Re: Blind Quest: The Enchanted Castle is available now!

2020-02-12 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


Re: Blind Quest: The Enchanted Castle is available now!

Hello Max.Is there no way to make the update require the registration code that you got when you bought the original game?Also, did you know that once you collect the three runes and speak to the supervisor in the castle, it fails to load the skeleton encounter?Kai

URL: https://forum.audiogames.net/post/500689/#p500689




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Re: Thoughts about the new immersive Audio RPG - The Cursed Painting

2020-02-12 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


Re: Thoughts about the new immersive Audio RPG - The Cursed Painting

@Accman et al: You will be able to run the demonstration version of this skill just fine with the Windows 10 version of the Alexa app, but you will not be able to upgrade to the full version (assuming that the full version is unlocked via an in-skill purchase). The Windows 10 iteration of Amazon's assistant does not permit one to conduct any in-skill purchases for premium features. I found this out while playing games such as The Dark Citadel, The Vortex, Six Swords, and Escape The Room 2, all of which support premium features. So if you want to play the full release, you'll probably have to do it through your phone's Alexa app, assuming that platform's version allows in-skill purchases. If not, then you can always get an Echo dot pretty cheaply depending on the time of year, as Amazon often offers those devices at tremendous discounts.Kai

URL: https://forum.audiogames.net/post/500654/#p500654




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Re: Blind Quest: The Enchanted Castle is available now!

2020-02-06 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


Re: Blind Quest: The Enchanted Castle is available now!

LOL. In the castle, the sign post says the throne room is to the west, but there's an eastern exit which ... leads to the throne room.Also wow. I feel like  need to play this game on maximum difficulty for it to be a challenge. Nothing is damaging me, not even the supposedly very scary alpha wolf, nor the iron colossus.Kai

URL: https://forum.audiogames.net/post/499109/#p499109




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

2020-02-04 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


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

LOL. I think the younger generation of people will always want sounds and stuff with their mud gaming. It's more us older players who are fine playing muds without sounds, because we had to play that way for a long time, and so got used to using our imaginations. Now I'm not saying there aren't exceptions to the rule, but in general, younger audiences do want flashier entertainment. You only have to look at the world of video games as proof -- games with flashy graphics and such sell much better than their more subdued counterparts.Remember that all sound packs started with someone who had a passion for the mud in question. They all take time and effort to get the triggers, scripts, and sounds in place. You could be the one to start a sound pack for a game, rather than always relying on others to do it for you.Kai

URL: https://forum.audiogames.net/post/498684/#p498684




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Re: Warsim, text based randomly generated stratogy

2020-01-27 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

@matt1211 So Warsim has transcended simulating kingdom war. It now simulates not even the birthing cycle, but the registration process in the great beyond, before you're even born.I'm picturing a huge screen full of stats and body customizations, with point allotments to each so you have to make your choices carefully. There's probably also some random chaos theory code built in, so that even if you pick good stats, your avatar can have negative effects beyond your control... And at the end of the creation options: Press 0 to exist! Kai

URL: https://forum.audiogames.net/post/496514/#p496514




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Re: Warsim, text based randomly generated stratogy

2020-01-27 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

* Visiting the Goblin settlement (10, 8) still shows ASCII even with ASCII turned off.* When training soldiers to become knights from the barracks, you are told you're training bandits into knights as a result:    "You pay the gold and the bandits are put through a rigorous training"* Mercenary groups which approach you for hire during throne room events can still refuse to work for you because of demon worship.* Trying to hire a mercenary group for a single attack when they're out of attacks (option 2) tells you that you don't have enough gold, rather than that the group refuse to fight any more this year.* Typo when exploring. If you travel further north by choosing 12, the bottom line then says press 0 to exist, rather than to exit.

URL: https://forum.audiogames.net/post/496348/#p496348




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Re: AudioWizards now on Steam and PC!

2020-01-22 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


Re: AudioWizards now on Steam and PC!

Given that the developers were concerned about the piracy of the game when it was only on the mobile platforms, I sincerely doubt they will or should release the game on Itch.io. DRM-free is a great thing, until you realize that it just means only one person needs to buy your game, then he can share it with whomever he chooses without any concern for user keys or other protections. It'd be nice to think the audio gaming community wouldn't abuse DRM-free, but lets face it. There are certain groups among us who will jump on that and completely rob the developer of sales without even a moment's pause for guilt.Kai

URL: https://forum.audiogames.net/post/495037/#p495037




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Re: A Tempest Season, a new, special unique fantasy mud

2020-01-14 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


Re: A Tempest Season, a new, special unique fantasy mud

I just tried the mud today and I do love the various systems and mechanics. I also like that it doesn't seem to be a super strict RP environment, which is its own feature in some ways.I do have a problem with an RP intensive mud such as this being festooned with so many typos and grammar issues, particularly during the character creation process. It's at that stage that you really want to sell yourself to potential players, and having what's supposed to be a serious roleplaying game plagued by multiple spelling mistakes puts a bit of a damper on the initial experience.What's worse is that there doesn't seem to be an integral command to report these typographical mistakes in the game. A new player isn't likely to want to join your forum or Discord just so they can report typos and spelling errors. That's a lot of investment for a player to make into a game's atmosphere before they can even begin to contribute such small reports.By no means is this a deal breaker for the game, but it is (in my view) a bit of a hiccup in the interface. Off-game forums and discussion mediums are great, but they should always be ancillary to an in-game method of communicating concerns to the staff.This issue aside, I really did enjoy the game and its quests. There seem to be plenty of things to unlock so that the game will remain fun for newbies and veterans alike, something that's usually hard to manage. Now if only we had a crafting system. Kai

URL: https://forum.audiogames.net/post/492930/#p492930




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Re: Bloodbath released!

2019-12-28 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


Re: Bloodbath released!

I'm in agreement with the others in Redfox's case: Please ban the irresponsible child. He's been at the center of multiple incidents of trolling, has had multiple warnings, and all while supposedly under watch. Discipline must be maintained, as well as peace, and I don't think his posts are contributing anything to either of these states.Let us not forget his outright attack on Aaron Baker's new game, the very day it was posted. Just because he deleted the post doesn't mean it should go forgotten.Kai

URL: https://forum.audiogames.net/post/488894/#p488894




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

2019-12-06 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


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

Hey Chow. Is he wielding a ranged weapon? You won't see flurry and other close-range melee skills in the combat screen if you're wielding a bow, and you likewise won't see missile volley, precise shot, or other bow skills while wielding a sword, for example.Kai

URL: https://forum.audiogames.net/post/483250/#p483250




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Re: Lament: Age of Wind and Wolves

2019-11-26 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


Re: Lament: Age of Wind and Wolves

Sadly, no matter how masterful you are at woodcarving (for example), your longbow will be exactly the same as someone who is just fair or mediocre, assuming they succeed at making the craft. I've suggested before that different skill levels should apply bonuses to the resulting item, but they were not open to such an improvement system. There is absolutely no benefit in getting a master craftsman to make you a longsword versus someone whose a dabbler, other than perhaps resources and time.Kai

URL: https://forum.audiogames.net/post/480194/#p480194




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Re: Awakened worlds mud.

2019-11-23 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


Re: Awakened worlds mud.

If you mean in the neophyte guild, assuming you're doing the job to find the assistant, there should be a crate there next to the skeleton. Grab the crate and bring it back. Remember the recap command. It's saved me a lot of headache on multiple occasions.Kai

URL: https://forum.audiogames.net/post/479401/#p479401




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Re: Awakened worlds mud.

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


  


Re: Awakened worlds mud.

I just recreated my character, this time a dwarf adept with 6 ranks in rapid healing and 2 ranks in increased reflexes, and I'm already almost at 20 karma from doing shadow runs after only about an hour of play. lol. The start of this game really is pretty easy.Kai

URL: https://forum.audiogames.net/post/479043/#p479043




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

2019-11-16 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


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

Even if you can't see the top links, the search URL is just https://forum.audiogames.net/search/Kai

URL: https://forum.audiogames.net/post/477114/#p477114




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

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


  


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

I actually wish Aaron had been a bit more sly about it and made the game produce some bogus error message accompanied by an error code, copies that to the clipboard, then exits.Kai

URL: https://forum.audiogames.net/post/475682/#p475682




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

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


  


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

@phoenix1991: You repeatedly post the same thing, asking about self-trading. a few of us (myself included), have mentioned that self trading probably wouldn't work in Manamon 2 now because of the change in the online structure. If you're not going to even bother reading our responses to you (across multiple topics), is it really necessary to continue posting the same question over and over?Kai

URL: https://forum.audiogames.net/post/475571/#p475571




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

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


  


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

Is there any way to prevent a manamon from transforming? I'd kind of like to have one of each manamon in my transportal, but would love to level them all one by one to explore what they get, and transformations kind of ruin that.Kai

URL: https://forum.audiogames.net/post/475357/#p475357




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

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


  


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

I'm not a fan of autosave, either. Would be a shame if it saved a match that you just wanted to try again to see if you could do better, etc. However, I do wish we could hit f4 or something to save our game right away. I hate having to go to the menu every time, since I'm kind of a paranoid player and like to save at almost every new turn of the game.Conversely, though, I also kind of wish there was an ironman mode of Manamon which disabled the save function, only autosaving after important events (such as cut-scenes or tamer/boss battles). Perhaps have some cool manamon that you might be able to get only through ironman mode? I love challenging stuff like that.Kai

URL: https://forum.audiogames.net/post/475140/#p475140




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

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


  


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

I'm in full agreement with BlindNinja. I personally hate when programs ask me, are you sure you wanna quit this program? Click yes. Are you absolutely sure? Really? Are you positive? One last time! Please make sure you want to quit this program.Most people remember things relatively well, and I don't think they need to be told every time they hit 1 that they've just engaged their pocket copter or their manamon blender. It would definitely spare my poor enter key some mashings, too.Kai

URL: https://forum.audiogames.net/post/474954/#p474954




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Re: Awakened worlds mud.

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


  


Re: Awakened worlds mud.

It's interesting that so many people use the presence of sounds as a metric on whether or not they play a mud. It could be a boring, bland, stock mud, and as long as it has sounds, it would win over a highly detailed game with rich crafting, story, etc.I guess I'm an older school of mudder -- I've never needed sounds to play a mud. I've sometimes added sounds for notifying me of important things, and I might design sounds for certain activities, but sounds should be the sprinkles on the cake, not the cake itself.Kai

URL: https://forum.audiogames.net/post/474643/#p474643




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

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


  


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

@Whitefall: Think of the strands of webbing as guitar strings (but obviously without frets). Each strand only makes a single note. You need to walk to the various strands to hit different notes, you can't just hit enter while standing on the same strand, no matter how long it is.Kai

URL: https://forum.audiogames.net/post/474636/#p474636




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Re: Awakened worlds mud.

2019-11-08 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


Re: Awakened worlds mud.

I actually think adept would be much better at unarmed than street sam, since you've got a lot of powers like distance strike that let you hit with unarmed attacks from further away. There's also powers that improve your combat and dodge pools, and none of it is at the cost of essence, which is a scary thing when you're all rigged up with cybernetics and bioware and are running around with 0.5 essence. Kai

URL: https://forum.audiogames.net/post/474324/#p474324




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

2019-11-08 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


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

I deleted my post. I reloaded manamon 2 and it seems to be working fine now. That was strange. It played in every other instance but during the manamon overview screen.Kai

URL: https://forum.audiogames.net/post/474301/#p474301




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

2019-11-08 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


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

Omission: Kubineral doesn't have an audio clip for its cry -- unless it's meant to be the silent stalker... who just happens to be holy? LOLKai

URL: https://forum.audiogames.net/post/474295/#p474295




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

2019-11-07 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


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

Bug / Omission: When speaking to Mercilla after discovering Sangora's illness and preparing to head to the airport,, the dialog comes up as blank. Pressing on her literally says blank. LOLKai

URL: https://forum.audiogames.net/post/474030/#p474030




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Re: Awakened worlds mud.

2019-11-07 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


Re: Awakened worlds mud.

I loved being an adept. They were so amazing. Never did try the pure magic builds. Was always either street Samurai or Adept. Tried rigger once and wasn't that into it. Tried decker too, but that's a profession that requires so much resources in the form of cash to buy improved programs and stuff. Wasn't much into that. Shotguns are beastly, by the way, as is a good assault rifle. Didn't like smg's and pistols much because of the dual wield penalties, whereas the two-handed guns gave you a bonus in accuracy, if I remember correctly.Kai

URL: https://forum.audiogames.net/post/473978/#p473978




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

2019-11-07 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


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

I'm really loving Kangachan. The presence of those 3 elemental punches makes it so useful as an all-purpose killer. I actually wish we had a manamon that had an ability to change its element type -- something like a standard / elemental manamon, with its secondary elemental type changing every time it gets brought out into battle.Kai

URL: https://forum.audiogames.net/post/473971/#p473971




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

2019-11-07 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


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

I think it has been said before, yes, but I never even bothered to go looking. I didn't really have an issue with the battle, other than that it took me to my last manamon to kill it. I did manage to kill it though, so never did feel the need to go looking for an optimal solution. Will have to remember that for future replays though. Kai

URL: https://forum.audiogames.net/post/473950/#p473950




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

2019-11-07 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


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

Re: Post 366: I had 6 manamon on my team, all ranging around level 20 to 30. They let me absorb enough of the webs so that I managed to kill it with the last manamon standing. LOL. It's probably not the optimal method of beating that hyperform, but it worked for me.Kai

URL: https://forum.audiogames.net/post/473936/#p473936




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

2019-11-06 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


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

I'm editing this post just to emphasize Jade's point that Manamon 2 really should've gone through a much more rigorous grammar check before release. Case in point, I just found Berserk Call, which... "The foe lets out a call which causes the foe to go berserk." So it's a move my Manamon has, but only the foe can perform it, and since he's performing it, I'm assuming I get berserk since I am the foe?That along with Smite. "The user strikes the foe." *cough*Kai

URL: https://forum.audiogames.net/post/473477/#p473477




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

2019-11-06 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


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

LOL. My favourite Manamon 2 skill description" Smite. "The user strikes the foe." *cough*Kai

URL: https://forum.audiogames.net/post/473477/#p473477




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

2019-11-06 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


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

Things which worked in Manamon are in no way guaranteed to work in Manamon 2, self trading in particular since you now have to create online rooms and everything.Kai

URL: https://forum.audiogames.net/post/473472/#p473472




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

2019-11-06 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


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

These music rhythm games make me sad. I suck at rhythm games, have never really gotten into playing them, and boo, here it is in Manamon 2. LOL. I know it's optional, but it also seems to give good stuff, so poop on this mini game.Kai

URL: https://forum.audiogames.net/post/473398/#p473398




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

2019-11-05 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


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

Brain Dodderator doesn't have a vocal pronunciation.Kai

URL: https://forum.audiogames.net/post/473234/#p473234




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

2019-11-05 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


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

This goes back to my message about audiogames needing to adopt some mainstream practices. An automatic item finder would've been a great DLC option. Just walk over a tile and it automatically grabs hidden items if there are any.Kai

URL: https://forum.audiogames.net/post/473027/#p473027




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

2019-11-04 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


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

Feature Request: Allow us to rename Manamon outside of the capture window. A lot of times I want to rename Manamon later once I observe their development cycle, gender, stats, etc, but I don't see a way to do it in the manual or game.I kind of wish audiogames were more cognizant of the mainstream gaming trends. Case in point, Manamon 2 would've been a great platform for DLC development, serving as a constant revenue stream for the developer (releasing optional story lines, side quests and puzzles, and of course DLC Manamon which wouldn't be tradable). In that way, Aaron might've been able to sell the game at a 20 to 30 dollar base cost, and then had add-on packages to get more income from interested parties. The beauty of such a DLC system, of course, is that as Jade noticed there weren't many ice Manamon, there could've been more ice Manamon to come in future DLC. It's a system that works well for many mainstream titles.Kai

URL: https://forum.audiogames.net/post/472731/#p472731




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

2019-11-04 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


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

I kind of wish audiogames were more cognizant of the mainstream gaming trends. Case in point, Manamon 2 would've been a great platform for DLC development, serving as a constant revenue stream for the developer (releasing optional story lines, side quests and puzzles, and of course DLC Manamon which wouldn't be tradable). In that way, Aaron might've been able to sell the game at a 20 to 30 dollar base cost, and then had add-on packages to get more income from interested parties. The beauty of such a DLC system, of course, is that as Jade noticed there weren't many ice Manamon, there could've been more ice Manamon to come in future DLC. It's a system that works well for many mainstream titles.Kai

URL: https://forum.audiogames.net/post/472731/#p472731




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

2019-11-04 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


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

I kind of wish audiogames were more cognizant of the mainstream gaming trends. Case in point, Manamon 2 would've been a great platform for DLC development, serving as a constant revenue stream for the developer (releasing optional story lines, side quests and puzzles, and of course DLC Manamon which wouldn't be tradable). In that way, Aaron might've been able to sell the game at a 20 to 30 dollar base cost, and then had add-on packages to get more income from interested parties. It's a system that works well for many mainstream titles.Kai

URL: https://forum.audiogames.net/post/472731/#p472731




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

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


  


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

I notice a few people cross posting (that is, posting the same thing to one of the other Manamon topics and then coming over to this topic to post the same thing). I know this might not be against the rules, but for the sake of the rest of us, can you guys refrain from doing this? It defeats the point of having subject-specific topics. If you've already asked about free copies of the game or giveaways, please don't then also come to this topic and ask the same question, likewise with asking for playing tips in the impressions thread.Kai

URL: https://forum.audiogames.net/post/472357/#p472357




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

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


  


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

I'm not sure how I feel about the skill distributions in Manamon 2. The game now has a synergy feature so that steel manamon performing steel moves hit much harder, which is great, but then you find manamon that have tons of moves, but none that match their type. Case in point, I started with the water manamon, and he doesn't even get tidal wave until 15, or this poison manamon I just caught which has 4 moves, standard, effect, effect, then another damage move that does shadow? Just seems kind of odd that manamon would start out with moves which don't match their type -- kind of like being able to jump a car with a lighter, but not being able to light a cigar until you go get an add-on to the lighter.Kai

URL: https://forum.audiogames.net/post/472348/#p472348




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

2019-11-02 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


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

She doesn't give you three nets. What she is doing is setting out 3 mananets which have manamon inside them, from which you pick your starting pokemon.Kai

URL: https://forum.audiogames.net/post/472025/#p472025




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

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


  


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

Feature request: If you've already captured a manamon, bypass displaying all the capture info when you capture another one. Instead, just mention that you've captured manamon name, then skip directly to the rename prompt.Kai

URL: https://forum.audiogames.net/post/471734/#p471734




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

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


  


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

If an update doesn't require replacing assets and multimedia, I sure wish the update function would link to a smaller download instead of forcing you to redownload the entire install package all over again.Kai

URL: https://forum.audiogames.net/post/471706/#p471706




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

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


  


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

Despite my displeasure with VG-Storm and how they handled Psycho Strike (where's the update to it he promised ages ago?), I nevertheless did buy Manamon 2. I'm not really holding my breath that the developer will support the game very well given the track record, but hey, I'll be happy to be proved wrong.Kai

URL: https://forum.audiogames.net/post/471645/#p471645




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

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


  


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

Hi, Tesla? I just bought the 2019 model of your car, but I hear you're about to come out with a new car for 2020. Since I just bought the 2019 car, I think it's silly that I should have to also spend money on the new 2020 model. You should send it to me for free.Kai

URL: https://forum.audiogames.net/post/471629/#p471629




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

2019-10-24 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


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

I believe this is a case where the link might've been incorrectly removed. AHC has online verification, so even if someone did have the download, they wouldn't be able to play it without a valid account and password, which can only be gotten via a game purchase. We've provided links to the download in the past in this very topic without issue from Out Of Sight.Kai

URL: https://forum.audiogames.net/post/470426/#p470426




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Re: TriadCity via MUD clients

2019-10-19 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


Re: TriadCity via MUD clients

Frustratingly, I am already trying to connect via 9094. That, in fact, is the only way I'm even managing to get the log-in prompt wherein I chose to type either join or guest. I sort of figured MUSHClient would choke on the SSL connection, so didn't even try it at first, but I did try it and I was correct -- I can't even connect at all on 9095. I'm just gonna see if I can get my screen reader to play nice with PUTTY for Windows, since I think the raw scripting power of MUSHClient might be overkill for Triad City.Kai

URL: https://forum.audiogames.net/post/469460/#p469460




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Re: TriadCity via MUD clients

2019-10-17 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


Re: TriadCity via MUD clients

I wonder if you guys are writing your telnet protocol slightly different from how most muds interface? My client of choice, MUSHClient can't seem to handle the game. I type in either guest or join, and immediately get disconnected. It does have a packet analyzer, but that stuff goes a bit over my head. I'll try contacting the MUSHClient forum folks to see if they know how to rectify this situation.Kai

URL: https://forum.audiogames.net/post/469008/#p469008




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Re: Warsim, text based randomly generated stratogy

2019-02-21 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

Well I'll be damned. That's confusing, because I know for the longest time the hire staff menu had issues refreshing. It'd pop up underneath the previous menu text. I just tried it now, though, and it seems to refresh just fine now. Baffling, but I'm glad that behaviour seems to not be there any more, for whatever reason. Sorry for the unintentional confusion.Kai

URL: https://forum.audiogames.net/post/413571/#p413571




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Re: Warsim, text based randomly generated stratogy

2019-02-21 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

I asked this before, but you must've missed my posting: With this update, would you mind fixing option 3 from the main game menu so that it does a proper refresh? It doesn't seem to, leaving previous screen text on top of the new game menu, which makes reviewing that new screen just a bit stranger than others. When I go to the throne room, for example, everything refreshes nicely, and I don't have remaining text from the main menu also occupying the screen above the new text.Kai

URL: https://forum.audiogames.net/post/413532/#p413532




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Re: Warsim, text based randomly generated stratogy

2019-01-21 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

Is it intentional that option 3 from the main menu (Hire Staff and Champions) doesn't redraw the screen, so that it gets rid of the main menu text? It makes working with that feature of the game a little bit tedious.Kai

URL: https://forum.audiogames.net/post/406700/#p406700




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Re: Swamp, zombie FPS by Aprone

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


  


Re: Swamp, zombie FPS by Aprone

Hey Aprone.In the event you can't find a good router locally, and you don't have Amazon Prime, I would be happy to make the purchase on your behalf and have the router sent to you over night, rather than having to wait a few days for delivery. We'd have to establish the details elsewhere, of course, but you and I have worked with money together enough now that I'm assuming you're fine trusting me with the handling thereof.  Just an offer in case you want that router sooner rather than later.Kai

URL: http://forum.audiogames.net/post/403976/#p403976




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

2018-12-26 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


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

Greetings Joseph et al.It's been some time since we've had some kind of status report from Out Of Sight. Is there any chance we can get a word about any goals, changes thereof, or other significant events regarding the continuing development of AHC? I know there are still a few step goals in the life of AHC, including the integration of graphics, but we haven't heard anything about the development status for a while, and I think curiosity might end up killing the hydra.Kai

URL: http://forum.audiogames.net/post/400904/#p400904




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

2018-02-21 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


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

Thanks Defender and Joseph, but I honestly didn't do very much for AHC. All the sound effects and such are strictly Drew's, and I think he did a much better job than I would've been able to. I really only did what I could to help AHC's progress. I honestly wasn't even expecting an entry in the credits. Lol.Kai

URL: http://forum.audiogames.net/viewtopic.php?pid=353330#p353330





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

2018-02-21 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


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

@Kodi (Post 1636) Unless it's a demo that's strictly hampered, thereby requiring extra coder time to deliberately rip out huge chunks of the game, demos are usually hotbeds for cracking. Even if cracking isn't an issue, that's dev time into a demo that I think would be better spent on the game itself. Joseph is right in that plenty of Indie and mainstream titles forego playable demos, and I think it's fine for AHC to do likewise. If you're unsure about the game based on playthroughs you've heard, do yourself a favour and pass on buying the game. I personally love AHC, but it's easier to be bereft of a game than it is to part with money and then be disappointed by said game.Kai

URL: http://forum.audiogames.net/viewtopic.php?pid=353281#p353281





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Re: You're a Cyclepath!

2017-08-02 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


Re: You're a Cyclepath!

I just want to jump in here and say that the mindset of "if you don't have a 64-bit system, get one" is a bit narrow-minded and unrealistic when it comes to appreciation for varying situations. Perhaps, for one reason or another, they are either unable to or unwilling to switch to a 64-bit operating system. It is slightly unrealistic to just expect they should be able to make the switch, just like that.I come from an old school mindset of "if it ain't broke, don't fix it". This meant that yes, I was using Windows XP for the longest time -- up until 2014, I think? I did not like the environment of more recent OS's, nor did I want to spend the money on a brand new computer, just to keep with the times, not when my XP computer was working perfectly fine. It was only when it died that I was forced to embrace Windows 8.1, and I still find myself missing XP, a lot.Even if we don't consider financial restrictions, therefore, ther
 e are numerous personal and preferential reasons one may not want to use a recent 64-bit operating system. That being said, if you are using an older OS, you will often have to accept that there are going to be programs or features you're just not privy to. Case in point, I've not upgraded to Windows 10, and so am not able to avail myself of the Xbox One / Windows 10 gaming platform to play games like Killer Instinct at this time. I think it's one thing for the developer to say I have no interest in developing for other platforms, but it's quite another for us to just automatically respond with: "Well, it's pretty easy to get a new computer. Go get one." Nevertheless, this may be one of the compromises you're just going to have to live with if you're still on a 32-bit Windows 7 system, unless of course a 32-bit version is (down the road )compiled. Believe me, I know where you're coming from, but it's one of the consequences of t
 he situation you're in, be it by choice or necessity.Kai

URL: http://forum.audiogames.net/viewtopic.php?pid=322526#p322526





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Re: Warsim, text based randomly generated stratogy

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


  


Re: Warsim, text based randomly generated stratogy

Hi. Is there any way you can separate the background music from the randomly generated music? I, for example, like to play with the music turned off, but would still like to hear the bard music It's impossible to do this when turning off background music is a master kill switch.I'm really looking forward to regular _expression_ matching if you do decide to implement it. I can already envision sounds for victory conditions, losses, scourmish/raid/invasion variables, etc.Kai

URL: http://forum.audiogames.net/viewtopic.php?pid=317812#p317812





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Re: Warsim, text based randomly generated stratogy

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


  


Re: Warsim, text based randomly generated stratogy

In the Steam Edition:your scribe pulls out the scroll of evil policies and prepares to make  
amendments to it.
1)  Declare 'Pillaging'
2)  Declare A Curfew (More Arrests)
3)  Declare A 'Breathing Tax' l
4)  End the walking tax
5)  Declare Aslona a free kingdom (will automatically free all slaves)
0) ExitOption 4 and 5 give me the same message:you have declared a walking tax, everyone who walks will have to pay you rents
[-10 public opinion]Kai

URL: http://forum.audiogames.net/viewtopic.php?pid=317705#p317705





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Re: Warsim, text based randomly generated stratogy

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


  


Re: Warsim, text based randomly generated stratogy

Hello Wastelander. I'd love to contribute sounds to this game, which I think will improve the experience now that you're releasing to Steam. Even if you don't want sounds in the main release, is there any way you can tweak the output code of the game so that users can set their own sounds for events? I'm picturing a section in settings where it lets you add a regular _expression_ pattern, such as:^([0-9-+]+) public opinion\.$This would then prompt you for a file to play, wherein the argument could be "%1.xyz" to play a file name matching a wildcard from the regular _expression_ field. Alternatively, of course, you could just provide a file name, rather than a wildcard.An alternative to this would be to create a sounds.ini file into which all these parameters could be written. The game would then load those options into itself upon load, and the only setting you'd need in the game 
 is sounds on/off.I'm sure you'll be able to think of other ways to incorporate it, but I'd love to see such a feature added if you do decide that you don't need sounds for the main version of this game.Kai

URL: http://forum.audiogames.net/viewtopic.php?pid=317686#p317686





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Re: Eurofly, first geographical atlas and flight simulator for blinds

2017-04-15 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


Re: Eurofly, first geographical atlas and flight simulator for blinds

For pop culture reference, can you guys make an American flight from Chicago to Kentucky, wherein you can elect to have a passenger forcibly "reaccomodated"?Thanks.Kai

URL: http://forum.audiogames.net/viewtopic.php?pid=307213#p307213





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Re: Lament

2017-04-08 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


Re: Lament

Hey $ilverCross. As long as you're not a strongly opinionated person as I am, and don't criticize the slow development etc of Lament, the staff is fine. In fact, that aspect aside, they're great, they just can't seem to stand any opinion about the mud which isn't absolutely positive. Eazine et al are pretty good people all things considered, just remember to not be as vocal about what you dislike about the mud. lol.Kai

URL: http://forum.audiogames.net/viewtopic.php?pid=306284#p306284





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Re: The official "Extended Clok mod"!

2017-01-08 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


Re: The official "Extended Clok mod"!

I'm with Ironcross on this one. I tried this mud, and couldn't stand the lag, either. This time, though, I'm keeping my mouth shut to the staff since, on Lament, I expressed my opinions about the mud, and they banned me for it. Lol.

URL: http://forum.audiogames.net/viewtopic.php?pid=293064#p293064





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Re: Lament

2016-12-18 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


Re: Lament

After a year of playing this mud, and in the light of some unsavory staff member interactions, here is my review of Lament:Lament is a fun mud, with a rich, addictive crafting system, great roleplaybackground, history, and atmosphere. I've loved playing it, despite the flaws itdoes have, so feel free to take my criticisms below with a grain of salt and trythe game out for yourself.First, the pros:* A generally great staff of immortals, with one exception (see below).* An addictive and comprehensive crafting system.* A vast and interesting wilderness to explore.* Features coded to help visually impaired players (although, see below for somequalifications).* An expansive skill system with free-form learning -- You learn skills byperforming relevant activities.* A custom style editor -- fight with as much defense or offense as you wish,without relying on precoded styles.* A relatively fun
  ranged combat system, with some caveats noted below.And the cons:* A bland melee combat system, with no flavour messages, special moves, or bonusmastery messages and techniques. You simply autocombat swing, and your opponentdoes likewise.* An unreliable ranged combat system that's not likely to see changes in thenear future -- the staff have intimated that rebalancing ranged combat isnowhere on their priorities list. You can aim for a bodypart and hit 20 otherdifferent spots, then switch to aiming for one of those other parts to try andcripple it... only to finally hit the spot you've been trying to hit all thattime. Damage is always extremely random, and the very expensive end-game arrowupgrades provide no recognizable bonus over any other arrow types.* Despite crippling wounds and amputations, creatures do not bleed to death,completely destroying the immersion.* Animals who are complete
 ly amputated can often still wriggle across the groundfaster than a player can walk, jog, or even run, unless they've put in a lot oftime to grind up their movement skills.* There's a distinct lack of liquid crafting, so you can't create any beverages,poisons, or liquid resources for other crafts.* very slow developmental speed for core changes. Content changes do come inwith reliability, but if you want a staff sling or a wagon, for example, you'llbe waiting a long time.* The features to help visually impaired players aren't yet quite complete.Sighted players can see vast distances on their ASCII map, whereas visuallyimpaired players using the screen reader mode are limited to only ever seeingadjacent tiles, making exploration well nigh impossible.* No player housing. You're limited to leaving all the stuff you've worked forout in canvas tents without any degree of secur
 ity. Furthermore, if you threatento return the favour by raiding the camp of the offenders, you are somehowbreaking their courtesy rules.* Arbitrary staff member(s) who can decide to deal out character punishments at awhim. If you have any divergent views, keep them to yourself. They'll treat adifference of opinion as a breach of the rules and ban you on the spot. Also, don't criticize the mud. If your criticisms somehow influence another player in a way that doesn't impress the staff, they will add it to your file as if it were a direct offense.There are a lot of other features and criticisms I am missing, but I'm sureyou'll make your own conclusions about the game anyway. Just bear in mind thatthe game is in, and has been in alpha state for years. Despite that and my ownexperiences, you may find Lament to be a great home. For anyone else who doesn'tlike snails's pace development or arbi
 trary rules, consider another mud to playfor now.

URL: http://forum.audiogames.net/viewtopic.php?pid=290102#p290102





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

2016-07-21 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


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

Re: Endgame battles: While I don't have personal experience with it, remember that this is all essentially Day One exposure, and other players may have strategies and approaches that don't render these fights as difficult as has been expressed. Give the game a month or so to breathe before you consider boss balancing. Being too quick on the gun can lead to a game that becomes too easy, and then you're stuck basically undoing your changes.Kai

URL: http://forum.audiogames.net/viewtopic.php?pid=269308#p269308





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

2016-07-21 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


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

Once he caves in and decides to add in NVDA, he'll then need to add JAWS, and then Window-Eyes, and then this, and than that. lol. After all, not everyone uses NVDA, so people using other screen readers will also want fair representation.Kai

URL: http://forum.audiogames.net/viewtopic.php?pid=269193#p269193





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

2016-07-21 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


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

While I won't be purchasing Manamon based on my experience with Psycho Strike, I'll play devil's advocate and state that the developer shouldn't cave in and add options he didn't want to implement from the outset. He obviously had his own reasons for not implementing the screen reader support, and the game works just fine without that feature.Sometimes, a developer just has to put his foot down and say no. When a developer tries to cater to every whim and desire, his project becomes tedious and prone to more bugs as he scrambles to fulfill every request. If he keeps the project at a standard, then there's not as much to contend with.Now, granted, this doesn't mean I think he should repeat Psycho Strike and abandon the game now that it's released, but future dev should be restricted to bug fixes and content delivery, if possible. Just as Pokémon went through several generations, Manamon could stand to do the same.Oh, as an amusing note: When you view the firebreath skill for the Flammea manamon, it says it's "fame" type. lol. A fire breath that makes you famous?Kai

URL: http://forum.audiogames.net/viewtopic.php?pid=269172#p269172





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Re: Crazy Party: mini-games and card battle! (beta39)

2016-06-13 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta39)

For the love that is game sanity, can the deck manager please present cards in tabular format, with different types on separate collumns, and different cards for each type on separate rows? Ergo, pressing left/right arrows through card types, pressing up and down selects cards appropriate to that card type. Deck management is tedious as heck when you've gotta up/down arrow through every card before you get to the type you want.

URL: http://forum.audiogames.net/viewtopic.php?pid=264288#p264288





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Re: Swamp, zombie FPS by Aprone

2016-06-12 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

I'm really hoping that Aprone takes suggestions for future Swamp development in-house, rather than trying to implement every desire of every player. It's partly that attempt to accommodate various players that's caused the current version of Swamp to be at its current state. Suggestions for future Swamp development, if at all entertained, need to be localized to a very select group of contributors who know best Aprone's intentions for the game.

URL: http://forum.audiogames.net/viewtopic.php?pid=264088#p264088





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Re: Blazing, a new iPhone/Android/tablet/browser game by Aprone

2016-06-10 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


Re: Blazing, a new iPhone/Android/tablet/browser game by Aprone

Lol. I'm slightly baffled as to the number of requests for a standalone client for this relatively simple game. I mean, it's basically click a button to roll a dice. What real use would there be for a standalone program?

URL: http://forum.audiogames.net/viewtopic.php?pid=263899#p263899





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Re: Redspot, blood and paril. First public beta released!

2016-05-21 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


Re: Redspot, blood and paril. First public beta released!

Not trying to be an ass, but since it is the title of your game: you should know that the word "paril" is misspelled. That should be "Peril".

URL: http://forum.audiogames.net/viewtopic.php?pid=261239#p261239





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Re: Preludeamals, a puzzle solving game by Aprone

2016-05-13 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


Re: Preludeamals, a puzzle solving game by Aprone

Connor142: A hint that will help you. Remember that turn tiles can be place adjacent to one another to accomplish difficult turns, and you may want to visit the place you started from before you seek the goal.Aminiel, glad you're enjoying the game. I'm in no way Aprone (he's nicer), but I want to chime in on your suggestions (Edit: It appears he beat me to the punch):The first item in a tile's menu, when it is connected to a switch, should allow you to change tile settings. Pressing enter on that will raise, lower, and otherwise alter the piece.You don't need any switches for the puzzles before six. We don't have a spoiler tag, so I'll just say that it just requires some slightly fansy twisting and turning.I think the default state of raised or lowered pieces is a matter of personal preference. I for once can see uses for both setups, so I'm not quite sure if that should be changed.Trust me, you wouldn't like a realtime debug mode. Aprone did that for me during testing, and it was very verbose and distracting. Remember that the arm is moving and bouncing all the time. In a complex puzzle, that's a lot of messages to digest.Aprone and I have discussed rotating turns before, and figured they would make various puzzles too easy to solve.Kai

URL: http://forum.audiogames.net/viewtopic.php?pid=260352#p260352





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Re: Preludeamals, a puzzle solving game by Aprone

2016-05-13 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


Re: Preludeamals, a puzzle solving game by Aprone

Aminiel, glad you're enjoying the game. I'm in no way Aprone (he's nicer), but I want to chime in on your suggestions (Edit: It appears he beat me to the punch):The first item in a tile's menu, when it is connected to a switch, should allow you to change tile settings. Pressing enter on that will raise, lower, and otherwise alter the piece.You don't need any switches for the puzzles before six. We don't have a spoiler tag, so I'll just say that it just requires some slightly fansy twisting and turning.I think the default state of raised or lowered pieces is a matter of personal preference. I for once can see uses for both setups, so I'm not quite sure if that should be changed.Trust me, you wouldn't like a realtime debug mode. Aprone did that for me during testing, and it was very verbose and distracting. Remember that the arm is moving and bouncing all the time. In a comple
 x puzzle, that's a lot of messages to digest.Aprone and I have discussed rotating turns before, and figured they would make various puzzles too easy to solve.Kai

URL: http://forum.audiogames.net/viewtopic.php?pid=260352#p260352





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Re: Preludeamals, a puzzle solving game by Aprone

2016-05-13 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


Re: Preludeamals, a puzzle solving game by Aprone

Aminiel, glad you're enjoying the game. I'm in no way Aprone (he's nicer), but I want to chime in on your suggestions:The first item in a tile's menu, when it is connected to a switch, should allow you to change tile settings. Pressing enter on that will raise, lower, and otherwise alter the piece.You don't need any switches for the puzzles before six. We don't have a spoiler tag, so I'll just say that it just requires some slightly fansy twisting and turning.I think the default state of raised or lowered pieces is a matter of personal preference. I for once can see uses for both setups, so I'm not quite sure if that should be changed.Trust me, you wouldn't like a realtime debug mode. Aprone did that for me during testing, and it was very verbose and distracting. Remember that the arm is moving and bouncing all the time. In a complex puzzle, that's a lot of messages to 
 digest.Aprone and I have discussed rotating turns before, and figured they would make various puzzles too easy to solve.Kai

URL: http://forum.audiogames.net/viewtopic.php?pid=260352#p260352





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Re: Preludeamals, a puzzle solving game by Aprone

2016-05-12 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


Re: Preludeamals, a puzzle solving game by Aprone

Jeffb, the arm travels in the direction designated by its start position, which you can always examine with X, and jump to with Shift + X. It will continue in that direction until it encounters an obstacle. If the arm is blocked from moving further by that obstacle, be it a track block tile or the edge of the map, it will reverse direction. If it encounters a turn, it will change directions according to the designation of the turn tile. For example, if the arm is traveling east and hits a southwest turn, the arm will move south, since it approached the turn from the west. A southwest turn will always try to angle the arm, so that if the arm is approach a southwest turn from the west, it will be turned south, and if the arm approaches the same arm from the south, it will be turned west.The arm never travels at angles or diagonals, and it can never skip over tiles. (so it will never jump directly from A3 to D3).Kai

URL: http://forum.audiogames.net/viewtopic.php?pid=260259#p260259





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Re: SoundRTS

2016-05-08 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


Re: SoundRTS

I honestly didn't think you were working on Sound RTS anymore. Well done for continuing the work. I'll be giving it a look soon, since I did enjoy playing that game.

URL: http://forum.audiogames.net/viewtopic.php?pid=259880#p259880





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Re: SKULLGIRLS 2nd Encore - more accessible mainstream fighting game [PC]

2016-05-02 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


Re: SKULLGIRLS 2nd Encore - more accessible mainstream fighting game [PC]

I was bored, so I made this 124-hit combo with Robo Fortune and Eliza. It is in no way a practical combo, and it requires you load drones 3 times, followed by Robo Fortune's taunt, which doubles her drones.From full screen as Robo Fortune: QCB + HK to launch the dronesTag in ElizaDash forward to the opponentLP, LP, LP, MK, MK, HP, HP, HP chainQCF + MKLP, LP, LP, MK, MK, HP, HP, HP chainQCB + HKQCB + PP right at the last hit of Osiris Spiral to perform her Khepri Sun blockbusterQCF + PP right at the last hit of Eliza's blockbuster to tag in Robo Fortune and perform her Catastrophe Cannon Alpha blockbuster

URL: http://forum.audiogames.net/viewtopic.php?pid=259121#p259121





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

2016-05-01 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


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

For those who are demanding that accessibility be a priority venture on daigonite's part, I propose the following exercise. Create a simple game (a quick side scroller, for instance). You must make it both sonicly and visually appealing, but you may go about it in which ever order you choose. You'll be scored separately for both aspects of the game, but must meet a one-week deadline to propose the game to potential adopters. The target demographic for the game is predominantly visually impaired, with a ratio of 70% VI players to 30% who are sighted. You are solely responsible for procuring any resources necessary for the project.Now. Being that most of us on the forum are either totally or partially visually impaired, our interest will probably be in making the game sound great, as well as relay pertinent information to the player, without overwhelming him or her. How many of you will end up working on the sounds and accessibility first, since the interest margin 
 weighs more heavily on the side of the VI audience? How many of you will work on the visual aspect first?Can you make an acceptable product in the one week margin which possesses top-tier sounds and accessibility features, but also sports gorgeous graphics to please your sighted customers? Can you do so whilst checking and double checking for bugs?The point here is that you guys are expecting version 3.9 of a game that's only in a concept stage. You're making demands for a game which, lets be honest, you may or may not even buy in the end. You're expecting the developer to be completely able to implement all accessibility features, as if she were blind herself, and thus has a first-hand understanding of what you as a player expects. You're expecting her to alienate her larger market of backers, just to make sure a relatively small group receives attention first, a group which, as I have pointed out in my previous post, has had a track record of not 
 even donating to projects committed to their needs and expectations.I quote from the first post: All of the assets are made by me, including the visual ones. This means the game is primarily targeted at a sighted demographic, with a generous bonus that it will also contain accessibility features! The fact that the game focuses on colours (a VISUAL concept), means it probably was conceived with sight in mind... You know, since the developer is sighted.Have any of us sat down and, with a visual impairment, decided "Hey! I'm gonna make a game to beat Dark Souls 3!" We work with that which are most familiar. In Daigonite's case, she's going to make a game that involves visuals, because, you know, she's sighted. That's her primary sense... that's what she's familiar with. I doubt she'd just wake up one morning and say "I'm gonna make a program to pr
 int out tactile graphics, so I can feel them!", nor would you as a visually impaired person just wake up one day and say "I'm going to paint me a mural of the celestial heavens."If I condescend in my point making, it's only because you guys haven't exactly been respectful of Daigonite, and it drives me up the wall that you guys aren't able to consider the development process from her point of view. It's easy enough to say "I demand accessibility!", but if you don't understand the various facets of project management and game development, such demands can only be detrimental (to both the developer and the community).Need I remind us of the debacle of wherein visually impaired players inundated an iOS game developer with requests, complaints, and what not so much that he flat-out refused further interaction with the AG community? What a loss! What a waste!In no wise am I saying we need to praise and worship th
 ose who implement accessibility, nor am I saying we shouldn't advocate for accessibility. On the contrary, I urge all of you to make well informed arguments and petitions to improve or introduce accessibility where possible... Demanding it ruthlessly, however, is the draconian method which will only alienate potential developers from including us in their plans.I sincerely hope Daigonite does manage to add accessibility, but I also hope that she manages to interest enough people, sighted or not, to fund her project. If that means she needs to work on making it pretty first (reality check: eye candy sells, just ask Apple), does it really hurt you guys to have the slightest modicum of patience? Is her game providing an essential function worth the demands and recriminations, despite the fact that accessibility's already in her plans?In conclusion, I think several of you need to examine the reality of being an independent game developer. Daigonite's not Son
 y, nor is she Microsoft, nor is she EA Games. If she were, she wouldn't even be listening to your undiplomatic demands for features. Since she isn't any of these big publishers, she needs to market her product harder, and 

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

2016-04-30 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


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

I think some of the contributors to this thread don't really understand the developmental and marketing aspects of designing and releasing a hopefully profitable, or at least even-margin game. I for one support Daigonite in her efforts. The reality is, the sighted demographic is bigger, so it would make sense for her to approach that market first -- it helps her amass funds and resources.Lets be honest. How many kick starters targeted specifically for the audio gaming atmosphere have succeeded? I'm fairly sure I can count the number of successful campaigns on one hand, with five fingers left over. Given that kind of history, it's no wonder that Daigonite might not see the audio gaming community as a money tree.Beyond that, there are plenty of games which were never made for blind players, but were just accidentally playable, or become playable with some degree of adaptation, and yet we happily spend money on them. I fail to see why Daigonite's eff
 ort should be considered any differently -- and in fact, her promise to integrate accessibility should instead urge you guys to donate to encourage her to make it a higher priority, rather than demoralize her into giving it up for a lost cause.@Daigonit: Regarding your plans to make a separate version with accessibility features to be released aside from the Steam store, my recommendation is to stick to the steam layer, since you will already be releasing a product there. You can always tack on accessibility modifications as free DLC material. A Blind Legend being released on Steam has already paved the way for you, in signifying that even games for the blind market can be offered on that platform, there's no need for you to try to release a version of the game which will inevitably just be subject to further piracy.Kai

URL: http://forum.audiogames.net/viewtopic.php?pid=258860#p258860





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

2016-04-30 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


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

I think some of the contributors to this thread don't really understand the developmental and marketing aspects of designing and releasing a hopefully profitable, or at least even-margin game. I for one support Daigonite in her efforts. The reality is, the sighted demographic is bigger, so it would make sense for her to approach that market first -- it helps her amass funds and resources.Lets be honest. How many kick starters targeted specifically for the audio gaming atmosphere have succeeded? I'm fairly sure I can count the number of successful campaigns on one hand, with five fingers left over. Given that kind of history, it's no wonder that Daigonite might not see the audio gaming community as a money tree.Beyond that, there are plenty of games which were never made for blind players, but were just accidentally playable, or become playable with some degree of adaptation, and yet we happily spend money on them. I fail to see why Daigonite's eff
 ort should be considered any differently -- and in fact, her promise to integrate accessibility should instead urge you guys to donate to encourage her to make it a higher priority, rather than demoralize her into giving it up for a lost cause.Kai

URL: http://forum.audiogames.net/viewtopic.php?pid=258860#p258860





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Re: SKULLGIRLS 2nd Encore - more accessible mainstream fighting game [PC]

2016-04-21 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


Re: SKULLGIRLS 2nd Encore - more accessible mainstream fighting game [PC]

360 degree moves don't actually require 360 degree input. They mostly require a half circle, followed by one.Example, if you start from forward, roll a half circle by going F, DF, D, DB, B, then press either UB or Up. The inverse is true if you start from other directions, just complete the half circle, +1.Kai

URL: http://forum.audiogames.net/viewtopic.php?pid=257728#p257728





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Re: drakor a newly discovered browser world

2016-04-02 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


Re: drakor a newly discovered browser world

@Giovani Thanks for the tip about the inventory stuff showing up at the top. I agree that accessibility is somewhat spotty, and to be fair, the developer probably didn't have accessibility in mind when he made it. I'm not seeing the accessibility option make much difference, and the game needs more headings and such -- it's such a chore to navigate battles, for example. Click use or pass on an item, scroll all the way down to where combat starts or use screen reader find, then scroll back up or use find to go back to your skills and repeat... It got a bit too tedious for me. I'm sure sighted players have no issue at all with the set up, and for them that's great. For me, though, this is entirely too much effort to play a game.Suggestions:Divide the battle screen up into multiple sections, with appropriate headings for each: Your stats, enemy stats, your available battle abilities, your used (and thus unavailable) battle abilitie
 s, round combat data, which should be replaced with the victory/defeat data (as applicable). Victory/Defeat already have a heading, so I know this could be done without too much difficulty.Likewise about headings for explore, shops, and other sections of the site -- in general, just more headings.Have an option to hide empty slots in combat, as well as in the items (but not equipment and battle) section of inventory. This may not be as much of an issue if headings become more prevalent, but as it is, scrolling pass a bunch of empty slots and their graphics is tedious.In accessibility mode, possibly convert all the nonstandard clickables into links and/or buttons. This lets us use our screen reader capabilities to jump around to applicable actions more quickly.I'm sure there are other considerations I haven't thought of, and perhaps not everyone will agree with my wishlist. I'm just writing down what I fi
 nd to be some of the personally tedious aspects of the game -- I'm not pretending to speak on anyone else's behalf.Kai

URL: http://forum.audiogames.net/viewtopic.php?pid=255807#p255807





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Re: drakor a newly discovered browser world

2016-04-01 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


Re: drakor a newly discovered browser world

I have no idea how you guys are setting up your equipment. I've been clicking things like mad in my inventory tab, but can't see how to allocate items into their appropriate slots... If I click head slot, nothing. Click the little d-50 image next to it, nothing. Go down to the bottom and click the head item itself, nothing. I got frustrated enough to say screw it. lol.

URL: http://forum.audiogames.net/viewtopic.php?pid=255749#p255749





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Re: Castaways 2 public beta

2016-03-08 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


Re: Castaways 2 public beta

@Dark That being said, I also don't think Castaways 2 has to necessarily also appeal to all groups. It's perfectly fine for C2 to remain a PVP game, whilst keeping the single player aspect for those who don't enjoy that kind of gameplay.I tend to think that Swamp was Aprone trying too hard to cater to everyone. Adherence to a theme can be a good thing, and expanding upon it beyond the original goals might possibly break it. I won't lie, I would love a great co-op game as well, but I think it might be wise for Aprone to pursue the current course and save some kind of future co-op system for a bigger game.Remember that Aprone did, after all, concede to C2 being a smaller, simpler game. With that in mind, I'd rather not have a quick hack game try to turn into an MMO (Swamp, this is in reference to you).Kai

URL: http://forum.audiogames.net/viewtopic.php?pid=253087#p253087





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Re: Castaways 2 public beta

2016-03-05 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


Re: Castaways 2 public beta

The initial reason for the account system was to thwart cheaters and would-be hackers. I think opening a trial system would just open the doors to the masses... Oh. this trial account got banned. Make new free email account, sign up for new trial, etc. In the general scheme of things, 24 bucks isn't really all that much -- it's 2 bucks per month, and it helps put something back into Aprone's development efforts -- something that might also be undermined with a trial system.Kai

URL: http://forum.audiogames.net/viewtopic.php?pid=252698#p252698





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Re: Scrolling Battles Pro

2015-12-21 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


Re: Scrolling Battles Pro

Crashmaster, you must be seriously misinformed to assume that at any point Swamp would've used your voice in any capacity without your consent. If it was for a player voice, I'd like to know how you thought I used your voice without your consent? That was a completely voluntary entry method -- if your voice was in Swamp, it was because you sent it to me for inclusion in Swamp. Ergo, you gave me the rights to use your voice for that game. There was no attempt to deceive on the voice submission page, and I think I even mentioned something along the lines of guaranteeing the voice would not be used or released in any other form, and they haven't been, at least not by me.Now if you mean for the older pain grunts, those used before Swamp accepted player voices, then you must be a very proficient vocal artist who performed on the SFX libraries from which I took the pain grunts. In which case, what's your resume, and can I hire you for some other projects?

URL: http://forum.audiogames.net/viewtopic.php?pid=243707#p243707





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Re: Scrolling Battles Pro

2015-12-21 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


Re: Scrolling Battles Pro

Crashmaster, you must be seriously misinformed to assume that at any point Swamp would've used your voice in any capacity without your consent. If it was for a player voice, I'd like to know how you thought I used your voice without your consent? That was a completely voluntary entry method -- if your voice was in Swamp, it was because you sent it to me for inclusion in Swamp. Ergo, you gave me the rights to use your voice for that game. There was no attempt to deceive on the voice submission page, and I think I even mentioned something along the lines of guaranteeing the voice would not be used or released in any other form, and they haven't been, at least not by me.Now if you mean for the older pain grunts, those used before Swamp accepted player voices, then you must be a very proficient vocal artist who performed on the SFX libraries from which I took the pain grunts. In which case, what's your port folio, and can I hire you for some other projects?<
 /p>

URL: http://forum.audiogames.net/viewtopic.php?pid=243707#p243707





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Re: UltraPower (new topic!)

2015-12-20 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


Re: UltraPower (new topic!)

Lol RealTalk. Karma indeed.

URL: http://forum.audiogames.net/viewtopic.php?pid=243554#p243554





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Re: Scrolling Battles Pro

2015-12-19 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


Re: Scrolling Battles Pro

For the record, it's situations like this that reaffirm my decision to no longer contribute sounds which I've paid for towards any audio game development, beyond those which I've personally pledged to work on already. People in the audio games community would rather defend the reappropriation of sounds and try to make those of us who contributed those sounds the bad guys, rather than condemn such activities, simply because continuing to condone such activities gives them new toys to play with.Also for the record, I do buy all of my sounds. If you follow my Twitter, or ask people who do, you'd know that I am fairly regularly broadcasting libraries which I've purchased. For sound whose libraries do cost too much, I do buy individual tracks to use, as was the case with a lot of Swamp's inventory.Interesting, whenever I bring up sound encryption, and that I won't work on a game unless it has strong encryption, I also get flamed for it -
 - presumably because encryption would prevent people from being able to easily get those sounds? To be fair, though, if people will defend the reappropriation of content, I think it perfectly within my rights to point out when they are doing it, too.So about that BS and misinformation...

URL: http://forum.audiogames.net/viewtopic.php?pid=243421#p243421





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Re: Scrolling Battles Pro

2015-12-19 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


Re: Scrolling Battles Pro

Lol. If I pay for this game, I'll be paying for Swamp sounds. There's some funny irony in that somewhere.

URL: http://forum.audiogames.net/viewtopic.php?pid=243413#p243413





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Re: Scrolling Battles Pro

2015-12-19 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


Re: Scrolling Battles Pro

For the record, it's situations like this that reaffirm my decision to no longer contribute sounds which I've paid for towards any audio game development, beyond those which I've personally pledged to work on already. People in the audio games community would rather defend the reappropriation of sounds and try to make those of us who contributed those sounds the bad guys, rather than condemn such activities, simply because continuing to condone such activities gives them new toys to play with.Also for the record, I do buy all of my sounds. If you follow my Twitter, or ask people who do, you'd know that I am fairly regularly broadcasting libraries which I've purchased. For sound whose libraries do cost too much, I do buy individual tracks to use, as was the case with a lot of Swamp's inventory.So about that BS and misinformation...

URL: http://forum.audiogames.net/viewtopic.php?pid=243421#p243421





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Re: Scrolling Battles Pro

2015-12-19 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


Re: Scrolling Battles Pro

Lol Defender. You got that chip off your shoulder yet?

URL: http://forum.audiogames.net/viewtopic.php?pid=243418#p243418





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Re: Scrolling Battles Pro

2015-12-19 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


Re: Scrolling Battles Pro

severestormsteve1, you're only helping confirm my point. lol. The guy whose bought sound libraries is indeed poking fun at the reappropriation of sounds.

URL: http://forum.audiogames.net/viewtopic.php?pid=243424#p243424





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Re: UltraPower (new topic!)

2015-12-16 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


Re: UltraPower (new topic!)

I wonder where the moderators are? This topic is easy pickings for moderator stomping.

URL: http://forum.audiogames.net/viewtopic.php?pid=243025#p243025





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Re: Swamp, zombie FPS by Aprone

2015-12-09 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

Realism has nothing to do with Swamp gameplay. If we were ever to try and make Swamp realistic, you'd only be able to carry a limited amount of ammo, have only one life per character, would take for ever to heal wounds despite the application of medkits, would be so slow in your heavy armour that tyrants would stomp all over you with their long stride, your guns would jam from firing with any degree of rapidity, you'd only be able to carry at best a few light weapons (less so when you include the encumbrance of ammunition), you'd get tired from running around (specially while carrying gear), etc.Many of Swamp's elements were implemented in they way they are for gameplay purposes. Field kits are treated as weapons to make healing an actual effort -- being able to heal and fire at the same time takes some of the challenge out of Swamp, in a game which many people already view isn't that difficult to begin with. it's for the same gameplay reason t
 hat zombies ignore terrain damage, while players are subject to it -- if zombies could be hurt by the environment, you could just lead zombies onto fire tiles, run around somewhere close that they can't necessarily reach, and watch them all burn to death. In particular, I think it'd make medical missions too easy, given all the fire through the building.Conversely, though, a lot of considerations are made to make gameplay less annoying. The ability to surpass the ammunition specifications with a skill comes to mind.Kai

URL: http://forum.audiogames.net/viewtopic.php?pid=241963#p241963





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Re: Swamp, zombie FPS by Aprone

2015-11-07 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

I often tell people to use their building helper when they're lost indoors. Problem is, for one reason or another, the building helper sounds seem to be confusing for most player.s With that in mind, here's a preview of the new sounds slated to replace the heartbeats currently employed.This demonstration is being executed in the small warehouse. I run the typical west/south/east rectangle, but break away at the end to walk towards the front-facing window.The higher sound indicates your character is moving towards the nearest exit, while the lower sound means you headed deeper into a building.Kai

URL: http://forum.audiogames.net/viewtopic.php?pid=237685#p237685





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Re: Swamp, zombie FPS by Aprone

2015-11-07 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

I often tell people to use their building helper when they're lost indoors. Problem is, for one reason or another, the building helper sounds seem to be confusing for most players. With that in mind, here's a preview of the new sounds slated to replace the heartbeats currently employed.This demonstration is being executed in the small warehouse. I run the typical west/south/east rectangle, but break away at the end to walk towards the front-facing window.The higher sound indicates your character is moving towards the nearest exit, while the lower sound means you're headed deeper into a building.Kai

URL: http://forum.audiogames.net/viewtopic.php?pid=237685#p237685





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Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

2015-10-21 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

Interface: Is there any way the skill and perk point assignment screens could accept arguments? Lets say I have 25 skill points and want to assign them all to health. Right now, I have to press 4, enter 25 times, and this just escalates as you acquire more points. It'd be nice if you could do something like 4 * 25 to apply 25 points to it. There would of course need to be some checks to make sure you couldn't do 4 * 100 and apply points you didn't really have, but boy would this save me from carpel tunnel while playing this game. lol. Especially while assigning perks that are double digit... typing 18, enter, multiple times, is so tedious.

URL: http://forum.audiogames.net/viewtopic.php?pid=235666#p235666





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Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

2015-10-20 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

Regarding differing instruments based on pitches, why not code the game to output to the MIDI interface? That gives you a huge library of instruments, without having to include any samples, and you can then just assign different instrument numbers to different octaves and presets, such as guitar 1 to nylon guitar at C4, while guitar 6 could be nylon guitar, at C2, and so on. It'd also give you access to flutes and various other instruments as well, and the pitch shifting would be all done via midi notes, rather than having to alter in-memory audio.

URL: http://forum.audiogames.net/viewtopic.php?pid=235583#p235583





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Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

2015-09-21 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

Agreed here, Dark. My score I posted earlier was purely from grind mining, refreshing weapons from a store until I got a good one, and then... dying to an even better NPC. lol. Modding the game to have the ultimate weapon makes it boring, but by all means please don't remove the ability. I sincerely believe in freedom of play -- let the player do as he wishes in the game. It's not a competition, there's no foul for having one advantage, since it's not a multiplayer PVP situation.Kai

URL: http://forum.audiogames.net/viewtopic.php?pid=232474#p232474




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Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

2015-09-20 Thread AudioGames . net ForumNew releases room : Xoren via Audiogames-reflector


  


Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

Bob the The Wastes Incarnate travelled through 111 places in the wasteland, he died at level 29 and the last thing he saw was a Defiled Headless Green Beast Queen Titan in the region known as Soloroad Township Cratering DrylandsBob travelled through Tommy's Craters into the expansive wastes of Oldden Craters, from there he passed into the sizeable wastes of Great Hellwater, from there he passed into the expansive wastes of Soloroad Township Cratering Drylands Where his journey ended.---SKILLSHealth               - 835Strength             - 100Agility              - 100Intelligence         - 100Lockpick             - 100-OTHER STATS-
 Times Mutated        - 0Mutation Level       - 0Money                - 110278Kills                - 125Regions Cleared      - 3Dungeons Cleared     - 5Settlements Visited  - 2CURRENT WEAPON---Weapon Name          - Atomic Luminous Pure-Cobalt MorningstarWeapon Damage        - 3000Weapon Durability    - 3880Weapon Value         - 15900NOTABLE KILLSBob Killed Warrior of The Infamous Granite Cavalry in Great HellwaterBob Killed Niall the Roving Weapons Merchant in Great HellwaterBob Killed Archibald the 
 Roving Merchant in Soloroad Township Cratering Drylands--                       Rest In Peace Bob(built in version 0.8.5.9)

URL: http://forum.audiogames.net/viewtopic.php?pid=232387#p232387




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