Re: The blind swordsman help

2021-01-17 Thread AudioGames . net ForumGeneral Game Discussion : RTR_Assassin via Audiogames-reflector


  


Re: The blind swordsman help

I sympathize with your frustration. I was never able to complete the game as a result. Those fireballs are way too fast to avoid.

URL: https://forum.audiogames.net/post/607593/#p607593




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Re: undead-assault is back!

2020-03-21 Thread AudioGames . net ForumGeneral Game Discussion : RTR_Assassin via Audiogames-reflector


  


Re: undead-assault is back!

simba wrote:Hi.At Kianoosh urm, are you just fooling around right now or did you seriously just say that Spain is located near the US?Spain is in the south western part of europe, sharing a border with france.oh dear.Greetings Moritz.I think he confused Spain with Mexico, since both are Spanish-speaking countries.

URL: https://forum.audiogames.net/post/510983/#p510983




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Re: undead-assault is back!

2020-03-18 Thread AudioGames . net ForumGeneral Game Discussion : RTR_Assassin via Audiogames-reflector


  


Re: undead-assault is back!

flameAlchemist wrote:take a dropbox link https://www.dropbox.com/s/d42tszzxx3cad … t.zip?dl=1I got it from a TeamTalk server, so I'm all set.

URL: https://forum.audiogames.net/post/510043/#p510043




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Re: undead-assault is back!

2020-03-18 Thread AudioGames . net ForumGeneral Game Discussion : RTR_Assassin via Audiogames-reflector


  


Re: undead-assault is back!

No, his site appears to be down.

URL: https://forum.audiogames.net/post/510028/#p510028




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Re: undead-assault is back!

2020-03-18 Thread AudioGames . net ForumGeneral Game Discussion : RTR_Assassin via Audiogames-reflector


  


Re: undead-assault is back!

Hi,I can't seem to go to the undead assault website; I keep getting a loading error, saying that the page is unavailable.

URL: https://forum.audiogames.net/post/510025/#p510025




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Re: Bloodbath, last minute suggestions

2019-12-13 Thread AudioGames . net ForumGeneral Game Discussion : RTR_Assassin via Audiogames-reflector


  


Re: Bloodbath, last minute suggestions

I'm hoping that this game does add some sort of decent defense system; all the other FPS games had some form of dodging, others had no way of avoiding attacks, other than jumping. Players should be able to roll, duck, jump, infantry crawl, and parry attacks. Also, there  should definitely be some sort of melee combat system; however, I would not rely on Sam's system, since switching between the main section of the keyboard and the numbpad was quite awkward. I would use w, s, a, and d to walk and u, i, j and k for left punch, right punch, left kick and right kick respectively. This would allow players to string together nasty combos.Finally, players should be able to take cover under trees, behind cars, etc. They should be able to shoot down from rooftops and vice versa.

URL: https://forum.audiogames.net/post/485373/#p485373




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Re: I'm noticing a Pattern for Audio FPSs

2019-09-20 Thread AudioGames . net ForumGeneral Game Discussion : RTR_Assassin via Audiogames-reflector


  


Re: I'm noticing a Pattern for Audio FPSs

The thing is, it's difficult to gauge the popularity of games with multiple server support because you cannot possibly count the amount of players who are actively playing on private servers; just because you cannot count them doesn't mean that TRTR isn't being played. It's just that people are spread out and it makes it difficult to find servers, since most of them aren't public. This phenomenon is not unique to audio shooters, as mainstream shooters don't typically force people to play on one central server; this seems to be a pathology that the blind shooter community seems to have developed. I'm not trying to be rude here, but people shouldn't be forced onto one crowded server. Instead, there should be a better mechanism for finding and connecting to existing servers, somewhat similar to the way it works in Top Speed.

URL: https://forum.audiogames.net/post/463065/#p463065




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Re: Any Soul Calibour II players out there?

2019-06-03 Thread AudioGames . net ForumGeneral Game Discussion : RTR_Assassin via Audiogames-reflector


  


Re: Any Soul Calibour II players out there?

The other thing you can try is simply selecting a character and hearing the battle cry they make in order to identify them; each character has a distinct cry, so this method should help you.

URL: https://forum.audiogames.net/post/438469/#p438469




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Re: Road to Rage Revived! hostname leibylucw.com port 6789

2019-06-01 Thread AudioGames . net ForumGeneral Game Discussion : RTR_Assassin via Audiogames-reflector


  


Re: Road to Rage Revived! hostname leibylucw.com port 6789

No, and  I'm glad it isn't. It's gone for good.

URL: https://forum.audiogames.net/post/438062/#p438062




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Re: redspot, a complete guide on how to destroy an audiogame.

2017-11-10 Thread AudioGames . net ForumGeneral Game Discussion : RTR_Assassin via Audiogames-reflector


  


Re: redspot, a complete guide on how to destroy an audiogame.

The other thing is that he expects us to figure out where all the maps are, just by exploring. There are no hints, other than the store hint and there are no in-game maps. Imagine a map that has 2,000 tiles on the x axis and 2,000 on the y axis. If you square 2,000, you get 4,000,000 permutations. That's walking 2,000 coordinates on the y axis each time you move one coordinate on the x axis and that's just the beginning, never mind all the z axis coordinates. It's a total joke.

URL: http://forum.audiogames.net/viewtopic.php?pid=337816#p337816





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Re: Gaming Through New Eyes short documentary

2017-05-25 Thread AudioGames . net ForumGeneral Game Discussion : RTR_Assassin via Audiogames-reflector


  


Re: Gaming Through New Eyes short documentary

That sounds like an interesting documentary. I just don't like Kotaku very much.

URL: http://forum.audiogames.net/viewtopic.php?pid=312582#p312582





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Re: Redspot players... question for you

2016-11-02 Thread AudioGames . net ForumGeneral Game Discussion : RTR_Assassin via Audiogames-reflector


  


Re: Redspot players... question for you

I'm not sure why I have to keep repeating this point, but RTR's server hosting is not a good argument against hosting your own servers. Ghorthalon should've allowed people to search for and connect to active servers, instead of updating a static server list. This is done in Top Speed 3 and most mainstream first person shooters. All Sam would have to do is implement a similar method of connecting to active servers; however, that's probably not going to happen.

URL: http://forum.audiogames.net/viewtopic.php?pid=285041#p285041





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Re: Redspot players... question for you

2016-10-22 Thread AudioGames . net ForumGeneral Game Discussion : RTR_Assassin via Audiogames-reflector


  


Re: Redspot players... question for you

Hi Sam,I think making the game paid will definitely cut down on the spam and cheaters, as well as enhance the overall quality of the game. I would like to see new sounds, maps, game modes, etc. This is actually a pretty good idea. As you mentioned before, you brake your back putting in lots of work and get very little in return for it.

URL: http://forum.audiogames.net/viewtopic.php?pid=283657#p283657





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

2016-06-02 Thread AudioGames . net ForumGeneral Game Discussion : RTR_Assassin via Audiogames-reflector


  


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

Here's what I think about these UltraPower clones, they are terrible because even the original concept was terrible in the first place. If you want to release a game based on the source code of another, at the very least make it look like you're actually developing your own concept. Considering Ghorthalon released RTR source code, I'm considering trying to play with it and see how far I can get. However, that will not involve changing a few sounds here and there, a few keystrokes, and the title of the game and calling it my own. I will actually try to make something unique out of it when I get to learning Pure Basic. A game built on existing source code isn't the problem, it's the people who release direct clones that is causing this flame war to begin with.

URL: http://forum.audiogames.net/viewtopic.php?pid=262711#p262711





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Re: Undead Assault: Concept Demo release on February 22nd

2016-03-19 Thread AudioGames . net ForumGeneral Game Discussion : RTR_Assassin via Audiogames-reflector


  


Re: Undead Assault: Concept Demo release on February 22nd

burak wrote:Hello,I have found a wrong information in the tutorial. It says that the firesale spawns boxes on 0 50, 0 100, etc. But it actually spawns boxes at 50 0, 100 0, etc. Can you please fix that misinformation?I have noticed the same mistake in the Tutorial, now that you mention it, so it would be a good thing to correct.

URL: http://forum.audiogames.net/viewtopic.php?pid=254421#p254421





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Re: Undead Assault: Concept Demo release on February 22nd

2016-03-07 Thread AudioGames . net ForumGeneral Game Discussion : RTR_Assassin via Audiogames-reflector


  


Re: Undead Assault: Concept Demo release on February 22nd

synchronfreak wrote:suggestion: I think it is more fps like to fire with the control key.Really? The control key? It doesn't matter which key is used to be frank. I wasn't aware that FPS means that certain keys are expected to be used. The space bar is just as good as the control key, so I don't see your point whatsoever. Maybe elaborating on it would provide more accurate feedback, such as saying that it is more comfortable using the control key; however, simply stating that it is more FPS-like may not be considered by the developer to be a sufficient enough reason to reassign keys.

URL: http://forum.audiogames.net/viewtopic.php?pid=252962#p252962





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Re: Some ideas for my BTB.

2016-03-01 Thread AudioGames . net ForumGeneral Game Discussion : RTR_Assassin via Audiogames-reflector


  


Re: Some ideas for my BTB.

severestormsteve1 wrote:Would I pay for it?1. If I knew what it was.2. If it was free for at least a month first, probably 3 though.3. If the administration acted like leaders.All aforementioned points are well taken. They will ultimately decide whether or not this project is successful or not.

URL: http://forum.audiogames.net/viewtopic.php?pid=252172#p252172





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Re: Some ideas for my BTB.

2016-03-01 Thread AudioGames . net ForumGeneral Game Discussion : RTR_Assassin via Audiogames-reflector


  


Re: Some ideas for my BTB.

connor142 wrote:so if we haven't seen the game, maybe upload a version for us to try and see how much is cloned code and how much is totally changed or self written code, so we can decide weather its worth paying for or not?I think that is a good idea, considering Mason did much the same thing with Scrolling Battles Pro and then stopped developing it shortly after it was released, saying it wasn't designed to be a multiplayer game in the first place. So, providing either a recording, or a concept demo would allow us to evaluate it to determine how the game actually works. We really aren't interested in wasting another five bucks on something that may or may not have a long shelf life, depending on your level of dedication to this project.

URL: http://forum.audiogames.net/viewtopic.php?pid=252124#p252124





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Re: Undead Assault: Concept Demo release on February 22nd

2016-02-29 Thread AudioGames . net ForumGeneral Game Discussion : RTR_Assassin via Audiogames-reflector


  


Re: Undead Assault: Concept Demo release on February 22nd

bucklee12 wrote:hi,the game is Great, in the later phases, i may consider a donation, who knows. but i would have any question, or whatever. how do people know, if the zombie is behind, or before you? because i think, the bleeping means, you are only in shooting range. but you cant tell if to shoot forward, or backwards, or whatnot.M.I have the same issue as well.

URL: http://forum.audiogames.net/viewtopic.php?pid=251998#p251998





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Re: Undead Assault: Concept Demo release on February 22nd

2016-02-29 Thread AudioGames . net ForumGeneral Game Discussion : RTR_Assassin via Audiogames-reflector


  


Re: Undead Assault: Concept Demo release on February 22nd

HI guys,So I got a record of 189 killed zombies and made a total of 65,760 points. I'm really enjoying this game so far. When it is complete, it will be far better than Swamp, if it isn't already.

URL: http://forum.audiogames.net/viewtopic.php?pid=251953#p251953





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Re: Some ideas for my BTB.

2016-02-27 Thread AudioGames . net ForumGeneral Game Discussion : RTR_Assassin via Audiogames-reflector


  


Re: Some ideas for my BTB.

That is correct.

URL: http://forum.audiogames.net/viewtopic.php?pid=251846#p251846





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Re: Some ideas for my BTB.

2016-02-27 Thread AudioGames . net ForumGeneral Game Discussion : RTR_Assassin via Audiogames-reflector


  


Re: Some ideas for my BTB.

I don't think it's the code that matters, it's the look and feel of the game itself. Connor seems to be confusing these two ideas.

URL: http://forum.audiogames.net/viewtopic.php?pid=251834#p251834





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Re: Some ideas for my BTB.

2016-02-27 Thread AudioGames . net ForumGeneral Game Discussion : RTR_Assassin via Audiogames-reflector


  


Re: Some ideas for my BTB.

I don't think it's the code that matters, it's the look and feel of the game itself. He's confusing these two ideas.

URL: http://forum.audiogames.net/viewtopic.php?pid=251834#p251834





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Re: Some ideas for my BTB.

2016-02-27 Thread AudioGames . net ForumGeneral Game Discussion : RTR_Assassin via Audiogames-reflector


  


Re: Some ideas for my BTB.

I would like to know whether or not this is a side scroller; if so, it should be different from UltraPower indeed. If not, then a 2d system would be even better. In that case, you could make it somewhat like RTR, or STW. A rotation system would help us aim at each other more accurately.Another consideration is a better weapon system. Have your typical weapons assigned to the number row if you wish, but provide us with a secondary attack button, or weapon mode. For example, space bar could be used to fire, but alt, or control could be used to swing a rifle with a bayonet fixed to it.

URL: http://forum.audiogames.net/viewtopic.php?pid=251816#p251816





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Re: Some ideas for my BTB.

2016-02-27 Thread AudioGames . net ForumGeneral Game Discussion : RTR_Assassin via Audiogames-reflector


  


Re: Some ideas for my BTB.

connor142 wrote:it would actually matter to me. If I notice that I'm playing a sooped up version of ultrapower, I'm not gonna want to play it.Actually, you haven't seen the game yet, so it's difficult for you to assume what it will look like at this point.

URL: http://forum.audiogames.net/viewtopic.php?pid=251814#p251814





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Re: Rode to rage map exchange.

2016-02-19 Thread AudioGames . net ForumGeneral Game Discussion : RTR_Assassin via Audiogames-reflector


  


Re: Rode to rage map exchange.

Hi Defender,I had this idea in mind. There are many videos on YouTube and  other sites regarding the Syrian and Iraqi civil wars. You could extract sounds from them as ambiances and create new, interesting maps. I would have to play around with YouTube mp3 downloaders to do so, but that kind of project is still an interesting idea. The only thing I haven't been able to figure out is how to actually use the map maker; it is confusing as hell to use. However, more maps are always welcomed.

URL: http://forum.audiogames.net/viewtopic.php?pid=250838#p250838





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Re: SBP now accepting preorders for online mode

2015-12-13 Thread AudioGames . net ForumGeneral Game Discussion : RTR_Assassin via Audiogames-reflector


  


Re: SBP now accepting preorders for online mode

Hi Mason,Just curious, were you planning to transition from Ultrapower to Scrolling Battles Pro online mode? It's remarkable how fast this seems to have been developed, unless I got the wrong idea. I know the amount of complaints many players had about Ultrapower and the demo of SBP sounds like a major improvement over Ultrapower. IN fact, this is what I would've wanted to happen to Ultrapower in the first place, but you are developing SBP now instead, which doesn't really matter. It's not the title, but the game play that counts, so I almost think of SBP 1.0 as a new version of Ultrapower that has been totally redesigned and given a whole new title.

URL: http://forum.audiogames.net/viewtopic.php?pid=242590#p242590





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Re: SBP now accepting preorders for online mode

2015-12-13 Thread AudioGames . net ForumGeneral Game Discussion : RTR_Assassin via Audiogames-reflector


  


Re: SBP now accepting preorders for online mode

That's good news, considering I myself was getting quite tired of UP. The way the game worked from the bottom up just didn't work for me. The weapon system was not very realistic and cheap shots could be taken by people who picked up long-range weapons like the gas canister and the RPG launcher to kill players who barely have enough ammo to fire a shotgun. Again, this is great to know.

URL: http://forum.audiogames.net/viewtopic.php?pid=242595#p242595





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Re: SBP now accepting preorders for online mode

2015-12-13 Thread AudioGames . net ForumGeneral Game Discussion : RTR_Assassin via Audiogames-reflector


  


Re: SBP now accepting preorders for online mode

Alright, this topic can be deleted then.

URL: http://forum.audiogames.net/viewtopic.php?pid=242635#p242635





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Re: SBP now accepting preorders for online mode

2015-12-11 Thread AudioGames . net ForumGeneral Game Discussion : RTR_Assassin via Audiogames-reflector


  


Re: SBP now accepting preorders for online mode

Is it going to be pvp like UltraPower?

URL: http://forum.audiogames.net/viewtopic.php?pid=242293#p242293





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Re: SBP now accepting preorders for online mode

2015-12-11 Thread AudioGames . net ForumGeneral Game Discussion : RTR_Assassin via Audiogames-reflector


  


Re: SBP now accepting preorders for online mode

HI Mason,When I go to the PayPal site, it directs me to a page in a foreign language. I can't make sense of it. Why is this?

URL: http://forum.audiogames.net/viewtopic.php?pid=242328#p242328





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Re: Should a new side scrolling shooter be developed to replace Ultrapower

2015-11-07 Thread AudioGames . net ForumGeneral Game Discussion : RTR_Assassin via Audiogames-reflector


  


Re: Should a new side scrolling shooter be developed to replace Ultrapower

I think side scrollers have replay value, but it depends on how they are developed. Ultrapower is a good concept, but there are flaws in it. The leveling system is quite corrupt and was largely taken from Swamp, where players don't fight other players, as is the case in Ultrapower. Also, certain mechanics like the turning system have been broken, making it more difficult to target enemies. So, another shooting side scroller wouldn't hurt; instead, it would provide players with a much needed alternative.

URL: http://forum.audiogames.net/viewtopic.php?pid=237659#p237659





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Re: Should a new side scrolling shooter be developed to replace Ultrapower

2015-11-07 Thread AudioGames . net ForumGeneral Game Discussion : RTR_Assassin via Audiogames-reflector


  


Re: Should a new side scrolling shooter be developed to replace Ultrapower

I probably should have asked the question, should a new shooter be developed? Side scroller is too specific. The point is that Ultrapower is getting a little old.

URL: http://forum.audiogames.net/viewtopic.php?pid=237679#p237679





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Should a new side scrolling shooter be developed to replace Ultrapower

2015-11-06 Thread AudioGames . net ForumGeneral Game Discussion : RTR_Assassin via Audiogames-reflector


  


Should a new side scrolling shooter be developed to replace Ultrapower

Hello,As I mentioned before on the Ultrapower topic, the game suffers from frequent downtime and many bugs. The developer doesn't seem to be doing much to remedy the situation. Ultrapower is a game I really like to play, but it's looking more and more like it won't last. I currently don't have the resources to develop one at this very moment, but I'm going to look into learning Pure Basic or Autoit. Just wondering who else feels like the need for change is in the air?

URL: http://forum.audiogames.net/viewtopic.php?pid=237611#p237611





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Re: DeathMatch, a new beginning

2015-10-26 Thread AudioGames . net ForumGeneral Game Discussion : RTR_Assassin via Audiogames-reflector


  


Re: DeathMatch, a new beginning

Hi Danny,So far, so good. I listened to that demo you posted and it sounds great. Fusion jumping is now way easier. I used to hate having to type in coordinates just to enter fusion space. I also like the new galactic coordinate system a lot. It is much easier to find star systems and navigate between them and not having to read out large numbers when checking coordinates. Finally, landing on surfaces is also better. Now, you know exactly when you are going to land and have control over where you land. Before, you had to select from a huge list of destinations on sensors. Now, there is a dedicated land on surface option, which makes this process much easier. Again, this game already sounds like a stark contrast to DMNB 1 and much more playable it seems.

URL: http://forum.audiogames.net/viewtopic.php?pid=236298#p236298





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Re: DeathMatch, a new beginning

2015-10-19 Thread AudioGames . net ForumGeneral Game Discussion : RTR_Assassin via Audiogames-reflector


  


Re: DeathMatch, a new beginning

HI Danny,As I have said on Skype a few days ago I am happy to hear that you're redesigning DMNb 2 to be much more like Project Alpha, as opposed to a Star Trek inspired 2d version of Miriani or Prometheus. When I first started playing DMNB, I was rather disappointed coming from Project Alpha because of the amount of time players spend on board their vessels like a commercial pilot flying round the clock to accomplish various tasks. What was particularly unsettling was the limited amount of ground-based game play, which meant that all players would do is dock on a planet or space station, enter an area with a galactic network terminal, buy the equipment they needed, and board their vessels again.In contrast, Project Alpha kept players busy throughout its entirety. From level one to level five, players had to navigate their environment, explore areas for objects, and buy equipment at galactic network terminals. Weapons also had to be upgraded to insure that monsters
  could be dealt with efficiently. This was all done while trying to put a derelict together just enough to be able to escape the asteroid belt and escape Red Warp as it exploded, leaving them stranded on Inderian Nine. The subsequent quest to search for all of the components for the gravity jammer to then destroy the project was also intense. Without getting to deep into the game play itself, the concepts you introduced were groundbreaking for an audio game.Now, I totally understand why a redesign of DMNB is necessary. As you pointed out, the teleporters were implemented as a convenience for players, but they don't resemble the realistic experience of navigating the corridors of a vessel, or the surface of a planet. Red Warp was huge indeed, so was Glimmer of Hope, but I was able to learn the layouts of both ships and complete the game five times, enjoying it each time I did so. The cockpit-centered approach made the game rather boring for beginners to be honest, as there
  wasn't really much to do until enough credits were earned in order to upgrade to a much larger, more powerful vessel, which was capable of deep space exploration, combat, and planet cracking, among other things. So, providing players with a variety of activities, both in the pilot seat and on the ground will undoubtedly the replay value of this game. There were many times when I decided to take a break from DMNB because there weren't enough players to do missions with, since each player was focused on mining, planet cracking, or salvaging in order to earn the most amount of credits. That was one of the main problems, the idea that one player had to have more credits than every other player, which meant that the game looked more and more like a competition that decided whose ship was the best and most powerful. Instead, players should be able to explore derelicts together and not just to salvage artifacts, but to repair damaged components, as was the case in DM Pa. Along t
 he way, they should face similar dangers, such as self-destruct sequences, monsters, and structural failures, which would require problem solving in order to avoid certain death. That was the appeal of Project Alpha and taking this game in a similar direction will be a welcomed sign of progress. Finally, the reasons which brought you here are largely based on the player base. You had to deal with Drama, both on this forum and on the server, which didn't contribute to the development of this great game. Players were asking for custom ships, credit hand-outs, and features that weren't necessary, couldn't be coded in a timely manner, and detracted from the main ideas of the DM universe. So, don't be bothered by players who cause drama, demand constant updates, or free credits and rewards to progress through the game. This game can be enjoyed by everyone, as long as no one ruins it for everyone else.

URL: http://forum.audiogames.net/viewtopic.php?pid=235463#p235463





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Re: Seeking sound designers for a multiplayer FPS project

2015-10-13 Thread AudioGames . net ForumGeneral Game Discussion : RTR_Assassin via Audiogames-reflector


  


Re: Seeking sound designers for a multiplayer FPS project

Here's the thing, RTR is actually quite tactical, so I strongly disagree with Assault Freak. It all depends on how you play the game. If all you do is mash the control key over and over again and hope to get results, you will be disappointed. However, I use various strategies to gain advantages over other players. These may include hiding, using long-range weapons against enemies with short-range weapons, evading attacks by jumping and sidestepping, etc. So, it isn't as some say, a point and shoot game at all.However, I hope this game expands on the ideas of RTR and Swamp. I agree that more mission modes should be included. I would like to see a game mode that allows teams to attack bases and capture them. This would give players a goal to achieve. Also, the ability to call in airstrikes would prove useful against enemies who hide in buildings. These are all aspects of FPS games that are currently missing in RTR. So, including them here would refresh the FPS audio 
 gaming scene.

URL: http://forum.audiogames.net/viewtopic.php?pid=234727#p234727





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Re: Seeking sound designers for a multiplayer FPS project

2015-10-13 Thread AudioGames . net ForumGeneral Game Discussion : RTR_Assassin via Audiogames-reflector


  


Re: Seeking sound designers for a multiplayer FPS project

Ghorthalon is planning to update RTR, but it will take him a while. As far the FPS debate, you're right, it doesn't really matter if you even call it a FPS, or just a shooter. The point is well taken, more tactical elements should be introduced. This is why I suggest allowing maps to be 3d, so that a player could stand on a higher platform and shoot down at enemies using a sniper rifle. In RTR you can't do that as of yet. Again, allowing players to call for backup from the air force would also add more realism to the game.The other idea is to also include vehicles, such  as tanks and armored trucks. This wold allow players to move faster on the battle field and would provide a challenge for other players who don't have vehicles to shoot them down with anti-tank weapons. I know these ideas are going to take a while to implement, but they are something to consider in the future.

URL: http://forum.audiogames.net/viewtopic.php?pid=234745#p234745





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Re: Seeking sound designers for a multiplayer FPS project

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


  


Re: Seeking sound designers for a multiplayer FPS project

Hi Ian,Does this game have a Title? I am definitely looking forward to it myself, as I am a huge RTR fan, which you can easily tell by my user name.

URL: http://forum.audiogames.net/viewtopic.php?pid=234581#p234581





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Re: Seeking sound designers for a multiplayer FPS project

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


  


Re: Seeking sound designers for a multiplayer FPS project

Yes, I totally agree. Is the game going to be more similar to Swamp, or RTR? IN other words, does it rely more on mouse navigation than keyboard navigation? It is much easier to use the keyboard to navigate than it is the mouse.

URL: http://forum.audiogames.net/viewtopic.php?pid=234587#p234587





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Re: ultrapower's voice chat feature security review

2015-08-21 Thread AudioGames . net ForumGeneral Game Discussion : RTR_Assassin via Audiogames-reflector


  


Re: ultrapower's voice chat feature security review

[[wow]], we keep having this crap happen over and over again. This guy is a total freak who probably collaborated with Terminator. As Sam said earlier, stronger encryption of packets would leave us less vulnerable to these kinds of attacks. As for voice being different from text because voice clips can be compiled in such a way in which they could be used against anyone, I dont see the point. I could easily modify the contents of a chat log if I wish, in order to do damage to another person. So, I totally disagree with that point. Again, stronger security measures just need to be taken more seriously and things will be much more stable.

URL: http://forum.audiogames.net/viewtopic.php?pid=228786#p228786




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Re: You know you've been playing too much Survive the Wild when...

2015-08-21 Thread AudioGames . net ForumGeneral Game Discussion : RTR_Assassin via Audiogames-reflector


  


Re: You know you've been playing too much Survive the Wild when...

55. When you walk across a dirt path, you expect there to be a pine forest not too far to the west.56. Whenever grass is found, you instinctively proceed to make strings with it.57. You collect as many branches as possible, hoping to make many arrows.58. When picking up rocks, you wonder why its so hard to get a rock gun.This is fun!

URL: http://forum.audiogames.net/viewtopic.php?pid=228777#p228777




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Re: DeathMatch, a new beginning

2015-08-14 Thread AudioGames . net ForumGeneral Game Discussion : RTR_Assassin via Audiogames-reflector


  


Re: DeathMatch, a new beginning

Hi Danny,this new system sounds like it will solve most of the problems associated with random killing. Pirates can be pirates, but as you suggested, targets should be picked wisely. I wouldnt have much of a reason targeting a light freighter, since they dont go far and they dont store much cargo. The capital vessels could be left vulnerable, which is why I always orbit fed space when I go offline. I know theres going to be a pirate in deep space who will probably shoot me down, so I avoid it in the first place.I also would like to know what you mean by introducing Project Alpha creations into the game. Do you imply that we will fight the monsters we encountered on DM PA? If so, that gives me an idea. We could have a derelict salvaging mission that would involve salvaging debris. However, in some of the rooms, monsters would reside. So, in order to be able to salvage the artifacts, we would have to fight them off.I also heard that everyone
  got reset on STW chat. So, Im wondering if that also means my ships disappeared. I have to update the client and log on. Hopefully, everything should be fine now.

URL: http://forum.audiogames.net/viewtopic.php?pid=227866#p227866




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Re: Some Swamp beginner questions

2015-08-14 Thread AudioGames . net ForumGeneral Game Discussion : RTR_Assassin via Audiogames-reflector


  


Re: Some Swamp beginner questions

Hi Daniel,I totally understand why you are having so much trouble shooting down enemies. Its not the centering thats difficult for me, it is estimating the distance between my character and the enemy. The thing is that increasing the volume of the zombie steps is actually going to complicate things further. The louder the steps, the closer the enemy seems to be. When I leave the setting at 100, the enemy sounds really close when it growls, but the footsteps seem far away. So, I have missed many times when attempting to kill a zombie. In RTR and UltraPower, estimating the distance between a player and an opponent is much simpler, even without using radars to do it.

URL: http://forum.audiogames.net/viewtopic.php?pid=227887#p227887




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Re: DeathMatch, a new beginning

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


  


Re: DeathMatch, a new beginning

The problem is that lots of pirates take advantage of players who are offline and destroy their ships. This leaves most of us defenseless, since were not logged on to respond to an attack. So, it would be much more even if the players who pirate in deep space attack players who are online.

URL: http://forum.audiogames.net/viewtopic.php?pid=227461#p227461




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Re: DeathMatch, a new beginning

2015-08-06 Thread AudioGames . net ForumGeneral Game Discussion : RTR_Assassin via Audiogames-reflector


  


Re: DeathMatch, a new beginning

Personally, I wouldnt want to read a long changelog, since thats already available in the dmnb directory. So, the current system in place is probably the easiest for players to access.

URL: http://forum.audiogames.net/viewtopic.php?pid=226793#p226793




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Re: Rtr server topic, post servers that are up!

2015-08-01 Thread AudioGames . net ForumGeneral Game Discussion : RTR_Assassin via Audiogames-reflector


  


Re: Rtr server topic, post servers that are up!

[[wow]], you want to advertise to everyone how badly beaten you will be? Come on Grenade Interactive: Death Match, or Andres server and I promise you you will regret it. Remember, your uncle wont help you here.

URL: http://forum.audiogames.net/viewtopic.php?pid=226208#p226208




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Re: DeathMatch, a new beginning

2015-08-01 Thread AudioGames . net ForumGeneral Game Discussion : RTR_Assassin via Audiogames-reflector


  


Re: DeathMatch, a new beginning

Hi Steve,I have had that happen before. I tried to teleport to another part of my ship and got that message as well. This was a while ago, but the problem still persists.

URL: http://forum.audiogames.net/viewtopic.php?pid=226205#p226205




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

2015-06-24 Thread AudioGames . net ForumGeneral Game Discussion : RTR_Assassin via Audiogames-reflector


  


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

Dark wrote:@Rtr assassin, your comments about defense are exactly what I mean above by getting the mechanics right, simply going for a hear it, hit it approach rather than trying to think of what creates a better game. In all the classic walk along beatemups, double dragon, streets of rage, final fight, golden axe, they were 2D, not 1D. that is though you walked left to right, you could also walk up and down a small degree, so fighting was an exercise in correct positioning, not getting cornered using combos on enemies in correct situations etc. Your correct on the mash the control business not working.I also dont agree with Devin on the fps being crap, though again Fps is only one type of game and while weve seen some extremely good examples of such,there are lots of other things that could be done too.Exactly, this is the point I made to Sam on the Survive the Wild thread. A
 nyone with a very sharp knife can simply sneak up from behind, hit the space bar once, and instantly kill you. They put no effort whatsoever into the fight, if you can even call it a fight. It is usually more like an assassination. Even if I turn around and confront an opponent, I may still die because the only defense I have is striking first, jumping back, or sidestepping. As I said before, that makes it harder to track an opponent.So, more realistic mechanics could be introduced that allow a player to actually defend against enemy attacks instead of running away. As you pointed out, simply hearing an enemy and then striking to instantly kill them makes for a boring and frustrating game. I died this way five or six times in Survive the Wild just in the last two days. I am starting to get sick of the game because of it. The good news is, Sam said he will implement an attack parrying system in the future. I hope it will even out the playing field in knife and spear fights.The moral of the story is, developers arent doing enough to make their games fair. Confrontations usually consist of striking first and getting in the killing blow without the other side having a means of defending against the attacks. This is only one of many issues I would like to see addressed.

URL: http://forum.audiogames.net/viewtopic.php?pid=221370#p221370




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

2015-06-20 Thread AudioGames . net ForumGeneral Game Discussion : RTR_Assassin via Audiogames-reflector


  


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

OK, here are a few suggestions. First, the survival horror idea sounds great. I was thinking a game similar to Death Match: Project Alpha could be written involving zombies, much like Resident Evil. Playing that game made me realize how much fun it would be killing zombies, obtaining new weapons, leveling them up, and solving puzzles (hacking interfaces in DMPA). It could be taken a step further and involve 3d movement.As far as FPS being crap, i highly disagree with that. I still think Road to Rage is one of the best FPS games Ive played. Lets face it, many games that followed like UltraPower borrowed many elements from RTR, notably the weapon system and keystrokes. That could also be taken a step further. The idea of a fighting game doesnt sound too difficult in theory. Take the game mechanics of RTR or UltraPower and develop a game that places heavier emphasis on using technique to take down an opponent. Instead of mashing the ctrl key or spacebar, lette
 rs could be used to distinguish between left and right punches, kicks, weapons, etc. Then, combinations of different attacks could be implemented.Finally, this is another strange phenomenon Ive observed while playing many of these audio games. Why is there no adequate defense system in them? In most cases an enemy can walk up to you with a knife in a game like Survive the Wild and simply hack you to death. You have no way to parry, dodge, or block his attacks. The only things you can do is walk away in a different direction, or jump. However, jumping and walking out of the way makes you lose track of your enemy. This could be the difference between surviving a fight and losing it. So, a defense system should be a standard component in any game that involves the use of melee weapons. I cant stand not being able to actually stand there and fight with my opponent because I cant parry his attack.

URL: http://forum.audiogames.net/viewtopic.php?pid=220763#p220763




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Re: DeathMatch, a new beginning

2015-03-31 Thread AudioGames . net ForumGeneral Game Discussion : RTR_Assassin via Audiogames-reflector


  


Re: DeathMatch, a new beginning

severestormsteve1 wrote:L? I didnt even know that existed. It would be wise to copy those policies into a txt document, as well as the installer. That could surve as something players had to agree to before playing, no need to write a ula.As Danny already suggested, people should just read the policies in the game. There doesnt need to be a text document imbedded within the installer. Pressing l after first connecting shouldnt be too difficult.

URL: http://forum.audiogames.net/viewtopic.php?pid=210547#p210547




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Re: DeathMatch, a new beginning

2015-03-31 Thread AudioGames . net ForumGeneral Game Discussion : RTR_Assassin via Audiogames-reflector


  


Re: DeathMatch, a new beginning

severestormsteve1 wrote:I think that a shuttle system would be better. it would make the game yet more realistic, and being placed where menerals are by a shuttle is better than using a teleporter and having to walk, walk, and walk to get thereThat does sound like a great idea. I was wondering, what does the crew do on the planet surface? Most planet cracking was done on ship. Since an asteroid belt is created around the ship and the ship uses it to mine out entire pockets of minerals, the whole crew would logically have to be on board the vessel to receive credits. I think some parts of the puzzle are missing here, so a better explanation or demonstration would certainly clear up the confusion. The shuttle system could also be demonstrated, as it would be interesting to see it in action.

URL: http://forum.audiogames.net/viewtopic.php?pid=210551#p210551




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Re: DeathMatch, a new beginning

2015-03-29 Thread AudioGames . net ForumGeneral Game Discussion : RTR_Assassin via Audiogames-reflector


  


Re: DeathMatch, a new beginning

severestormsteve1 wrote:Oh [[wow]] danny. that is really cool. Yeah its always great to have new ships and ship classses, plus the new planets springing up... By the way how did you get it to do that? Do you just have a random timer that expands the universe and one that puts random planets with random values assigned to properties? or are you creating each individual planet.It seems as though the universe keeps on expanding. I saw many more planets in the delta system than Ive ever seen before when I went planet cracking on Friday. So, the revamped planet cracker only makes sense. You will need a more advanced version of the ship in order to extract minerals on those planets.

URL: http://forum.audiogames.net/viewtopic.php?pid=210323#p210323




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Re: IOS audiogames: any suggestions?

2015-03-10 Thread AudioGames . net ForumGeneral Game Discussion : RTR_Assassin via Audiogames-reflector


  


Re: IOS audiogames: any suggestions?

If I had to suggest a great game for iOS, it would have to be AudioDefense. I only played it for a week before switching to a droid Turbo, but I found the mechanics simple to learn and the game play very addicting. The game uses the same game engine as the Papa Sangre series, which will make it even easier to learn if you played those games. The game only costs $4.99 on the app store and it is better than Sixth Sense.

URL: http://forum.audiogames.net/viewtopic.php?pid=208138#p208138




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