Re: TOS: TrekMUSH

2018-03-05 Thread AudioGames . net ForumNew releases room : alec via Audiogames-reflector


  


Re: TOS: TrekMUSH

Hello,This sounds like another very well developed game that loses a lot of potential to forced RP. i'm the type of person who plays games for the strategic and skill elements and generally try to steer clear of any rp type activities do to my lack of creativity and discomfort with people. It makes me sad then to see that such a well developed game forces people to engage in rp as there is such a limited number of people that enjoy it anyway. Also what tends to happen with these games is the actual systems of the game get ignored in favor of creating better rp possibilities because all the systems are just tools for rp. I wonder if people would have a problem with my friends and I getting our own ship on which to roam the galaxy and have fun so we're not constrained by the rules.

URL: http://forum.audiogames.net/viewtopic.php?pid=354641#p354641





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Re: Modern-Day Mud: The Night

2017-03-25 Thread AudioGames . net ForumNew releases room : alec via Audiogames-reflector


  


Re: Modern-Day Mud: The Night

This game has in deed been around for ages, and I was into it for a while just because I would have fun roleplaying with my friends. Beyond that though, there's nothing to it at all. I don't know whether the admins, or guides as they call themselves, just don't know how to code or coded little with the intent of making people roleplay, but the end result is that it's a framework for rp with no people to do the roleplaying. The only way to actually generate income without getting a player run job is, yes, panning for gold, which I did until I had millions of dollars stored away. The combat system was completely rp based. I wasn't a huge arena fighter, so I'm not sure of the exact commands, but I remember sparring (fighting players without hurting them) involved rolling virtual dice and emoting what your character did based on what happened. Real fighting was basically the same thing, but the dice looked slightly different, the players would lose real h
 ealth, and obviously your emotes would be different depending on whether or not you had a weapon. Some systems are cool. The smart phones and computers are pretty extensive and remind me of miriani. You could watch random tv shows on your phone or television, take videos with your camera and print documents with your computer if you bought a printer. You can even where a headset and talk to people on the phone without taking it out of it's case. The bank system was pretty realistic as well. You could either go to an atm in the city you are in and just deposit or withdraw, but there was a limit of 50k for withdrawals, or you could go to the bank itself and, in addition to unlimited withdrawals, you could set up things such as recurring payments to other players. The language bit was another cool thing, but it was made very very not cool by the daily contest which was not a contest at all. Rather, it was a daily reward for playing the game. All you did was press d on the log on s
 creen, and you would get a random reward of cash between $2000 and $10 or different colored vouchers which could be exchanged for instant fluency in a language. A loyal player would soon find him or herself knowing 15 to 20 languages after a couple of months. I'm not even sure how one would really learn a language. The helpfile said something about university classes and such, maybe taught by npcs, I don't know.So yeah, very stupid, very dead game. If you're not an rp fan, skip right over this one because that's all this is. If you are, go ahead and create a char, but you'll probably be disappointed by the lack of enthusiasm or just generally the amount of people interested anymore.

URL: http://forum.audiogames.net/viewtopic.php?pid=304028#p304028





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Re: Humans vs robots, public beta released!

2017-03-24 Thread AudioGames . net ForumNew releases room : alec via Audiogames-reflector


  


Re: Humans vs robots, public beta released!

Just tried this one. I'm going to try to be nice, since like people have been saying, it's an early beta, but I basically described this game to one of my friends as "a swamp clone that's missing everything that made swamp good." No variety of things to do, just endless grinding like so many others. Not even mouse  control. I've always found the idea of a 360 degree movement system with no continuous movement interface very silly. Who wants to hold down their arrow keys for a bunch of seconds getting everything lined up before they fire? It really does feel like swamp though. Stat allocation, safe zone, weapon categories, item store, the next level next map concept, all swamp ideas. If you guys come up with ideas for other things to do aside from grinding, which I don't doubt you will, I hope this is where the similarity ends.Ok, now some good things. I disagree with people that say leveling is too hard. It might even be too easy, thou
 gh I might just be used to swamp where grinding was so ineffective it forced you to do missions. I was able to get to level 14 in a very well spent 2 hours . There are enough new maps to keep you busy for quite a bit, and so far there don't seem to be any massive gaps between map changes. The stat system may seem to be imbalanced at first, but as previously mentioned, right as you've outgrown your current map, you've got a new destination. I can see one glaring problem with this however. Do you guys really want to keep churning out maps for the rest of your lives to keep the players busy? You'll either be stuck with that, or you could go the swamp route and put in a remort system if you can think of ways to reward the players for starting over. Then again, in swamp the stats didn't directly affect how powerful you were. They were just nice things to have, and over
  time they became extremely useful, but in the end, skill and determination was what would make or break your character. A game should be challenging, not just take a long time to get powerful.A few practicalities to finish. I stopped playing the game because the fore mentioned unknown area bug happened to me randomly upon logging in. I'm now stuck at 46 86 0 on the safe zone map with nothing to be done. @soulkeeper there is a smaller version of the countryside, appropriately named the little country, which can be accessed by going all east from the safe zone and contains weaker shotgun bots which are easily dealt with and can cause your level to rise nicely. Be careful though, as this is only accessible for players under level 10, so once you get past that and leave there's no going back.

URL: http://forum.audiogames.net/viewtopic.php?pid=303925#p303925





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Re: eurofly a flight audio simulator from slovakia

2016-10-30 Thread AudioGames . net ForumNew releases room : alec via Audiogames-reflector


  


Re: eurofly a flight audio simulator from slovakia

Yo guys.First of all, @post131, amen to that. Read your stuff, guys!More importantly, I've been helping these guys with the translation for a while now, and as Piotr already mentioned, the reason why it is not released is because there is a very strange memory address crash that happens in the second mission. We think it is related to the translation as a lot of game files were changed. We've contacted the developer regarding this issue, but it's a very difficult one to fix as, like I said, many of the .dat's in the game were modified, and the problem could be any or all of them. Not being able to complete those missions makes for a dull gaming experience after a while because you don't get to mess with all the large category 2 and category 3 aircraft that have features like autopilot, autotakeoff, autolanding, flight attendants, better stats and other cool things. The translation is really very close to being finished though. The only thing th
 at makes it incomplete is that most of the mission briefings are not done. Having played this game in English for a few days, I can say that it really is very awesome to fly to literally any city in the world even if I can't land in most of them. I actually got bored enough one day to make a trip from New York to Awahu, over 8000 miles. We do need more tower voices all the time, so keep posting them to add variety to the airports you visit. I'll tell you first hand that it gets pretty boring always hearing Jeff, Peter, Zach and me everywhere you go!

URL: http://forum.audiogames.net/viewtopic.php?pid=284689#p284689





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Re: `Cosmic Rage, an all new, all awesome Space MOO from Nathan Tech!

2016-08-30 Thread AudioGames . net ForumNew releases room : alec via Audiogames-reflector


  


Re: `Cosmic Rage, an all new, all awesome Space MOO from Nathan Tech!

Hey guys,This is a pretty epic moo, even though I just started playing it yesterday. Still, I've managed to climb to level 41 and spam the hosts with countless reports, assists and suggestions as I do my part to make this thing more playable. I was reluctant to play at first. When I saw the thread, I didn't even click on it and just rolled my eyes in disgust, especially as the name cosmic rage sounded to me like yet another cosmos rip-off. #SpaceWorlds! But recently I started playing star conquest again because of it's feature set, and that's when a friend told me that the feature set of this game was a million times better. He was most certainly right! I am quite disappointed in the soundpack, however. I guess the creativity and effort that was put into the game did not spill over into the making of the pack, as many of the sounds were taken from others of it's type. I would be more than happy to share my sound design knowledge and resources with yo
 ur team because I really would like to have a better pack for this one, perhaps even shoot for the goal of leveling with Miriani's depth and complexity.As for the server being down, I was logged in when it shut down, and I guess they're switching over to a new server, but there are some complications preventing him from putting it up when he said he would. Follow @cosmicragemud for details.I will just say this. If there was one thing I could change about how you guys run this thing, I would have you guys slow down just a little with implementing new features and fix a bit more bugs. Things have the potential to get hard to deal with quickly if there are too many bugged up sections. I have been reporting bugs as I see them and will continue to do so.Keep it up though. I see much potential in this one, something I can't say for many other muds around today.

URL: http://forum.audiogames.net/viewtopic.php?pid=277011#p277011





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Re: `Cosmic Rage, an all new, all awesome Space MOO from Nathan Tech!

2016-08-30 Thread AudioGames . net ForumNew releases room : alec via Audiogames-reflector


  


Re: `Cosmic Rage, an all new, all awesome Space MOO from Nathan Tech!

Hey guys,This is a pretty epic moo, even though I just started playing it yesterday. Still, I've managed to climb to level 41 and spam the hosts with count reports, assists and suggestions as I do my part to make this thing more playable. I was reluctant to play at first. When I saw the thread, I didn't even click on it and just rolled my eyes in disgust, especially as the name cosmic rage sounded to me like yet another cosmos rip-off. #SpaceWorlds! But recently I started playing star conquest again because of it's feature set, and that's when a friend told me that the feature set of this game was a million times better. He was most certainly right! I am quite disappointed in the soundpack, however. I guess the creativity and effort that was put into the game did not spill over into the making of the pack, as many of the sounds were taken from others of it's type. I would be more than happy to share my sound design knowledge and resources with your t
 eam because I really would like to have a better pack for this one, perhaps even shoot for the goal of leveling with Miriani's depth and complexity.As for the server being down, I was logged in when it shut down, and I guess they're switching over to a new server, but there are some complications preventing him from putting it up when he said he would. Follow @cosmicragemud for details.I will just say this. If there was one thing I could change about how you guys run this thing, I would have you guys slow down just a little with implementing new features and fix a bit more bugs. Things have the potential to get hard to deal with quickly if there are too many bugged up sections. I have been reporting bugs as I see them and will continue to do so.Keep it up though. I see much potential in this one, something I can't say for many other muds around today.

URL: http://forum.audiogames.net/viewtopic.php?pid=277011#p277011





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Re: Nano Empire: an iOS strategy game about creating your own world

2016-04-16 Thread AudioGames . net ForumNew releases room : alec via Audiogames-reflector


  


Re: Nano Empire: an iOS strategy game about creating your own world

@bashue I disagree strongly. I forked over my dollar and pounded the core into submission in about 4 and a half hours divided into 2 sittings. It's not a waiting game, not really. Just takes some doin. Those ideas sound awesome though, and they would make the game 10 fold more replayable.

URL: http://forum.audiogames.net/viewtopic.php?pid=257207#p257207





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Re: Nano Empire: an iOS strategy game about creating your own world

2016-03-31 Thread AudioGames . net ForumNew releases room : alec via Audiogames-reflector


  


Re: Nano Empire: an iOS strategy game about creating your own world

Hey guys, time for Alec's post game review:Quite an epic numbers game I must say. It's awesome how a few thousand of everything turns into hundreds of millions by the end of the game. I suppose that's to demonstrate the sheer tininess and multiplying insanity of supposedly adorable little nanobots. I agree with the two others that have completed the game in that the ending was quite abrupt. My world was only 60% complete when civilization as I knew it ended, so I hadn't created and explored all of the locations available. A bit disappointing, but I'm sure I'll convince myself to start over and try again in a day or two, or perhaps sooner.About VO jumping to the top of the screen, it's a screen scrolling issue. When you use object navigation AKA swiping between stuff, there are sometimes inconsistencies where what VO is telling you and what the screen displays don't match up. I think the only way to fix that is to make the objects
  a bit taller so the cursor doesn't get confused and jump around. I'm also running into a problem where when using object nav, VO will click on the item next or previous to the one I wanted. I think that happens for the same reason. To avoid the scrolling issue, just scroll the screen normally with three finger swipes up and down and use drags and split taps. You'll get things done much faster that way, I promise.Now let's talk strategy. I'm first going to tell you that, energy, is, your, friend. You can never have enough of it. Immediately after popping into existence, grab all the energy bonuses you can find and save defenses for a bit later. More energy means higher levels, and higher levels mean better abilities and way, way more power. Enemies can never permanently damage you in any way. The worse they can do is repeatedly whale on you and keep you from progressing. I haven't seen all the locations yet, but in my opinion, the four which are b
 y far the most useful for the middle of the game are the towers, temple, privateer's cavern and probably the personal housing to speed things along. Level 4 towers have the ability to give you 500 attack or defense production at no cost, random chance, temple of the star level 3 has a relatively weak enemy you can repeatedly beat up for 300 energy production each, and the privateer's cavern level 3 has an enemy you can beat up for 150 follower production each as well as plunder bonuses that definitely should not be underestimated. The shimmering clouds are pretty great for earlier on as well because at level 3 you can capture red clouds which give 150 attack production each. Another thing you guys might want to know is that enemies can be used to your advantage a good bit of the time if you know what you're doing. Even though an enemy's attack depends not on who it is but on your defense, giving the enemy a good whipping, especially several times in a row can boo
 st up your defenses and prepare you for when the enemy assaults you. Also, zapping and recruiting while you're defending is always in your best interest, and I really do mean always. If you fend off the attacker, you'll almost always make back what you spent on zapping and then some. If you lose, the math of the game will cause you to be no worse off. For all of these reasons, the campaign enemies are really nothing worse than annoying, and if you play your cards right they can often even be helpful. You should be focusing all your time on grabbing up all the truly massive bonuses the underworld has to offer and expanding your world. If you snap up most of those bonuses quick and combining that with repeated pressing of those four structures I mentioned, you'll soon be up to your balls in stuff, but not until almost the end of the underworld.That, was a long post. I hope i'm helping though. Have fun guys, and I look forward to giving this another go soon en
 ough.

URL: http://forum.audiogames.net/viewtopic.php?pid=255612#p255612





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Re: MarinaBreak - new year release from Nyanchan games

2016-01-02 Thread AudioGames . net ForumNew releases room : alec via Audiogames-reflector


  


Re: MarinaBreak - new year release from Nyanchan games

Very well said Ukio. The game is extremely well balanced. The racket swings slow to force players to time their swings rather than constantly mashing the swing buttons to get a hit. It would turn it into another button mashing experience, and one which I do not care to have. In my opinion, this game is so well done that people that are complaining about the way it works probably aren't trying hard enough, or maybe this type of game just isn't for them. Yes, there are a couple bugs to be fixed, and yes, it still could use additional modes or other things to do, but the fundamentals are all there, and they should stay right where they are.I've been closely observing how the physics of this game work, and I have one little suggestion to add even more realism. Correct me if I'm wrong on this Ukio, but the speed of the ball and how high it is capable of going seem to be two entirely independent variables. the speed can drop all the way down to zero, but the ba
 ll is still flying way up there, just at a slower rate. A ball in real life is sure as hell not going to do that. On second thought, maybe you meant this to be a perk for the player for bouncing the ball off the racket, temperarily defying the laws of physics like that. My suggestion is that the racket should not allow the speed or the max height to decrease. Not realistic, but the alternative is to remove the perk entirely which would cause me to be hated by every one of you . I know I had another suggestion in mind, but seeing as it's 3:00 AM, I'm not surprised I forgot it. Don'[t forget about my recording guys. The link is in my last post.Edit: Aah yes, one pretty important thing I forgot to mention. Since I created my last post and the recording, my high score has risen to 1289, surpassing everyone on the forum so far, at least for now. Needless to say, I'm
  pretty proud.

URL: http://forum.audiogames.net/viewtopic.php?pid=245119#p245119





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Re: MarinaBreak - new year release from Nyanchan games

2016-01-02 Thread AudioGames . net ForumNew releases room : alec via Audiogames-reflector


  


Re: MarinaBreak - new year release from Nyanchan games

Very well said Ukio. The game is extremely well balanced. The racket swings slow to force players to time their swings rather than constantly mashing the swing buttons to get a hit. It would turn it into another button mashing experience, and one which I do not care to have. In my opinion, this game is so well done that people that are complaining about the way it works probably aren't trying hard enough, or maybe this type of game just isn't for them. Yes, there are a couple bugs to be fixed, and yes, it still could use additional modes or other things to do, but the fundamentals are all there, and they should stay right where they are.I've been closely observing how the physics of this game work, and I have one little suggestion to add even more realism. Correct me if I'm wrong on this Ukio, but the speed of the ball and how high it is capable of going seem to be two entirely independent variables. the speed can drop all the way down to zero, but the ba
 ll is still flying way up there, just at a slower rate. A ball in real life is sure as hell not going to do that. On second thought, maybe you meant this to be a perk for the player for bouncing the ball off the racket, temperarily defying the laws of physics like that. My suggestion is that the racket should not allow the speed or the max height to decrease. Not realistic, but the alternative is to remove the perk entirely which would cause me to be hated by every one of you . I know I had another suggestion in mind, but seeing as it's 3:00 AM, I'm not surprised I forgot it. Don'[t forget about my recording guys. The link is in my last post.

URL: http://forum.audiogames.net/viewtopic.php?pid=245119#p245119





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Re: MarinaBreak - new year release from Nyanchan games

2016-01-02 Thread AudioGames . net ForumNew releases room : alec via Audiogames-reflector


  


Re: MarinaBreak - new year release from Nyanchan games

Oh yes Ukio, anoither thing. The level timer seems to continue even when the level was paused. This should be fixed in the next update so I can take a breather and not lose points.

URL: http://forum.audiogames.net/viewtopic.php?pid=245182#p245182





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Re: MarinaBreak - new year release from Nyanchan games

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


  


Re: MarinaBreak - new year release from Nyanchan games

Hello and happy New year to all,Yet another fantastic release Ukio. I think many people would agree that you are one of the top game developers in this community. The physics simulation is fantastic and gives the game a modern feel, while the tone generated ball and boingy little racket sound bring me back to the old breakout game. It definitely needs updates and additions, but this thing has had me hooked almost constantly for the past day. I'm planning to do a game play recording where I do missions 6-10 and a few rounds of score attack just to give people a perspective on how I do things. As of now, my high score is 1043, which although not being the best, is still pretty good in my opinion. I will edit this post with a link once I have made the recording. It should be no more than an hour long, likely 40 to 50 minutes. Until then, you people have fun.Well, I finished it. It's not done the best since it sounds really compressed, and my stereo mix it probab
 ly one of the weirdest I've ever heard, but here it is. Enjoy it.

URL: http://forum.audiogames.net/viewtopic.php?pid=245061#p245061





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Re: MarinaBreak - new year release from Nyanchan games

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


  


Re: MarinaBreak - new year release from Nyanchan games

Hello and happy New year to all,Yet another fantastic release Ukio. I think many people would agree that you are one of the top game developers in this community. The physics simulation is fantastic and gives the game a modern feel, while the tone generated ball and boingy little racket sound bring me back to the old breakout game. It definitely needs updates and additions, but this thing has had me hooked almost constantly for the past day. I'm planning to do a game play recording where I do missions 6-10 and a few rounds of score attack just to give people a perspective on how I do things. As of now, my high score is 1043, which although not being the best, is still pretty good in my opinion. I will edit this post with a link once I have made the recording. It should be no more than an hour long, likely 40 to 50 minutes. Until then, you people have fun.

URL: http://forum.audiogames.net/viewtopic.php?pid=245061#p245061





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Re: a blind legend is out

2015-10-12 Thread AudioGames . net ForumNew releases room : alec via Audiogames-reflector


  


Re: a blind legend is out

Hey all,Yes, this is quite a good game, especially since we get it for nothing. I unfortunately am unable to spare any cash to donate in exchange for wives, er, lives, nor do I have the want or need to commit such a betrayal upon my GF . There have been questions about moving, how to run etc. The game treats your finger like a virtual joystick. The more you push forward, the faster you will go. Same with turning left or right. You can also move your finger right or left as you're walking, like moving a joystick diagonally on a physical controller. It's not the best way of movement for blind people, but whatever. As for pinching the screen, all you're doing is putting two fingers on the screen parallel to each other going across the width of the device, about two inches apart is best, and sliding them together. You should hear a chunk sound, and the world s
 hould fade a bit. Hold that position for as long as you need.The rest of this post contains seen specific information. Read on at your own risk.People have been asking about the alley seen, and I will just say this. You need to walk fairly slow, but at the same time, watch where you're going. Don't get lost or veer off course, or you run the risk of walking into the arms of King Thor's men. Most of the time, you have room to get a bit turned around, but in places like the cliff seen, the lava seen and the alley seen, you'd better pay attention.I have a question of my own. What is my goal after being locked up? I tried walking around crashing into random things, seeing if I could interact with them, but all I managed to find out was that the guards really, really don't like the prisoners making noise lol.Edit: Never mind. A good punch in the face after irritating the guard is all it takes to knock him senseless and get out of there. I 
 have beaten the game now, so if anyone has questions, I have answers.Oh yes, and I remember another question that was asked. The horseback chase is pretty simple. You are riding through a forest, trying to dodge trees and outrun the soldiers. Listen to Louise. Swipe right to turn right and swipe left to turn left. Swipe down to duck and up to jump. You will only need to jump once, and Louise will give you two warnings before that happens. Note that these aren't the slow dragging swipes you're used to in this game, but rather the normal quick swipe you would use to move to the next or previous object with voiceover.That's all the yammering from me. Enjoy the game peoples.

URL: http://forum.audiogames.net/viewtopic.php?pid=234582#p234582





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Re: a blind legend is out

2015-10-11 Thread AudioGames . net ForumNew releases room : alec via Audiogames-reflector


  


Re: a blind legend is out

Hey all,Yes, this is quite a good game, especially since we get it for nothing. I unfortunately am unable to spare any cash to donate in exchange for wives, er, lives, nor do I have the want or need to commit such a betrayal upon my GF . There have been questions about moving, how to run etc. The game treats your finger like a virtual joystick. The more you push forward, the faster you will go. Same with turning left or right. You can also move your finger right or left as you're walking, like moving a joystick diagonally on a physical controller. It's not the best way of movement for blind people, but whatever. As for pinching the screen, all you're doing is putting two fingers on the screen parallel to each other going across the width of the device, about two inches apart is best, and sliding them together. You should hear a chunk sound, and the world s
 hould fade a bit. Hold that position for as long as you need.The rest of this post contains seen specific information. Read on at your own risk.People have been asking about the alley seen, and I will just say this. You need to walk fairly slow, but at the same time, watch where you're going. Don't get lost or veer off course, or you run the risk of walking into the arms of King Thor's men. Most of the time, you have room to get a bit turned around, but in places like the cliff seen, the lava seen and the alley seen, you'd better pay attention.I have a question of my own. What is my goal after being locked up? I tried walking around crashing into random things, seeing if I could interact with them, but all I managed to find out was that the guards really, really don't like the prisoners making noise lol.Oh yes, and I remember another question that was asked. The horseback chase is pretty simple. You are riding through a forest, trying
  to dodge trees and outrun the soldiers. Listen to Louise. Swipe right to turn right and swipe left to turn left. Swipe down to duck and up to jump. You will only need to jump once, and Louise will give you two warnings before that happens. Note that these aren't the slow dragging swipes you're used to in this game, but rather the normal quick swipe you would use to move to the next or previous object with voiceover.That's all the yammering from me. Enjoy the game peoples.

URL: http://forum.audiogames.net/viewtopic.php?pid=234582#p234582





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Re: Paw Prints. A turn-based strategy roleplaying game, by Aprone.

2015-09-02 Thread AudioGames . net ForumNew releases room : alec via Audiogames-reflector


  


Re: Paw Prints.  A turn-based strategy roleplaying game, by Aprone.

Hi,I do rather like this game. The way the whole thing is set up is pretty cool and doesn't require a lot of command memorization. I often enjoy games like this. I just can't seem to get my people to get off their butts and do anything useful. I tried a couple games, and one of them I got lucky and got all teenagers and adults with only one child. I figured it would be an easy start since teenagers and adults were capable of a lot. Oh, how wrong I was. As soon as there was even the slightest problem with a person, they sat down and refused to do anything. The result was one sad group of starving, lonely people sitting around feeling sorry for themselves. My one request is, could you make the people be just a bit hardier? I mean come on. They should be able to deal with a little unhappiness or push through and accomplish something if their fingers are a little blue.Nice game though, and I'll keep an eye on this thread for future updates.Edit; Just t
 o let everyone know, I am quite stupid lol. I didn't realize that the available tasks were items that could be clicked on, so I thought the only thing people could do was move. This should be loads easier now haha!

URL: http://forum.audiogames.net/viewtopic.php?pid=230297#p230297




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Re: Paw Prints. A turn-based strategy roleplaying game, by Aprone.

2015-09-02 Thread AudioGames . net ForumNew releases room : alec via Audiogames-reflector


  


Re: Paw Prints.  A turn-based strategy roleplaying game, by Aprone.

Oh, sorry for the double post, but I would just like to let you know Aprone that the building materials bug is definitely not fixed. When I set up a camp in an area, I apparently used up -6 building materials, and there were more on the ground than there were before. So just a heads up. Also, I think that changing the names is a great idea. I think I will do that and start a new game just to see how traumatized I get when things happen. It'll definitely make the game more interesting when my girlfriend breaks her leg and I have to leave her behind, or i get to force my parents to help build up the camp. Let's have some fun!

URL: http://forum.audiogames.net/viewtopic.php?pid=230310#p230310




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Re: Paw Prints. A turn-based strategy roleplaying game, by Aprone.

2015-09-02 Thread AudioGames . net ForumNew releases room : alec via Audiogames-reflector


  


Re: Paw Prints.  A turn-based strategy roleplaying game, by Aprone.

Hi,I do rather like this game. The way the whole thing is set up is pretty cool and doesn't require a lot of command memorization. I often enjoy games like this. I just can't seem to get my people to get off their butts and do anything useful. I tried a couple games, and one of them I got lucky and got all teenagers and adults with only one child. I figured it would be an easy start since teenagers and adults were capable of a lot. Oh, how wrong I was. As soon as there was even the slightest problem with a person, they sat down and refused to do anything. The result was one sad group of starving, lonely people sitting around feeling sorry for themselves. My one request is, could you make the people be just a bit hardier? I mean come on. They should be able to deal with a little unhappiness or push through and accomplish something if their fingers are a little blue.Nice game though, and I'll keep an eye on this thread for future updates.

URL: http://forum.audiogames.net/viewtopic.php?pid=230297#p230297




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Re: Psycho Strike - New Strategy/Action game

2015-04-26 Thread AudioGames . net ForumNew releases room : alec via Audiogames-reflector


  


Re: Psycho Strike - New Strategy/Action game

Hello,Nice job Phillip and Aaron, honestly. Having played all of your guys titles that you made separately, I do not have a hard time believing that you guys made this together. The elements from both your guys games seem to be combined here, creating one awesome hunk of code. I also sense a very strong resemblance to perrillous hearts, and I suspect this is where some the old core code from that went. I do have one suggestion that, although small, would be extremely helpful. Could it be at all possible to mass distribute stuff among your gang? For example, type in a number of food to hand out and divide it among them so I dont have to do it individually?Keep up the good work though!

URL: http://forum.audiogames.net/viewtopic.php?pid=213813#p213813




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Re: New browser game discovered: popmundo

2015-03-06 Thread AudioGames . net ForumNew releases room : alec via Audiogames-reflector


  


Re: New browser game discovered: popmundo

Hey dark,I figured as much, but I posted it anyway to raise awareness about this cool game and advertize my referral link. I noticed it wasnt in the DB, and figured it needed mentioning.

URL: http://forum.audiogames.net/viewtopic.php?pid=207682#p207682




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New browser game discovered: popmundo

2015-02-27 Thread AudioGames . net ForumNew releases room : alec via Audiogames-reflector


  


New browser game discovered: popmundo

Hello.A couple months ago I discovered a browser game called popmundo which some of you might have heard of. Its a music game where you assemble a band, write songs, tour the world and become a star. Its actually quite extensive, with a huge locale system where you can move around by taxy, walking, subway or flight, shopping, houses, a setlist designer for all your amazing productions, live performences, your own record label and quite a bit more. I have a clasical band in LA called Shadows and Secrets and I need a few more members, so give it a try by heading over to my referral link which will help me if you use it to sign up. You guys should really try it. Its better than most browser games Ive tried.

URL: http://forum.audiogames.net/viewtopic.php?pid=206621#p206621




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Re: bokurano daiboukenn 3

2014-08-21 Thread AudioGames . net ForumNew releases room : alec via Audiogames-reflector


  


Re: bokurano daiboukenn 3

Hello.Ukio, I hope youre around, because I have discovered a very critical and very epic bug. So I was playing on the hard difficulty, and Ive almost completed the game for the second time. Half way through 25-3, I decide that Ive had enough and I want to make the game even harder, so I say goodbye to all my hard work and switch to very hard. As those that have completed the game know, after 24-3, you are not allowed to go back to any previous stages until stage 25 is complete. Well, since I never completed 25-3, and the game was never told to make an exception for difficulty changes to remove the stage restriction, I have effectively locked myself out of my entire save file. This leaves me with one option, and that is to redo the entire game on a fresh file, which is not happening. So please Ukio, if youre around, do something about this. Thanks

URL: http://forum.audiogames.net/viewtopic.php?pid=185898#p185898




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Re: bokurano daiboukenn 3

2014-08-03 Thread AudioGames . net ForumNew releases room : alec via Audiogames-reflector


  


Re: bokurano daiboukenn 3

Thanks, I got it. Its kind of fun to just scroll through these and remember all the fun times Ive had murdering coutless enemies, climbing around and solving puzzles to all these epic tracks. If Ukio made some of this himself, I really like the sound fonts he used.

URL: http://forum.audiogames.net/viewtopic.php?pid=183462#p183462




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Re: bokurano daiboukenn 3

2014-08-02 Thread AudioGames . net ForumNew releases room : alec via Audiogames-reflector


  


Re: bokurano daiboukenn 3

Well peeps, at long last, after many twists, turns, levels, puzzles, deaths, bullets, missiles, slimes, help from the community twoards the end, and all the other stuff that makes up this game, I finally beat it. And I gotta say Ukio, damn good job, seriously. This was twice as good as either of the games before it, and well, well worth my time. I felt like I was not playing an audiogame, but actually coming close to playing a mainstream console adventure game. If you plan on continuing with this style of games, I strongly encourage you to. People really enjoy your games, and not to diss all the other developers out there, but you guys have been officially outc competed, big time, at least in the sidescrolling department.Well, now that Im done raving about this thing, Ive got one question. What exactly do I have to do to unlock the jukebox?Well, peace out, and again, really, really good job.

URL: http://forum.audiogames.net/viewtopic.php?pid=183325#p183325




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Re: bokurano daiboukenn 3

2014-07-29 Thread AudioGames . net ForumNew releases room : alec via Audiogames-reflector


  


Re: bokurano daiboukenn 3

Can someone please explain the puzzle in 24-3? I dont get it at all. I tried setting the dials to the numbers on the paper found when beating the mud monster, but the the teleporter things just keep bringing me back to the top, and when I set one of the dials to something, it closes off the way down so I cant get down to the other dials.

URL: http://forum.audiogames.net/viewtopic.php?pid=182664#p182664




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Re: bokurano daiboukenn 3

2014-07-28 Thread AudioGames . net ForumNew releases room : alec via Audiogames-reflector


  


Re: bokurano daiboukenn 3

That door is not met to be opened in that stage. When you find the key to that door, you open it in the next level. Read what the game is telling you.

URL: http://forum.audiogames.net/viewtopic.php?pid=182504#p182504




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Re: bokurano daiboukenn 3

2014-07-26 Thread AudioGames . net ForumNew releases room : alec via Audiogames-reflector


  


Re: bokurano daiboukenn 3

What happened to my c4 charges in 20-1? I entered the stage and saw them, but then when I reentered it later they were gone. I tried quitting the game and theyre still not back.

URL: http://forum.audiogames.net/viewtopic.php?pid=182194#p182194




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Re: bokurano daiboukenn 3

2014-07-26 Thread AudioGames . net ForumNew releases room : alec via Audiogames-reflector


  


Re: bokurano daiboukenn 3

What is that?

URL: http://forum.audiogames.net/viewtopic.php?pid=182216#p182216




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Re: bokurano daiboukenn 3

2014-07-24 Thread AudioGames . net ForumNew releases room : alec via Audiogames-reflector


  


Re: bokurano daiboukenn 3

Hello.I am currently on 13-1, and I cant seem to land the sky racer after shooting down all of the barriers. The l key does not work after it tells me to land. I got it to work once, but I lost my save file, so I have to do it again. Is there something I should know about landing?

URL: http://forum.audiogames.net/viewtopic.php?pid=181860#p181860




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Re: bokurano daiboukenn 3

2014-07-24 Thread AudioGames . net ForumNew releases room : alec via Audiogames-reflector


  


Re: bokurano daiboukenn 3

Any tips on beating the battleship in 13-4? it seems like my sky racer changes altitude too slowly to effectively avoid incoming missiles and gunfire. By the time I have moved out of the way of the battleships guns, waited for it to stop firing and positioned myself to fire at it, it starts firing again, forcing me to repeat the process. As a result, I can hardly get any shots in. Also, the missile that it says it will give me doesnt appear in the weapons menu when it says it does.

URL: http://forum.audiogames.net/viewtopic.php?pid=181933#p181933




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Re: bokurano daiboukenn 3

2014-07-24 Thread AudioGames . net ForumNew releases room : alec via Audiogames-reflector


  


Re: bokurano daiboukenn 3

And what about the missile? Why isnt that showing up?

URL: http://forum.audiogames.net/viewtopic.php?pid=181982#p181982




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Re: bokurano daiboukenn 3

2014-07-24 Thread AudioGames . net ForumNew releases room : alec via Audiogames-reflector


  


Re: bokurano daiboukenn 3

I have another question. What is the password for the door in 17-3? i didnt see it say anything about what it was.

URL: http://forum.audiogames.net/viewtopic.php?pid=181994#p181994




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