Re: bloodstorm returns!

2021-01-11 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: bloodstorm returns!

The thing is, this forum is hardly the enemy.  We just had a lot of criticism that's obviously not wanted.  Some of us obviously voice it better than others, but the way I see it is that you can't have salt and pepper without the shakers, and sometimes the shaker lets loose a lot more than you need, but that can't happen if you don't shake things up.  IN essence what I'm saying is that there's never a cause without an effect, an action without a reaction.

URL: https://forum.audiogames.net/post/606072/#p606072




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Re: bloodstorm returns!

2021-01-11 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: bloodstorm returns!

I doubt he'll be banned, or anyone else who posts it out here,. unless it can be completely and undeniably proven that it's just cloned unauthorized stuff.

URL: https://forum.audiogames.net/post/605944/#p605944




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Re: Alter Aeon September 2020 Update

2020-09-11 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: Alter Aeon September 2020 Update

So, true story.  If you have the Mush-z client you can hold down the alt key and hit any of the following:I for north.L for East.K for south.J for west.U for northwest.O for northeast.Comma for southeast.N for southwest.Alternatively, turn on your numpad if you have one and do the following:8 for north.6 for east.2 for south4 for west.7 for northwest.9 for northeast.3 for southeast.1 for southwest.Note: it is not necessary to hold down the alt key if you are using the numpad.The mush-z client also has a ton of other shortcut keys you can use to quickly obtain information about yourself.  Hold down the alt key with any of the following:X tells you how much xp you need for your next level.H tells you how many HP you have.M tells you how much mana you have.V tells you how much movement you have.G tels you how much gold you have.T tells you what, if anything, you are currently targeting. This is useful in fights where your leader tells you to target a specific mob.Hope this helps; if you need further assistance, let me know.

URL: https://forum.audiogames.net/post/569620/#p569620




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Re: Alter Aeon September 2020 Update

2020-09-11 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: Alter Aeon September 2020 Update

So, true story.  If you have the Mush-z client you can hold down the alt key and hit any of the following:I for north.L for East.K for south.J for west.U for northwest.O for northeast.Comma for southeast.N for southwest.Alternatively, turn on your numpad if you have one and do the following:8 for north.6 for east.2 for south4 for west.7 for northwest.9 for northeast.3 for southeast.1 for southwest.The mush-z client also has a ton of other shortcut keys you can use to quickly obtain information about yourself.  Hold down the alt key with any of the following:X tells you how much xp you need for your next level.H tells you how many HP you have.M tells you how much mana you have.V tells you how much movement you have.G tels you how much gold you have.T tells you what, if anything, you are currently targeting. This is useful in fights where your leader tells you to target a specific mob.Hope this helps; if you need further assistance, let me know.

URL: https://forum.audiogames.net/post/569620/#p569620




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Re: Build to Survive, version 5.0.2

2020-08-24 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: Build to Survive, version 5.0.2

Yeah, that's why I found the animals map kind of rewarding.  It was a nice way to learn the way of the game, as it were.

URL: https://forum.audiogames.net/post/564127/#p564127




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Re: bloodstorm

2020-08-20 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: bloodstorm

Nope, not affected anymore; I put this down awhile back and I don't intend to try it again.  The attitude here is the issue.  Failing to realize one's shortcomings just allows the problems to persist.

URL: https://forum.audiogames.net/post/563149/#p563149




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Re: bloodstorm

2020-08-20 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: bloodstorm

You know, I'm going to side with the community this time as someone who's been here for a long enough while now that I think I won't be regreting this one later.  Here's the bottom line: we, some of us reputable members, some of us just people who have played games long enough and know how to speak sensibly tried giving you the benefit of a doubt when others put you down.  That wasn't enough of a reason for you to take us seriously.  We gave you constructive criticism; you didn't like it.  When myself, Ironcross and JaceK tried pointing out things that were either wrong with the game or that we honestly felt the game could benefit from either having or not having you didn't want to bite.  We told you the game needed better management.  You wouldn't believe it.  I'll be honest and tell you and everyone else flat out that I've put this thing down for the bettter part of two months now because I don't see it honestly going forward in a good way.  If others are to be believed, you don't really have the knowhow/ability to fix the game.  Is that true?  I don't know, and I honestly don't care.  What I do care about, is that present, both of you so-called devs are acting like the children you want to blame are responsible for the stress you're acquiring.To cut it short?  If you can come up with something cohesive and consistent, do it.  If you can't, toss it out the window!  Players have given you more than enough ideas to be getting on with and how you might implament them.  Not all of them are going to be good or great, but there are some you yourself are going to have to take a stance on!  It's not about reputation anymore!  It's about making a game!  If you don't know what that is, I suggest taking a step back and seeing what it was that inspired you to begin with and why you're so burned out on the project now, rather than fueling a toxic gaspit for the community to jump into and provide the flames for!

URL: https://forum.audiogames.net/post/563106/#p563106




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Re: bloodstorm

2020-08-20 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: bloodstorm

You know, I'm going to side with the community this time as someone who's been here for a long enough while now that I think I won't be regreting this one later.  Here's the bottom line: we, some of us reputable members, some of us just people who have played games long enough and know how to speak sensibly tried giving you the benefit of a doubt when others put you down.  That wasn't enough of a reason for you to take us seriously.  We gave you constructive criticism; you didn't like it.  When myself, Ironcross and JaceK tried pointing out things that were either wrong with the game or that we honestly felt the game could benefit from either having or not having you didn't want to bite.  We told you the game needed better management.  You wouldn't believe it.  I'll be honest and tell you and everyone else flat out that I've put this thing down for the bettter part of two months now because I don't see it honestly going forward in a good way.  If others are to be believed, you don't really have the knowhow/ability to fix the game.  Is that true?  I don't know, and I honestly don't care.  What I do care about, is that present, both of you so-called devs are acting like the children you want to blame are responsible for the stress you're acquiring.To cut it short?  If you can come up with something cohesive and consistent, do it.  If you can't, toss it out the window!  Players have given you more than enough ideas to be getting on with and how you might implament them.  Not all of them are going to be good or great, but there are some you yourself are going to have to take a stance on!  It's not about reputation anymore!  It's about making a game!  If you don't know what that is, I suggest taking a step back and seeing what it was that inspried you to begin with and why you're so burned out on the project now, rather than fueling a toxic gaspit for the community to jump into and provide the flames for!

URL: https://forum.audiogames.net/post/563106/#p563106




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Re: browser toy, Hunger games simulator,

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


  


Re: browser toy, Hunger games simulator,

I guess at least this time I died of something a little less than cowardice?  I just can't take care of myself, apparently.

URL: https://forum.audiogames.net/post/551657/#p551657




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Re: browser toy, Hunger games simulator,

2020-07-11 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: browser toy, Hunger games simulator,

This is what I find when I search to see if my name has been mentioned on any other topics?  Sheesh!  I'm such a cowardly runaway...

URL: https://forum.audiogames.net/post/551255/#p551255




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Re: bloodstorm

2020-07-03 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: bloodstorm

I don't think anyone out here's come and outright bashed the game or even the devs.  the most we've done is voiced opinions that are going to be seen as negative, but they certainly couldn't be taken as destructive criticism.  It's not like we're going out of our way to say this is a pile of donkey droppings with no possibility of redemption and it should just be squashed out of existence!  In fact, we're saying quite the opposite, which is that we're like the idea, like the concepts, like the general mechanics and, we're concerned that there isn't enough vision and clear management and sense of direction right now where the project is concerned and, that being the case it will more than likely implode on itself and we don't want that to happen!

URL: https://forum.audiogames.net/post/548376/#p548376




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Re: bloodstorm

2020-07-03 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: bloodstorm

As does most everything else.  Fighting itself causes lag.  Throwing far too many bots on the map causes lag.  Too many bullets cause lag.  And sometimes the lag is capable of producing some rather interesting results, such as being killed in midair and then respawning in said air in the safehouse.  I'm not going to claim to have the answer, because I don't, but for awhile now people have been voicing the idea that you should stay away from bgt for this reason, particularly as it pertains to making online games.  To be quite honest, this is the first online game I've played coded in BGT and, it this is the kind of thing you guys have been doing for the past 5 years just to mimic playing an fps or something of this caliber?  I'd say this is pretty bad.

URL: https://forum.audiogames.net/post/548312/#p548312




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Re: bloodstorm

2020-07-03 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: bloodstorm

I've already been clear with both of them and told them I think they're mismanaging their project.  for all the great  development they're doing, they also do a load of one step forward and ten steps back.  Earlier I got on and they were considering taking out the cannon loopp sound because majority says take it out.  I'm all for a great impression because you want to make a product good and enticing to the gamers, but I think what's needed more often than not and what isn't delivered nowadays is an accurate impression.  That's where this game is seriously going to fall short.

URL: https://forum.audiogames.net/post/548287/#p548287




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Re: bloodstorm

2020-07-03 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: bloodstorm

I've already been clear with both of them and told them I think they're mismanaging their project.  for all the great  development they're doing, they also do a load of one step forward and ten steps back.  Earlier I got on and they were considering taking out the cannon lopp sound because majority says take it out.  I'm all for a great impression because you want to make a product good and enticing to the gamers, but I think what's needed more often than not and what isn't delivered nowadays is an accurate impression.  That's where this game is seriously going to fall short.

URL: https://forum.audiogames.net/post/548287/#p548287




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Re: bloodstorm

2020-07-03 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: bloodstorm

and the self-discourse begins.n1.  Has our plan to conquer the world received a huge success today?n2.  Don't believe that for a minute, or you'll be guilty of underestimating everyone around you.n1.  What do you mean?n2.  Just because you used a load of reverse psychology to get them to disagree with you doesn't mean you can get them to do anything else.n1.  You mean that was a waste of time?n2.  More or less...n1.  why didn't you warn me of that priar to now?n2.  Because you were too intent on having fun to listen!n1.  Quiet, you're giving away valuable insight into...n2.  Oh shut your blabbering.  They know your stupid satirical self well enough that they know even a guy with as much integrity as yourself can't help but laugh at someone else's expense now and again.  everyone does it.n1.  Everyone?n2.  Almost everyone.n1.  Do you know anyone who doesn't?n2.  Um... I'll get back to you on that.n1.  when will you get back to me on that?  Hey?  Hey?  Hey!  come back here!  I want an answer!My head is full of a sudden emptiness save for the words I'm writing to try and explain this feeling... I know I'll fail but there ya have it.  Welcome to my world!  I didn't conquer it; it conquered me! :d

URL: https://forum.audiogames.net/post/548238/#p548238




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Re: bloodstorm

2020-07-03 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: bloodstorm

Why is everyone agreeing with me of a sudden!  Shut up already!  You're supposed to disagree!  That's the norma!  I come in here, make a statement, you disagree!  why am I having to teach you guys everything! :d

URL: https://forum.audiogames.net/post/548207/#p548207




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Re: bloodstorm

2020-07-02 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: bloodstorm

Yeah, looking back on it I find the thing more annoying than useful.  I mean as things stand it's not like eating improves your HP or gives you more speed or stamina or clarity or the ability to focus better on a target or, well, anything!  It just lowers a bar that is going to rise up again!  Now, if you say, introduced energy drinks to both replenish your thirst and they also gave you a boost in speed or something?  Well, that might be cool.

URL: https://forum.audiogames.net/post/548114/#p548114




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Re: bloodstorm

2020-07-02 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: bloodstorm

And the chicken didn't cross the road because it didn't want to either, but since it didn't want to everyone made up a bunch of jokes about it doing completely the opposite.  That stupid chicken got more attention than he deserved when all I wanted was some nuggets!

URL: https://forum.audiogames.net/post/547949/#p547949




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Re: bloodstorm

2020-07-01 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: bloodstorm

Nope.  Saw it in Perfect Dark in 2000, and I liked it because it also gave you a host of achievements and unlockables to collect.  Honestly, that would be a nice way to get newbies trained and a great way to give them their weapons one at a time.  IN essence, right now as things stand you have all your weapons and that kind of doesn't make sense?  If you set it up that way, a person couldn't say, just get the cannon unless they managed to unlock it via target practice with it first.  You'd have to do that with every weapon rather than just starting off with them, and that would ensure that you have a good grasp on how to use them.

URL: https://forum.audiogames.net/post/547597/#p547597




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Re: bloodstorm

2020-07-01 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: bloodstorm

Also, remember that it truly depends on the type of sniper we're discussing.  a Barrett M95, for instance, is a 50cal weapon.  IN essence what that means is that if you have a heavy bullet fired at such a velocity that, provided you were within roughly 200 feet of a steal structure you could easily pierce it.  It has a range of 1800 meters, roughly 5900 feet; that's over a kilometer and well over a mile.  The projectile travels at roughly 854 m/s.  On its own the weapon weighs about 23.5 pounds.I'm not sure where the idea for the m1000 came from since I cannot find any relative info on it, which leads me to believe someone's been playing a bit too much call of duty or watching videos of the same, or that they reimagined and reinvented the concept of the M99 for this particular game.  either way?  We're talking 50 cal and, in the case of the 99, a 25 pound sucker that would theoretically only require one shot to destroy any human alive, provided they were within roughly 1000 feet of you, if we were being super realistic, the plane were only 2 d and there weren't any super limiting factors such as wind and angle and other such things to calculate.  So yes, the m1k is actually rather forgiving, for anyone claiming it may just be too powerful, and ok, I don't think I would want to carry it regularly because it weighs a bit more than my heaviest accordion... I dunno.

URL: https://forum.audiogames.net/post/547564/#p547564




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Re: bloodstorm

2020-07-01 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: bloodstorm

the idea is that you don't leave the safe zone until you personally feel ready.  Otherwise, don't leave the safe zone.

URL: https://forum.audiogames.net/post/547547/#p547547




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Re: bloodstorm

2020-06-30 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: bloodstorm

With 345 here.  It goes along with what I posted above concerning equipment.  The heavier the gear, the slower you'll walk.  This is why someone who is a hardcore combattant might choose to wear extensively defensive equipment, while someone who's more of a stealth fighter would opt to practically fly through the map.  This also gives team play some great perks if you ever decide to really fully implament that, as someone could serve more as a punching bag while the other guy acts as the hitter or blaster.

URL: https://forum.audiogames.net/post/547404/#p547404




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Re: bloodstorm

2020-06-30 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: bloodstorm

Sniper and cannon, given how heavy it technically is when you think about it.  Beyond that I don't think you need do much.  I mean if you just tweak the amount of speed a person has when using them, someone could easily get in a ton of shots with less heavy weapons such as knives?  that would be me...  I like the fact that both sniper and cannon take awhile to reload, so if you time it just right that would be the best way to get in on someone using them.

URL: https://forum.audiogames.net/post/547395/#p547395




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Re: bloodstorm

2020-06-30 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: bloodstorm

Again, I stand corrected, and found them.  And I like it.

URL: https://forum.audiogames.net/post/547385/#p547385




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Re: bloodstorm

2020-06-30 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: bloodstorm

I stand corrected, you can no longer jump cannons.And now things have gotten really interesting, because to get anything you have to, um, well, go to the main map.and bye bye went the animals.

URL: https://forum.audiogames.net/post/547376/#p547376




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Re: bloodstorm

2020-06-30 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: bloodstorm

Did they recently tweak them?  I mean no more than two days ago I was jumping them.  the trick is to wait for them to come at you and then jump to the other side.

URL: https://forum.audiogames.net/post/547321/#p547321




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Re: bloodstorm

2020-06-30 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: bloodstorm

Oh and as for the cannons being so powerful?  Learn to seriously jump, peoples.  You can avoid cannon balls making them rather useless.  Yes, they are rather useless if you shoot them against me.  If you're having trouble avoiding them I'll either assume you haven't learned the art of jumping or your internet is the issue.

URL: https://forum.audiogames.net/post/547313/#p547313




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Re: bloodstorm

2020-06-30 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: bloodstorm

for my part, I'd just like to say that weapons ar eloud so I expect them to be loud.  Beyond that, everything else in Iron's post 329 is spot on.

URL: https://forum.audiogames.net/post/547311/#p547311




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Re: bloodstorm

2020-06-30 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: bloodstorm

@JaceK, if you don't see Nocturnus, chances are I'm not around.  That goes for more or less anywhere.

URL: https://forum.audiogames.net/post/547273/#p547273




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Re: bloodstorm

2020-06-30 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: bloodstorm

@Jayde, here come the yowlers again...  I liked everything in post 319.  I think the problem lies with people who want a game that will handhold more than it'll challenge.  while there's times when that kind of play is acceptible, I do not believe multiplayer games are that time.@JaceK, funnily enough, I find the chainsaw mostly useless, so I'm not sure how you're using it.  IN fact, I don't know how most people are using it.  Every time I try I get mega attacked.  I still prefer the throwing knives myself, but for as much as I like them I run into the issue you described above with the chainsaw.  Yes, I like them; no, I don't believe that was the right way to implament them, because you can just mash the spacebar and throw them as fast as a machinegun shoots bullets.

URL: https://forum.audiogames.net/post/547209/#p547209




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Re: bloodstorm

2020-06-30 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: bloodstorm

As for everyone complaining about the realism aspect of things?  If it were more realistic I think you'd play it even less.  If you're annoyed right now because you need to eat because your hungry and drink because you're thirsty, you'd be more annoyed if they tweaked it to make it to where for every point added to your hunger and thirst you did in fact move slower or jump less.  Fact is?  while those things do make sense in real life, there has to come a point where you distinguish between playing a game and doing real life.  This is a game; obviously, if you were a hundred percent hungry or thirsty in real life you would be dead.  I think that's what it means to die of starvation and dehydration, you know, to be a hundred percent hungry and thirsty.  I'll grant that I've never seen such a system where a shooter of any kind is concerned, and I'll also grant that as things stand right now I feel like eating and drinking are a rather spammy thing because you have to spam over and over again just to eat and drink.  It doesn't hurt to check your hunger and thirst though, anymore than it hurts to check your HP or how much ammo you have left.

URL: https://forum.audiogames.net/post/547187/#p547187




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Re: bloodstorm

2020-06-30 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: bloodstorm

Fact.  You do get hungry.  You do get thirsty.  I don't like it either but it's true.  So it only makes sense that you should be hungry and you should be thirsty on this thing.  I'm convinced this is honestly one of the better aspects of the game; yes it is annoying, but not everything can be thrilling.And now for some opinions.  I don't see any issue with killing other things that are for all intents and purposes NPC related.  it's not like this is swamp where you have a hundred players logged in at any given moment in time, thus there has to be some way to gain coins and pointage other than killing people.  Furthermore?  Not everyone wants to kill people all the time!  with that being said?1.  Include more varying NPC's on the main map that act like humans.  Have them carry and use our weaponry.2.  have them carry ammunition and other items you can take from them once they're killed.3.  Have items spawn randomly throughout the main map.  they shouldn't be all over the map or spawning every 30 seconds or anything of that nature, but enough to where one would want to go collect them.  Perhaps doing something like, say a box of 100 antibiotics or a crate of 50 robots every 20 or 30 minutes just, randomly placed somewhere on the map?  Mek sure the items are sellable so a person can decide whether in fact they want to keep them or sell them and perhaps use those coins to purchase things that are more beneficial to them.  Maybe even just have treasure chests full of coins?4.  I saw you guys do this once but didn't participate because I was just learning the game, but there was this mode where you guys had it set up to where players had to go kill all the bots on a map.  Consider making that a sort of mission you can sign up for if, A, you have enough players to join you and, B, you have enough coins to be transported there?  I wouldn't even mind if you have certain missions you can do solo while others would obviously have to be group based.

URL: https://forum.audiogames.net/post/547186/#p547186




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Re: bloodstorm

2020-06-29 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: bloodstorm

@Jaidon, that's what I'm talking about.  Keep it up and you'll be good at public relations at some point in the future.  Perhaps that, right now, is not a skillset you care much for, but believe me, you keep along the road that led you to post 307 in this topic and, in less than 10 years you'll be happy you did and you'll think of me and how much you really did hate pineapple pizza to be honest... :d :dI   yaamaag n!

URL: https://forum.audiogames.net/post/547102/#p547102




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Re: bloodstorm

2020-06-29 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: bloodstorm

@Vulcan_Raven, I'm alright with your points, save for the fact that when you change something just for the sake of change, you give off the impression that you don't have any clear vision of where the platform, be it game or other such service, is going.right, am going to throw some stuff out here here and see where this goes.  It may go nowhere but since I did say I had things I think might actually make the game worth more than it is right now?1.  At present, weapons don't have much in the way of separate effects.  A gun regardless of what kind of gun it is just subtracts HP from you.  I'll explain in finer detail below but I honestly think that when I'm done you'll have a greater understanding of what I'm getting at here.2.  I love throwing knives.  that being said?  you can throw too many of them far too fast, and you can't pick up the ones you've already thrown, which makes no sense.  consider adding a stun effect when you're hit; it would not apply if shield is up.3.  Crossbolt.  Beautiful, but slow.  Consider making it a more strategic weapon by making its ammunition poisonous which would turn it into a truly tacticle weapon.  Obviously it wouldn't work well against the shield, but once shields are down the weapon becomes exceptionally effective.  Pierce your enemy and the poison reduces health over a small amount of time unless, say, you take an antibiotic?4.  More equipment.  This could add possibilities you otherwise wouldn't have.  You already have the frequency scramblers, so why not have more stuff in this department?  A device that helps you avoid the tracker?  Shoes that make you jump further or run faster?  ON the other hand, perhaps you prefer more in the way of protection so you'd wear riot gear which might make you slower and heavier.  That last one could also have the added disadvantage that because its heavier and the like it wouldn't let you climb certain areas such as trees?  Mek it strong enough to give the player who wears it incentive to stay on the ground but not strong enough that they're vulnerable if they're attacked enough.  Anyone wearing it would find it hard to dodge a cannon or a missile, for instance.5.  Robots are cool, but they move far too much and cost a ton of coins for what little they do.  Consider an unmanned auto-machinegun.  It would have the disadvantage of not moving, obviously, but would be able to fire from a given range.  IN order to be exceptionally effective and balanced, of course, the player would have to purchase multiple copies, as throwing one down would allow it to only fire in that given direction.  so, if, for instance, you're facing right, you'd throw the auto-machinegun right and it would only be able to fire that way.  Once you jump over it to the left, it becomes useless.  the beauty here is that not only would they have to buy the guns, but the ammunition to keep filling them!  Sure it could have a long chamber; perfectly acceptible, but they'd have to keep loading it if they want its protection.  Also?  It's subject to the same issues as robots, meaning you could still take them out with a well place mine or hand grenade or some such.If you want further ideas I'd be willing to give them.  I have plenty to go with and, I think I could more or less keep shooting off the top of my head for quite some time.

URL: https://forum.audiogames.net/post/546843/#p546843




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Re: bloodstorm

2020-06-28 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: bloodstorm

@tunmi13, you'll have to forgive me, but when did I ever troll this game?  If I'm going to be accused of trolling this game I'd like some evidence of the fact, because to date, I( do not ever recall trolling a game.  Might I have tried to voice a constructive criticism about a game?  Sure!  I like to see improvement!  Have I ever said a game was crap or worse?  Nope.  If you feel like my making suggestions was trolling a game, then chances are you're going to have to point out why.  Fact is?  I haven't seen anyone on this topic in the past 50 or so posts trolling this game; all they've done is voice opinions about it, some a little louder and more emphatic than others.  If I'm going to fall under that umbrella though?  I'd like to have deserved it, given I just went to bat for you in another post where people were suggesting all you do is seek attention.

URL: https://forum.audiogames.net/post/546824/#p546824




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Re: bloodstorm

2020-06-28 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: bloodstorm

Hey, Jaidon?  Stupid question, but why the blazes not add it to defender as an exclusion?  If you did that already I don't see why defender should give you a fit about it.

URL: https://forum.audiogames.net/post/546765/#p546765




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Re: bloodstorm

2020-06-28 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: bloodstorm

Yeah, me too... I agree with everything Nocturnus has said out here.  The only thing I don't agree with is his face...

URL: https://forum.audiogames.net/post/546736/#p546736




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Re: bloodstorm

2020-06-28 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: bloodstorm

the thing is, and I could honestly give a ton of ideas if I felt someone would actually be receptive to them, that you could make a great game out of this without adding a bunch of pointless stuff such as wands and magic that really don't fit with the theme.  There'a ton of avenues you could explore just with the weapons side of things.

URL: https://forum.audiogames.net/post/546702/#p546702




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Re: bloodstorm

2020-06-28 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: bloodstorm

Friggin world of warcraft meets fortnite without the zombies or some such.  Yeah, I really am done.

URL: https://forum.audiogames.net/post/546624/#p546624




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Re: bloodstorm

2020-06-28 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: bloodstorm

Yeah, right now as things stand the wand thing really is a huge turn off for me because I'm sure there's some method of strategy behind it people are using I'm just not able to get down.  Besides, as others have said, while it sounds cool in practice it doesn't really make sense with the overall nature of the game.I like the mechanics, like the majority of players I've come across, love the chill atmosphere.  People don't just go around trolling each other.  I don't, however, like the directiont the game is heading, and sadly I think I'm going to be a minority in that regard.  Far be it from me to tell someone else how to manage their game, so I guess I'll be moving along now...

URL: https://forum.audiogames.net/post/546601/#p546601




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Re: bloodstorm

2020-06-28 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: bloodstorm

Yeah, right now as things stand the wand thing really is a huge turn off for me because I'm sure there's some method of strategy behind it people are using I'm just not able to get down.  Besides, as others have said, while it sounds cool in practice it doesn't really make sense with the overall nature of the game.I like the mechanics, like the majority of players I've come across, love the chill atmosphere.  People don't just go around trolling each other.  I don't, however, like the directiont the game is heading, and sadly I think I'm going to be a minority in that regard.  Far be it ffrom me to tell someone else how to manage their game, so I guess I'll be moving along now...

URL: https://forum.audiogames.net/post/546601/#p546601




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Re: bloodstorm

2020-06-23 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: bloodstorm

@mohamed, I'm sure you will.  As I said above I do like the amount of work that has gone into the project thus far and hope it continues forward.  If there's any other way I can be of assistance, do not hesitate to contact me.

URL: https://forum.audiogames.net/post/544588/#p544588




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Re: bloodstorm

2020-06-23 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: bloodstorm

Right, been playing for the past three days or so.  Immpressions are surprisingly good... I like what I'm seeing thus far and plan to keep playing... I hope Vulcan can forgive me for the five minute beating I gave him yesterday... :dI do, however, have a few concerns and hope they can be addressed, because while yesterday's going around and slaughterfest was probably the most fun I've had on a game in years, I also found there were things I didn't care for.1.  Lag.  This is most noticeable when you're fighting others.  You can kind of somewhat sort of get away with it when you're on the animal's map, but outside of the safe area it really, really doesn't make any sense and just adds a high level of frustration.  The lowest I've ever seen it on my end is about 163MS.  If it's based on the amount of stuff on the server, might I suggest some sort of autocleanup tool every 15 to 30 minutes or so?2.  Critical keys.  there are things you really should be able to just push a key for, such as being able to take an antibiotic, rather than having to tab through your tabbable tabulated menu which may contain many, many items, as mine does.  You've already dealt with the idea that people can just abuse these things by not allowing someone to use a pill or a shield until at least 30 seconds have passed in the case of pill usage, or 30 seconds after your shield has been destroyed, so I don't see why this should present an issue.  I'd even settle for this huge tabbulated menu being presented in the form of a list you can navigate by first letter or something, but tab tab tabbing?  I dunno... I just don't know, particularly when you're in the  heat of battle.3.  Signature sounds.  Yes, seriously.  I'm glad it can be done, but some are overpoweringly and massively loud!  I either want the ability to turn them off on my end or the ability to lower their volume.4.  Robots.  They shouldn't constantly follow me around!  If I'm the only person on the map I'm the only person on the map, but they're honestly rather annoying when I am the only person on the map because they feel the need to chase me from one end of it to the other.  I like the concept, but feel the player should have a bit more control over them, such as the ability to tell it to track and if at all possible, to kill a player.  I'd even appreciate the ability to be able to take your own bots off the map if that can be done!  Yes, I'm aware that could easily and quickly turn into the ability to troll other players, but at present bots are rather expensive as it is, so not everyone's going to invest in them unless they have the coins to do so.5.  A written statbook on weapons.  At present, you kind of have to just know what every weapon does, or figure it out through heavy trial and error.  this could and should be properly explained, otherwise you're under the impression you can dish out a fair amount of damage with a laser machinegun, then wondering what on earth is going on when you keep firing and nothing seems to be happening.  By comparison, I can throw a whole pack of knives at an oncoming creature and kill it, or shoot it four times with the brossbow and accomplish the same thing.That's all for now, except to say that if you're reading this for the first time and you haven't tried this already, you probably should at least for the experience.

URL: https://forum.audiogames.net/post/544567/#p544567




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Re: FD, official, finally back.

2020-06-20 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: FD, official, finally back.

Free the kids from what, exactly?  I mean, all you have to do is get off ag net and you'll be free to distribute this nonsense anywhere else that'll allow you to.  I don't see what's chaining you.

URL: https://forum.audiogames.net/post/543517/#p543517




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Re: bloodstorm

2020-06-18 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: bloodstorm

Since this has been out for awhile, maybe I'll try it?  Maybe?

URL: https://forum.audiogames.net/post/542967/#p542967




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Re: rb studios's last gift, space mission

2020-06-16 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: rb studios's last gift, space mission

By comparison some of you make me feel like my teen self was an angel, even though I know I wasn't.@haily_merry, sounds like you have to go back to basics and deal with some impulse controls.  I hope that doesn't come across as offensive because I seriously am not intending it to.  Here's the thing; if you really must stay a part of this forum, you don't have to reply to everything you see.  I'm going to offer you a piece of advice I do my best to follow; it goes like this.1.  Write out your post.2.  Read your post.3.  Think about your post.4.  consider what it is you're trying to do with your post.5.  Ask yourself if what you're trying to do will be achieved with your post.6.  Ask yourself if what you're trying to do is worth doing with your post.7.  Re-read your post.8.  consider revising and editing your post.9.  Re-read your edited and revised post.10.  Before hitting submit, ask yourself if the material within the post would still be relevant an hour from the time you finished re-reading your now edited and revised post.  Will it still be important?  Will it still achieve the same amount of impact?  Wil it still be an atention grabber in a positive and productive way?  If so, can you consider waiting an hour before you hit submit just to prove it to yourself and to everyone else you're posting it to?I said it in another topic and I'll say it again.  We're not here to babysit you; we can't babysit you.  We don't have enough time.  some of us have children of our own to deal with.  When you say you need to forcefully be kept off a forum chances are that you really shouldn't be on here.  What steps you must take to ensure that you're not on here until you can responsibly come on here are things you should be able to tackle yourself.  That you can't is not the issue; you don't want to.  there are plenty of ways around this, from getting someone you truly trust to change your pw for you so that you don't know it, to blocking the site from your computer by use of software with password protection... I mean, even if they banned you today and if you really want to come back hard enough and are smart enough you'll find a way, so what does a ban really mean?the bottom line is that we can't help you until you're ready an d willing to help yourself.  Until then, you'll live and learn.  I just hope it doesn't turn into you always having to learn the hard way.

URL: https://forum.audiogames.net/post/542094/#p542094




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Re: rb studios's last gift, space mission

2020-06-16 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: rb studios's last gift, space mission

And for the record?  I've reported 24.  It, coupled with 31 showcases that this person knowingly and unashamedly directed an insult at someone and would more than likely do it again.

URL: https://forum.audiogames.net/post/541976/#p541976




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Re: rb studios's last gift, space mission

2020-06-16 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: rb studios's last gift, space mission

@defender, post 29, right with ya.  That's why I finally busted into a controversial topic and said enough was enough.  Go look at the latest RS topic if you haven't already... I honestly didn't bother to see if you might have posted in there or not because all I kept seeing was the same loud bunch who want it to come back fully knowing that their practically rioting about it isn't going to produce anything akin to productive results.  I imagine that even if it came back right now it would come back as some similar incarnation of what it was before and theh they'd be mad because the big fish at the top of the food chain are still getting all the squabbles and there's still favoritism and blah blah blah.  Seriously, for every step forward this community takes, there's always ten steps back.And to further emphasise?  @Haily, I know you're troubled.  It's not easy being you.  It's not easy being me, so I can't even begin to imagine what it's like to be you.  I also know, however, that you're better than this.  I'm going to tell you more or less the same thing I told @dan_gero and @Rory over the past couple of weeks.  Take some time off if you must; cool off if you can.  If it's this community causing you grief, let it go for awhile.  If it's not, do you really think it fair to bring that grief out here and throw further flames on destructive fires?  I'll tell you something else I think you've already forgotten but which I've said in the past as well.  I want to stand up for you. I want to fight this battle with you, but when you end up exhibiting the same kind of childish outbursts which you claim to be railing against, it's not exactly easy to do.And to all the nay-sayers?  I was right.  So was Defender.  We practically predicted that if Rory released his game you'd have something to complain about.  Let this topic serve as a reminder that there are enough people to record history as it really is and who do learn from it, even when others decide to ignore it altogether.

URL: https://forum.audiogames.net/post/541970/#p541970




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Re: rb studios's last gift, space mission

2020-06-16 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: rb studios's last gift, space mission

ashleygrobler04, post 14, the rule is called human decency; try practicing it.  Just because people aren't nice to you doesn't mean you have to turn around and dish it.  Besides, I'm sure you don't like it when people aren't nice to you, so what on earth makes you think others like it when you do it?@manamon_player, well said with 16.  Don't worry that your post might have started the flamewar; it was right underneath the surface and everyone who wanted to jump in jumped in and just used your post as the excuse.@mikes0916, 24, you're wy over the line and what you said was entirely and absolutely unnecessary, and you know it.  If I were you I'd leave this forum and not come back for awhile, if you must come back at all.At Ironcross, 25, good on ya.  Just because we don't agree with this identity thing doesn't mean we should stand by and let others get trashed as a result of it.  I believe that in Haily's case it's even more important given her youth.

URL: https://forum.audiogames.net/post/541945/#p541945




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Re: Miriani Mud

2020-06-09 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: Miriani Mud

Well, @Haily, you were in the right ship, just in case you want to know.  All you need to do now is, uh, figure out who the ship belongs to?  :d :d

URL: https://forum.audiogames.net/post/539111/#p539111




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Re: Miriani Mud

2020-06-08 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: Miriani Mud

I'll lend you my Bulky if I can find you or if you can find me?  then you can grind debris to your heart's content.

URL: https://forum.audiogames.net/post/538818/#p538818




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Re: Alter Aeon June 2020 Update

2020-06-07 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: Alter Aeon June 2020 Update

Thank you, Jayde, post 5, for voicing my opinions and concerns.  I've been doing this for just about as long as I've been on ag net and I feel the same way.

URL: https://forum.audiogames.net/post/538362/#p538362




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Re: Cosmic Rage, a futuristic MUD unlike any other

2020-06-05 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: Cosmic Rage, a futuristic MUD unlike any other

I'm with Haily here.  CR is the kind of thing I just never have been able to get into, and that's after years of it being around.  I've already tried it twice in just the past three and come up with the same results; far too much grind in the beginning to be enjoyable.Miri, while not exactly the greatest environment, particularly if you pay far too much attention to the chatter channel, is not the most horrible, either.  In fact, off chatter, most everyone will be nice to you unless you start messing with people.  Mission where needed, salvage to get credits and get your foot in the door, courier as much as you can early on in the beginning so you can get ahead if you're into that sort of thing and because it provides better benefits later on, and remember that every action, whether it be a word or staring during a mission, will have a reaction, such as people hating on you and worse.either way, we'd better return you to the topic at hand here, which is CR.  doing any less than that would be super messed up given that would be like going on the CR platform and trying to advertise Miriani, and I don't like that sort of thing myself.

URL: https://forum.audiogames.net/post/537699/#p537699




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Re: Miriani Mud

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


  


Re: Miriani Mud

No one answered 40, so I guess I will.  Yes, even now, 10 years later, I still have trouble with manual navigation.  Since I um, already know who you are in game, I'll be doing my best to make your acquaintance as soon as I get back in locals, which should be in the next couple of days and give you all the help I can on this front.  I'm not saying I'll make you great, mind, but I'll do my best.

URL: https://forum.audiogames.net/post/526709/#p526709




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Re: Miriani Mud

2020-05-06 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: Miriani Mud

Why must I be in the minority here?  For the year 2366, doesn't that feel exceptionally primative?  I mean, it's 20 20 and any reputable company that sells furnature will deliver it to your home!  For the record, not only can companies deliver it to your home, but you can shop for said furnature online!  Amazon, Walmart, Target and others... I'm beating a dead horse, aren't i.Then again, I suppose from a logical perspective, if you own a ship capable of transporting itself through space you should theoretically be the one doing the delivering?

URL: https://forum.audiogames.net/post/526283/#p526283




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Re: Miriani Mud

2020-05-06 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: Miriani Mud

Why must I be in the minority here?  For the year 2366, doesn't that feel exceptionally primative?  I mean, it's 20 20 and any reputable company that sells furnature will deliver it to your home!  For the record, not only can companies deliver it to your home, but you can shop for said furnature online!  Amazon, Walmart, Target and others... I'm beating a dead horse, aren't i.

URL: https://forum.audiogames.net/post/526283/#p526283




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Re: Miriani Mud

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


  


Re: Miriani Mud

Yeah, what he said.  It's a minor inconvenience if you want in on the game.  Just try to time it so you're not on a mission when it's ready to snap at you about how you should really shell out some cash.

URL: https://forum.audiogames.net/post/526070/#p526070




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Re: Miriani Mud

2020-05-04 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: Miriani Mud

So, true factoid any and every SC elitist will just flat out either have to admit to or silently sneer down their nose at me for in self-denial.  If you're not good with English, not a good writer and overall don't seriously wish to get yourself immersed in a world that requires you to act like an actual adult even if you're not?  SC is not, not, not, not for you!Beyond that however?  SC is good if you're looking for great mechanics, overall consistency, tons of customizability, genuine activities that actually feel like you're not just grinding and things that border on the realistic.  It is because of that enforced roleplay that things work as smoothly on SC as they do.  No, it's not for everyone.  OOL's trips with friends are way more fun on Miriani than a ton of activities you can solo on SC for a myriad of reasons, but I'd say the biggest one is that you actually get to allow people to relax and be who and what they really are.  It really does depend though.  While I can honestly say I've made more friends on Miri than on SC, I've sometimes had an itch Miri can't satisfy and some of us will brave all that roleplay enforcement just to scratch it.

URL: https://forum.audiogames.net/post/525733/#p525733




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Re: Miriani Mud

2020-05-02 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: Miriani Mud

Sadly, prom is no longer an option, which does irritate me beyond belief.

URL: https://forum.audiogames.net/post/525231/#p525231




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Re: Miriani Mud

2020-05-02 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: Miriani Mud

@Mirage, post 12,  I'm not exactly sure what it is you're asking.  If you mean the positioning of coords within the sector you're in, 1 1 1 is the upper northwestern corner, with 20 20 20 being the bottom southeastern corner, and 10 10 10, obviously being the center.  To better orient yourself, it is suggested that you use the numberpad, not the numbrow when typing in navigation commands.  You mentioned using JFW, this only applies if the numpad is off if memory serves me correct.  If you turn it on as would be the case for its usage you should be fine, until you need it for a specific keystroke.  I don't use JFW but NVDA, so still come across that issue every once in awhile.Anyway, if you look at the way the numpad is laid out you'll see why.  Eight would move you north, 6 would move you east, 2, would move you south and 4 would move you west.  Seven is nw, 9 is ne, 3 is se and 1 is sw.  Obviously that deals with the x and y aspect; get that down before dealing with z as it is a little more complicated, though it does give you more flexibility.  Basically, minus really does move you down to 20 on Z while plus will move you to 1.  So, to use this as an example, if you're at 20 20 20, +7 would move you to 19 19 19, then to 18 18 18, and so on until you get to 1 1 1.ON the other hand, you could be talking about the spots you can fill in a mission, IE, gunner, engineer and pilot/captain/the person who flys the mission.  If that is the case, the pilot/captain/the person who flys the mission is just that.  He must fly around the sector once the ship has gone through the mission gate and keep you from getting hit too often.  Getting hit too often will result in the ship blowing up and everyone on board being transported to the landing pad associated with the ship owner's alliance.  The eng meanwhile, repairs the ship while the captain flys it.  This consists of typing out commands like rep turret 1 or rep sensors or hull, etc.  You check damages by typing damage or dam in an eng room.  While that may seem straight forward, bare in mind that depending on the mission a captain may have you repping different things.Gunners, on the other hand, take the grand prize.  It really does pay to be a gunner and to do it well, because gunners on top of getting the mission reward which everyone gets, also get credits based on how many ships they destroy.  This is dependent on the class/type of ship you destroy as well, but it's still worth attempting to kill as many as possible.  You do this by firing at a ship from a weapons room, which is a room that will either allow you to make use of lasers or cannons.  If you're ever in doubt as to which you should be using, you can type weapon from inside a weapons room.  If you see that you have anything less than 2 cannons, you should always, always use lasers.  Aim at a ship's coordinates by typing aim x y z then hitting enter.  Once you hear that your locked on, you can then type las or can for lasers or cannons, respectively.  the cycle continues until the enemy changes coordinates or goes boom.  If the enemy changes coordinates, you will have to lock on them again; this is where the focus command comes in.  Usually a captin will be good about calling ship numbers.  If your captain says ship 4 over the pa system you should type focus 4.  Remember that the period is necessary at the end of the 4.  This is convenient, since when the ship does decide it's going to try and run away or simply shift coords to confuse you a bit you can then type focus and quickly ascertain its new coords.Then again?  YOu could be talking about the meaning of the missions?  Easies will give you 3 to 4 sturdy but fairly simple ships to destroy called ontankas.  Mods will usually give you a mixup of 8 ships, some called Ortas, some called Atonos and some called Atonas... Don't ask me how they're related.  A difficult mission is a bit more complex since you can get many mixups depending on the kind of diff you fly, with the random being the  craziest as it can give you virtually any kind of ship and just about any number of them... It really is random.  Advanced and bzzr I sort of went into above, but it's worth mentioning that the reason a crew needs to stay on the ship to gun while another crew goes on ground is that the missioning sector will be interdicted by as few as 1, or as many as 5 ships, meaning you will not be able to leave the sector until they are destroyed.  Meanwhile, the ground crew's objective is to take a separate crafted docked in the primary ship and land inside one of these ships and take a specimen from inside it for research... I don't know what that means, just research.  You stun the creature in question, then take it into the landed craft, usually a fighter but sometimes an expediter, launch and then either redock with the primary ship or, more often than not, leave the hopefully now no longer interdicted sector and meet up with the crew on the other side 

Re: Miriani Mud

2020-05-02 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: Miriani Mud

@Mirage, post 12,  I'm not exactly sure what it is you're asking.  If you mean the positioning of coords within the sector you're in, 1 1 1 is the upper northwestern corner, with 20 20 20 being the bottom southeastern corner, and 10 10 10, obviously being the center.  To better orient yourself, it is suggested that you use the numberpad, not the numbrow when typing in navigation commands.  If you look at the way the numpad is laid out you'll see why.  Eight would move you north, 6 would move you east, 2, would move you south and 4 would move you west.  Seven is nw, 9 is ne, 3 is se and 1 is sw.  Obviously that deals with the x and y aspect; get that down before dealing with z as it is a little more complicated, though it does give you more flexibility.  Basically, minus really does move you down to 20 on Z while plus will move you to 1.  So, to use this as an example, if you're at 20 20 20, +7 would move you to 19 19 19, then to 18 18 18, and so on until you get to 1 1 1.ON the other hand, you could be talking about the spots you can fill in a mission, IE, gunner, engineer and pilot/captain/the person who flys the mission.  If that is the case, the pilot/captain/the person who flys the mission is just that.  He must fly around the sector once the ship has gone through the mission gate and keep you from getting hit too often.  Getting hit too often will result in the ship blowing up and everyone on board being transported to the landing pad associated with the ship owner's alliance.  The eng meanwhile, repairs the ship while the captain flys it.  This consists of typing out commands like rep turret 1 or rep sensors or hull, etc.  You check damages by typing damage or dam in an eng room.  While that may seem straight forward, bare in mind that depending on the mission a captain may have you repping different things.Gunners, on the other hand, take the grand prize.  It really does pay to be a gunner and to do it well, because gunners on top of getting the mission reward which everyone gets, also get credits based on how many ships they destroy.  This is dependent on the class/type of ship you destroy as well, but it's still worth attempting to kill as many as possible.  You do this by firing at a ship from a weapons room, which is a room that will either allow you to make use of lasers or cannons.  If you're ever in doubt as to which you should be using, you can type weapon from inside a weapons room.  If you see that you have anything less than 2 cannons, you should always, always use lasers.  Aim at a ship's coordinates by typing aim x y z then hitting enter.  Once you hear that your locked on, you can then type las or can for lasers or cannons, respectively.  the cycle continues until the enemy changes coordinates or goes boom.  If the enemy changes coordinates, you will have to lock on them again; this is where the focus command comes in.  Usually a captin will be good about calling ship numbers.  If your captain says ship 4 over the pa system you should type focus 4.  Remember that the period is necessary at the end of the 4.  This is convenient, since when the ship does decide it's going to try and run away or simply shift coords to confuse you a bit you can then type focus and quickly ascertain its new coords.Then again?  YOu could be talking about the meaning of the missions?  Easies will give you 3 to 4 sturdy but fairly simple ships to destroy called ontankas.  Mods will usually give you a mixup of 8 ships, some called Ortas, some called Atonos and some called Atonas... Don't ask me how they're related.  A difficult mission is a bit more complex since you can get many mixups depending on the kind of diff you fly, with the random being the  craziest as it can give you virtually any kind of ship and just about any number of them... It really is random.  Advanced and bzzr I sort of went into above, but it's worth mentioning that the reason a crew needs to stay on the ship to gun while another crew goes on ground is that the missioning sector will be interdicted by as few as 1, or as many as 5 ships, meaning you will not be able to leave the sector until they are destroyed.  Meanwhile, the ground crew's objective is to take a separate crafted docked in the primary ship and land inside one of these ships and take a specimen from inside it for research... I don't know what that means, just research.  You stun the creature in question, then take it into the landed craft, usually a fighter but sometimes an expediter, launch and then either redock with the primary ship or, more often than not, leave the hopefully now no longer interdicted sector and meet up with the crew on the other side of the mission gate, where you can safely land inside the primary ship, then transfer the captive to its brig, a sort of cell constructed for the specimen in question.Again, if you need more answers do let me know, though I'll end this here as this has become rather lengthy.

URL: 

Re: Miriani Mud

2020-05-02 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: Miriani Mud

@Mirage, all good questions.  Let us try to answer them.1.  "What are the different kinds of missions?"  Training missions, for anyone under 20 combat points, easy missions, for anyone who feels like doing them, moderate missions more commonly refered to as mods, which are moderately harder than the easies, and difficult missions or diffs, which range from gunship diffs meant only for gunships and anything smaller than a battlecruiser, old diffs which resemble the previously mentioned gs diff with a few variables, and the random diff, which I don't care much for given its randomness.  The advanced mission is also available for anyone who can get two crews together, which is a requirement since you need people to stay on the ship and gun while others work as a ground crew and engage in something of a kidnap operation, and bzzr, which is technically an offshoot of the moderate mission that pits you against one powerful warship and a ton of little fighter sized crafts.  My suggestion?  Listen for mods.  You can try and buy yourself a flitter to test yourself on the training mission but given that your flitter will be less than upgraded I would hardly advise this.  If you can get in on someone's easies you would be better off doing so, but more people run mods than easies.  The reason for my suggestion is that you need at least 100 lp and 50 cp for a relativity drive upgrade, which will make your ship fast enough in combat situations, giving you a greater chance at soloing easies at the very least... No, easies are not as easy as they sound, sadly.  Most missions were designed around the idea that people should crew together.  ON the other hand?  YOu can get good enough to solo a fair amount so don't let that discourage you if that's your goal, but you will need to work at it.  So, as previously suggested, listen for mods over general comms.2.  "Do you have to know manual  navigation to go onn them?"  Not unless you're the pilot flying them.  If you are?  The answer is a most resounding, yes.  There's only so much automatic navigation is going to get you through, particularly if your sensors go bust.  Manual navigation can be useful in other applications as well though, such as quickly flying to pieces of debris around the sector, provided you know where you're going and how to get to where you want to be.  It can help you immensely when doing things like asteroid hauling as well.  for the sake of keeping it to missions though which seemed to be the pressing issue, I"ll limit myself and simply say that, if you're using VIP-mud and the soundpack associated with it, things do get easier.  There are three aliases built into the soundpack, those being smc, smd and smf which are all useful to pilots and gunners alike.  Smc and smf are both basically the same thing, save in the way that they present their information.  Smc will tell you the coordinates of the closest ship to you first, followed by any other information that applies to that ship such as its name and its distance from you.  Smf will show the ship's number in the focus order first, meaning if you're in a sector where there are 8 ships you will first see the number of the ship closest to you.  If you determine the ship's number is 1, you could then type focus 1.  The period after the 1 is necessary; failing to type the period after the number will fail to give the focus command a direct instruction and might cause you to focus on the wrong ship.  The smd alias is absolutely useless if you don't have a focused ship.  What smd does differently two the other 2 aliases is tell you precisely how many units away from you the ship is and in what direction.  Examples of the aliases in action follow.smc: 9 14 14, ship 1, Praelor Onz 845.smf: Ship 1, distance 13, coords 9 14 14, dir 8E 6N 13D, alliance P, name Praelor Onz 845.smd: 8E 6N 13D.Again, note that the third example is not available to you until you have the ship focused.  That third example though, can help you pilot a bit more effectively as a beginner.  Do try to learn how to pilot without it though, as that is the difference between a pilot who's good and a pilot who knows how to deal with combat situations intuitively.3.  "What would you recommend as a first mission, and what skills would I need to have to be of use to others?"  See the answer to question 1 for my recommendation on missions and such.  As far as being useful to others goes, the more hats you wear, the better off you'll be.  Admitedly, you may have a forte and that isn't an issue provided that you truly invest in it and work upon it regularly.  Most people don't truly value the engineer because engs just seem to sit around and do a load of nothing; many actually do... I've seen some who just repair the hull and leave everything else as an afterthought.  IN my mind an eng should be just as able as the captain to get the ship out of any sticky situation which may present itself.  On missions though, the 

Re: Miriani Mud

2020-05-02 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: Miriani Mud

Challenge... I like Challenge.  I don't know why, but I do like challenge.  Maybe I'm the minority, maybe I'm the psychotic twit who just never understood the meaning of backing down but... I like Challenge.Anyway, enough about challenging challenges; lets talk some Miri.  Pay close attention, please, or you might miss important tidbits of info that you really could use.1.  Points.  Anyone can get them; not everyone really knows how.  There's a few things to keep in mind here; some activities are honestly easier to get into than others and will more or less always dish out the same amount of points, such as asteroid hauling.  Depending on when you haul a roid and where you haul it from you may also get more credits than points.  ON the other hand, if you're willing to work your way through some of the more tedious activities, mainly couriering and archeology, you'll find at higher courier ratings or archeology levels that you're collecting both more points and credits for your work than if you were just salvaging debris, roid hauling or planetary mining.2.  License versus combat.  The activities I mentioned above are all going to give you license points.  Combat activities will give you?  Well, combat points!  Basically, anything that is combat related... No, this does not include beating up on other players but on praelor, which is the hostile race that is always trying to stick its nose in everybody's business and make life a living hell for just about everyone.  If not for praelor, the community would be even more toxic than it is now; it is the one thing that joins the average civilian pilot and the pirates together.  Basically?  You can be more or less assured safety from pirates if missions are running and you're in on them and you're actually doing your job.  Supposing you hear someone call for missions over general communication, which usually takes the form of "number of spots, mods/advanced/diffs/random diffs etc, you really should consider going.  You'll acquire combat points quite quickly, on top of being able to observe things you otherwise wouldn't, such as how people actually fly missions and what you can personally expect if you ever manage to get yourself higher end ships.3.  No, not everyone's a jerkwad.  I've met seasoned players who are willing to help you out as a newb... I was able to get myself going because of one, while another would willingly buy me just about anything I desperately need because he's just nice like that.  I won't tell you who these people are because the last thing I need is you going, "Oh, and BTW, Nocturnus sent me to you, said you were an absolutely angelic being and..." This is known as metagaming.  Basically, I'm giving you an advantage right off the bat even though you are technically supposed to be a new player.  Another example of metagaming is hypothetically you and your friend being on a conferencing app like skype or TT, then you either hear through your friend's computer that they were stunned or your friend shouts out, "CRAAP! THEY JUST STUNNED ME!"  You should, not, do anything about it!  NOTHING!  Until you find out by some in game means, be it because your friend was left on Omega or some other nefarious popular stun and strand site and was able to communicate with you or voiced it over chatter or start sending smoke signals with their cutting torch or... I'm sure you get the point.  This is the section where I'll simply say that if you're a newb, you and I will more than likely be meeting up soon and I will do my best to help you however I can.  I've taken those others have deemed as misfits and I've taken those who others have classified unworthy.  My greatest project to date was a pilot fresh out of the non-existent accademy everyone refers to in game as if it really was a thing, who spent a fair amount of time with me out of locals and became so incredibly good owing to strategy that now everyone including the pirates love him.  So no, not everyone's evil.  Not everyone's out to get you; it's a question of watching carefully and seeing who is and who isn't.  I'm willling and I'm daring... I'll get you out of a stun and strand situation for nothing in return if I don't feel you deserved it.  You treat me right?  I'll treat you right.  You backstab me...4.  Yes, there are bullies.  There are plenty of them.  There are people who think it's super fun to go picking on people smaller than themselves.  On a place like Miri, words are just as much action as going and blowing up a probe you felt was out of place and you didn't want scanning you while you were leaving locals.  maybe they have insecurities; maybe in public they feel like super sissies and you'd never actually see them acting like that if you encountered them on the street and so, they feel the need to pretend to be tough.  Word of caution; if this is you being the bully, I want you to remember that pride goes before destruction.  If, on the other hand, you're 

Re: idiotic sandbox is out!

2020-04-29 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: idiotic sandbox is out!

So, I probably shouldn't like this as much as I do, but I like it anyway.  Here are my suggestions.1.  I'm not sure what to make of all the weapon sounds; at present it seems like every spawned NPC just has a weapon by efault.  I think it would be better if you used the dropper to actually drop said weapons in areas for them to pick up.2.  Add a d key to the dropper.  Essentially, unlike the s key what this might allow you to do would be to drop a random item at your location, meaning that if you're at 23 11 your item would just be dropped there rather than having to go through a selection menu where you have to type x, y, number of items to spawn.  Additionally, an i key which would show you the anount of items and where they're located could also be useful, as would a p key, which would allow you to pick items up if, for whatever odd reason you don't want a spawned NPC to get it just in the nick of time or something.3.  Focus.  If at all possible it would be nice to set your focus to an npc.  I'm not suggesting you should be able to control them, more like, look at life through their eyes, as it were.  This would be incredibly useful when something like 90 idiots have already managed to wipe each other more or less out and there's still 6 of them roaming around on the board.  You no longer hear all the bang bang bang but you know there's still 6 because you hit the f1 key.  Depending on the size of your board they can be hard to find.I don't know how easy it would be to add all of this in so please take it all as simpy suggestion material.  Also?  I'd say that, given this is your first public release of anything, you've scored a fair success.  No, it's not a great game, it's just an idiotic sandbox, but that's the appeal.

URL: https://forum.audiogames.net/post/524132/#p524132




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Re: Ever wanted to be random evil guy? Now you can!

2020-04-11 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: Ever wanted to be random evil guy? Now you can!

Thumbs up, 27.  I would honestly try this out but for the fact that it honestly does not interest me.  That doesn't mean its crap.

URL: https://forum.audiogames.net/post/518283/#p518283




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Re: CityInc: an accessible passtime for micromanagement gamers

2020-03-26 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: CityInc: an accessible passtime for micromanagement gamers

@44, that's kind of a tricky one.  See, you lose all those citizens, obviously.  That means you won't be getting them back because they're sacrificed.  ON the other hand, the more money you make, the more citizens you stand a chance at attracting, so in that sense, you do get them back.  It'd be like taking Dark and Nocturnus and sending them off to the wolves for the greater good, but then you get keyIsFull, Lucas1853, Mirage and Nightshade because you made more money off of sacrificing the first two.

URL: https://forum.audiogames.net/post/512494/#p512494




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Re: huntation

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


  


Re: huntation

Does what you wana eat include pineapple pizza?

URL: https://forum.audiogames.net/post/507470/#p507470




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Re: CityInc: an accessible passtime for micromanagement gamers

2020-03-08 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: CityInc: an accessible passtime for micromanagement gamers

@post 42, worked like a charm.  I won't be so anxious watching my numbers anymore.  AT least now I have target numbers to work for and I know why I can't buy a number of something.

URL: https://forum.audiogames.net/post/507180/#p507180




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Re: CityInc: an accessible passtime for micromanagement gamers

2020-03-06 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: CityInc: an accessible passtime for micromanagement gamers

Also, sorry for doubleposting, but don't forget the various kinds of upgrades you can buy; always check all the tabs and make sure you get whatever is going to make you the most profit.

URL: https://forum.audiogames.net/post/506641/#p506641




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Re: CityInc: an accessible passtime for micromanagement gamers

2020-03-06 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: CityInc: an accessible passtime for micromanagement gamers

Yeah, in the end the banks turn out to be practically all of your revenue, so you really should be trying to get as many of them as you can.

URL: https://forum.audiogames.net/post/506640/#p506640




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Re: CityInc: an accessible passtime for micromanagement gamers

2020-03-06 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: CityInc: an accessible passtime for micromanagement gamers

Current amount: $2.603 Quintillion Producing $21.925 Quadrillion per secondNext goal: 300 of all buildings.8 goals left until level 3Current Citizens helping out8,590.Upcoming helping Citizens71,161 (828% of your current citizens)ya I think I'm doing alright, though not as good as my wife, I must admit.  When she sets her mind to one of these she can tackle me; no questions asked!

URL: https://forum.audiogames.net/post/506619/#p506619




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Re: CityInc: an accessible passtime for micromanagement gamers

2020-03-05 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: CityInc: an accessible passtime for micromanagement gamers

Reached about 7000 citizens before I restarted for the third time.

URL: https://forum.audiogames.net/post/506540/#p506540




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Re: CityInc: an accessible passtime for micromanagement gamers

2020-03-05 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: CityInc: an accessible passtime for micromanagement gamers

And what does the billion dollar road even look like!

URL: https://forum.audiogames.net/post/506527/#p506527




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Re: CityInc: an accessible passtime for micromanagement gamers

2020-03-04 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: CityInc: an accessible passtime for micromanagement gamers

Why am I the only one who doesn't like to delete my cookies!  I feel so lonely here...

URL: https://forum.audiogames.net/post/506101/#p506101




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Re: Melvor idle a new incremental clicker game?

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


  


Re: Melvor idle a new incremental clicker game?

OY!  Was 2 really necessary?  I mean, ok, it's way easier to create incramental clicker games than it is to create the next big tripleA release.  What are we now, nuts because we try to kill a bit of time while we wait for something great to happen on the gaming scene? 

URL: https://forum.audiogames.net/post/506010/#p506010




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Re: CityInc: an accessible passtime for micromanagement gamers

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


  


Re: CityInc: an accessible passtime for micromanagement gamers

Not running the latest version of NVDA myself, but here's a few things to consider.1.  Make sure your FF window is maximised.2.  Make sure your history sidebar and other such things are not in the way; close them if you can.3.  Toggle your navigation button to collapsed unless you're using said navigation options to minimise the possibility of navigating to them undesirably, as seems to be the case at present.Hope that helps.

URL: https://forum.audiogames.net/post/505962/#p505962




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Re: CityInc: an accessible passtime for micromanagement gamers

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


  


Re: CityInc: an accessible passtime for micromanagement gamers

I imagine the game can calculate the cost of any site and the amount it takes to purchase multiple anything it is you want to buy; it just doesn't show you the numbers.  I say that because you can clearly purchase 100 roads, for instance, provided the game knows you have the cash for it, and you can purchase as many politicians as you can hire in the politics tab by simply hitting one button.  It clearly  knows; whether it's hiding it entirely or shows it in a graphic or other some such NVDA isn't picking up I just don't know.

URL: https://forum.audiogames.net/post/505849/#p505849




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Re: CityInc: an accessible passtime for micromanagement gamers

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


  


Re: CityInc: an accessible passtime for micromanagement gamers

Sadly, I think you're going to have to enlighten me on that.  I'm sort of under the impression  that actual cost is hidden, and that probably has to do with the fact that the cost increases with the amount of buildings you buy, meaning that buying 25 roads is more expensive than buying 1.  If you do discover a method by which to obtain the cost, let me know and I'll probably stick that in post 1.Edit: just in case that line wasn't entirely clear, that means that every road you buy increases the price of the next one, so buying even one road after you've purchased a road makes the second more expensive, which makes buying 100 banks a slow, cumbersome process.

URL: https://forum.audiogames.net/post/505838/#p505838




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Re: CityInc: an accessible passtime for micromanagement gamers

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


  


Re: CityInc: an accessible passtime for micromanagement gamers

Sadly, I think you're going to have to enlighten me on that.  I'm sort of under the impression  that actual cost is hidden, and that probably has to do with the fact that the cost increases with the amount of buildings you buy, meaning that buying 25 roads is more expensive than buying 1.  If you do discover a method by which to obtain the cost, let me know and I'll probably stick that in post 1.

URL: https://forum.audiogames.net/post/505838/#p505838




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Re: CityInc: an accessible passtime for micromanagement gamers

2020-03-02 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: CityInc: an accessible passtime for micromanagement gamers

@ mat, post 6, Simply put, you hit enter on the number of things you own, not on the things you own.  If you own 1 road, you click on 1!  Not transport!  Not road!

URL: https://forum.audiogames.net/post/505835/#p505835




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Re: CityInc: an accessible passtime for micromanagement gamers

2020-03-02 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: CityInc: an accessible passtime for micromanagement gamers

Righto, Dark, will attempt to answer all of your questions, but realize I might miss something as I'm currently sleep deprived and sleep is probably going to elude me for awhile longer still...On my build page I get something that looks like the following to NVDA.TRANSPORT200$3,420/cycleRoads Cycle: 0.04s It may look a little different to you if you've tampered with your settings as I have, so bare with me here.  I happen to know that I've bought 200 roads.  Obviously, when you start off you won't have 200 roads.  You'll actually see a little bit of text that says something along the lines of "click here to earn your first dollar."  Once you do that you should see that you actually have 1 road.  Clicking on that number, the number corresponding to the amount of whatever structure you have will give you the profit associated with that particular structure or real estate or space or whatever it is, provided that you have allowed the proper amount of time to pass.  IN the case of roads, that amount of time is 0.04 seconds; you can click on it every 0.04 seconds and generate cash.  This is what is known as the cycle.So, in short, I can click on the 200 which is the number of roads I have and generate cash.  Obviously, that can get very tedious, very quickly, so the politician was created to step in, once you generate enough cash to pay for them.  Each site has a politician associated with it and you can navigate them using whatever your prefered method for navigating headdings is... I see my politician names appear as level 2 headings with their price at level 4 after clicking on the link labeled politics.  They're usually rather easy to understand but do have descriptions as to what they do between level 2 and level 4.  Purchasing each will autogenerate the profit associated with them; Obamacare for medical, schoolboard for education and Internal Revenue Service for banks and so on.Moving on, debates is a bit like blackjack or 21, in which the aim of the game is to beat your adversary by obtaining a number of votes higher than theirs.  In this case, remember that there is a max of 210 votes per either side in a debate, that is, you must not exceed 210 votes, nor should your opponent.  To start a game of debates, simply navigate to the slider and increase or decrease it as necessary; you will see the amount you are actually putting in below the slider.  Once you've adjusted it to your liking push the start debate button.  Once you've pushed the button you have entered into a debate.  The page will change to reflect this by showing you something like the following:My party 75Votes left: 135… Opposing party 4Awaiting player… Choose your argumentTransport(30-90) Civilian(1-110) Business(50-150) or...Rest the case.As mentioned above, this is like playing blackjack; it's a gamble either way.  We know that the opposing party has a total of 4 votes and our party at present has 75 votes, with 135 remaining before reaching 210; 75+135=210.  We are then told that transport might give us anywhere between 30 and 90 votes, civilian might give us anything between 1 and 110, and business may give us anything between 50 and 150.  For the sake of this demonstration I shall choose transport and see what happens.My party 138Votes left: 72… Opposing party 49Gained 45 votes…As you can see, I've gained 45 votes bringing my total of votes to 138.  My opponent sits at 49.  I will once again choose transport and hope, but not cross my fingers for 72 votes or something close to it.My party 173Votes left: 37… Opposing party 67Gained 18 votes…I'm not entirely feeling lucky today given many different things that have been going on, including an incident in another topic where I seriously misspelled clone, so I'm going to rest my case and hope for the best while expecting the worst.My party 173Holding argument Opposing party 231Congratulations, You won the debate!You just made another $150!That, in a nutshell and a half, is debates.  If you have any further questions, push them onto the topic and we'll see what we can do.

URL: https://forum.audiogames.net/post/505767/#p505767




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Re: CityInc: an accessible passtime for micromanagement gamers

2020-03-02 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: CityInc: an accessible passtime for micromanagement gamers

Sure, but you should be a bit more specific as to what you're looking for if you want anything in particular, as I did do a fair bit of writing above.

URL: https://forum.audiogames.net/post/505728/#p505728




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CityInc: an accessible passtime for micromanagement gamers

2020-03-02 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


CityInc: an accessible passtime for micromanagement gamers

This one really is pretty simple, and I owe it to @Nightshade, who says she actually got it off of this site though can't exactly remember the post or topic in question; just saved it for a rainy day and that rainy day is now, or something...Should you care to go there now, just click and play.  Otherwise, read on for more details and banter and blabber and ranting and raving and running my mouth because I have room to run it and... I think you get the point.Anyway, if you're still with me, and if you plan on clicking above linkage, your goal is to build a city.  The bigger and better your city, the more citizens you'll attract.  the catch here is that you don't obtain any benefit from citizens until you restart, so restarting is required in order to truly progress through the game.  The beauty, however, is that there's no one size fits all solution.  Provided you can start new cities, you don't have to worry about how many citizens you actually have.  You can start with 1, 10 or 100 if you prefer, but only when you start will you see them working for you at all.Every citizen gives you a 2 percent bonus to whatever profit you make, meaning that the more citizens you have the higher the multiplyer per citizen.  Twenty citizens collectively give you an extra $1.2 per citizen.  There are also upgrades you can purchase either through the cash you are making or through a separate currency system you can also earn called coins.  Many of these upgrades will increase citizen effectiveness allowing you to increase your earnings.But what are coins, you ask?  Coins are a separate currency to add a little more strategy to the game which allow you to purchase certain upgrades.  You obtain coins by building; one building or structure of any kind is equall to one coin.  If you have 1000 roads you earn 1000 coins you can then turn around and spend on upgrades or save for another time.This is a good little time killer if that's what you're in the mood for; you can walk away from it whenever you like and it'll actually just keep going and going for you until you're ready to return to it again.  You can also use the export option if you like so you can keep your progress and play it on another PC or device of your choosing.  All you need do is copy the code in the read-only edit field under the settings option called export, then paste it into the edit field under import on your target device.  I've not tried this on any iOS or Android devices so cannot give any honest answer on how it works, but as it's rather simplistic in appearance and works nicely with screen readers in general I'd say the results should be rather good; I'll update this section if and when I can confirm that for sure.  Nuff said?  Maybe?  Go ahead and start your city!

URL: https://forum.audiogames.net/post/505713/#p505713




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Re: Epitaph, a new civilization building game!

2020-02-27 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: Epitaph, a new civilization building game!

Well, I have to agree with 6 and 7 as far as this one goes.  Far too many things happen with alarming speed and way too much of it seems random, thus making it impractical to even want to manipulate the thing.  I gave it three different trys over the span of the past 24 hours.

URL: https://forum.audiogames.net/post/504558/#p504558




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Re: Evelyn's Farm: iOS Idle Paranormal Adventure from maker of Nano Empire

2020-02-18 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: Evelyn's Farm: iOS Idle Paranormal Adventure from maker of Nano Empire

You should feel excited and accomplished; my wife doesn't even send me PM's!  Boo hoo hoo!  

URL: https://forum.audiogames.net/post/502582/#p502582




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Re: Test your reflexes with Perilous Marathon 1.4!

2020-02-07 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: Test your reflexes with Perilous Marathon 1.4!

@206, Yeah, because there are like a ton of them around.  Sadly, I think we're screwed.  We're screwed as a community because we settle for clones, for sitting around and whining when expectations are not met, for wanting free and paid products to be one and the same.  We're screwed because the audiogames market is currently saturated with games that are devalued, disenchanted developers and toxic communities.  We're screwed because instead of all of us coming together and taking stabs in directions we should we take stabs at each other.We say we want a bigger, better, more awesome site and forum!  But will we ever get it done?  Absolutely not, and for two reasons.  There are far too many people who believe in this site because it seems to have stood the test of time and people have enough fond recollections of it not to just want to give it away.  That isn't the problem; the problem is that the people who can do anything to allow it to expand either don't have the time or the inspiration and desire and drive required to make it happen... I'm going to go with the former over the latter because I neither know the developers nor want to assume anything bad about them.But that leave sus all hanging; those of us who want to see progress don't go about trying to make a bigger better site because we don't want to be seen as misfits or whiners or corn door darting douchebags who just want to start trouble and pull people away from a centralized location.  Then there are those who wonder if that is even truly the solution to the problem or if we just need stricter guidelines or what have you.  There's far too many varialbes to consider and my head is hurting at present... I"ll have to come back to this some other time.  Until then, this marathon wins.

URL: https://forum.audiogames.net/post/499504/#p499504




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Re: Fed II Community Edition [chill out MU*]

2020-02-05 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: Fed II Community Edition [chill out MU*]

Not everyone's scripting and programming savly, either... I wish I were, but I know I'm not.  I'm working through Darter's python tutorials, but I know me, so if I don't learn a single freaking thing I can't blame it on him.Right now I"m actually having an issue with my command line telling me absolutely nothing, or at least, not telling my screen reader the way it's supposed to.  I get no output for any information whatsoever, which is rather irritating.

URL: https://forum.audiogames.net/post/498861/#p498861




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Re: Fed II Community Edition [chill out MU*]

2020-02-05 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: Fed II Community Edition [chill out MU*]

Because you were willing to describe it as such, I'll willingly try it.  I hope it is as you say and if I come across anything else that is an issue, I sincerely hope I am given a fair hearing on this topic.  

URL: https://forum.audiogames.net/post/498778/#p498778




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Re: Fed II Community Edition [chill out MU*]

2020-02-05 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: Fed II Community Edition [chill out MU*]

So, here's the story... I'm as old as some of you and I didn't really have my own PC until I was 21; that was o9.  Everything I'd played up until that point came across a console, had graphics, and, yes, dare I say it, sound.  Even 8bit sound is still sound, no matter how poor a representation of a sound it may be.  I didn't encounter text games until I visited this site for the first time.I like browserbased games and did my fair share of messing around with LOGD and Dragon Tavern and a few others beside.  On Ios?  I've only played 4 or 5 games that have sound in them; diceworld, mousekick and bop-it come to mind.  Other than that, all of them are text!   I loved nano empires, all text, a few minutes of glory, all text, Evelyn's farm, all text, and on the PC I honestly grew fond of fallen worlds which became ravaged worlds and I don't know if its still kicking around... I say again, all text.The text is more or less consistent; it does not scroll across my screen at a million miles a second and require me to raise my speech rate to 200 percent, which would be absolutely no good to me for two reason:1.  I'm a hearing impaired screen reader user.What, you really wanted a number 2?  I said two reasons!  They're on the sides of my head!  Seriously!  It's made understanding speech hard at faster rates!  I have my speech set at 50 at present and can barely get away with stuff as is!  And you want me to add scrolling text to that just so I can be a good gamer by your standards?  No, you don't make me feel welcome, and you don't make me feel any further accepted when you say I'm a spoiled brat because I want sound to keep up with you, speedreader.

URL: https://forum.audiogames.net/post/498774/#p498774




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Re: Evelyn's Farm: iOS Idle Paranormal Adventure from maker of Nano Empire

2020-01-30 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: Evelyn's Farm: iOS Idle Paranormal Adventure from maker of Nano Empire

Updated post 44 with my endings thus far.  That post is basically a huge spoiler, so if you don't want the endings or in fact the game itself spoiled for ya, don't read it.

URL: https://forum.audiogames.net/post/497359/#p497359




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Re: Evelyn's Farm: iOS Idle Paranormal Adventure from maker of Nano Empire

2020-01-30 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: Evelyn's Farm: iOS Idle Paranormal Adventure from maker of Nano Empire

@Dark, post 42,***SPOILER! SPACE! BELOW!***Glad I wasn't the only one who experienced that bug concerning the nuclear ending.  Interestingly enough I managed to defeat the priestess and her army even though I only had 20k strength myself, which made it kind of fun in some senses.  The reason I say that is that I've fought things that were only 2000 strong themselves and seen that I had an 80 or 90 percent chance at winning, and still lost!  That does make things somewhat amusing and more playworthy as far as I'm concerned, since as you've stated before about nano empires, it almost feels like some games just give you the power hammer and let you run with it and you never ever die because of said seeming omnipotence.  I'm glad to see this is not the case here though.As to how to gain strength quickly, the only way I've seen of managing it would be to conduct a ton of military research.  When I managed to build the nuclear factory I thought I was going to end up with tons of strength if that in itself didn't end the game.  Sadly that was obviously not the case.  I'm going to have to play around with some of the other endings though.  So far I have the following down, and if you're still reading because you didn't notice the spoiler space alert above this is entirely your fault!  I have warned you!  1.  Transfer technology, AKA the bad ending... I really got suckered into that one by Miss Reasonable.2.  Starting an immortality business; Ivan apparently thought he had a really awesome selling point and scored so big that even the priestess bowed down to him and they all lived happily ever after.3.  Peaceful protest; I still can't believe Lucy went the way she did, but that always seems to be the way of things when you are a pacifist.4.  Researching nuclear technology, AKA destroying the gate from all three sides as the original Evelyn had desired, allowing her final wishes to be fulfilled.  Sadly, the authorities didn't really seem to like her all that much to begin with and thus ordered any evidence concerning everything that happened be destroyed.I'm going for a fifth which should be done in a few minutes and will update this post for anyone who has read thus far and who is interested in the endings.  Sadly?  I will not give you the full dialogues; if you want those you'll have to finish the game yourself!  :d

URL: https://forum.audiogames.net/post/497282/#p497282




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Re: Evelyn's Farm: iOS Idle Paranormal Adventure from maker of Nano Empire

2020-01-29 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: Evelyn's Farm: iOS Idle Paranormal Adventure from maker of Nano Empire

The bad ending really is bad, but, especially if you get suckered into it early you can't help but have a laugh at it.  I mean, that was my first ending, after like, six hours of investing and trying and doing and working and hammering my screen.  There's no reward for finishing with the bad ending other than the satisfaction of knowing that you can start over.

URL: https://forum.audiogames.net/post/497062/#p497062




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Re: Evelyn's Farm: iOS Idle Paranormal Adventure from maker of Nano Empire

2020-01-28 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: Evelyn's Farm: iOS Idle Paranormal Adventure from maker of Nano Empire

***SPOILER! SPACE! BELOW!***At Dark, that actually wasn't the one I was thinking about.  the one I was thinking about was the peaceful protest one, which is just as sad in my opinion, if not worse.  I don't know if there's any ending that doesn't involve Lucy as a martered hero if you're trying to accomplish something with her, but I sincerely hope there is.

URL: https://forum.audiogames.net/post/496901/#p496901




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Re: Evelyn's Farm: iOS Idle Paranormal Adventure from maker of Nano Empire

2020-01-28 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: Evelyn's Farm: iOS Idle Paranormal Adventure from maker of Nano Empire

@Dark, if it's the ending I think it is it is a rather sad one indeed.  I would have liked to see a different outcome...

URL: https://forum.audiogames.net/post/496875/#p496875




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Re: Evelyn's Farm: iOS Idle Paranormal Adventure from maker of Nano Empire

2020-01-28 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: Evelyn's Farm: iOS Idle Paranormal Adventure from maker of Nano Empire

@aaron, you're not doing badly at all.   strenght of 97 is actually somewhat commendable at your stage but for one little thing...***SPOILER! SPACE! BELOW!***You will temporarily lose Ivan and Lucy and may, as a result of the decreased strength and knowledge, find things just a bit harder during that time.  The only way around this is to asign yourself as leader so that you can gain the strength and knowledge necessary to continue at whatever pace you desire.  More knowledge means easier exploration; more strength means greater chance at winning battles and easier labor.

URL: https://forum.audiogames.net/post/496860/#p496860




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Re: Evelyn's Farm: iOS Idle Paranormal Adventure from maker of Nano Empire

2020-01-28 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: Evelyn's Farm: iOS Idle Paranormal Adventure from maker of Nano Empire

Believe us; there is a bad ending, and you can easily get suckered into it if you're not careful.

URL: https://forum.audiogames.net/post/496808/#p496808




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Re: Evelyn's Farm: iOS Idle Paranormal Adventure from maker of Nano Empire

2020-01-28 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: Evelyn's Farm: iOS Idle Paranormal Adventure from maker of Nano Empire

@Dark, if you get the bonuses I spoke of in 24 you kind of sort of get a bit of freedom from the work button.  Perhaps it still isn't quite as satisfying as the option you suggested, but it kind of sort of works.

URL: https://forum.audiogames.net/post/496689/#p496689




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Re: Evelyn's Farm: iOS Idle Paranormal Adventure from maker of Nano Empire

2020-01-28 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: Evelyn's Farm: iOS Idle Paranormal Adventure from maker of Nano Empire

@23 No, and that's ok.Two endings down, will complete a third in a few minutes, so if anyone posts before then just a friendly reminder to please either don't give out spoilers, or if you must for the sake of assistance to put spoiler spaces somewhere in your message.  Dark makes the whole thing sound intriguing if you just read his posts because you get the feeling, especially from the first one that there's nothing to it; you just go raise some vegies and maybe some cattle or sheep to go to college.  This much, I'm sure we can both say, it was certainly unexpected.  Random encounters, different places to go, various outcomes depending on actions you take, and yes, there are bonuses... I'll just leave it at that.

URL: https://forum.audiogames.net/post/496642/#p496642




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Re: Test your reflexes with Perilous Marathon 1.3!

2020-01-23 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: Test your reflexes with Perilous Marathon 1.3!

Fact, post 1 still does not contain any information about the game save a link that takes you to another page.  Isn't this supposed to be audiogames.net?  Isn't this a forum for audiogame discussion?  If you don't have the time to write out an entry when you submit a new release I don't have any money to give to you or any reason to consider you anything less than unprofessional.  Stick out your neck for your community and any possible future customers if you want money or else stop acting like you deserve it.And yes, I do feel I have the right to make this post for two reasons:1.  You can scroll through every post and every topic I've made and you'll not find one like it, meaning this probably is the one topic that finally disgusted me enough to actually make such a post.  Read it and weep.2.  I do not believe anything I've said was overly destructive, disrespectful or otherwise negative.  Harsh?  Perhaps, but truth can be that way.  All I see at present, and that only from reading the first 40 or so posts on this topic, is someone who believes that just because they produced a game based off of someone else's ideas and with someone else's sound libraries they are entitled to receive monitary support to half-heartedly keep it going.

URL: https://forum.audiogames.net/post/495293/#p495293




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Re: Alter Aeon January 2020 Update

2020-01-11 Thread AudioGames . net ForumNew releases room : Nocturnus via Audiogames-reflector


  


Re: Alter Aeon January 2020 Update

@AlexN94 I wouldn't have known that your primary language was not English if you had not made mention of it.

URL: https://forum.audiogames.net/post/492143/#p492143




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