Re: SoniFight v1.2 Alpha 3 available

2020-10-08 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: SoniFight v1.2 Alpha 3 available

Accessibility tool for mainstream games. The tricky part is that it does this via monitoring the game's memory, so someone has to figure out what chunks of memory refer to what. It's easiest to use for things like health, settings, menus iiuc.

URL: https://forum.audiogames.net/post/578588/#p578588




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Re: Swamp Map Editor!

2020-07-05 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Swamp Map Editor!

I think it's something the game does.The fourth number for each tile is for the building helper, though in theory it could have been used for other things, like AI navigation or to help zombies find people or something.The last number, afaik, isn't used, and was meant for an unfinished feature? Maybe one of the missions, or Brush Creek or the sewers use it?The building helper should be somewhat usable in the latest version of the editor, if I can miraculously figure out how to upload files again (wtpf even is this being so difficult?). I couldn't get the pathfinder to do it right, though, so it has to be done in rectangular sections, which means there will be weird spots on the borders of the sections, so if AI did use it, it would get confused.

URL: https://forum.audiogames.net/post/549054/#p549054




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Re: Swamp, zombie FPS by Aprone

2019-12-13 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

The trouble is that it went from an arcade shooter to a co-op survival MMO to a competitive survival MMO with PVP, and the mechanics for each clash with the gameplay of the others. Ex, losing everything when you die works for Arcade mode. Starting out super slow and squishy works for co-op mode. Relying on missions for everything works for competitive. But they clash as-is. In theory, custom maps and hard core allow you to keep these aspects more separate, but it's been bumpy maintaining that balance.

URL: https://forum.audiogames.net/post/485287/#p485287




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Re: Rock, paper and scissors!

2019-10-26 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Rock, paper and scissors!

Not sure if this would work wrapped in an exe, but maybe running it from the command prompt would make it possible to catch any error messages that might appear when it closes?

URL: https://forum.audiogames.net/post/470689/#p470689




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Re: Swamp, zombie FPS by Aprone

2019-07-03 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

@Jayde: Yeah, still mostly an open world shooter with "optional" missions.  It can be played with just keyboard, if you remap forward and fire, but you will be slaughtered if you try to PVP this way. I think. Probably. I got slaughtered when I tried PVP and don't actually know. But i'd be surprised if this isn't the case.Every now and then, I think about trying an SCS campaign that ignores the combat system and uses the enter / shift q events to implement something different, but, like everything I think about doing, it never actually happens. Kinda wondering why no one else has done so, afaik. It's the closest thing we have to a world engine we can accessibly make content for with minimal programming knowledge, somehow.Ok, not no one. Aprone made the Pyramid campaign before menus were added. I made like 1/3 of one with jumping, but it keeps glitching and I probably wouldn't release it anyway. And Fyquest had artificial weapons from before the weapons in question were added to the game. ... holycrap Fyquest is older than the flamethrower and machete . But those feel like cheating.

URL: https://forum.audiogames.net/post/445974/#p445974




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Re: Swamp, zombie FPS by Aprone

2019-03-19 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

1. You can.2. If they go rogue and get your account banned, you have no recourse other than buying a new one.3. That password better be unique to your Kaldobsky account 

URL: https://forum.audiogames.net/post/420387/#p420387




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Re: Swamp, zombie FPS by Aprone

2019-03-10 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

Isn't there a setting that turns off zombie sounds?Other things that come to mind:- I've noticed that Swamp sometimes gets confused about map size, causing sounds that are played away from the player to be silent because they're treated as out-of-bounds. I doubt it's this one, but I should probably put out a Fyquest update because it happens a lot there.- The zombies folder might have gotten some weird treatment due to the reinstall. I have no idea why that would happen, but it makes the most sense? Maybe go to the folder's properties to check, or something?- Sound that is positioned or otherwise receives effects might be breaking. Menu and hit sounds are stationary, after all, and Idk if something different happens with the death sounds. Actually, do weapon sounds not play? I'd almost expect drawing weapons, at the very least, to still work. Regardless, in this case, it's probably something screwing with how the game handles stereo, which would mean it's something getting broken in the reinstall. Checkup.exe should have fixed it, though, unless the reinstall just really hates DirectX and stereo for some reason.

URL: https://forum.audiogames.net/post/417590/#p417590




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Re: Swamp, zombie FPS by Aprone

2019-03-07 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

Multiplayer campaigns would pose some interesting questions regarding events. Do any of the player-triggered events work in a multiplayer campaign? If so, do they only effect the player who triggers them? How does the scripter (or the game, for that matter) distinguish local players from online players from allies? Does the jump command, for example, affect one player, not all, and do the other players have to sync with campaign-spawned changes? How would a scripter identify an online player, or access their vars? Does the total number of players matter? Can commands be made to affect everyone?This would be nice, and also complicated to carry out for both Aprone and scripters.

URL: https://forum.audiogames.net/post/416860/#p416860




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Re: Swamp, zombie FPS by Aprone

2019-03-03 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

Swamp needs something like DnD's XP-drain. Although, in DnD that was things like ghosts. Not sure what it could be in Swamp. Maybe the forts are hotbeds for disease, so it's possible that people abusing them might come down with the plague? Of course, they could spread said plague to anyone who attacks them, unless they have, like, a doctor's mask or something... hmm.

URL: https://forum.audiogames.net/post/415941/#p415941




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Re: Swamp, zombie FPS by Aprone

2019-03-03 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

... Attack them? Like, form a huge coallition of allied clans, and go D-Day on them? IDK, maybe I've lost track of how it works for avoiding HC mode, but it seems like a Z-Day should be an option, if enough players want it badly enough to cooperate and bring it about. Forts clearly aren't siegeable in the way that actual fortifications are (cut off the water supply!), and they apparently get stronger the longer this goes on, so finding the right time to attack that trades off against the attackers' resources vs the defenders' rate of improvement might be difficult.But you mention that the forts aren't fortified, and they don't really seem to do anything, so maybe I've lost track of how attacking forts works...

URL: https://forum.audiogames.net/post/415876/#p415876




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Re: My second BGT project, Screaming Strike!

2019-02-10 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: My second BGT project, Screaming Strike!

Was it World of War?

URL: https://forum.audiogames.net/post/410888/#p410888




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Re: Swamp, zombie FPS by Aprone

2019-01-31 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

Only two ways to find out? And one of them is worth recording if the lag doesn't prevent it? ^_^

URL: https://forum.audiogames.net/post/408531/#p408531




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Re: Swamp, zombie FPS by Aprone

2019-01-22 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

The solution seems clear: let's make more, better campaigns. Who's with me? ...?

URL: https://forum.audiogames.net/post/406814/#p406814




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Re: Swamp, zombie FPS by Aprone

2018-12-06 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

Most of them are a pretty straight forward matter of shoot it til it's dead, while running backward if it's close enough to catch you before it dies. If possible, take out the Dires and Matriarchs first, as they attract other zombies. As for the Behemoth and Raiders... let me know when you find something 

URL: http://forum.audiogames.net/post/397019/#p397019




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Re: GoldGun, the adventure of a blind policeman

2018-12-01 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: GoldGun, the adventure of a blind policeman

The Episodic structure is more common in Indie games, these days; see FNAF, Bendy and the Ink Machine, almost certainly others I've heard of and forgotten. Small studios seem to be using this model lately to get around the problems with a small studio getting funding for an unknown project that would take years to complete if attempted in a single burst.

URL: http://forum.audiogames.net/post/396242/#p396242




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Re: Swamp, zombie FPS by Aprone

2018-11-28 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

Yeah, it's usually in post 1.

URL: http://forum.audiogames.net/post/395631/#p395631




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Re: Swamp, zombie FPS by Aprone

2018-11-16 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

I imagine anyone near them when they die is getting splattered with embers, so going after them in melee would be a bad idea. Would be interesting in PVP to have someone lure burning zombies into the enemies' path, since trying to save allies from them could just get said allies bURNiNATED.

URL: http://forum.audiogames.net/post/393467/#p393467




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Re: Swamp, zombie FPS by Aprone

2018-11-15 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

Somehow, the Flayer always made me imagine a Hork Bajir made of fire and ash. Or Lord Zedd's more blade-happy cousins. Could be both, I suppose.How would a Burner interact with water? Fire? If it would be blocked from crossing deep water, would that require coding around that, or would they only appear far from multi1, sub2, or multi3, and it's on Campaign writers to deal with it if they want to bring Burners to wet places?Ooh, actually, a Burner stepping in water, creating bursts of steam, could be interesting. If a bunch of Burners showed up on, say, Multi4, the steam could be so abundant as to make it difficult to hear anything else, which wouldn't be too unlike how that'd play out visually.

URL: http://forum.audiogames.net/post/393329/#p393329




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Re: Swamp, zombie FPS by Aprone

2018-11-14 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

I do like that idea. Similar power, different playstyle, relevant for tactical decisions...

URL: http://forum.audiogames.net/post/393161/#p393161




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Re: Everdark Clash enters public beta

2018-02-13 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Everdark Clash enters public beta

That depends on how many secrets you unlock . The simplest answer is "16, each with 1-3 parts". There are bonus levels and secret rooms and such, and I'd like to add a lot of post-game bonuses in the way that Bokurano Daibouken does, but I haven't had much success thinking of many.

URL: http://forum.audiogames.net/viewtopic.php?pid=352046#p352046





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Re: Fyquest (SCS campaign) and Swamp Map Editor have been updated

2018-02-12 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Fyquest (SCS campaign) and Swamp Map Editor have been updated

@Seanterry: Is... is normal Swamp walking not sluggish for everyone? I was under the impression you had to reach, like, level 5 before you got up to 4tiles/s. If you're using the warrior's armor, it slows you down even more (which is why the warrior gets a free skill point).I can't tell what causes the freezing thing, but I've also never seen it happen that quickly. Do you still have the debuglog from that session? The client can't be updated anymore, but if the cause has to do with something like the maps or the campaign, it might be solvable.@ironcross: Anyone who wants to mirror these files is graciously welcome to do so.

URL: http://forum.audiogames.net/viewtopic.php?pid=351966#p351966





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Re: Everdark Clash enters public beta

2018-02-12 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Everdark Clash enters public beta

OK, here's a sendspace link:https://www.sendspace.com/file/9bbq9y

URL: http://forum.audiogames.net/viewtopic.php?pid=351947#p351947





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Re: Fyquest (SCS campaign) and Swamp Map Editor have been updated

2018-02-12 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Fyquest (SCS campaign) and Swamp Map Editor have been updated

OK, here's the Map Editor:https://www.sendspace.com/file/tnz69wI wanted to try to get Google to review the TOS flag so the old link would work... but after it took 5 minutes to scroll down one item and get NVDA to stop reading every HTML complaint Firefox could come up with (F12 did not fix it), I decided that Google Drive + this computer is just that terrible. So we're back to this sendspace crap for the time being.

URL: http://forum.audiogames.net/viewtopic.php?pid=351946#p351946





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Re: Fyquest (SCS campaign) and Swamp Map Editor have been updated

2018-02-12 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Fyquest (SCS campaign) and Swamp Map Editor have been updated

You can do the coordinate shift thing by naming a zone zonename, where newX and newY are the coordinates to shift to.I think the link problem is that ever reliable thing where BGT programs get flagged by antivirus programs. So now I have to convince Google that, in fact, there is no malware in this file. -_-

URL: http://forum.audiogames.net/viewtopic.php?pid=351937#p351937





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Re: Everdark Clash enters public beta

2018-02-11 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Everdark Clash enters public beta

... Huh. OK, will hopefully get that fixed soon.[edit] try this link? https://drive.google.com/open?id=0B9y2y … lVmcndKbVU

URL: http://forum.audiogames.net/viewtopic.php?pid=351832#p351832





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Re: Everdark Clash enters public beta

2018-02-11 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Everdark Clash enters public beta

... Huh. OK, will hopefully get that fixed soon.

URL: http://forum.audiogames.net/viewtopic.php?pid=351832#p351832





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Re: Everdark Clash enters public beta

2018-02-11 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Everdark Clash enters public beta

There's an update, with some of the issues people have reported being fixed.Notice, though, that the sounds and voices are still the same, and the general feel hasn't really changed. So if anything in the below changelog is what gave you trouble, maybe try again. If you didn't like it for some other reason, you should probably skip this one.Oh, and another important thing: online has not been fixed.Replace the existing exe file with the patch:https://drive.google.com/open?id=0B9y2y … lVmcndKbVUChanges in 0.4b:- The BGM goes back to normal after the encounter in tutorial 1.- That combo that trips everyone up should be fixed.- Keyconfig should now tell you what key a button is set to.- Removed some debug cheats that controllers were accidentally triggering.- Lan-Long should now make sounds while idle.- There is now an extra message in the tutorial remix to emphasize that the qi button can be used to open doors.- Should now be a sound to indicate when instructions or dialog starts.- Expanded joystick deadzone a little.- Hopefully fixed the bug where you could pick up a broken crate before it disappeared. This was making it very frustrating to pick up the items that fall out of the crates.- Fixed an error in one of the secret levels which would cause the game to crash if you were airborn.- You should no longer hear a knife on the ground if you picked up a second one.- AI in 4-3 wasn't behaving as I wanted, so it's been tweaked a bit.- Attempting more lag-reduction measures.- The audio is no longer screen-locked. The Braille should still be framed correctly.- Some minor changes to tutorial messages, mostly to add information such as the radar.- A sound should play when dialog or instructions are finished.- Hopefully fixed the problem where too much qi in the lower gauge allows some enemies to cheap you to death. Triads and Yakuza were especially bad about exploiting this.- Set the points you get for defeating some enemies, who previously only gave you your last streak and nothing else.- Changed the way the nostun flag works, so that enemies can be completely unstunnable. Hopefully this will make the Steel Rover more challenging, since that was how I originally intended that to work!- There was a bug where ninjas who stole a defeated opponent's identity would sometimes move in very strange ways, teleporting and sliding through the ground and such, making them nearly impossible to hit. Hopefully, this has been fixed.- Character select should now speak characters' levels and scores.- The alternate endings should be properly separated, now. - The bug where certain important interactive objects stopped playing sound if they went off screen has hopefully been fixed.- A ledge/slope detection sound should now be available. You can toggle it from the pause menu, if you'd rather turn it off. It plays when you hold forward to walk or run, but not on your first step, so be careful.- It should now be easier to cancel out of a dash by crouching.Oh, I also tried to record a Letsplay of the whole thing, but not sure if it's worth uploading, given the sounds / beta Vs spoilers / etc. Also I have no idea how to convert .ogg files to Youtube videos 

URL: http://forum.audiogames.net/viewtopic.php?pid=351825#p351825





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Re: Everdark Clash enters public beta

2018-02-11 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Everdark Clash enters public beta

There's an update, with some of the issues people have reported being fixed.Notice, though, that the sounds and voices are still the same, and the general feel hasn't really changed. So if anything in the below changelog is what gave you trouble, maybe try again. If you didn't like it for some other reason, you should probably skip this one.Oh, and another important thing: online has not been fixed.Replace the existing exe file with the patch:https://drive.google.com/open?id=0B9y2y … lVmcndKbVUChanges in 0.4b:- The BGM goes back to normal after the encounter in tutorial 1.- That combo that trips everyone up should be fixed.- Keyconfig should now tell you what key a button is set to.- Removed some debug cheats that controllers were accidentally triggering.- Lan-Long should now make sounds while idle.- There is now an extra message in the tutorial remix to emphasize that the qi button can be used to open doors.- Should now be a sound to indicate when instructions or dialog starts.- Expanded joystick deadzone a little.- Hopefully fixed the bug where you could pick up a broken crate before it disappeared. This was making it very frustrating to pick up the items that fall out of the crates.- Fixed an error in one of the secret levels which would cause the game to crash if you were airborn.- You should no longer hear a knife on the ground if you picked up a second one.- AI in 4-3 wasn't behaving as I wanted, so it's been tweaked a bit.- Attempting more lag-reduction measures.- The audio is no longer screen-locked. The Braille should still be framed correctly.- Some minor changes to tutorial messages, mostly to add information such as the radar.- A sound should play when dialog or instructions are finished.- Hopefully fixed the problem where too much qi in the lower gauge allows some enemies to cheap you to death. Triads and Yakuza were especially bad about exploiting this.- Set the points you get for defeating some enemies, who previously only gave you your last streak and nothing else.- Changed the way the nostun flag works, so that enemies can be completely unstunnable. Hopefully this will make the Steel Rover more challenging, since that was how I originally intended that to work!- There was a bug where ninjas who stole a defeated opponent's identity would sometimes move in very strange ways, teleporting and sliding through the ground and such, making them nearly impossible to hit. Hopefully, this has been fixed.- Character select should now speak characters' levels and scores.- The alternate endings should be properly separated, now. - The bug where certain important interactive objects stopped playing sound if they went off screen has hopefully been fixed.- A ledge/slope detection sound should now be available. You can toggle it from the pause menu, if you'd rather turn it off. It plays when you hold forward to walk or run, but not on your first step, so be careful.- It should now be easier to cancel out of a dash by crouching.

URL: http://forum.audiogames.net/viewtopic.php?pid=351825#p351825





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Fyquest (SCS campaign) and Swamp Map Editor have been updated

2018-02-11 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Fyquest (SCS campaign) and Swamp Map Editor have been updated

I finally updated both of these to work with Swamp3.5.You can download them from the following links:Fyquest:https://drive.google.com/open?id=1AdYtb … tK2-UeSJrF- It should no longer crash so easily, or give error messages every 5 seconds.- Some new sidequests and subplots. ... Guh I just realized I forgot to remove some of the old makeshift weapons. ... Oh, well.- Shops, armor, etc have been updated in accord with the changes in Swamp.- The aiming problem with custom bosses should be fixed!- If you get "the variable [ally.*.x] could not be found" messages, type res into the chat box. That _should_ fix it without taking away their non-arrow ability to back you up.- At any time, you can type armor or skills to open the corresponding menus.- It kiiinda feels harder to me, so I'd recommend saving often. Map Editor:https://drive.google.com/open?id=1JbcQY … 8OqRecyj42- Maps now save correctly for versions of Swamp newer than 3.0! This can be applied to older maps by just loading, then resaving them, also.- The tile menu should no longer crash the editor if you have 0 tiles.- The tile menu now includes the numeric ID of the tile, for SCS campaigns.- The UI now uses more Swamp UI sounds.- Since there wasn't a changelog prior to this version, here are some features I'm not sure if were ever released:-- Pressing shift+z now assigns zone2 for the selected area, but not zone1.-- The editor recognizes tiles where only zone2 has been set, and announces them accordingly.-- You can press ctrl+r for a quick regions list, with first letter navigation, to simplify picking regions in complex maps.-- Maybe resizing is fixed now? No promises.-- At the ambience menu, you can press j to jump to the next ambience closest to the cursor. The maze generator is still buggy with ambience placement, and in huge maps with high numbers of ambiences, this simplifies finding the ones to move/edit considerably.- Alt-tabbing to and from the editor should no longer toggle braille output.- You can now jump to the northwest and southeast corners of the map by pressing ctrl+home and ctrl+end, respectively.- Pressing escape at the add beacon prompt now cancels, instead of adding a nameless beacon.- The prompts to set the story text for the safe zones and outposts should now contain the existing text as default input.As always, report bugs and incomprehensibility as you find them.

URL: http://forum.audiogames.net/viewtopic.php?pid=351823#p351823





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Re: Swamp, zombie FPS by Aprone

2018-02-10 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

Update: tried puting the river tile in the same slot as in multi1, still no go. Now to try renaming the zone to Brush Creek, heh.[edit) That did it. I only tried Brush Creek, though, and I know it works in Brush Lake. So it remains to be seen if it's Brush*, or specifically those too. [/edit]

URL: http://forum.audiogames.net/viewtopic.php?pid=351585#p351585





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Re: Swamp, zombie FPS by Aprone

2018-02-09 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

Update: tried puting the river tile in the same slot as in multi1, still no go. Now to try renaming the zone to Brush Creek, heh.

URL: http://forum.audiogames.net/viewtopic.php?pid=351585#p351585





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Re: Swamp, zombie FPS by Aprone

2018-02-07 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

@Aprone (or anyone else who might know), is it possible to use the Inflatable Sheep on custom maps? I noticed that it works in the unfordable parts of Brush Lake, so it's not exclusively useful to Brush Creek, but that could just mean it has to be somewhere with "Brush" in the name, .I got it to work on the modified multi1 I used in Fyquest, but tried it on a different custom map with no success. I copied the tile exactly from multi1, so it seems like it's something much more specific, like tile id or part of the map being recognizable or it being a "Brush*" zone, but IDK. It'd be kinda funny if the tile ids have to match, just because I was trying to minimize the tile count, heh.

URL: http://forum.audiogames.net/viewtopic.php?pid=351337#p351337





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Re: Swamp, zombie FPS by Aprone

2018-01-26 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

@Nikos: For your allies to listen to your commands, you need to use the "set ally obey =yes" command. Some versions break this, for reasons unknown, and I haven't tried it with 3.6. It works fine on 3.5, AFAIK.There is a map editor, but it's kinda buggy, and maps made with it tend to break in newer versions of Swamp. I think I have finally found a fix for this, so stay tuned.

URL: http://forum.audiogames.net/viewtopic.php?pid=349536#p349536





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Re: Swamp, zombie FPS by Aprone

2018-01-26 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

So I was messing with a campaign... in 3.5, I think? When I noticed two things that never seemed to happen before: 1. Sprained ankles slow me down way more than they use to. Like, if my normal running speed is around 4Hz, my sprained ankle speed is, like, 0.25Hz, tops, when I seem to remember it being more like 1 before. Like, I remember hobbling back to the safe zone from the hospital, but at the speed I was going here, I wouldn't have made it out of the hospital (or to the elevator, if I was deep in Sub1) in that time. It's a game-ender rather than a severe penalty, in this case.2. The command "give item -1 Sprained ankle" use to work, but in this context, it did not. I have 4 ways of calling it, and tried all of them, but I still had 1 Sprained ankle in my inventory. I checked the capitalization and spelling, and they all seem correct.I'm assuming it's related to something more specific about the situation: maybe it was a buggy map, or the combination of speed points and speed-enhancing armor I had on, or some other weird campaign element, might have broken it? I hope it's something easily resolvable like that. 

URL: http://forum.audiogames.net/viewtopic.php?pid=349457#p349457





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Re: Everdark Clash enters public beta

2018-01-15 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Everdark Clash enters public beta

@Caio: Sorta-kinda not really? I've addressed most of the specific bugs/features mentioned here, but the underlying problems of incomprehensibility are almost certainly still there, and I haven't the faintest idea how to fix that. And I desperately need an HR department. So, unless people want a patch consisting primarily of keyconfig giving key names, that combo in tutorial 3 being fixed, the cameras being separated so the player(s) remain(s) centered, and other little things, I'm not sure what else I can do.

URL: http://forum.audiogames.net/viewtopic.php?pid=347827#p347827





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Re: Everdark Clash enters public beta

2018-01-14 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Everdark Clash enters public beta

The opening scene and the object viewer should give some hints. I'll put the solution under a spoiler warning.SPOiLERThe base will explode when power runs out, so you need to destroy everything that's using power. There should be elevator buttons on the left; hit them, and they'll take you to a different floor. If you just get a buzzer when you hit a button, that's because you're at the top or bottom. The elevator won't work while there are enemies present, and it takes several seconds for the elevator to reach the next floor. I think you start out with, like, 3 or 4 minutes, and every power-draining machine you destroy adds something like 30-60 seconds.Also, there are two exits, but one is only availible to two specific characters.

URL: http://forum.audiogames.net/viewtopic.php?pid=347648#p347648





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Re: Everdark Clash enters public beta

2018-01-12 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Everdark Clash enters public beta

When you hear the low, rising tone around him, he's invincible, and sometimes attacks do negative damage. When he taunts, his defense resets. So avoid hitting him while he's invincible, and hammer him when he taunts.I'm considering reducing this effect more than I already have, because sometimes it's too easy to get stuck in a position where you can't damage him faster than he restores his defense. If you can poison him, that should prevent him from regaining health, but there aren't many attacks that do this. Also, just like the guards in the tutorial, pits ignore defense, so if you can get him to fall in the deep part of the lake, that might help.Blades and Spectro's stronger rays do a lot of block-damage. I think Spectro's microwaves (which are generally useless) might help. Suzuki and Mozuda have one or two attacks which sometimes poison, but I'd be careful relying on those. Oren's blasts (and the defobots', now that I think of it) are ray-based, meaning that Spectro's invisibility and darkness protect him against them until he either runs out of qi, or gets hit by a melee attack.

URL: http://forum.audiogames.net/viewtopic.php?pid=347264#p347264





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Re: Everdark Clash enters public beta

2018-01-12 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Everdark Clash enters public beta

When you hear the low, rising tone around him, he's invincible, and sometimes attacks do negative damage. When he taunts, his defense resets. So avoid hitting him while he's invincible, and hammer him when he taunts.I'm considering reducing this effect more than I already have, because sometimes it's too easy to get stuck in a position where you can't damage him faster than he restores his defense. If you can poison him, that should prevent him from regaining health, but there aren't many attacks that do this. Also, just like the guards in the tutorial, pits ignore defense, so if you can get him to fall in the deep part of the lake, that might help.

URL: http://forum.audiogames.net/viewtopic.php?pid=347264#p347264





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Re: Everdark Clash enters public beta

2018-01-09 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Everdark Clash enters public beta

What usually gets me with them is if they're split up on opposite sides of a large pit, like the waterfall. In that case, I try to use projectiles, especially those that stun without momentum (Asaki's stars are great for this, but most characters have at least one that does it). The thing to worry about is that they usually aim at you when reproducing, so if you're surrounded, they will spawn on both sides. Their AI is very simple, in that they don't know how to retreat or try anything clever, so you can use that to your advantage, when you aren't trapped in a swarm.I just checked to be sure, but I think all those rocks in episode 10 can cause the ones across the waterfall to fall in, if they're close to the edge. I usually avoid those just because I have some other weapon I want to hold onto. Also, episode 10 might just have a secret way to escape the first wave without destroying them.

URL: http://forum.audiogames.net/viewtopic.php?pid=346753#p346753





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Re: Everdark Clash enters public beta

2017-12-29 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Everdark Clash enters public beta

If the boat stops, the right edge of it is past the beacon, so you can just walk to it. Be careful, though, since you can easily slide off the edge.

URL: http://forum.audiogames.net/viewtopic.php?pid=344495#p344495





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Re: Everdark Clash enters public beta

2017-11-24 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Everdark Clash enters public beta

... I think it's defaulting to output to the clipboard (It should not be doing this, but yours is the 3rd such report in this thread). Try pressing f5, then up. That should output to Jaws. Or down, if you want sapi. Press enter when satisfied.

URL: http://forum.audiogames.net/viewtopic.php?pid=339710#p339710





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Re: Everdark Clash enters public beta

2017-11-23 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Everdark Clash enters public beta

It's kinda like what happens with 3 and 4.I'm really interested to learn if 7 is understandable. And if there are any nasty bugs I missed or forgot.

URL: http://forum.audiogames.net/viewtopic.php?pid=339689#p339689





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Re: Everdark Clash enters public beta

2017-11-21 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Everdark Clash enters public beta

If this is the first beacon, it's just like the small pit in the tutorial 2. If you fall in, you should reappear 2 or 3 steps or so from the edge.If you press F6, you can use the sonifier, which might be helpful. If it's more confusing than helpful, press f6 again until it stops.

URL: http://forum.audiogames.net/viewtopic.php?pid=339490#p339490





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Re: Everdark Clash enters public beta

2017-11-16 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Everdark Clash enters public beta

@73: When that happens, go back to the left and clear all enemies. This reminds me of something I never mentioned anywhere... which is to say, if you hear the beacon for the next area pinging more slowly than usual, that means that the way to continue is not on the ground. Why I never thought to mention this in the tutorials before now, I do not know. 

URL: http://forum.audiogames.net/viewtopic.php?pid=338720#p338720





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Re: Everdark Clash enters public beta

2017-11-12 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Everdark Clash enters public beta

I find it interesting that you say it seems clunky. When I think clunky, I think of DBZ: Sagas, or DB Final Bout. One of the most difficult issues in development was reducing lag; I don't know if you're running into that, or if you mean it differently from what I'm thinking.This fighting system can't do dial-a-combo. Timing is more or less the entire point. If the game's speed is unstable enough that it interferes with this aspect, that is a problem I very much want to solve.I'm hoping that the problem you're having with knowing when you've been hit can be corrected with better and more complete voices. If that is a major part of the problem, we'd expect it to be more noticeable with Zu, Asaki, and Mozuda, from best to worst (Mozuda doesn't have any hitcries at all  ).

URL: http://forum.audiogames.net/viewtopic.php?pid=338090#p338090





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Re: Everdark Clash enters public beta

2017-11-11 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Everdark Clash enters public beta

Ah, yeah, I think l is the problem. Try comma, fullstop, or (forward) slash. For scenes like this, the information keys (like how l is the default for p1's object viewer) function like A in Bokurano Daibouken, clearing all the text.

URL: http://forum.audiogames.net/viewtopic.php?pid=337867#p337867





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Re: Everdark Clash enters public beta

2017-11-10 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Everdark Clash enters public beta

Online doesn't work very well. It is partially implemented, but for as much as it works, it may as well not be.

URL: http://forum.audiogames.net/viewtopic.php?pid=337764#p337764





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Re: Everdark Clash enters public beta

2017-11-10 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Everdark Clash enters public beta

There are no ramps in the combat tutorial. The only ramp in the tutorials is in the grappling tutorial (you'll know it when you find it). If you hear yourself slide, but not fall, you're most likely just sliding to a stop. If you are hearing yourself sliding and falling, that's very strange and I'd very much like to know how to reproduce it I conclude I wrote that combo wrong somewhere. Possibly several somewheres. Maybe B, B, B, forward+B? I will be looking into this one for sure.Buffering would require a radical change in how input is handled. Also, there are some situations where it's simply not possible to rely on (B, B is different from B-B, as anyone who plays the prologue will soon discover).Back-dashing might be poorly explained in the tutorial. This is exactly the sort of thing for which feedback is good, since I already knew how it worked when I wrote it, so might unwittingly fill in information in my head without realizing I left it out! Communication seems to be the biggest weakness in my projects, so I definitely want to hear where this needs improvement.

URL: http://forum.audiogames.net/viewtopic.php?pid=337719#p337719





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Re: Everdark Clash enters public beta

2017-11-10 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Everdark Clash enters public beta

You're not supposed to run left; you're supposed to backstep when he attacks. It isn't left or right, so much as it is the opposite of whatever direction you're facing. (I'd've made turning faster, but you'll be wanting this mechanic in bossfights.)

URL: http://forum.audiogames.net/viewtopic.php?pid=337701#p337701





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Re: Light Battles 1: Clash of Lightsabers

2017-11-02 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Light Battles 1: Clash of Lightsabers

KotOR?

URL: http://forum.audiogames.net/viewtopic.php?pid=336291#p336291





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Re: Swamp, zombie FPS by Aprone

2017-10-24 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

Somehow, I didn't even think of pressing enter, ! It is now working exactly as intended  .Thanks, Aprone!

URL: http://forum.audiogames.net/viewtopic.php?pid=335008#p335008





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Re: Swamp, zombie FPS by Aprone

2017-10-24 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

So I was working on a campaign map, and, aside from discovering I have outdated code for the map editor, I couldn't get the built-in  zone trick to work.I'm not entirely clear on how it's supposed to work. If I name a zone <75,125>ladder, is it supposed to offset the reported coordinates, teleport the player to 75,125, both, or something else? It isn't doing anything for me, although Swamp is politely omitting the  part when announcing the zone in-game.Testing this in custom maps mode, if it matters.(It also seems that I've discovered why fyquest is crashing on versions of Swamp newer than 3.1, but can't upload the corrected mapEditor until I find the most up-to-date sourcecode. The version I've been working with lacks the quick zone-selection, the accommodations for zone2, the convenience features for editing ambs, etc. So making it forward compatible right now would still be a downgrade.)

URL: http://forum.audiogames.net/viewtopic.php?pid=334961#p334961





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Re: Universal Paperclips, an incremental browser game

2017-10-19 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Universal Paperclips, an incremental browser game

I think it's back up. Also, a common warning I came across:Two, make sure you don't buy more than 33 Processors until you have at least 67 Memory, or you will softlock the game.

URL: http://forum.audiogames.net/viewtopic.php?pid=334203#p334203





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Universal Paperclips, an incremental browser game

2017-10-11 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Universal Paperclips, an incremental browser game

I only looked at this briefly, but it appears to be mostly text.http://www.decisionproblem.com/paperclips/index2.htmlYou start out with a boring ordinary paperclip factory. Play it right, and you can convert the whole planet into paperclips.So, if you ever wanted to destroy the world with runaway capitalist robot office supplies, you might give it a try.If you want to let it run in the background while you do something else, Chrome apparently has problems with this. Firefox supposedly works fine. I dunno about IE / Safari / etc.

URL: http://forum.audiogames.net/viewtopic.php?pid=332939#p332939





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

2017-08-06 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


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

To destroy the lamps, it helps to have the rope weapon, but you can destroy them with just about anything that can reach them. There are a couple lamps low enough that you don't need to jump to hit them, in the room where the rope is.You can find clean water at the river in 5-1. Go to it and press enter.

URL: http://forum.audiogames.net/viewtopic.php?pid=323145#p323145





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

2017-07-30 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


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

Csm, I noticed that the item detector sometimes misses items if there is a lot going on, such as an unusually large amount of enemies or items. Not sure if that helps 

URL: http://forum.audiogames.net/viewtopic.php?pid=321742#p321742





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Re: New horror and adventure sidescroller, The gate!

2017-07-29 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

You need to be able to jump repeatedly and quickly, to keep a safe distance. But don't go too far, or she'll teleport to you. Unfortunately, there isn't much to say beyond improve speed, timing, and learn how quickly she moves and how quickly you attack and move, so you can more easily judge these.At 437: in a sense, that's the correct strategy for almost every enemy in the game, isn't it? It's just a matter of determining how far to jump between attacks, and when to dodge those ranged attacks from the later bosses.

URL: http://forum.audiogames.net/viewtopic.php?pid=321552#p321552





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

2017-07-28 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


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

I had to try all of the warp panels and write a a table of which goes where. It's a different sort of take on the idea of a teleporter maze.

URL: http://forum.audiogames.net/viewtopic.php?pid=321358#p321358





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

2017-07-25 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


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

Sum (1, x) for multiples of 5.

URL: http://forum.audiogames.net/viewtopic.php?pid=320964#p320964





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

2017-07-23 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


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

at grif: Yeah. I like the jump-shoes just because it feels more like Mario than Mario, heh.At Dark: the young man is actually speaking a made-up language that doesn't make sense in Japanese, either. It's there to indicate that he's leading the current baddies and that they are foreign. The woman gets some dialog with him in this language at a couple points, and you're left with context and sfx to try and understand what's going on. At Phoenix 1991: Are you trying passwords at random? There are only 8 possible combinations, so if you're methodical about it, you should find the right one sooner rather than later.

URL: http://forum.audiogames.net/viewtopic.php?pid=320697#p320697





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

2017-07-22 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


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

At Gryfindor: Is it not in the aftermath of 12-4? Or am I thinking of BK2?

URL: http://forum.audiogames.net/viewtopic.php?pid=320609#p320609





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

2017-07-22 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


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

That one is strong, yeah. Luckily, you can dodge. Don't get too close, since that one attacks faster and charges at you; jump when possible... I think my strategy was to climb up while the lesser demons were away from the tree, get in a couple attacks or however many I could before the others caught up and started climbing, then dive out of the tree, repeat til victorious. Also, you can aim the iron balls, which is if the boss demon ever gets stuck dangling from the tree.Oh, and if you got the mines from stage 4, those may or may not help.

URL: http://forum.audiogames.net/viewtopic.php?pid=320603#p320603





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

2017-07-22 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


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

You're supposed to finish the pattern. There are a few maths puzzles like this throughout the game.

URL: http://forum.audiogames.net/viewtopic.php?pid=320589#p320589





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

2017-07-17 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


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

I don't remember what levels I was at, but I remember getting there and it taking about 12 hits (I don't even remember which weapon  ),  and then another time it was 6.,  I'd generally have the sword on slot 1, and the rope on slot 2.

URL: http://forum.audiogames.net/viewtopic.php?pid=319770#p319770





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

2017-07-16 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


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

Try flying more slowly, and if you run out of room, remember you can turn around to regain some space.

URL: http://forum.audiogames.net/viewtopic.php?pid=319754#p319754





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

2017-07-16 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


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

IIRC, the 1.1 area is like the 1.2 platform trap in reverse, where you need to be one step away from the wall, jump, and move horizontally near the peak of the jump.

URL: http://forum.audiogames.net/viewtopic.php?pid=319597#p319597





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

2017-07-15 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


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

There is a need for level-grinding, sometimes. I find attack, defense, and hp most useful early on, unless you're using the plate launcher a lot, but a more strategic spread quickly becomes necessary, for example a lot of tactical items require more points in tech. Actually, did you get the iron balls from 1.1? I don't remember if they're more effective against the bear at this point or not, but they do come in handy later.

URL: http://forum.audiogames.net/viewtopic.php?pid=319567#p319567





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Re: New horror and adventure sidescroller, The gate!

2017-07-03 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

I feel like my skill is going backward, somehow. At first, I was getting to the part where he opens pits. Then beating the Cerberus stopped being so easy. Now I'm losing against Carmilla, who use to be so easy I could do it with the knife.  :-/ What makes Hades' pits get me every time, I think, is that by that point, i'm in the pattern of jumping from one side to the other as quickly as possible, then with hardly any warning, need to slow down even though Hades and friends are still gliding about as fast as always. Switching from fighting the Grey lady to jumping pits on a dime.

URL: http://forum.audiogames.net/viewtopic.php?pid=317809#p317809





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Re: New horror and adventure sidescroller, The gate!

2017-07-02 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

The grey lady is all about speed and timing. Don't get too far away or she will teleport to you. Don't stay too close unless you're using the knife, and even then be quick about it.

URL: http://forum.audiogames.net/viewtopic.php?pid=317739#p317739





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Re: Swamp, zombie FPS by Aprone

2017-06-30 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

Nikos wrote:Hey all sorry for double posting.  I created to ally's but they will not leave the safe zone, when I put them in a new spot they will not attack or move any idea's?In case you still need this answered, you need to set ally aggression and ally obey. Set ally aggression Fred=full, set ally obey Aprone=yes

URL: http://forum.audiogames.net/viewtopic.php?pid=317502#p317502





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Re: Introducing mosergame's first title. Need for weed, high pursuit!

2017-04-21 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Introducing mosergame's first title. Need for weed, high pursuit!

SLJ wrote:I don't get the joke, but the description is awesome.Remember your previous signature? (And how you just lost  )It's kinda in the same memespace.And then AudioGames.net was introduced to rickrolling, and lo, we got it not.

URL: http://forum.audiogames.net/viewtopic.php?pid=308103#p308103





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Re: Swamp, zombie FPS by Aprone

2017-01-03 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

... map running isn't really fun, everyone's looking forward to well, the hard maps which takes a lot of looting to get the Equipment you  need to survive there, and the missionsEh. I disagree Actually, when it became pretty much essential to not just run missions constantly, but to have already run missions constantly to participate, that's about where I stopped playing. Don't misunderstand me, Kakarot; missions and the higher level maps are fun and I want to play them. But That whole deal when you're level 1-5 and have to actually try and stealth around zombies and try to figure out where to go looting and such is actually more fun in some ways--death feels like a loss, but that just means you get out and go looting again.I've always kinda been on the same page as Aprone with regards to storing items. Swamp is not a game about becoming a God who prances about all day basking in their unstoppable power. It's a game about surviving when society crumbles and deadly monsters are around every corner. Rep inflation was an issue way before things went crazy, so it's no surprise that so many items aren't buyable.Actually, this:i mean who wants to be seen as a constant begger?kinda sounds like the reputation system, except for real.Like, rep isn't money. It's people's willingness to trust/support you with equipment and responsibilities. The in-game version is that you can't constantly buy things if you keep losing it without putting it to good use.If we didn't have trading, you'd just have to go find things and build up enough rep to buy things But...When rare items get involved, this starts to get a little more stressful. So, anyone remember how late 1980s-early 1990s games didn't have much in the way of a persistent world or equipment, so you kept things until they were used up, lost, or even just when you completed the current level? You sorta find rare items with the understanding that you're not going to get to keep them for very long, even if (nay, especially if) you do everything right.But in longer free-roaming games where you can save items, and it takes much more time and effort to find the coolest stuff, that understanding kinda starts to break down.You know? to me, this is starting to look like people should die more often, and rare items should be a tad easier to obtain. But this is a survival game, not Duke Nukum, so I dunno How did that turn into proposing a compromise? I was just trying to say that I like running maps!

URL: http://forum.audiogames.net/viewtopic.php?pid=292146#p292146





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Re: Swamp, zombie FPS by Aprone

2016-07-16 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

Did you try adjusting the mouse sensitivity? It's in the main menu somewhere.

URL: http://forum.audiogames.net/viewtopic.php?pid=268348#p268348





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Re: Swamp, zombie FPS by Aprone

2016-07-16 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

"Over the MountainsOf the Moon,Down the Valley that decicates,Ride, boldly ride,"The shade replied—"If you seek for Swamp updates!"

URL: http://forum.audiogames.net/viewtopic.php?pid=268293#p268293





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Re: New horror and adventure sidescroller, The gate!

2016-07-09 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

I can't even beat the Cerberus, .I actually use the knife on Carmilla, since it keeps her stunned and you can usually keep up with her attempts at retreating. The sword does the same with more range, sure, but it's slower and easier to screw up the rhythm so she can break out of it. Also I kinda feel like it's bad that this tactic is viable and I hope it doesn't work so well on higher difficulties.

URL: http://forum.audiogames.net/viewtopic.php?pid=267429#p267429





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Re: Swamp, zombie FPS by Aprone

2016-07-05 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

Was there a fix involving setting Swamp's priority in task manager? I remember this coming up before but don't remember what happened.

URL: http://forum.audiogames.net/viewtopic.php?pid=266877#p266877





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Re: Swamp, zombie FPS by Aprone

2016-06-28 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

Hey, so, I made a Swamp campaign that is vaguely like the Defender Mission, but not really:http://planetseva.com/SCS.htm(it's the Battlefronts campaign, which is the last one on the page.)It gives you a menu to pick a map, but right now, only multi1 works.You're given 1000 rep and 10 skill points to spend as you please, and a few allies. Control over the buildings is distributed randomly. One team captures buildings by being the only team there for anywhere from 5-25 seconds, depending on who had it before. When you take a building, you gain more allies (who should respawn there if killed but allies die so rarely I didn't bother). When the Raiders control a building, they respawn there when killed. In fact, the more buildings they have, the faster the Raider army grows, so you're better off trying to force them out of buildings before killing the stragglers in the open areas! To win, you have t
 o wipe out all the Raiders on the map!You can also find a helicopter that you can pilot. It uses gas whenever you move, so if you get in but can't go anywhere, you probably don't have enough gas. You get a Vulcan Minigun when you're in the Helicopter, but lose it when you disembark.Capturing certain buildings has certain advantages (... I did not even think of giving you a ton of gas for taking the gas station until just now.  ). However, when enemies take buildings, they get advantages as well! (After all, it's not fare if you're the only one who gets to use the overpowered helicopter, is it?)TO see who owns which building, you can enter the name of the building, or just type "houses" to hear the status of all the houses. I think I might have left out a building or two, but I'm sure you'll figure it out.If there ar
 e any bugs that got past my tests, please let me know!

URL: http://forum.audiogames.net/viewtopic.php?pid=266159#p266159





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Re: Redsword, a 2D Platformer

2016-06-07 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Redsword, a 2D Platformer

SLJ, you can pause the game to look around by holding g and pressing enter. Just press enter or escape to unpause. You can go directly into the object viewer from paused or unpaused.The acceleration/deceleration is a feature, not a bug. It might be a bit too extreme, though.I'm not sure about the vertical attack thing... I probably left it in by mistake when copy-editing code from a different project ... Ah, yeah. I forgot to relabel the buttons. Nin, I'm not sure how the game got so far as it does for you, if it's crashing because of what I think it is. If it is, then I have it fixed for the next version, at least.

URL: http://forum.audiogames.net/viewtopic.php?pid=263355#p263355





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Re: Redsword, a 2D Platformer

2016-06-07 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Redsword, a 2D Platformer

SLJ, you can pause the game to look around by holding g and pressing enter. Just press enter or escape to unpause. You can go directly into the object viewer from paused or unpaused.The acceleration/deceleration is a feature, not a bug. It might be a bit too extreme, though.I'm not sure about the vertical attack thing... I probably left it in by mistake when copy-editing code from a different project ... Ah, yeah. I forgot to relabel the buttons. 

URL: http://forum.audiogames.net/viewtopic.php?pid=263355#p263355





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Re: Redsword, a 2D Platformer

2016-06-05 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Redsword, a 2D Platformer

OK, version 0.7 is up. It should fix the sound bugs, include a learn sounds menu, and each major section of the third level is now a checkpoint.Get the update here:https://www.sendspace.com/file/co6mxx

URL: http://forum.audiogames.net/viewtopic.php?pid=263146#p263146





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Re: Redsword, a 2D Platformer

2016-06-05 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Redsword, a 2D Platformer

Steps: Yikes, I don't even... will seek and fix ASAP! There are supposed to be steps, bumps, jumps and slides for all terrain!Change voice: press f5. I wasn't planning on leaving TTS in, so I left it out of the main menu. I will add it in the next version.Configuration: it should be under appdata somewhere. probably c:\users\\appdata\roaming\jeqocon\redword\settings.cfg.[edit: I think I've fixed all the can't-see-until-off-my-computer bugs. It will be a couple hours before I can upload, however. The update will also contain a learn sounds menu.]

URL: http://forum.audiogames.net/viewtopic.php?pid=263104#p263104





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Re: Redsword, a 2D Platformer

2016-06-05 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Redsword, a 2D Platformer

Steps: Yikes, I don't even... will seek and fix ASAP! There are supposed to be steps, bumps, jumps and slides for all terrain!Change voice: press f5. I wasn't planning on leaving TTS in, so I left it out of the main menu. I will add it in the next version.Configuration: it should be under appdata somewhere. probably c:\users\\appdata\roaming\jeqocon\redword\settings.cfg.

URL: http://forum.audiogames.net/viewtopic.php?pid=263104#p263104





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Re: Redsword, a 2D Platformer

2016-06-05 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Redsword, a 2D Platformer

Ah. You're right. I was expecting to finish the voices first, so completely forgot them This is actually important, since the default to the title bar clashes with the braille! I'll definitely fix this with the next update![edit: the link in the first post has been updated with these.]

URL: http://forum.audiogames.net/viewtopic.php?pid=263052#p263052





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Redsword, a 2D Platformer

2016-06-05 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Redsword, a 2D Platformer

(Version 0.6, 6:54 AM 6/5/2016: https://www.sendspace.com/file/g1zyr1 )A shady organization needed subjects to help perfect a secret weapon. That weapon is a sword, which fills its wielder with rage whenever it is used in combat. So, when they had you test it, the rage overcame you, and you began to fight your way out of the facility.You weren't the one who they hoped would use the Red Sword, however. A weapon that has such affects on its wielder's mind was intended for someone with a much more vicious history. That someone is excited by your escape, since that means he has an excuse to hunt you down and inflict pain.But, remember, the Red Sword was created for a reason; the development team and your rival are not the only obstacles between you and freedom.Features:Joystick supportBraille output (NVDA and Jaws, although it hasn't been tested
  with Jaws 16-17. Set translation to Computer Braille (US))Bokurano Daibouken 3-style accessibility features:Sonar which plays at the nearest wall, platform, and deadly drop. (o)Cursor which you can use to inspect the area block-by-block (g). In addition, you can scan an entire column (g+h), or pause the game and look around (g+enter).Object Viewer (f1).A vOICe-like sonifier. (f6)Save anywhere.Planned features:Translations to other languagesSelf-voicing for at least English, possibly more.Keeping with the tradition of NES platformers, the second level is harder than the third or fourth. While I won't tell you exactly how to find the secret way to skip most of it, I will tell you that old addage about excessive anger... something about going to 10 or cutting branches that you're standing o
 n?You can get the current version here:https://www.sendspace.com/file/g1zyr1Enjoy, and I will try to answer any questions you might have.Also, thanks to Oriol Gomez for running the 24 hour game contest in April!

URL: http://forum.audiogames.net/viewtopic.php?pid=263048#p263048





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Re: Redsword, a 2D Platformer

2016-06-05 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Redsword, a 2D Platformer

Ah. You're right. I was expecting to finish the voices first, so completely forgot them This is actually important, since the default to the title bar clashes with the braille! I'll definitely fix this with the next update!

URL: http://forum.audiogames.net/viewtopic.php?pid=263052#p263052





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Redsword, a 2D Platformer

2016-06-05 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Redsword, a 2D Platformer

(Version 0.5, 5:44 AM 6/5/2016: https://www.sendspace.com/file/mad86s )A shady organization needed subjects to help perfect a secret weapon. That weapon is a sword, which fills its wielder with rage whenever it is used in combat. So, when they had you test it, the rage overcame you, and you began to fight your way out of the facility.You weren't the one who they hoped would use the Red Sword, however. A weapon that has such affects on its wielder's mind was intended for someone with a much more vicious history. That someone is excited by your escape, since that means he has an excuse to hunt you down and inflict pain.But, remember, the Red Sword was created for a reason; the development team and your rival are not the only obstacles between you and freedom.Features:Joystick supportBraille output (NVDA and Jaws, although it hasn't been tested
  with Jaws 16-17. Set translation to Computer Braille (US))Bokurano Daibouken 3-style accessibility features:Sonar which plays at the nearest wall, platform, and deadly drop. (o)Cursor which you can use to inspect the area block-by-block (g). In addition, you can scan an entire column (g+h), or pause the game and look around (g+enter).Object Viewer (f1).A vOICe-like sonifier. (f6)Save anywhere.Planned features:Translations to other languagesSelf-voicing for at least English, possibly more.Keeping with the tradition of NES platformers, the second level is harder than the third or fourth. While I won't tell you exactly how to find the secret way to skip most of it, I will tell you that old addage about excessive anger... something about going to 10 or cutting branches that you're standing o
 n?You can get the current version here:https://www.sendspace.com/file/mad86sEnjoy, and I will try to answer any questions you might have.Also, thanks to Oriol Gomez for running the 24 hour game contest in April!

URL: http://forum.audiogames.net/viewtopic.php?pid=263048#p263048





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Re: Colors - A New RPG aiming to be both mainstream and for the blind

2016-04-28 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Colors - A New RPG aiming to be both mainstream and for the blind

I tried to write a response, but couldn't do it without writing a novella on everything about color.So instead, I'll say that, as someone who has spent an unusual amount of time playing with the colors.ini file that came with Jaws and keeps trying to make animations even though I can't check my work, I like this idea and intend to give it a try when it's complete! (There are lots of ways to encode colors, and RGB is the most popular, since, for some complex math reason, you can combine red/green/blue light to get most of the visible spectrum, which was the cheapest way to get CRT displays to work, and cheap-and-simple caught on. The way the eye detects color is completely different, and the more I think about it, the more I feel like it explains about how different languages and cultures approach colors, the warm/cool/neutral categories that ne
 ver really seemed all that important to me before an hour ago, why certain color schemes are apparently painful to read, etc. thinking about this has given me a better idea of how to explain the difference between color and sound, but I doubt this would help anyone who hasn't experienced color understand it any better.  )

URL: http://forum.audiogames.net/viewtopic.php?pid=258518#p258518





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Re: Bokurano Daibouken III translation Project has officially started!

2016-04-12 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Bokurano Daibouken III translation Project has officially started!

Regarding Bit Vs Bitto, I was assuming the name is the English word "Bit", just written in Katakana. Like how they've generally been called Carla and Angela, instead of Kaara and Anj'era, Punish instead of Paanishi, and Charles instead of Chaaruzu.

URL: http://forum.audiogames.net/viewtopic.php?pid=256933#p256933





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Re: Swamp Map Editor!

2016-03-10 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Swamp Map Editor!

I'm not sure if this is the latest version or not https://www.sendspace.com/file/fl7di7Recent Swamp updates seem to have broken maps made with the editor, and I haven't been able to figure out why even with help from Aprone.I'd suggest that, when creating a new map, you select the whole thing and delete the region information. I don't think this will fix it, but it's the first thing I would try.

URL: http://forum.audiogames.net/viewtopic.php?pid=253453#p253453





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Re: Bokurano Daibouken 3 : secondary topic

2016-02-27 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

At Burak: the normal Energy Ball can be bought in either stage 19 or stage 20, I forget which. Maybe there are empty energy balls somewhere before that which I didn't notice, but I've been buying the standard version.(I wonder; Is the craftable version the same, or better?)

URL: http://forum.audiogames.net/viewtopic.php?pid=251849#p251849





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Re: Bokurano Daibouken 3 : secondary topic

2016-02-27 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

IIUC, When you use an energy ball, it leaves an empty energy ball behind.

URL: http://forum.audiogames.net/viewtopic.php?pid=251767#p251767





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Re: Bokurano Daibouken 3 : secondary topic

2016-02-23 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

Look at the object viewer. After you hit the boss, it starts glowing red for several seconds, and you can't hit it again until it stops glowing.

URL: http://forum.audiogames.net/viewtopic.php?pid=251270#p251270





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Re: Bokurano Daibouken 3 : secondary topic

2016-02-22 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

I wonder the same thing.I know how to get the Abacus and sorta remember how to get the yoyo and Jump Shoes, but that's about it.

URL: http://forum.audiogames.net/viewtopic.php?pid=251261#p251261





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Re: Bokurano Daibouken 3 : secondary topic

2016-02-22 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

To switch to subweapons 1 and 2, use the 1 and 2 keys.As for 24-4, I mapped out the whole teleporter maze to make it easier to track down the energy crystal. I just attack it with the Megaton Hammer, since this is a case where the drawbacks don't matter so much.The troublesome part is dealing with the launcher system, especially since, by the time you destroy the energy crystal, there will be tons of enemies on the ground. The first thing I'd do when going back to the ground is to use an energy ball, pull out a shield, and if you have jump shoes, probably use them just to get more airtime from bouncing off enemies until you get enough breathing room to fight normally.As for the warp panel map, here's what I have. The first number is the level you're on, then the second is where you go if you take the panel on the left, and the third is where you go if you take the panel on the right. If there is no third number, both panels take you to the s
 ame place:spoilers0: 2020: 60, 4060: 40, 5040: 30, 7030: 80, 10080: 100, 60100: 90, 090: 5050: 20, 8070: 40

URL: http://forum.audiogames.net/viewtopic.php?pid=251160#p251160





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Re: Bokurano Daibouken 3 : secondary topic

2016-02-22 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

To switch to subweapons 1 and 2, use the 1 and 2 keys.As for 24-4, I mapped out the whole teleporter maze to make it easier to track down the energy crystal. I just attack it with the Megaton Hammer, since this is a case where the drawbacks don't matter so much.The troublesome part is dealing with the launcher system, especially since, by the time you destroy the energy crystal, there will be tons of enemies on the ground. The first thing I'd do when going back to the ground is to use an energy ball, pull out a shield, and if you have jump shoes, probably use them just to get more airtime from bouncing off enemies until you get enough breathing room to fight normally.As for the warp panel map, here's what I have. The first number is the level you're on, then the second is where you go if you take hte panel on the left, and the third is where you go if you take the panel on the right. If there is no third number, both panels take you to the s
 ame place:0: 2020: 60, 4060: 40, 5040: 30, 7030: 80, 10080: 100, 60100: 90, 090: 5050: 20, 8070: 40

URL: http://forum.audiogames.net/viewtopic.php?pid=251160#p251160





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Re: Bokurano Daibouken 3 : secondary topic

2016-02-22 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

Yeah, not going to lie, the Gold Security Carts are a nightmare. This is about the point where you might consider trying to collect hidden or craftable items, if you have not already done so.I don't even remember how I ever beat the one you're forced to fight, even though I've done it twice. I guess I can try it again to see if I can come up with anything...

URL: http://forum.audiogames.net/viewtopic.php?pid=251145#p251145





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Re: Bokurano Daibouken 3 : secondary topic

2016-02-16 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

Don't expect Carla to act intelligently. ... Especially in 16-4 (All the free remote medical kits in 11-4 are worth having to deal with the unskippable parts of the ending scene a few more times).As for stage 12, though... Ugh, I don't know, I just try to use speed drinks and kill things and jump things and block things and gah it's chaos and I just kinda flailed at it until I made it through somehow.(Carla doesn't fight with you in 12-4. She doesn't fight with you again until stage 15, and she sits out for 15-4. You dont' have to worry about keeping her alive again until the last level, once you pass 16-4.)

URL: http://forum.audiogames.net/viewtopic.php?pid=250460#p250460





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Re: New horror and adventure sidescroller, The gate!

2016-02-14 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

I've had trouble getting the bow to connect when jumping, somewhy. I'm pretty sure that jumping is a boolean in The Gate, so I'm not really sure what's going on, there. Maybe my timing is just really bad?

URL: http://forum.audiogames.net/viewtopic.php?pid=250251#p250251





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Re: Bokurano Daibouken 3 : secondary topic

2016-02-10 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

The weapons you have can kill it, but it has a lot of health, so it will take a while. The important part is learning to recognize when it is preparing to attack, so you can jump out of the way. If you really need to, you can play the previous levels again, to level up.

URL: http://forum.audiogames.net/viewtopic.php?pid=249959#p249959





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Re: Bokurano Daibouken 3 : secondary topic

2016-02-06 Thread AudioGames . net ForumNew releases room : CAE_Jones via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

The rope is in 1-2.Here's a recording:https://www.sendspace.com/file/i3semi

URL: http://forum.audiogames.net/viewtopic.php?pid=249497#p249497





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