Re: Crazy Party: mini-games and card battle! (beta75)

2021-01-07 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta75)

The game should still convert old save files into the new format. Try putting your old .dat file into the main Crazy Party folder for the latest Beta 75 version and then run the game.

URL: https://forum.audiogames.net/post/604997/#p604997




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Re: RS Games Scrabble Released!

2020-12-29 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: RS Games Scrabble Released!

When I download the Windows installer for version 2.2, I get a "This app can't run on this PC message." Why is this? I'm using a Dell Latitude E6540 with the latest version of Windows 10 64-bit installed.

URL: https://forum.audiogames.net/post/602835/#p602835




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Re: CrimeHunter version 2.0 for Mac and Windows is now available!

2020-12-06 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: CrimeHunter version 2.0 for Mac and Windows is now available!

I get the same fatal error on my GPD Win, and it looks like the log is pointing to the same missing DLL. What DLLs does the game need? Are they installed with the game? I think not. I recently did a clean install on the GPD Win.Strangely, this game runs fine on my Bootcamped MacBook Air, so I assume something else I installed has the necessary components to allow the program to run. You may have to update the zip file to contain the necessary dependencies.

URL: https://forum.audiogames.net/post/595855/#p595855




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Re: Audio Gaming in Linux - audiogame-managerhhh

2020-12-05 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Audio Gaming in Linux - audiogame-managerhhh

What installers? All I did was sudo apt install wine and sudo apt install winetricks. Are all the other necessary packages available in the Ubuntu repository simply by typing sudo apt install and the name?

URL: https://forum.audiogames.net/post/595648/#p595648




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Re: Audio Gaming in Linux - audiogame-managerhhh

2020-12-04 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Audio Gaming in Linux - audiogame-managerhhh

I'm trying this on a Linux Mint VM right now. This is really cool! I can't figure out how to install gecko and it looks like it's complaining that mono isn't available even though I did sudo apt install mono-complete and sudo apt install mono-devel. Most games I've tried thus far work just fine.Is it feasible to get Entombed to run in Wine? If you're going to add it, please use this version. http://blind-games.com/newentombed/EntombedSetup.exePlease add Shades of Doom 1.2 to the list. I prefer this version.

URL: https://forum.audiogames.net/post/595502/#p595502




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Re: Audio Gaming in Linux - audiogame-managerhhh

2020-12-04 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Audio Gaming in Linux - audiogame-managerhhh

I'm trying this on a Linux Mint VM right now. This is really cool! I can't figure out how to install gecko and it looks like it's complaining that mono isn't available even though I did sudo apt install mono-complete and sudo apt install mono-devel. Most games I've tried thus far work just fine.Is it feasible to get Entombed to run in Wine? If you're going to add it, please use this version. http://blind-games.com/newentombed/EntombedSetup.exe

URL: https://forum.audiogames.net/post/595502/#p595502




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Re: Audio Gaming in Linux - audiogame-managerhhh

2020-12-04 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Audio Gaming in Linux - audiogame-managerhhh

Is Entombed included in the list of games? If not, is it feasible to get it to run in Wine? If you're going to add it, please use this version. http://blind-games.com/newentombed/EntombedSetup.exe

URL: https://forum.audiogames.net/post/595502/#p595502




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Re: Audio Gaming in Linux - audiogame-managerhhh

2020-12-01 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Audio Gaming in Linux - audiogame-managerhhh

This is really cool! I'll have to check this out once I install Ubuntu on one of my machines. I have a few questions.Do you have plans to add this to Linux repositories? This would be nice since all you'd have to do to install it would involve running something like sudo apt install audiogame-manager and then run it directly from the terminal.Have you added Perilous Hearts to the list of games? I know it's not complete, but it's such a cool game and it should run just fine under Wine. I used to run it in macOS this way.Is it feasible to run this on ARM computers such as the Raspberry Pi? I doubt it, but just figured I'd ask.

URL: https://forum.audiogames.net/post/594385/#p594385




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Re: Audio Gaming in Linux - audiogame-managerhhh

2020-12-01 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Audio Gaming in Linux - audiogame-managerhhh

This is really cool! I'll have to check this out once I install Ubuntu on one of my machines. I have a few questions.Do you have plans to add this to Linux repositories? This would be nice since all you'd have to do to install it would involve running something like sudo apt install audiogame-manager and then run it directly from the terminal.Have you added Perilous Hearts to the list of games? I know it's not complete, but it's such a cool game and it should run just fine under Wine. I used to run it in macOS this way.Is it feasible to run this on ARM computers such as the Raspberry Pi. I doubt it, but just figured I'd ask.

URL: https://forum.audiogames.net/post/594385/#p594385




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Re: CrimeHunter version 2.0 for Mac and Windows is now available!

2020-11-30 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: CrimeHunter version 2.0 for Mac and Windows is now available!

Here are a couple of comments. First, your character should progressively slow down as your health decreases. This should also impact your jumping and ability to use melee weapons. It might not be a bad idea to add a stamina value that prevents you from constantly using melee weapons either.Second, it seems a bit odd that the enemies in the battle arena randomly die from falling. Why is this? I don't hear any pits, so to have them randomly fall makes no sense at all.

URL: https://forum.audiogames.net/post/594182/#p594182




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Re: CrimeHunter version 2.0 for Mac and Windows is now available!

2020-11-30 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: CrimeHunter version 2.0 for Mac and Windows is now available!

Here are a couple of comments. First, your character should progressively slow down as your health decreases. This should also impact your jumping and ability to use melee weapons. It might not be abad idea to add a stamina value that prevents you from constantly use melee weapons either.Second, it seems a bit odd that the enemies in the battle arena randomly die from alling. Why is this? I don't hear any pits, so to have them randomly fall makes no sense at all.

URL: https://forum.audiogames.net/post/594182/#p594182




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Re: CrimeHunter version 1.3.5 is out, with an autoupdater!

2020-10-27 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: CrimeHunter version 1.3.5 is out, with an autoupdater!

Items should always spawn on the ground. I had to end the game at level 25 because an item was hanging in the air about 5 or 6 tiles above me and I couldn't jump to it.

URL: https://forum.audiogames.net/post/583969/#p583969




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Re: CrimeHunter version 1.3 is out!

2020-10-24 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: CrimeHunter version 1.3 is out!

It would make things a little more interesting if each level in endless mode had some ambient noise. There also appears to be a bug with lives. I'm told I have 5 lives, but if I die once, the game is over. Is this supposed to be how it works or is the lives system broken?

URL: https://forum.audiogames.net/post/582941/#p582941




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Re: AirPuck - A Multiplayer Air Hockey Game, now with custom server support

2020-10-05 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: AirPuck - A Multiplayer Air Hockey Game,now with custom server support

My server is running at christopherw.me with the default 1 port. The rules should be obvious, but I'll take it down or make it private if it's abused. I don't have the time or patience to heavily moderate and/or otherwise deal with drama and other bullshit.

URL: https://forum.audiogames.net/post/577527/#p577527




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Re: AirPuck - A Multiplayer Air Hockey Game, now with custom server support

2020-10-04 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: AirPuck - A Multiplayer Air Hockey Game,now with custom server support

How do I set a message of the day? This should be documented somewhere.

URL: https://forum.audiogames.net/post/577240/#p577240




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Re: SoundRTS, a real-time strategy audio game

2020-09-03 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

Please revert the way unit information was displayed to the old behavior. When pressing control e now, it says something to the tune of "You control 10 peasants exploit woods and 5 peasants exploit gold mine". Either revert the behavior, provide an option to disable it, or change it so that shift with the letters reads that information. In other words, give the player the choice of which information to receive.While we're talking about changes, please set the soundpack as the default set of sounds for the game. The current default sounds are horrible and I immediately switch to soundpack.

URL: https://forum.audiogames.net/post/566950/#p566950




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Re: Code 7 - Episodes 2 & 3 Out Now

2020-08-02 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Code 7 - Episodes 2 & 3 Out Now

Thanks for the file. Yes, I received the full soundtrack and it's awesome!This may have been asked before, but why does this game use so many system resources? The fan on my Mac goes crazy and it takes forever to load. My overall performance drastically goes down as well, which makes me think it's using a ridiculous amount of CPU power. I know this machine is underpowered, but seriously? How graphical is this game? Considering the content, I wouldn't expect it to be hitting my system this hard. I have 4 GB RAM, an Intel Core I5 4250U, and only the integrated HD Graphics 5000.

URL: https://forum.audiogames.net/post/557682/#p557682




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Re: Code 7 - Episodes 2 & 3 Out Now

2020-08-02 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Code 7 - Episodes 2 & 3 Out Now

Thanks for the file. Yes, I received the full soundtrack and it's awesome!This may have been asked before, but why does this game use so many system resources? The fan on my Mac goes crazy and it takes forever to load. My overall performance drastically goes down as well, which makes me think it's using a ridiculous amount of CPU power. I know this machine is underpowered, but seriously? How graphical is this game? Considering the content, I wouldn't expect it to be hitting my system this hard. I have 4 GB RAM, an Intel core i5 4250u, and only the integrated HD Graphics 5000.

URL: https://forum.audiogames.net/post/557682/#p557682




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Re: Code 7 - Episodes 2 & 3 Out Now

2020-08-02 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Code 7 - Episodes 2 & 3 Out Now

Thanks for the file. Yes, I received the full soundtrack and it's awesome!This may have been asked before, but why does this game use so many system resources? The fan on my Mac goes crazy and it takes forever to load. I know this machine is underpowered, but seriously? I have 4 GB RAM, an Intel core i5 4250u, and only the integrated HD Graphics 5000.

URL: https://forum.audiogames.net/post/557682/#p557682




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Re: Code 7 - Episodes 2 & 3 Out Now

2020-08-02 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Code 7 - Episodes 2 & 3 Out Now

Thanks for the file. Yes, I received the full soundtrack and it's awesome!This may have been asked before, but why does this game use so much system resources? The fan on my Mac goes crazy and it takes forever to load. I know this machine is underpowered, but seriously? I have 4 GB RAM, an Intel core i5 4250u, and only the integrated HD Graphics 5000.

URL: https://forum.audiogames.net/post/557682/#p557682




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Re: Code 7 - Episodes 2 & 3 Out Now

2020-08-02 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Code 7 - Episodes 2 & 3 Out Now

Thanks for the file. Yes, I received the full soundtrack and it's awesome!

URL: https://forum.audiogames.net/post/557682/#p557682




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Re: Code 7 - Episodes 2 & 3 Out Now

2020-08-01 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Code 7 - Episodes 2 & 3 Out Now

The game isn't working for me. I load it up, press control v, and then must wait about 5 minutes before the menu music plays. When it does, I don't get any text-to-speech, and pressing the arrows does nothing except play some clicking noises. What's going on? I'm using a 2013 MacBook Air running Windows 10.

URL: https://forum.audiogames.net/post/557455/#p557455




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Re: Code 7 - Episodes 2 & 3 Out Now

2020-08-01 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Code 7 - Episodes 2 & 3 Out Now

The game isn't working for me. I load it up, press control v, and then must wait about 5 minutes before the menu music plays. When it does, I don't get any text-to-speech, and pressing the arrows does nothing. What's going on? I'm using a 2013 MacBook Air running Windows 10.

URL: https://forum.audiogames.net/post/557455/#p557455




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Re: SoundRTS, a real-time strategy audio game

2020-07-24 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

I've just updated my server to support the new 1.3.1 version. It's called slannon and can be found in the server list. Speaking of servers, I was able to connect to a prior version of the server with a newer game version by typing the domain name into the IP address box. You may want to prevent players connecting to different versions of the server if they have different versions of the game. Essentially, if the game and server version don't match, it should refuse to connect. I imagine the way it's configured now might break if you have two players playing on two different versions of the game.

URL: https://forum.audiogames.net/post/555316/#p555316




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Re: Code 7 - Episodes 2 & 3 Out Now

2020-07-21 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Code 7 - Episodes 2 & 3 Out Now

I just sent another email using the correct address. What's the latest version of the game? The version on Humble Bundle says January 2020.

URL: https://forum.audiogames.net/post/554434/#p554434




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Re: Code 7 - Episodes 2 & 3 Out Now

2020-07-20 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Code 7 - Episodes 2 & 3 Out Now

Thanks for the email address. I downloaded the soundtrack yesterday, and it only comes with the tracks for episodes 0 and 1. I downloaded it from Humble Bundle. I'll send an email.

URL: https://forum.audiogames.net/post/554092/#p554092




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Re: Code 7 - Episodes 2 & 3 Out Now

2020-07-19 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Code 7 - Episodes 2 & 3 Out Now

I purchased the soundtrack along with the game during the Kickstarter campaign, but I only have the files for episodes 0 and 1. Where can I obtain the soundtrack for 2 and 3? Can I get in direct contact with the devs? I love the music, and would like to have it all available to listen to since I purchased it as well.

URL: https://forum.audiogames.net/post/553975/#p553975




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Re: Three dimensional (Your World) (Public Beta)

2020-07-12 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Three dimensional (Your World) (Public Beta)

I love this game! Thank you so much for taking the SBYW concept and making it truly three-dimensional! Here are a few ideas to make it even better, assuming it's feasible to implement them.1. Moving hazards to make maps more interesting and challenging. You could set up a specific range of x, y, and z coordinates for the hazard to move through, which would make it possible to create fun and challenging traps that would require careful thought and timing to overcome.2. Moving vertical platforms such as in BK3. These would move up and down on the z-axis at defined intervals, requiring the player to wait and use proper timing techniques to board from one level and successfully travel to, and get off at, a higher or lower level.3. Provide an option to disable the decrease in pitch when sound sources are behind the player. I find this extremely annoying and unrealistic.

URL: https://forum.audiogames.net/post/551345/#p551345




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Re: Three dimensional (Your World) (Public Beta)

2020-07-12 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Three dimensional (Your World) (Public Beta)

I love this game! Thank you so much for taking the SBYW concept and making it truly three-dimensional! Here are a few ideas to make it even better, assuming it's feasible to implement them.1. Moving hazards to make maps more interesting and challenging. You could set up a specific range of x, y, and z coordinates for the hazard to move through, which would make it possible to create fun and challenging traps that would require careful thought and timing to overcome.2. Moving vertical platforms such as in BK3. These would move up and down on the z-axis at defined intervals, requiring the player to wait and use proper timing techniques to both board from one level and successfully travel to, and get off at, a higher or lower level.3. Provide an option to disable the decrease in pitch when sound sources are behind the player. I find this extremely annoying and unrealistic.

URL: https://forum.audiogames.net/post/551345/#p551345




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Re: Three dimensional (Your World) (Public Beta)

2020-07-12 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Three dimensional (Your World) (Public Beta)

I love this game! Thank you so much for taking the SBYW concept and making it truly three-dimensional! Here are a few ideas to make it even better, assuming it's feasible to implement them.1. Moving hazards to make maps more interesting and challenging. You could set up a specific range of x, y, and z coordinates for the hazard to move through, which would make it possible to create fun and challenging traps that would require careful thought and timing to overcome.2. Moving vertical platforms such as in BK3. These would move up and down on the z-axis at defined intervals, requiring the player to wait and use proper timing techniques to both board from one level and successfully make it to a higher or lower level.3. Provide an option to disable the decrease in pitch when sound sources are behind the player. I find this extremely annoying and unrealistic.

URL: https://forum.audiogames.net/post/551345/#p551345




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Re: Three dimensional (Your World) (Public Beta)

2020-07-12 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Three dimensional (Your World) (Public Beta)

I love this game! Thank you so much for taking the SBYW concept and making it truly three-dimensional! Here are a few ideas to make it even better, assuming it's feasible to implement them.1. Moving hazards to make maps more interesting and challenging. You could set up a specific range of x, y, and z coordinates for the hazard to move through, which would make it possible to create fun and challenging traps that would require thought and timing to overcome.2. Moving vertical platforms such as in BK3. These would move up and down on the z-axis at defined intervals, requiring the player to wait and use proper timing techniques to both board from one level and successfully make it to a higher or lower level.3. Provide an option to disable the decrease in pitch when sound sources are behind the player. I find this extremely annoying and unrealistic.

URL: https://forum.audiogames.net/post/551345/#p551345




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Re: The last of us part ii discussion

2020-06-21 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: The last of us part ii discussion

This sounds really awesome! I hope this pushes Sony to significantly improve their accessibility on the console.Unfortunately, I won't be purchasing a Playstation for a single game, especially when Sony's commitment to accessibility is shaky at best. I get the feeling the only reason text-to-speech is available in the United States exclusively is because of the CVAA. They're going to have to improve massively before I even consider purchasing the PS 4, 5, or any game console from them. I'd rather purchase the Xbox at this stage because Narrator offers a superior screen reading experience.Before I get the argument that the Playstation offers more accessible games, I want to point out that I refuse to play anything that isn't 100% accessible to a totally blind person. I don't consider using OCR, memorizing how many times to press a button, or asking someone with vision to help me to be acceptable or fun solutions. If what I've heard about this game is true, this is not necessary. This is how all games and consoles should behave, so hopefully this sets an example and finally gets rid of these lame excuses manufacturers and developers may have when it comes to implementing accessibility. If Apple demonstrated it was possible to make mainstream technology accessible for everyone, and Naughty Dog demonstrated that a video game can be made fully accessible, there's no excuse anymore.

URL: https://forum.audiogames.net/post/543928/#p543928




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Re: The last of us part ii discussion

2020-06-21 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: The last of us part ii discussion

This sounds really awesome! I hope this pushes Sony to significantly improve their accessibility on the console.Unfortunately, I won't be purchasing a Playstation for a single game, especially when Sony's commitment to accessibility is shaky at best. I get the feeling the only reason text-to-speech is available in the United States exclusively is because of the CVAA. They're going to have to improve massively before I even consider purchasing the PS 4, 5, or any game console from them. I'd rather purchase the Xbox at this stage because Narrator offers a superior screen reading experience.Before I get the argument that the Playstation offers more accessible games, I want to point out that I refuse to play anything that isn't 100% accessible to a totally blind person. I don't consider using OCR, memorizing how many times to press a button, or asking someone with vision to help me to be acceptable solutions. If what I've heard about this game is true, this is not necessary. This is how all games and consoles should behave, so hopefully this sets an example and finally gets rid of these lame excuses manufacturers and developers may have when it comes to implementing accessibility. If Apple demonstrated it was possible to make mainstream technology accessible for everyone, and Naughty Dog demonstrated that a video game can be made fully accessible, there's no excuse anymore.

URL: https://forum.audiogames.net/post/543928/#p543928




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Re: The last of us part ii discussion

2020-06-21 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: The last of us part ii discussion

This sounds really awesome! I hope this pushes Sony to significantly improve their accessibility on the console.Unfortunately, I won't be purchasing a Playstation for a single game, especially when Sony's commitment to accessibility is shaky at best. I get the feeling the only reason text-to-speech is available in the United States exclusively is because of the CVAA. They're going to have to improve massively before I even consider purchasing the PS 4, 5, or any game console from them. I'd rather purchase the Xbox at this stage because Narrator offers a superior screen reading experience.Before I get the argument that the Playstation offers more accessible games, I want to point out that I refuse to play anything that isn't 100% accessible to a totally blind person. I don't consider using OCR, memorizing how many times to press a button, or asking someone with vision to help me to be acceptable solutions. If what I've heard about this game is true, this is notn ecessary. This is how all games and consoles should behave, so hopefully this sets an example and finally gets rid of these lame excuses manufacturers and developers may have when it comes to implementing accessibility. If Apple demonstrated it was possible to make mainstream technology accessible for everyone, and Naughty Dog demonstrated that a video game can be made fully accessible, there's no excuse anymore.

URL: https://forum.audiogames.net/post/543928/#p543928




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Re: The last of us part ii discussion

2020-06-21 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: The last of us part ii discussion

This sounds really awesome! I hope this pushes Sony to significantly improve their accessibility on the console.Unfortunately, I won't be purchasing a Playstation for a single game, especially when Sony's commitment to accessibility is shaky at best. I get the feeling the only reason text-to-speech is available in the United States exclusively is because of the CVAA. They're going to have to improve massively before I even consider purchasing the PS 4, 5, or any game console from them. I'd rather purchase the Xbox at this stage because Narrator offers a superior screen reading experience.Before I get the argument that the Playstation offers more accessible games, I want to point out that I refuse to play anything that isn't 100% accessible to a totally blind person. I don't consider using OCR, memorizing how many times to press a button, or asking someone with vision to help me acceptable solutions. If what I've heard about this game is true, this is notn ecessary. This is how all games and consoles should behave, so hopefully this sets an example and finally gets rid of these lame excuses manufacturers and developers may have when it comes to implementing accessibility. If Apple demonstrated it was possible to make mainstream technology accessible for everyone, and Naughty Dog demonstrated that a video game can be made fully accessible, there's no excuse anymore.

URL: https://forum.audiogames.net/post/543928/#p543928




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Re: The last of us part ii discussion

2020-06-21 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: The last of us part ii discussion

This sounds really awesome! I hope this pushes Sony to significantly improve their accessibility on the console.Unfortunately, I won't be purchasing a Playstation for a single game, especially when Sony's commitment to accessibility is shaky at best. I get the feeling the only reason text-to-speech is available in the United States exclusively is because of the CVAA. They're going to have to improve massively before I even consider purchasing the PS 4, 5, or any game console from them. I'd rather purchase the Xbox at this stage because Narrator offers a superior screen reading experience.

URL: https://forum.audiogames.net/post/543928/#p543928




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Re: Crazy Party: mini-games and card battle! (beta73)

2020-04-25 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta73)

Here are a few more suggestions. I'm not sure if Pragma monitors this topic, so I might send these via Email as well, but here we go.A friend of mine suggested adding a game creator. This would let you design your own maps and integrate elements from multiple mini games. Imagine being able to create a more involved adventure by combining various traps together and specifying a maximum time limit to get through everything. You could then play that game in an online session.I've already talked about how awesome a racing mode would be. My idea for making competition mode more competitive by sharing resources with other players still stands. For example, change the flower game so that all players share the total number of flowers and must compete to get them before other players can. This is what competition mode is meant to be about, so why not actually make it competitive rather than simply syncing scores? This should obviously extend to some of the games where you're playing with the computer. It makes no sense to play the sticks game with the computer when you're playing with other humans. Why aren't we playing with the other people? I got the argument about latency before, but this could be for competition mode only. Keep the quiet mode unchanged. I don't play mini games online because it's honestly really boring to have everyone play in their own isolated maps.

URL: https://forum.audiogames.net/post/522511/#p522511




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Re: Code 7 - Episodes 2 & 3 Out Now

2020-04-19 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Code 7 - Episodes 2 & 3 Out Now

This might be a strange request, but does someone have a recording of the complete story? I gave up on the game after nearly tearing my hair out over those highly confusing and visual Muffin puzzles. I thought Brandon Cole was going to finish the game on YouTube, but he gave up around chapter 4 precisely because of the visual puzzles. I'm interested how the rest of the story plays out.

URL: https://forum.audiogames.net/post/520879/#p520879




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Re: Crazy Party: mini-games and card battle! (beta70)

2020-04-16 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta70)

Great update! I like the fact the server list can be filtered now. Here's one small suggestion. In future versions, please have it say server application once. It's not necessary to repeat it.

URL: https://forum.audiogames.net/post/520027/#p520027




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Re: I discovered several new cool features on blind drive!

2020-02-09 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: I discovered several new cool features on blind drive!

This game is awesome! I don't understand the ending, or what running into ice cream trucks actually does. Either way, the sound design is amazing and I love the later action levels.

URL: https://forum.audiogames.net/post/499912/#p499912




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Re: Swamp, zombie FPS by Aprone

2019-12-31 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

Wel, this is strange. My ally works now. I have no idea why it wasn't working before. Maybe I have to kill some zombies first? I don't know, but now it's following me around and shooting zombies.

URL: https://forum.audiogames.net/post/489810/#p489810




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Re: Swamp, zombie FPS by Aprone

2019-12-30 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

Swamp works with a trackpad. Drag your finger on the trackpad to aim at zombies. If your trackpad supports left clicking by double tapping, you can shoot this way or by clicking the physical left mouse button if you have one. On a Mac, click the trackpad to shoot or hold the control key to move forward.Does anyone have any ideas as to why the allies aren't working properly? I'm thinking there's something I'm not typing right, but I don't know. I wanted to add some allies to my campaign in order to make it more interesting and assist the player, but it's not going to be worth it if they ignore me and refuse to move or shoot anything. Does using a med kit close to an ally heal it?

URL: https://forum.audiogames.net/post/489655/#p489655




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Re: Swamp, zombie FPS by Aprone

2019-12-30 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

Swamp works with a trackpad. Drag your finger on the trackpad to aim at zombies. If your trackpad supports left clicking by double tapping, you can shoot this way or by clicking the physical left mouse button if you have one. On a Mac, click the trackpad to shoot or hold the control key to move forward.Does anyone have any ideas as to why the allies aren't working properly? I'm thinking there's something I'm not typing right, but I don't know. I wanted to add some allies to my campaign in order to make it more interesting and assist the player, but it's not going to be worth it if they ignore me and refuse to move or shoot anything. Also, does using a med kit close to an ally heal it?

URL: https://forum.audiogames.net/post/489655/#p489655




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Re: Swamp, zombie FPS by Aprone

2019-12-30 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

Swamp works with a trackpad. Drag your finger on the trackpad to aim at zombies. If your trackpad supports left clicking by double tapping, you can shoot this way or by clicking the physical left mouse button if you have one. On a Mac, click the trackpad to shoot or hold the control key to move forward.Does anyone have any ideas as to why the allies aren't working properly? I'm thinking there's something I'm not typing right, but I don't know. I wanted to add some allies to my campaign in order to make it more interesting and assist the player, but it's not going to be worth it if they ignore me and refuse to shoot anything. Also, does using a med kit close to an ally heal it?

URL: https://forum.audiogames.net/post/489655/#p489655




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Re: Swamp, zombie FPS by Aprone

2019-12-30 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

Swamp works with a trackpad. Drag your finger on the trackpad to aim at zombies. If your trackpad supports left clicking by double tapping, you can shoot this way or by clicking the physical left mouse button if you have one. On a Mac, click the trackpad to shoot or hold the control key to move forward.Does anyone have any ideas as towhy the allies aren't working porperly? I'm thinking there's something I'm not typing right, but I don't know. I wanted to add some allies to my campaign, but it's not going to be worth it if they ignore me and refuse to shoot anything.

URL: https://forum.audiogames.net/post/489655/#p489655




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Re: Swamp, zombie FPS by Aprone

2019-12-30 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

Swamp works with a trackpad. Drag your finger on the trackpad to aim at zombies. If your trackpad supports left clicking by double tapping, you can shoot this way or by clicking the physical left mouse button if you have one. On a Mac, click the trackpad to shoot or hold the control key to move forward.

URL: https://forum.audiogames.net/post/489655/#p489655




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Re: Swamp, zombie FPS by Aprone

2019-12-30 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

This is really bothering me. When I try Aprone's default tutorial campaign, the ally obeys my commands and will shoot at zombies that get too close. What am I doing wrong? Here's my test script that I can't get to work properly.map=multi1no respawnstarting geargive item 1 M60give item 5000 7.62mm ammogive item 1 AA12give item 5000 Shotgun shellsgive item 50 Apronic leggingsgive item 50 Apronic helmetgive item 50 Apronic vestgive item 50 Apronic bootsgive item 50 Apronic shoulder padsgive item 50 Apronic beltgive item 5000 Med kitadd random normal=200add random giant=200add ally spot 206,39,202,35 name=Lisa gun=MP5set ally aggression Lisa=fullset ally ammo Lisa=5000set ally aim Lisa=8

URL: https://forum.audiogames.net/post/489651/#p489651




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Re: Swamp, zombie FPS by Aprone

2019-12-29 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

I'm trying to make a campaign with some allies to help the player, but they don't work. I've had issues in the past, so I want to know if I'm doing something wrong or if the whole system is just plain broken? My ally does absolutely nothing. It won't move, it won't obey my follow commands, and it doesn't shoot at anything. Here's the code I have."add ally spot 206,39,206,39 name=test gun=AA12set ally mission test=wanderset ally speed test=100set ally aggression test=fullset ally ammo test=5000set ally obey test=yes"

URL: https://forum.audiogames.net/post/489392/#p489392




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Re: Swamp, zombie FPS by Aprone

2019-12-29 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

I'm trying to make a campaign with some allies to help the player, but they don't work. I've had issues in the past, so I want to know if I'm doing something wrong or if the whole system is just plain broken? My ally does absolutely nothing. It won't move, it won't obey my follow commands, and it doesn't shoot at anything. Here's the code I have."add ally spot 206,39,206,39 name=test gun=AA12set ally mission test=wanderset ally speed test=100set ally aggression test=fullset ally ammo test=5000"

URL: https://forum.audiogames.net/post/489392/#p489392




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Re: Crazy Party: mini-games and card battle! (beta70)

2019-12-22 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta70)

I'd like to see more interactive mini games when playing online. Battle mode is the best mode because it's truly interactive, while the game mode just compares scores and has everyone playing in their own little copy of the game. I'd like to have games where you're all on the same map and must share resources. For instance, you would have to work hard to get some diamonds in the dwarf mine game before they were all taken by the other players. Perhaps you could have ways to lure the monsters in the games where you must run away to go after other players instead of you. It would make the experience more interesting and interactive. As it is now, I only play battle mode because it's the most fun and interactive.Oh, I also sent Pragma the idea about the racing game similar to Mario Cart. Crazy Party has a lot of the traps already defined, and it would be awesome to have an online racing game where you could play in teams or with a bunch of players at once.

URL: https://forum.audiogames.net/post/487576/#p487576




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Re: Crazy Party: mini-games and card battle! (beta70)

2019-12-22 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta70)

I'd like to see more interactive mini games when playing online. Battle mode is the best mode because it's truly interactive, while the game mode just compares scores and has everyone playing in their own little copy of the game. I'd like to have games where you're all on the same map and must share resources. For instance, you would have to work hard to get some diamonds in the dwarf mine game before they were all taken by the other players. Perhaps you could have ways to lure the monsters in the games where you must run away to go after other players instead of you. It would make the epxerience more interesting and interactive. As it is now, I only play battle mode because it's the most fun and interactive.Oh, I also sent Pragma the idea about the racing game similar to Mario Cart. Crazy Party has a lot of the traps already defined, and it would be awesome to have an online racing game where you could play in teams or with a bunch of players at once.

URL: https://forum.audiogames.net/post/487576/#p487576




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Re: Crazy Party: mini-games and card battle! (beta68)

2019-12-18 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta68)

Make an excluded location such as a folder and extract the game there. This should avoid the issues with Windows Defender.Is this version really buggy? I was playing a battle of 19,217 HP with 2 other people and we kept targeting the wrong person. For example, hitting enter on a name selects the other target instead, or hits the user that tried to attack. My friend tried hitting me with something and ended up killing himself instead.

URL: https://forum.audiogames.net/post/486608/#p486608




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Re: Crazy Party: mini-games and card battle! (beta68)

2019-12-18 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta68)

Make an excluded location such as a folder and extract the game there. This should avoid the issues with Windows Defender.Is this version really buggy? I was playing a battle of 19,217 HP with 2 other people and we kept targeting the wrong person. For example, hitting enter on a name selects the other target instead, or hits the user htat tried to attack. My friend tried hitting me with something and ended up killing himslef instead.

URL: https://forum.audiogames.net/post/486608/#p486608




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Re: Crazy Party: mini-games and card battle! (beta68)

2019-12-18 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta68)

I'd like the ability to disable the wall tones under the options menu. My server is now running the newest version, so beta 69 is the only one that can connect.

URL: https://forum.audiogames.net/post/486602/#p486602




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Re: Crazy Party: mini-games and card battle! (beta68)

2019-12-18 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta68)

I'd like the ability to disable the wall tones under the options menu. My server is now running the newest version, so beta 79 is the only one that can connect.

URL: https://forum.audiogames.net/post/486602/#p486602




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Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

2019-11-25 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

Aaron, have you thought about offering a bundle with the two Manamon games? Perhaps you could pay $60 and receive licenses for both games?

URL: https://forum.audiogames.net/post/480047/#p480047




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Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

2019-11-22 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

Peggisen should really get something more powerful than power surge for electric damage. It's really sad when mine is level 91 and all its other attacks are more powerful than it's most powerful electric move.

URL: https://forum.audiogames.net/post/479119/#p479119




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Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

2019-11-18 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

Backtrack and look for a cave. You need to explore that first.

URL: https://forum.audiogames.net/post/477890/#p477890




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Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

2019-11-17 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

Why can't you buy skill mist? Is this a bug or something that was done on purpose? You can buy all other kinds of mists, so I don't get it.

URL: https://forum.audiogames.net/post/477638/#p477638




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Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

2019-11-15 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

Aaron, please put a healing machine at the end of the studio area before you enter the timed room and fight the angel robot. I don't think this is too much to ask for, considering all the traps and fights you have to go through before getting there.I'd also like the ability to have multiple save slots when saving your game. This would be useful for having multiple saves, or just saving at various points in the adventure.

URL: https://forum.audiogames.net/post/476953/#p476953




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Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

2019-11-15 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

Aaron, please put a healing machine at the end of the studio area before you enter the timed room and fight the angel robot. I don't think this is too much to ask for, especially considering all the traps and fights you have to go through before getting there.

URL: https://forum.audiogames.net/post/476953/#p476953




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Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

2019-11-15 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

I agree with the suggestion for a soundtrack player. The music rocks!

URL: https://forum.audiogames.net/post/476793/#p476793




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Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

2019-11-11 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

Aaron, please add a way for the game to detect when the connection in multiplayer mode drops and gracefully inform the user and disconnect. I was playing with a friend of mine and when his internet connection went out, the program totally locked up.editHere are some more cool ideas for multiplayer. The public server list would be awesome, especially if you want to challenge random people. We should also be able to spectate battles. The way this could work is that you get the option to spectate when you join a room that's already full. The program would send the battle messages to the spectators. Playing in teams would also be cooll as well. Maybe multiple teams of two would work?

URL: https://forum.audiogames.net/post/475759/#p475759




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Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

2019-11-11 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

Aaron, please add a way for the game to detect when the connection in multiplayer mode drops and gracefully inform the user and disconnect. I was playing with a friend of mine and when his internet connection went out, the program totally locked up.editHere are some more cool ideas for multiplayer. The public server list would be awesome, especially if you want to challenge random people. We should also be able to spectate battles. The way this could work is that you get the option to spectate when you join a room that's already full. The program would send the battle messages to the spectators. I think playing in teams would also be cooll as well.

URL: https://forum.audiogames.net/post/475759/#p475759




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Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

2019-11-11 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

Aaron, please add a way for the game to detect when the connection in multiplayer mode drops and gracefully inform the user and disconnect. I was playing with a friend of mine and when his internet connection went out, the program totally locked up.

URL: https://forum.audiogames.net/post/475759/#p475759




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Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

2019-11-10 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

Aaron, I will send you a link to download my save file. Maybe this will help you out. If you press enter while inside the picture map, the program crashes. Check your private messages for the link.

URL: https://forum.audiogames.net/post/474988/#p474988




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Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

2019-11-09 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

I get the following error when trying to exit the picture map for the second picture puzzle in Edge of the World. Here is the error. "A runtime error occurred.In function: tile@ map::tile_at(location@)Description: Index out of bounds""Call stack size: 18Function: tile@ map::tile_at(location@)Function: tile@ map::get_tile(location@)Function: string map::get_appropriate_song(bool = true, location@ = null)Function: void map::move_player_to_map(location@, bool = true, map@ = null)Function: void teleport(location@, map@, string = "", connection@ = null)Function: void warp_from_picture(interact@)Function: bool interact::check_events()Function: bool interact::manage_events()Function: bool interact::run_events_and_texts()Function: bool interact::standard_act()Function: void interact::act()Function: void map::run_explicit_actors(bool = false, bool = false, bool = false)Function: void map::check_interacts(bool = false, bool = false, bool = false)Function: void map::loop()Function: void map::play()Function: void play_game(bool = false)Function: void launch_manamon()Function: void main()"I'm running the latest 1.1.2 version.

URL: https://forum.audiogames.net/post/474849/#p474849




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Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

2019-11-03 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

Here's another suggestion for multiplayer. When creating a room, it should ask if you wish for it to be public or private. If private, the existing system of typing the name should remain. If public, there should be a list of rooms that are currently waiting for a second player.

URL: https://forum.audiogames.net/post/472567/#p472567




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Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

2019-11-03 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

I agree, a key to check the current objective would be helpful. If possible, this should also be added to Manamon 1.

URL: https://forum.audiogames.net/post/472243/#p472243




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Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

2019-11-01 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

When you begin the game, you are not given 3 nets even though you are told you are. Is this a bug?

URL: https://forum.audiogames.net/post/471809/#p471809




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Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

2019-11-01 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

I only have 7 of the 8 coins as well. Is there something I'm missing or is this a bug?

URL: https://forum.audiogames.net/post/471793/#p471793




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Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

2019-11-01 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

This sounds interesting. Is this another Manamon game with another story and more creatures? It's good that you've finally added a better online system. Do you have plans to port this to the original Manamon? I'm going to check this out right now and will buy it if I like it.

URL: https://forum.audiogames.net/post/471601/#p471601




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Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2019-09-20 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

If someone has the documentation, I'd love to have it. I'm trying to figure out what all this stuff does. Can Pragma host it directly on his website?

URL: https://forum.audiogames.net/post/463056/#p463056




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Re: VGStorm Presents Manamon, a new fully featured RPG!

2019-09-18 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: VGStorm Presents Manamon, a new fully featured RPG!

tayo.bethel, check your private messages. I am able to trade. Let me know what time works best for you. I am in central time.

URL: https://forum.audiogames.net/post/462629/#p462629




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Re: Three-D Velocity 2.44

2019-09-15 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Three-D Velocity 2.44

The server allows you to assign admins? How do I do this? I have a server running. You may connect using the christopherw.me address. I need to upgrade it to the 2.44 version.

URL: https://forum.audiogames.net/post/462189/#p462189




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Re: Three-D Velocity 2.4

2019-09-01 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Three-D Velocity 2.4

What does the server timeout option do?

URL: https://forum.audiogames.net/post/458947/#p458947




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Re: Code 7 - Episodes 2 & 3 Out Now

2019-08-30 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Code 7 - Episodes 2 & 3 Out Now

Spoiler!Is there any way to find Fang's blood type in episode 1? If so, how and where? It looks like it's possible to save her, but I can't find the computer that might contain that info.

URL: https://forum.audiogames.net/post/458522/#p458522




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Re: Code 7 - Episodes 2 & 3 Out Now

2019-08-27 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Code 7 - Episodes 2 & 3 Out Now

I'm playing this for YouTube and am having trouble with the room pressure puzzle in episode 0. How do I solve this? I can get the values to match at 40, but they're always 0.15 or so apart. What's the trick? I've tried entering 0.001, 0.0015, -0.0015, etc, but nothing helps. I can't figure out the logic it's using to calculate which is extremely frustrating.

URL: https://forum.audiogames.net/post/457903/#p457903




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Re: Lifeline

2019-08-24 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Lifeline

Sadly, I think this whole franchise is dead. It's a shame, because I was really enjoying the story about the Greens. I guess Halfway to Infinity is the last installment.

URL: https://forum.audiogames.net/post/457522/#p457522




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Re: Three-D Velocity 2.31

2019-08-13 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Three-D Velocity 2.31

I have no problems with the server. As long as you have Mono installed, typing mono TDVServer.exe should work.

URL: https://forum.audiogames.net/post/455320/#p455320




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Re: Crazy Party: mini-games and card battle! (beta68)

2019-08-09 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta68)

Well, my server is running at christopherw.me port 2500. If Pragma or who ever is managing the server list would like to have a backup/alternate server, feel free to add it to the list. It is up nearly all the time unless the Linode crashes or I reboot it. Even if I do a reboot, it may only be down for a few minutes. Linode rocks! I can't believe how well it works! I'm paying $5 a month, and it's hosting a bunch of audio game servers and some other things.

URL: https://forum.audiogames.net/post/454382/#p454382




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Re: Crazy Party: mini-games and card battle! (beta68)

2019-08-09 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta68)

Well, my server is running at christopherw.me port 2500. If Pragma or who ever is managing the server list would like to have a backup/alternate server, feel free to add it to the list. It is up nearly all the time unless the Linode crashes or I reboot it. Even if I do a reboot, it may only be down for a few minutes. Linode rocks! I can't bleieve how well it works! I'm paying $5 and it's hosting a bunch of audio game servers and some other things.

URL: https://forum.audiogames.net/post/454382/#p454382




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Re: Crazy Party: mini-games and card battle! (beta68)

2019-08-09 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta68)

Well, my server is running at christopherw.me port 2500. If Pragma or who ever is managing the server list would like to have a backup/alternate server, feel free to add it to the list. It is up nearly all the time unless the Linode crashes or I briefly reboot it.

URL: https://forum.audiogames.net/post/454382/#p454382




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Re: Crazy Party: mini-games and card battle! (beta68)

2019-08-08 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta68)

Parry cards should activate as long as you have them in your hand, the correct card was played by your opponent, and you have the required levels. As for more documentation, I completely agree. Putting cards above your deck means you are guaranteed to draw them on your next turn(s). The opposite applies for putting cards below your deck, I.E you will most likely draw those cards right before the deck shuffles. The exile and discard are completely different. The discard contains the cards you've already played. It is shuffled to make a new deck if you run out of cards in your deck. The exile is a special place where cards are kept. This can be used for some attacks such as Supreme Punishment. It is very difficult to retrieve cards once they have been put into the exile. The only way I know is to use Souvenir, Water Memory, or several other cards related to specific elements.

URL: https://forum.audiogames.net/post/453971/#p453971




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Re: Crazy Party: mini-games and card battle! (beta68)

2019-08-07 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta68)

It can be, but remember you can add parry cards and change your type during the battle if you need to avoid getting creamed by something that's super effective. Colossal Crushing can be incredibly powerful, especially if you combine it with a bunch of foot cards from ground and fighting. Oh, don't forget to throw in a Midnight Ring or two to boost your damage. That's just one of the many strategies you can employ. Look at the cards and experiment.

URL: https://forum.audiogames.net/post/453955/#p453955




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Re: Crazy Party: mini-games and card battle! (beta68)

2019-08-07 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta68)

It can be, but remember you can add parry cards and change your type during the battle if you need to avoid getting creamed by something that's super effective. Colossal Crushing can be incredibly powerful, especially if you combine it with a bunch of foot cards from Earth and fighting. Oh, don't forget to throw in a Midnight Ring or two to boost your damage. That's just one of the many strategies you can employ. Look at the cards and experiment.

URL: https://forum.audiogames.net/post/453955/#p453955




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Re: Crazy Party: mini-games and card battle! (beta68)

2019-08-07 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta68)

Okay, here are a few general tips.1. Keep your deck to 80 or less cards. The minimum required cards in your deck is 40, and the maximum is 80. Any amount over 80 will result in random cards being omitted, and anything below 40 will result in idleness cards which are very very bad. I recommend sticking between 40 to 60. The less cards you have, the less time you'll waste trying to find the right card.2. Build your decks with a specific purpose.3. Remember that you don't always have to put all 4 cards in a deck. You can put 1 or 2, which not only means you have less cards, but reduces the number of duplicates you get. You don't always need duplicates. For example, you don't need 4 posture cards and 4 environment cards, only 2 of each will suffice in most cases.4. Pay attention to parry cards. Cards like natural mistrust are very useful for mitigating various attacks people might throw at you. I initially put that card in my decks to get rid of card thieves, but it has a surprising amount of uses. Again, you may only want to put 1 or 2 in your deck, because most of them will give you another one automatically once used.5. Use symbols if you want to make decks with multiple types work well. Again, you only have to put 1 or 2 symbols in there, because you get an additional symbol after you play one. Remember that you lose levels in a type if you have less than 3 cards in that type in your hand, you gain levels if you have 4 or more cards, and your level does not change if you have 3 cards. Armed with this knowledge, you should be able to work out some strategies.

URL: https://forum.audiogames.net/post/453897/#p453897




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Re: Crazy Party: mini-games and card battle! (beta68)

2019-08-07 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta68)

Okay, here are a few general tips.1. Keep your deck to 80 or less cards. The minimum required cards in your deck is 40, and the maximum is 80. Any amount over 80 will result in random cards being omitted, and anything below 40 will result in idleness cards which are very very bad. I recommend sticking between 40 to 60. The less cards you have, the less time you'll waste trying to find the right card.2. Build your decks with a specific purpose.3. Remember that you don't always have to put all 4 cards in a deck. You can put 1 or 2, which not only means you have less cards, but reduces the number of duplicates you get. You don't always need duplicates. For example, you don't need 4 posture cards and 4 environment cards, only 2 of each will suffice in most cases.4. Pay attention to parry cards. Cards like natural mistrust are very useful for mitigating various attacks people might throw at you. I initially put that card in my decks to get rid of card thieves, but it has a surprising amount of uses. Again, you may only want to put 1 or 2 in your deck, because most of them will give you another one automatically once used.5. Use symbols if you want to make decks with multiple types work well. Again, you only have to put 1 or 2 symbols in there, because you get an additional symbol after you play one. Remember that you lose levels in a type if you have less than 3 cards in that type in your hand. You gain levels if you have 4 or more cards, and your level does not change if you have 3 cards. Armed with this knowledge, you should be able to work out some strategies.

URL: https://forum.audiogames.net/post/453897/#p453897




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Re: Crazy Party: mini-games and card battle! (beta68)

2019-08-07 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta68)

The network stability with the server apps has significantly improved with this version. Now the only things we need are the ability to kick players, and a way to temporarily save player data if that person disconnects. The latter might be easier said than done, however.

URL: https://forum.audiogames.net/post/453860/#p453860




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Re: Crazy Party: mini-games and card battle! (beta66)

2019-08-07 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta66)

Crazy Party beta 68 is released. It contains many bug fixes and adds new cards. I'll post the change log here.***beta68Some bug fixes, the game should be playable now.Modified cards: underground.***beta67GeneralOn a server application, you can know the general information by pressing Alt+i.Some announcement improvements on the server applications.On a server application, the waiting tables are now on the top of the list.Maybe the braille works now in the menus.BattleModified cards: swordSheath (withoutthe the weapon flag), snake bite (works with the basilisk posture).Some new battle cards and some new bots.Fixed bugsSometimes the game was still waiting for a player at the launching.The game was asking for the mini-games list twice.On the central server it wasn't possible for the spectators to watch the next battle.The hardcore mode should be work correctly now.The random seed was sometimes incorrectly setted.The joker didn't work correctly.The game shouldn't now stop when a player leaves on a server application.The team battle with bots should now work correctly.The classic servers are now closed after the end of the game in order to avoid some bugs on the reinitialization.It shouldn't be possible to find gems when playing one mini-game in the reward's room in order to avoid a bug that resets the gems amount in the save.Maybe the online board mode could work better.

URL: https://forum.audiogames.net/post/453848/#p453848




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Re: Crazy Party: mini-games and card battle! (beta66)

2019-08-06 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta66)

Cheating gems does nothing in terms of giving you an advantage in online games. How does it work to tell you the number of unlocked cards? It says I have around 3,000 objects which makes no sense. I only have 350 odd gems, 836 cards, and I think 208 or so unlocked games. If not a complete removal, maybe adding an option to turn off those messages would suffice? It's unnecessary information I could do without.

URL: https://forum.audiogames.net/post/453597/#p453597




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Re: Crazy Party: mini-games and card battle! (beta66)

2019-08-06 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta66)

Cheating gems does nothing in terms of giving you an advantage in online battles. How does it work to tell you the number of unlocked cards? It says I have around 3,000 objects which makes no sense. I only have 350 odd gems, 836 cards, and I think 208 or so unlocked games. If not a complete removal, maybe adding an option to turn off those messages would suffice? It's unnecessary information I could do without.

URL: https://forum.audiogames.net/post/453597/#p453597




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Re: Crazy Party: mini-games and card battle! (beta66)

2019-08-06 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta66)

When you're paralyzed, you should not be able to move at all. The behavior should be identical to sleep or freezing. Maybe allow the player to have a chance of moving if the paralysis level is less than or equal to say 2, but anything after that and you don't move at all. Also, please hide the number of objects people have when starting online parties. It's unnecessary information.Are there plans to improve the board mode? This is the area of the game that needs the most work. I like the concept, but it's currently the most boring aspect of an otherwise great game.

URL: https://forum.audiogames.net/post/453577/#p453577




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Re: Scrolling battles pro version 3.0.0 released!

2019-08-02 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Scrolling battles pro version 3.0.0 released!

So what exactly does this version do? I assume most of the changes are under the hood. The server handles most of the game info now?

URL: https://forum.audiogames.net/post/452794/#p452794




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Re: Crazy Party: mini-games and card battle! (beta66)

2019-08-01 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta66)

In a future version, can we please have a language list within the server? For instance, when you connect to the server, it would ask you to choose your language or use the language specified in the save file. Using this system, you would only be able to see players that spoke the same language. Currently, there are a bunch of people on the server that speak languages other than English which is a little frustrating when you want to talk to someone. Of course, some people might want to turn this off and/or switch language channels, so those options should be available as well.

URL: https://forum.audiogames.net/post/452584/#p452584




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Re: Crazy Party: mini-games and card battle! (beta66)

2019-08-01 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta66)

In a future version, can we please have a language list within the server? For instnace, when you connect to the server, it would ask you to choose your language or use the language specified in the save file. Using this system, you would only be able to see players that spoke the same language. CUrrently, there are a bunch of people on the server that speak languages other than English which is a little disappointing when you want to talk to someone.

URL: https://forum.audiogames.net/post/452584/#p452584




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Re: Crazy Party: mini-games and card battle! (beta66)

2019-07-31 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta66)

Now that we have the server program, is it possible to implement something that temporarily saves player data in the event a player disconnects? I know this has been talked about before, but this is a problem. Is this even possible given BGT limitations?

URL: https://forum.audiogames.net/post/452407/#p452407




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Re: A Hero's Call: an Accessible Fantasy RPG from Out of Sight Games

2019-07-30 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: A Hero's Call: an Accessible Fantasy RPG from Out of Sight Games

What is the maximum level at which you stop learning new spells and skills? How about the level at which point there are no new monsters? I've only played the game up to level 30. I really need to play again.

URL: https://forum.audiogames.net/post/452184/#p452184




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Re: Crazy Party: mini-games and card battle! (beta66)

2019-07-30 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta66)

There is a bug that prevents you from kicking players in a game if you're hosting it on a server program. Pressing Control+k does nothing.

URL: https://forum.audiogames.net/post/452105/#p452105




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Re: Three-D Velocity 2.30

2019-07-29 Thread AudioGames . net ForumNew releases room : Chris via Audiogames-reflector


  


Re: Three-D Velocity 2.30

I'm running a server and it has just been updated to the new 2.30 version. Does this new version add or fix anything? In order to connect, use christopherw.me for the address and it should work.

URL: https://forum.audiogames.net/post/451956/#p451956




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