Re: Trimps

2020-09-26 Thread AudioGames . net ForumNew releases room : blaze via Audiogames-reflector


  


Re: Trimps

Hi,I've been a trimps player for a little over a year now, just got back into it a few months ago and have managed to over double my HZE since returning to it. Hey it's a fantastic game, what can I say. I decided to contribute to this topic to offer some help with the player spire mechanic. Believe it or not, it is actually usable if you're willing to work around the horrible UI quality. I don't believe the player spire is immediately critical, but later on the bonuses get quite good so it's important to learn your way around the UI at some point. So here goes. The UI consists entirely of clickables, so let's start at the top and arrow our way through. Before we get started, be sure to maximize the window of your browser. For whatever reason at least with NVDA, things aren't picked up properly if the window isn't big enough. Ok, let's get started.The first thing that will appear past the table that's always at the bottom of the screen is the spire itself. The player starts off with one floor consisting of five cells, and you're able to unlock more by completing objectives which we'll get to. Each square is recognized by NVDA as a clickable space. As you arrow down, your cursor starts at the top left and moves to the right until the sixth clickable, at which point it jumps down to the second row of squares if there is one, starting at the left most square in that row and moving to the right, and so on. As you unlock floors, they'll appear at the top as five new squares and will thus be the first ones you arrow down past. Here's the confusing part. Much like the world, enemies actually enter your spire from the bottom left, travel to the right, and ascend to the next floor when they reach the right side, something we can't accurately represent with a screen reader since our cursor starts at the top left or the bottom right depending on whether you're scrolling up or down. As you place traps and towers in your spire, you'll have to get good at making this flip in your mind, as the placement of things is very important to maximize damage. Just imagine a grid of 5 squares across by however many floors you have, and visualize the path enemies take as they start from the bottom left corner, travel to the right most column, ascend to the next floor and appear on the left side again.  You may also notice numbers appearing in different places. These are enemies traveling on the grid, and the numbers are each enemy's health. You can try to follow them to get a feel for how they move and are damaged, but honestly it's not all that helpful because of the way screen readers work.Directly beneath the spire grid is the tutorial text that guides you through building the first 10 or so floors of your spire. Beneath this are some numbers that I haven't figured out the meaning of yet. I just know they're very annoying and have a tendency to trap my cursor, so just hammer the arrow fast or press control end or something to get past it. Next are your stats like runestones, spirestones etc. Then we have a bunch of buttons, all of which are self-explanatory or explained in the Wiki, which you should really be reading if you're not already. And now we have perhaps the most important section, the one with which we select the implements of destruction to place in our spire. Each button is a toggle kind of like a radio button. Press the button, then press a square on the grid to place a trap or tower. No need to press it each time, it will remain selected until you select another type. If you select a square with something already on it, and you have a different type selected than what's on that square, the two will be swapped. This is really handy, and basically makes the sell button pointless. And finally we have the unlabeled close button with a handy separator by it, though of course you can always press escape to close the spire window.Now for some tips. First off, since obviously the grid doesn't indicate at all what is placed on it, you should create a model somewhere else to remind yourself what is placed where. This can be a spreadsheet, a piece of gridded braille paper, pipe cleaners and tape, whatever you want it to be as long is it's representative to you. Come up with symbols to represent each type of thing you have placed, and make a key so you don't forget them. Me? I chose the good old plain ascii text file, which I will paste below as an example.f=frosti=fires=strengthl=lightningk=knowledgep=poisonc=condenseri i f i is i i f if i i i fI'm still fairly early on so it's missing a lot of the later types but you get the idea. Also, I recommend pausing the spire while making any modifications to avoid any frustrations as enemies move and bump your cursor around, as you're going to have to do a lot of counting and arrowing especially as your spire gets bigger. Remember the sell all button as well, if the spire doesn't seem to match your model you can press it and start over with no consequences. Hope 

Re: Trimps

2020-09-26 Thread AudioGames . net ForumNew releases room : blaze via Audiogames-reflector


  


Re: Trimps

Hi,I've been a trimps player for a little over a year now, just got back into it a few months ago and have managed to over double my HZE since returning to it. Hey it's a fantastic game, what can I say. I decided to contribute to this topic to offer some help with the player spire mechanic. Believe it or not, it is actually usable if you're willing to work around the horrible UI quality. I don't believe the player spire is immediately critical, but later on the bonuses get quite good so it's important to learn your way around the UI at some point. So here goes. The UI consists entirely of clickables, so let's start at the top and arrow our way through. Before we get started, be sure to maximize the window of your browser. For whatever reason at least with NVDA, things aren't picked up properly if the window isn't big enough. Ok, let's get started.The first thing that will appear past the table that's always at the bottom of the screen is the spire itself. The player starts off with one floor consisting of five cells, and you're able to unlock more by completing objectives which we'll get to. Each square is recognized by NVDA as a clickable space. As you arrow down, your cursor starts at the top left and moves to the right until the sixth clickable, at which point it jumps down to the second row of squares if there is one, starting at the left most square in that row and moving to the right, and so on. As you unlock floors, they'll appear at the top as five new squares and will thus be the first ones you arrow down past. Here's the confusing part. Much like the world, enemies actually enter your spire from the bottom left, travel to the right, and ascend to the next floor when they reach the right side, something we can't accurately represent with a screen reader since our cursor starts at the top left or the bottom right depending on whether you're scrolling up or down. As you place traps and towers in your spire, you'll have to get good at making this flip in your mind, as the placement of things is very important to maximize damage. Just imagine a grid of 5 squares across by however many floors you have, and visualize the path enemies take as they start from the bottom left corner, travel to the right most column, ascend to the next floor and appear on the left side again.  You may also notice numbers appearing in different places. These are enemies traveling on the grid, and the numbers are each enemy's health. You can try to follow them to get a feel for how they move and are damaged, but honestly it's not all that helpful because of the way screen readers work.Directly beneath the spire grid is the tutorial text that guides you through building the first 10 or so floors of your spire. Beneath this are some numbers that I haven't figured out the meaning of yet. I just know they're very annoying and have a tendency to trap my cursor, so just hammer the arrow fast or press control end or something to get past it. Next are your stats like runestones, spirestones etc. Then we have a bunch of buttons, all of which are self-explanatory or explained in the Wiki, which you should really be reading if you're not already. And now we have perhaps the most important section, the one with which we select the implements of destruction to place in our spire. Each button is a toggle kind of like a radio button. Press the button, then press a square on the grid to place a trap or tower. No need to press it each time, it will remain selected until you select another type. If you select a square with something already on it, and you have a different type selected than what's on that square, the two will be swapped. This is really handy, and basically makes the sell button pointless. And finally we have the unlabeled close button with a handy separator by it, though of course you can always press escape to close the spire window.Now for some tips. First off, since obviously the grid doesn't indicate at all what is placed on it, you should create a model somewhere else to remind yourself what is placed where. This can be a spreadsheet, a piece of gridded braille paper, pipe cleaners and tape, whatever you want it to be as long is it's representative to you. Come up with symbols to represent each type of thing you have placed, and make a key so you don't forget them. Me? I chose the good old plain ascii text file, which I will paste below as an example.f=frosti=fires=strengthl=lightningk=knowledgep=poisonc=condenseri i f i is i i f if i i i fI'm still fairly early on so it's missing a lot of the later types but you get the idea. Hope this helps, and I'll consider poking the dev on discord and showing him the amount of work I had to do to make this playable so perhaps it might be fixed.

URL: https://forum.audiogames.net/post/574328/#p574328




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Re: Trimps

2020-09-26 Thread AudioGames . net ForumNew releases room : blaze via Audiogames-reflector


  


Re: Trimps

Hi,I've been a trimps player for a little over a year now, just got back into it a few months ago and have managed to over double my HZE since returning to it. Hey it's a fantastic game, what can I say. I decided to contribute to this topic to offer some help with the player spire mechanic. Believe it or not, it is actually usable if you're willing to work around the horrible UI quality. I don't believe the player spire is immediately critical, but later on the bonuses get quite good so it's important to learn your way around the UI at some point. So here goes. The UI consists entirely of clickables, so let's start at the top and arrow our way through. Before we get started, be sure to maximize the window of your browser. For whatever reason at least with NVDA, things aren't picked up properly if the window isn't big enough. Ok, let's get started.The first thing that will appear past the table that's always at the bottom of the screen is the spire itself. The player starts off with one floor consisting of five cells, and you're able to unlock more by completing objectives which we'll get to. Each square is recognized by NVDA as a clickable space. As you arrow down, your cursor starts at the top left and moves to the right until the sixth clickable, at which point it jumps down to the second row of squares if there is one, starting at the left most square in that row and moving to the right, and so on. Here's the confusing part. Much like the world, enemies actually enter your spire from the bottom left, travel to the right, and ascend to the next floor when they reach the right side, something we can't accurately represent with a screen reader since our cursor starts at the top left or the bottom right depending on whether you're scrolling up or down. As you place traps and towers in your spire, you'll have to get good at making this flip in your mind, as the placement of things is very important to maximize damage. Just imagine a grid of 5 squares across by however many floors you have, and visualize the path enemies take as they start from the bottom left corner, travel to the right most column, ascend to the next floor and appear on the left side again.  You may also notice numbers appearing in different places. These are enemies traveling on the grid, and the numbers are each enemy's health. You can try to follow them to get a feel for how they move and are damaged, but honestly it's not all that helpful because of the way screen readers work.Directly beneath the spire grid is the tutorial text that guides you through building the first 10 or so floors of your spire. Beneath this are some numbers that I haven't figured out the meaning of yet. I just know they're very annoying and have a tendency to trap my cursor, so just hammer the arrow fast or press control end or something to get past it. Next are your stats like runestones, spirestones etc. Then we have a bunch of buttons, all of which are self-explanatory or explained in the Wiki, which you should really be reading if you're not already. And now we have perhaps the most important section, the one with which we select the implements of destruction to place in our spire. Each button is a toggle kind of like a radio button. Press the button, then press a square on the grid to place a trap or tower. No need to press it each time, it will remain selected until you select another type. If you select a square with something already on it, and you have a different type selected than what's on that square, the two will be swapped. This is really handy, and basically makes the sell button pointless. And finally we have the unlabeled close button with a handy separator by it, though of course you can always press escape to close the spire window.Now for some tips. First off, since obviously the grid doesn't indicate at all what is placed on it, you should create a model somewhere else to remind yourself what is placed where. This can be a spreadsheet, a piece of gridded braille paper, pipe cleaners and tape, whatever you want it to be as long is it's representative to you. Come up with symbols to represent each type of thing you have placed, and make a key so you don't forget them. Me? I chose the good old plain ascii text file, which I will paste below as an example.f=frosti=fires=strengthl=lightningk=knowledgep=poisonc=condenseri i f i is i i f if i i i fI'm still fairly early on so it's missing a lot of the later types but you get the idea. Hope this helps, and I'll consider poking the dev on discord and showing him the amount of work I had to do to make this playable so perhaps it might be fixed.

URL: https://forum.audiogames.net/post/574328/#p574328




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Re: Sequence Storm Rhythm Racing Game

2020-01-21 Thread AudioGames . net ForumNew releases room : blaze via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

@602That's probably the wall. The edges of the track make humming sort of noises, or at least they should. The track is very narrow though and difficult to stay in the center, so there is a steer assist feature in access settings but it doesn't work very well. This was probably intentional so people couldn't just turn on steer assist and make the steering mechanic irrelevant.The barriers make a flangey weird sound and you have to steer around them. The barrier is smart and will always hit you if you don't actively try to avoid it so there's no getting lucky. Just steer away from it. Don't worry if you brush a wall, at least you didn't lose half your health.Hyperdrift and boosting are very different. Boosting removes the notes from the track and is faster, but it disables automatic steering, and steering around corners slows you a lot especially if you hit the wall. Hyperdrift does not remove the notes, but each hit note speeds you up and heals you a decent amount. Hyperdrift also removes all speed loss while going around corners. The logical thing, then, would be to boost on a straight-away or when there are a lot of hard notes coming up, and hyperdrift when your health is low or you're on a twisty part of a track.

URL: https://forum.audiogames.net/post/494789/#p494789




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Re: Code 7 - Episodes 2 & 3 Out Now

2019-08-29 Thread AudioGames . net ForumNew releases room : blaze via Audiogames-reflector


  


Re: Code 7 - Episodes 2 & 3 Out Now

Yes it is a key accessibility feature if I want to experience the full scope of the game. It was added to be used, so I should be able to use it without it bugging out like it's doing. I'd like to play the game without skipping the most challenging and engaging parts. I also can't turn off the all content mode and still have my save file, as the section is not retroactively skipped when the mode is turned off, so to turn it off i'd have to start over which is not ideal either. Everyone else seems to be able to use it fine, why is it that when I press the arrow keys it sticks in one location? i can record it if you like so you can see it's not simply user error.

URL: https://forum.audiogames.net/post/458323/#p458323




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Re: Code 7 - Episodes 2 & 3 Out Now

2019-08-28 Thread AudioGames . net ForumNew releases room : blaze via Audiogames-reflector


  


Re: Code 7 - Episodes 2 & 3 Out Now

It's not that it's confusing, it's that a key accessibility function of the game simply isn't working for me. Holding in the arrows does what one might expect. It just moves the cursor very quickly, interrupting the speech as it goes, until it crashes into a wall, which isn't any more helpful. I appreciate the attempt to help but this is very frustrating. Oh well, I've learned not to buy things outright until I've tested the demo.

URL: https://forum.audiogames.net/post/458271/#p458271




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Re: Code 7 - Episodes 2 & 3 Out Now

2019-08-26 Thread AudioGames . net ForumNew releases room : blaze via Audiogames-reflector


  


Re: Code 7 - Episodes 2 & 3 Out Now

I've been playing around with this and love the concept, but the map viewer seems to be broken and is behaving very oddly. I have to spam the arrow keys many times to get it to move even one time. Sometimes it will move off of a square, them jump back on it. I have to jam on the arrow key to get it to move even one square, let alone explore a complicated maze, of which there seem to be many. I really don't want to have to turn off all content, but i may have to because of this horrible bug. No response in the discord so far. Really hope there's a fix for this.

URL: https://forum.audiogames.net/post/457856/#p457856




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