects with these.- Added a Capture the Flag level. Might be kinda buggy.- In the capture the flag level, allies will not follow you to new platforms by default, so you can leave them behind to guard different areas. To call allies to you, press f.- Added the Scorpion, RPG7, and Two Pistols weapons.Download:https://www.sendspace.com/file/kc2f8bJeqocon Console:The changelog is quite large.Jeqo Prime:- Added several characters. However, most of them lack voices. (I was testplaying Lilac with a voice from Swamp, but removed it for the upload).- There is now a power cap, when not in negative mode.- Negative
  mode is more restrictive. This does prevent some characters (notably Gravitor) from using it.- Tried fixing Glaciers freakin Gauntlet smash so it doesnt infinite if you use it with 0.5 power.- Ramps in arenas now work.- Adjusted the trailer arena so you dont get stuck fighting under the porch.- Expanded the island arena, to hopefully be less annoying.- Added more arenas.- Added the story mode tutorial.- I dont remember if the ability to check your health/power with the X button (defaults to R / numpad 4) was in the previous version, but its in now.- There are some hidden characters, besides just the five obvious ones on the top row.- Some voices that were missing should no longer be missing.- Tried to update more sounds. Especially the stomping/trippy moves. Probably not enough to be noticeable.- Added a different start sound to Esulcers web, so its more obvious when yo
 ure doomed.- I remember doing more nerfing to the older characters, but I dont remember the specifics.- Trying to Nerf Royces back throw, since its kinda overpowered.- Tarfin and Toofnars capes sound different.- Higher power cost on the Defobots omnibeams- Sick of the occasional post-kill infinite, tried to put a lower limit on hp.- Gave Gravitor a chance to avoid stuns while in the air (so, for example, he can occasionally break out of Mozudas air combo)- The Glacier arena should start you in the middle of the front, rather than the corner.- Dead people should stop getting up from falls.- When fighting multiple opponents, defeated enemies should stop bouncing in pits.- Eoces portal should sometimes switch arenas!- Hopefully fixed the bug where the sound of fires set during fights wouldnt move with the other ambiences.- Replaced Aluben with Yabu, for some rea
 son.DB:GU:- Hopefully doesnt crash so easily anymore.- Trying and failing to make the ending of the Danzer and Pranzer fight better.- Between-stage cutscenes? I dont remember when I added those.JF IM Adventure:- Removed the traffic, for it just frustrated everyone. I might bring it back in a more reasonable form, but well see.- Relabeled the sound test, so that its hopefully more descriptive.- The game should actually complete properly and stuff.- Tried to add more post-game stuff.- Expanded the hitbox on those boulders you can push on people.- Increased the initial MP pool for a few NPCs who dont have cheap ways to recharge.- certain rare combinations of events should no longer cause a runtime error if activated from a saved game.If the upload ever completes, download here:http://kaldobsky.com/audiogames/cae/
 JeqoconB.zipIn addition, the full version of DLE has been updated. Since most of the changes to version 2.2 did not take, Ill list all of them:* Hopefully fixed a rare runtime error if one wins at the temple while stage is 24.* Upgrade the combat sounds!* Hopefully fixed the blue flower* Wielding weapons plays drawsounds* added more enemy voices.* made it slightly less impossible to overcome swarms of defobots* Cut down on the growth of the random maps. It got to the point where, once the story started expanding beyond the original beta, the maps were not only bland, but virtually impossible to navigate due to being just that large and chaotic. A single map now maxes out at 100 rooms (though this does not count any other maps it might connect to).* Tried to make accessing certain story events more intuitive.* Some what-ifs expanded so theyre not so impossible to find.* More runtime errors 
 squashed.* When you get the Sunset scene in Okinawa, your character now recovers from all fatigue and bleeding wounds. And more ninjas, but whatever.* Mozudas movelist is ... slightly prettier.* The game no longer crashes if you try to dig spoiler redacted.* The Adventurers deathcry should now play.* Adjustments to some of the Niigata events.* Zus intro has a little more dialog. Its not much, but its supposed to be a hint. Not a very good one on its own, but...* More bug-fixes for Hokkaido, including a run-time error and the occasional buried shovel.The original model for DLE (either pay $10, or work out something to help with other 

Re: Some updates, 8/15

2015-08-29 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Some updates, 8/15

The demo can be found here: http://www.kaldobsky.com/audiogames/cae … 6-2014.zipI dont remember if it uses the new sounds or not.

URL: http://forum.audiogames.net/viewtopic.php?pid=229765#p229765




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Re: Some updates, 8/15

2015-08-29 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Some updates, 8/15

I actually just keep a big list of all the email addresses in a text file, so to unsubscribe you, Id need to know which address to remove. If youve already deleted the latest email, you could just send me which address to remove in a PM or via the forum email link.At mata: Im not really sure... I do need sounds, but I cant really say what Id need until a project gets moving.(Although, many of my stalled projects have been borrowing from Swamp, so I suppose a way to replace those terrain/ambience sounds that doesnt involve stealing from Kai would be nice.)

URL: http://forum.audiogames.net/viewtopic.php?pid=229753#p229753




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Re: Some updates, 8/15

2015-08-29 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Some updates, 8/15

At Brad: Sure, I just need to know which email address to remove from the list. You could just reply to the last one with unsubscribe or something.I feel the need to point out that the total time spent on these updates could have fit into a week or two with time left over, and instead they filled up a year and a half.This also means Im having a hard time coming up with things people can do (re: DLE). Pretty much anything I could ask of anyone matters only if I can make progress on my side. 

URL: http://forum.audiogames.net/viewtopic.php?pid=229733#p229733




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Re: Some updates, 8/15

2015-08-29 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Some updates, 8/15

I expect to need combat type vocals before much speech, just because I can have TTS or screen readers stand in for normal speech, but not so much battlecries and the like.Anyway, I guess you could always send an example of some sort, and we could go from there?

URL: http://forum.audiogames.net/viewtopic.php?pid=229741#p229741




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Re: dropbox frustrations with all of cae's games

2015-08-28 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: dropbox frustrations with all of cae's games

The version linked above ( https://www.sendspace.com/file/ubytz6 ) uses a compiled .exe file. I should probably update the readme to remove the note about BGT, as it is no longer necessary.

URL: http://forum.audiogames.net/viewtopic.php?pid=229508#p229508




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Re: dropbox frustrations with all of cae's games

2015-08-27 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: dropbox frustrations with all of cae's games

https://www.sendspace.com/file/omfu7d

URL: http://forum.audiogames.net/viewtopic.php?pid=229488#p229488




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Re: what happened to the Bokurano Daibouken 3 topic?

2015-08-26 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: what happened to the Bokurano Daibouken 3 topic?

I tried checking the Wayback Machine ( https://archive.org/web/ ), and it does not seem to have it.After running up on this with a couple other pages I couldnt find backups of, Im going to suggest people occasionally use their save button to archive pages they dont want to disappear forever.

URL: http://forum.audiogames.net/viewtopic.php?pid=229344#p229344




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Re: a request for aprone or any other dev who could make this.

2015-08-23 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: a request for aprone or any other dev who could make this.

Sort of, but its easy to get the audience jaded from lack of progress. ... And the developer, for that matter. Id probably have small updates for some games by now, actually, if not for the confusion that has resulted from various not-entirely-but-lets-round-to hardware-related changes over the past 2 years. That, and I still need to migrate from Dropbox to some other hosting service (and download an FTP client onto this computer).A few (mostly voiceless) characters for Jeqo Prime, Id go ahead and send out a DLE update if I wasnt annoyed at the lack of foreshadowing between the two major sections of the plot (not that I think I made it all that playable, since no one has complained about the hang glider or the prison minigames.  ), and I adde
 d a CTF mission to the Swamp Platformer but *mumbles something about cicadas and mosquitoes*.Most importantly, LC is still not made. This one just drives me crazy.

URL: http://forum.audiogames.net/viewtopic.php?pid=228983#p228983




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Re: a request for aprone or any other dev who could make this.

2015-08-23 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: a request for aprone or any other dev who could make this.

I threw together the engine used in Jeqo Prime in one day. Its... ah... rather imperfect, and Ive tried numerous times to come up with a way to port it to something more accurate to the MK/SF experience, but apparently, anything that involves me hard-coding rectangles is my Kryptonite. (That and essays.)And the last time I wrote a program to easily port characters from that engine to the 3D engine in the JFIMA, it required Focalin to complete. (... in one day. I cant always work at will, but when I can, I can work fast.)So what Im saying is... help me find a shrink who accepts medicade and can work with my lack-of-driving-ness, and theres a chance Ill start finishing things. Probably not at Apronic rates. But dangit, I need to finish some of these old projects so I can start on new ones.*Will probably stop hijacking the t
 hread, now*

URL: http://forum.audiogames.net/viewtopic.php?pid=228977#p228977




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Re: a request for aprone or any other dev who could make this.

2015-08-22 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: a request for aprone or any other dev who could make this.

musicman wrote:Only problem with that is, old school Mario sounds would need to be used, and we have a little thing called copyright. ugh.Ah, excuse the coughing fit. Im out of water and the tap has too much chlorine, you know?Wouldnt it be neat if someone decided that a 30 year old inaccessible game thats been dissected and rebuilt and parodied a million times getting an audio-and-braille-only version was close enough to fair use that he decided to risk the wrath of Nintendo to get to play the game he already bought like 4 times again? Especially considering the responses Nintendo representatives have given to people like Dark and Hatred when asked about accessibility or what qualifies as fair use?

URL: http://forum.audiogames.net/viewtopic.php?pid=228863#p228863




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Re: List of accessible PSX games.

2015-08-18 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: List of accessible PSX games.

Ive heard that MGS is surprisingly accessible, but I havent played it myself.

URL: http://forum.audiogames.net/viewtopic.php?pid=228354#p228354




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Re: List of accessible PSX games.

2015-08-15 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: List of accessible PSX games.

Mortal Kombat Mythologies: Sub-zero is a platformer, though. And the graphics fall into that valley where I couldnt get far in it even when I could see well enough to play Mario.I dont think I ever beat any level in that game, even with the passwords and sighted assistance.

URL: http://forum.audiogames.net/viewtopic.php?pid=228001#p228001




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Re: dropbox frustrations with all of cae's games

2015-08-13 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: dropbox frustrations with all of cae's games

The invincibility item is in the tree over the slope.Its difficult to get, because youll probably fall down as soon as you jump up there.I dont really have a better strategy than to use F1 or V as soon as you jump up there.

URL: http://forum.audiogames.net/viewtopic.php?pid=227682#p227682




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Re: dropbox frustrations with all of cae's games

2015-08-13 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: dropbox frustrations with all of cae's games

The Sword game:https://www.sendspace.com/file/midnfiSwamp Map Editor:https://www.sendspace.com/file/kg72qwJLA:https://www.sendspace.com/file/2njgux

URL: http://forum.audiogames.net/viewtopic.php?pid=227741#p227741




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Re: dropbox frustrations with all of cae's games

2015-08-12 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: dropbox frustrations with all of cae's games

Here are a few:All together: https://www.sendspace.com/filegroup/Q3Z … NjZnvYlYlAIndividual:Sonic: https://www.sendspace.com/file/b3dbndSwamp Platformer: https://www.sendspace.com/file/z8kwpvLe Petit Planet: https://www.sendspace.com/file/vzwmwaMario: https://www.sendspace.com/file/ubytz6Sengoku Jidai: https://www.sendspace.com/file/20v19nImage Viewer (source code): https://www.sendspace.com/file/qagucu

URL: http://forum.audiogames.net/viewtopic.php?pid=227643#p227643




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Re: Some Swamp beginner questions

2015-08-11 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Some Swamp beginner questions

1: The radar and the compass might help. Id mostly suggest trailing walls if youre having trouble inside buildings.2: Centering the enemy is the important part, unless you want to maximize accuracy in spite of being stuck with Melee weapons. Precision on range is really hard to estimate. When it comes down to melee, a lot of back/side-stepping helps.Regarding whether theyre behind or in front of you: quickly turning might help. Theyre supposed to be slightly quieter when behind you, but they closer they are to directly ahead / directly behind, the easier to pick out hte direction with slight turns.

URL: http://forum.audiogames.net/viewtopic.php?pid=227539#p227539




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Re: Swamp Zombie Types

2015-08-08 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Swamp Zombie Types

The Behemoth has occasionally shown up in special events, or in recordings of missions that are still being tested. So I kinda expect something to come of it eventually.Not sure if the Hulk/Tentacle/Flayer are still in the works or not.Ive been using them in campaigns and the Swamp platformer. I dont remember if I managed to upload those somewhere other than dropbox.

URL: http://forum.audiogames.net/viewtopic.php?pid=227166#p227166




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Re: dle full version

2015-07-31 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: dle full version

Probably. It has to do with how it got started. I think it was originally Dark Legion Escape, but the original version was _javascript_, and evolved quite a bit in terms of the web page that runs it. So by the time it was releasable and Id decided that Escape the Dark Legion was a better title, Id already been abbreviating it DLE so long that it kinda stuck.Ill probably send an update soon, if I can actually start posting all the tiny updates scattered about my disorganized hardware. Mostly because I distinctly remember replacing some of the combat sounds to be less made with a synthesizer / recorded with ancient not-very-professional microphones, but am having a difficult time locating that update.

URL: http://forum.audiogames.net/viewtopic.php?pid=226172#p226172




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Re: dle full version

2015-07-31 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: dle full version

Sorry about that. Give it a couple hours.

URL: http://forum.audiogames.net/viewtopic.php?pid=226151#p226151




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Re: Q9 Has a New Home

2015-07-31 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Q9 Has a New Home

I should point out that the Japanese games are a lot harder for people who use neither NVDA nor a Japanese screen reader to play.At this point, Im pretty sure that Dark is going to be disappointed just because of all the hype, once another translation method becomes available. But at the moment, any games that dont natively include multiple translations, or Apronic Language Files, are effectively only available for NVDA and people who speak the language.This isnt quite the same as a developer going from available-for-everyone to a single platform. After all, there isnt an easy way for developers to circumvent the language barrier, and no ones doing this deliberately. And yet, NVDA is the only way to play lots of games without a working understanding of the language.

URL: http://forum.audiogames.net/viewtopic.php?pid=226043#p226043




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Re: dle full version

2015-07-31 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: dle full version

Sorry about that. Give it a couple hours.[edit] Sent. [/edit]

URL: http://forum.audiogames.net/viewtopic.php?pid=226151#p226151




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Re: Immersion: is it possible in an audio game?

2015-07-20 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Immersion: is it possible in an audio game?

I found Swamp pretty immersive, before the range of speeds got distracting. I kinda forgot how well that worked until I found a copy of an old campaign client where it actually felt like I was running without having to deal with leveling.Im pretty sure Im in the minority, here, but Ive found Swamps soundscaping much, much more immersive than the games that try to do 3D sound. I think its a mix of the uncanny valley with poor navigability--I dont care how high quality your HRTF and such are if Im lost in vector land.That has always been my principal for video games--I dont care about hte realism so much as my ability to actually get into it. And, somehow, this seems to apply to Audio Games, too And, just as with video games, I seem to be in the minority in this regard. Boo. 

URL: http://forum.audiogames.net/viewtopic.php?pid=224823#p224823




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Re: My view on audio games and a DFE announcement

2015-07-15 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: My view on audio games and a DFE announcement

Is it safe to assume that we can use _javascript_ audio more generally, now? I tried this... *checks timestamps* 13 days short of a year ago, but it wouldnt work outside Chrome.*Checks* Apparently the Audio object works in Firefox now. And either I forgot how to make keyboard events, or the pre HTML5 version is no longer valid. ... Probably the first one.*Considers modernizing the JFTag... really wants to stop recreating that same game that a whole two people will get*K, lets try HTML5. Worst case is that I still cant finish anything, but thats not a platform problem so much as a quite possibly literally cursed by an Akrasia demon problem. (I whine about that too much. Lets whine about how confusing Aria is instead; thats bound to be more productive.  )

URL: http://forum.audiogames.net/viewtopic.php?pid=224287#p224287




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Re: A home for Swamp campaigns

2015-07-15 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: A home for Swamp campaigns

Is my dropbox still broken?K, officially dropping dropbox, then. This is just ridiculous.Try this link:http://planetseva.com/scs.htmI expect half the links to have problems.Also, Fyquest for some reason causes current Swamp to freeze. I think it works with Swamp 2.8-3.0. Will probably need to just upload a campaign client (or three) to deal with the compatibility issues.

URL: http://forum.audiogames.net/viewtopic.php?pid=224282#p224282




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Re: My view on audio games and a DFE announcement

2015-07-14 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: My view on audio games and a DFE announcement

Camlorn goes into whats wrong with Open AL in this blog post. His solution has been to spend the past year building something better from scratch.

URL: http://forum.audiogames.net/viewtopic.php?pid=224057#p224057




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Re: Luminals mission 8.

2015-07-14 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Luminals mission 8.

I do distinctly remember that my gofers did not die right away; I got rid of them because they were killing my trees at a horrifying rate, and brought them back after I had a stronger ecosystem.I dont remember doing the just buy the goal when youre rich thing all that often. IIRC, I did it on the turtles because theyre so frustrating, and might have done it with hawks at one point because I couldnt keep them from killing everything. But I usually did hte farming thing just to pay off the loan, then used hte resulting financial freedom to focus on better environmental support.But I could be remembering incorrectly, and Im a far worse moon-farmer than I think. I do remember buying batches of fish in an attempt to boost my ecosystem and earnings, without any expectation that theyd live long. ... Actually, I think thats because they tend to have huge boom/bust cycles that are worth a lot of money, and dont do muc
 h damage to land animals.

URL: http://forum.audiogames.net/viewtopic.php?pid=224154#p224154




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Re: Luminals mission 8.

2015-07-13 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Luminals mission 8.

Trees and rocks, but especially be careful with the trees.Its been a while since Ive played this mission, but I remember being more concerned with trees and rocks than grass.IIRC, they eat acorns and mushrooms? Or am I confusing them with squirrels?So Id try to find some way to build them a huge food supply. It doesnt necessarily need to be sustainable, but it needs to keep them going long enough to complete the mission.

URL: http://forum.audiogames.net/viewtopic.php?pid=223861#p223861




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Re: Bokurano Daibouken pole : Which one in this series dyou like the most?

2015-07-13 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Bokurano Daibouken pole : Which one in this series dyou like the most?

You know, the only thing about the epic side battle sequences in the last 5 stages of BK3 that bothers me is the lack of Yamijins laugh? I cant really place one above the other, since each has something unique to it that I rather like. The minigames and NPCs in the first game, and just the whole atmosphere, are just fun. The second game, for all that it is almost completely linear, manages to trigger my Im just going to turn on cheats and hang out in this level for a while enthusiasm in a way normally reserved for mainstream games from the early 90s (and the PS1 Marvel Vs Capcom games, because whats not to like about staying in practice mode just to have Roll fly around on a robot duck while lo-fi JPop plays in the background?). The third game does a lot of interesting firsts for Audio Games--*Computer forceably restarts without askin
 g, but somehow post remains in the box when gets back*--you actually have to solve problems and look for creative solutions, the story is pretty well developed, there is a real sense of tension, and it refines the 2d platform experience so very well that I expect something like it to be standard for quite a while But Im still waiting to hear Yamijin laughing gleefully while chopping up bio-energy desks.   

URL: http://forum.audiogames.net/viewtopic.php?pid=223889#p223889




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Re: help with mota please

2015-07-12 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: help with mota please

The trouble is, this is a very old topic; the acronym was more recognizable at the time.Thats also why the recording is broken. I can probably upload an old one tomorrow, if anyone wants, but itd be very outdated. MOTA stands for Mysteries of the Ancients, a Tomb Raider-esque side-scroller whose current status is kinda precarious.

URL: http://forum.audiogames.net/viewtopic.php?pid=223672#p223672




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Re: New games you'd like to see from Ultrocity Audio

2015-07-05 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: New games you'd like to see from Ultrocity Audio

(I got here by searching for the wonderfully specific term of jumping, since I cant seem to stop noticing ways in which jumping is completely different in audio games compared to the mainstream. The only non-fighting mainstream game I can think of where up is used for Jump is Mortal Kombat Mythologies: Subzero, and thats pretty much because it is the Mortal Kombat engine tossed into a 2d platformer. And the controls in that game left something to be desired.)Im going to go ahead and second Darks comments by admitting that I picked a terrible engine to use for Mario. Even with its limitations, I could probably have made the maneuvering a bit more like the NES version had I tried a bit harder--Marios sliding, for example. The most frustrating part of the NES version of Mario is that giant pit in 8-1, not because youre trying to land on a tiny block that starts out off screen, but because youre more likely to just run right
  off the edge with momentum. (Ive heard sighted people complain about that part, too!)I think there is one big difference between audio and video that its easy to forget: brightness and loudness serve different functions. If somethings farther away, its quieter, which makes it harder to hear in many situations. Video-wise, things that are far away arent any less visible, if theyre close enough to be relevant.The same works the other way--the screen has a distinct boundary, and anything that goes off screen is invisible. Meanwhile, audio has no distinct boundary, even though information gets harder to use with distance.In real life, distance does make things blurry, visually, but the distance were talking about is huge--over 100 feet away, someone with less than perfect vision can probably still recognize people.Theres also less ambiguity with distance. Top-down is hard in audio because you cant really get
  precision on the y axis. This is sort of a problem in first person as well--good luck guessing when zombies are in melee range in Swamp, for example--but you can at least use small turns to triangulate.Im glad someone else noticed the movement thing, though! It took me ages to realize that most audio games are using a system where there is a timer specifically to keep track of when you last took a step, because that just seems so bizarre from a mainstream perspective. The closest Ive come to that is actually Mario and the JFIM Adventure, because they use Finite State Machines, where walking is a state just like jumping and attacking, and those could actually have been more mainstream-esque if I used 1 state = 1 frame of animation, instead of one logical action. If I ever separate movement from actions, its with velocity vectors, and I always fret over whether or not to try and make friction and momentum work realistically (I usually settle on no, just to av
 oid the headache, but Sonic lives on actual kinematics).You know whats cool about Mario 2? Theres an ice level, where you dont slow down as quickly when you stop, because youre sliding on ice. I keep wanting to make a game that does something like this, but The Demon Lord of Sloth and Lethargy keeps punching me in the gut. (Incidentally, does anyone know where I can find a decent exorcist?)So... ur... lets combine everyones suggestions and have Ultrocity make a game where you have to fight Frost Zombies while trying to infiltrate the Ice Queens palace and convince her to give up her wicked ways (possibly by currying favor with the people of the Queendom along the way).So... Frozen, but with more violence. ... And sled races, because why not?

URL: http://forum.audiogames.net/viewtopic.php?pid=222781#p222781




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Re: sengoku jidai

2015-06-17 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: sengoku jidai

https://www.sendspace.com/file/e3akf8

URL: http://forum.audiogames.net/viewtopic.php?pid=220393#p220393




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Re: super mario brothers: the audio edition, anyone have it?

2015-06-17 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: super mario brothers: the audio edition, anyone have it?

Mushrooms, flowers and stars appear atop the brick that contained them. So, after you hit the brick, you need to find a way to move on top of it, to get the item.

URL: http://forum.audiogames.net/viewtopic.php?pid=220313#p220313




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Re: super mario brothers: the audio edition, anyone have it?

2015-06-16 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: super mario brothers: the audio edition, anyone have it?

Heres Mario:https://www.sendspace.com/file/27z4lmThere are some Sendspace mirrors for many of my games in this thread:http://forum.audiogames.net/viewtopic.php?id=16223

URL: http://forum.audiogames.net/viewtopic.php?pid=220194#p220194




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Keyboard Controls for action/adventure games

2015-06-12 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Keyboard Controls for action/adventure games

You may remember that, since like no one here spent a ton of time playing the PC version of Mortal Kombat 4, the default controls in most of the games in the Jeqocon Console were kinda weird.I still want to make games with a console-oriented control scheme, preferably with multiplayer as an option, and Id like opinions on how these should be set up by default.Naturally, youd still have the option of changing the controls to something more to your liking, but the less tinkering people have to do, the better.Im thinking primarily of my basic setup: directions, 6 normal buttons, and a start/pause button. Whenever possible, Id try to keep the gameplay in as few buttons as possible, and reserve 1-3 buttons for navigation/information commands.If you know youre not going to have two people playing at the same keyboard (joysticks count as not at the same keyboard), I could imagine the defaults for 6-8-button emulators working (arrow k
 eys, A-S-D / Z-X-C, spacebar/enter).Two at the same keyboard seems like itd default to something kinda like Mortal Kombat X, using the arrow keys and the num pad for player 2, and ASWD GHJ TYU space for player 1.But I could be way off the mark, which is why Im asking you!Thoughts?

URL: http://forum.audiogames.net/viewtopic.php?pid=219752#p219752




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Re: dropbox frustrations with all of cae's games

2015-06-10 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: dropbox frustrations with all of cae's games

I have a Sonic the Hedgehog car for Top Speed 3:https://www.sendspace.com/file/ngeh8w

URL: http://forum.audiogames.net/viewtopic.php?pid=219522#p219522




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Re: dropbox frustrations with all of cae's games

2015-06-10 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: dropbox frustrations with all of cae's games

I have a Sonic the Hedgehog car for Top Speed 3:https://www.sendspace.com/file/ngeh8wI made a track and a car based on events from DLE, but I dont think I ever uploaded those.

URL: http://forum.audiogames.net/viewtopic.php?pid=219522#p219522




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