Re: Kilta, the RPG manager auto-battler. Update on early access launch

2020-11-06 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


Re: Kilta, the RPG manager auto-battler. Update on early access launch

Thanks to all for your positive responses.Dark: You are again right. It is true that since accessibility is not there yet, we might be a bit out of topic here. I apologize for that, and I'm fine if this topic is moved to other room. We just wanted to tell about the release, and update all of you on how that issue was going to be fixed.We still believe it is worth to make all games accessible. Perhaps monetarily is not, time will tell, but we have that value very much in our heart, and we know it is the right thing. We also feel very welcome in this forum, since most of people has always support us, and the more critical feedback has in any case make us work harder. Give back is something we also believe in.The accessibility is actually coming soon. We need to test it, sure, and that takes time, but Joonas, our lead programmer has already been fixing things. Let's see how it goes. I will tell him that all of you send best regards.Compared to AudioWizards this game is in another league. It is a new approach, and definitely, the biggest game we have ever done. It has three game modes; management, battle and story, and what you do in each of them affects to what possibilities you have in the others. If it succeeds commercially, it will be updated with lots of new content. But yeah, let's wait still a bit to say hurraa! In our discord channel we have set two rooms to talk about accessibility. One where you can read our updates, and one for your ideas and feedback on that issue. You are welcome to visit that corner from time to time. In any case, we would like to visit this forum as we always did, and keep all of you updated.Best regards and long life to allDavid

URL: https://forum.audiogames.net/post/587318/#p587318




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Re: Kilta, the RPG manager auto-battler. Update on early access launch

2020-11-06 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


Re: Kilta, the RPG manager auto-battler. Update on early access launch

Thanks to all for your positive responses.Dark: You are again right. It is true that since accessibility is not there yet, we might be a bit out of topic here. I apologize for that, and I'm fine if this topic is moved to other room. We just wanted to tell about the release, and update all of you on how that issue was going to be fixed.We still believe it is worth to make all games accessible. Perhaps monetarily is not, time will tell, but we have that value very much in our heart, and we know it is the right thing. We also feel very welcome in this forum, since most of people has always support us, and the more critical feedback has in any case make us work harder. Give back is something we also believe in.The accessibility is actually coming soon. We need to test it, sure, and that takes time, but Joonas, our lead programmer has already been fixing things. Let's see how it goes. I will tell him that all of you send best regards.Compared to AudioWizards this game is in another league. It is a new approach, and definitely, the biggest game we have done before. It has three game modes; management, battle and story, and what you do in each of them affects to what possibilities you have in the others. If commercially succeeds, it will be updated with lots of new content. But yeah, let's wait still a bit to say hurraa! In our discord channel we have set two rooms to talk about accessibility. One where you can read our updates, and one for your ideas and feedback on that issue. You are welcome to visit that corner from time to time. In any case, we would like to visit this forum as we always did, and keep all of you updated.Best regards and long life to allDavid

URL: https://forum.audiogames.net/post/587318/#p587318




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Kilta, the RPG manager auto-battler. Update on early access launch

2020-11-06 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


Kilta, the RPG manager auto-battler. Update on early access launch

Hello everyone! It's been a while.You might have been wondering, where's myTrueSound? What happened to AudioWizards Multiplayer? What's this Kilta thingy I've been hearing about? Well, these are the questions we hope to answer today right now.First of all, let's start with our next, most ambitious project so far. Almost 11 months in the development, we are ready to properly announce Kilta! We've been teasing Kilta a little bit before and what we have told back then still stands. Kilta is a strategic auto-battling game where you will be taking the role of a Guildmaster. Your mission is to make "Kilta", your guild, the best guild in the fantasy world of the Twin Continents. Recruiting the right heroes, equipping them with proper tools, positioning them to best suit your strategy, and assisting them on the battlefield is the key to your success as their Guildmaster. The game is for PC, and it will be available in about two weeks in Early Access mode in Steam and Itch.io. If you have an account there, you can already add it in your wishlist!Now, we want to talk about one very important thing related to Kilta and one of the reasons we haven't talked about it sooner. At the start of Kilta's development, we made the decision to make Kilta a game that everyone can enjoy to their fullest, even more than AudioWizards. Kilta isn't an audiogame, but accessibility is still one of the values we have as a company. However, we run out of time and cash, and were forced to launch the game on Early Access without the accessibility features. The decision to launch in the Early Access without these features wasn't a light decision. We know that many of our fans and supporters from the time of AudioWizards would be more than willing to support us with Kilta as well. And so we ask from you a little bit of patience until we get those things done. After the Early Access launch, we will have time to concentrate in the accessibility tools, and as soon as we can we will update the game with this improvement. Kilta is far more larger project than AudioWizards ever was, and so we need to double check this thing right. We are a very small company, but we will do our best to make this game playable to this fantastic community.If you want to hear more about Kilta before that, feel free to follow us on our Twitter accounts (myTrueSound and Kilta_TheGame) and join the Kilta's Discord channel; discord.gg/awuYZVgAnd sure, feel free to ask here. Most probably there are many unanswered questions yetBefore I press the “send message” button, I update shortly about AudioWizards-Multiplayer. After the beta-testing, we put the project on hold in order to grab ideas, motivation and funding. After 5 months, we got all that back, and we have started to work again on it with a team of talented students. We will update more in the next months, for sure. Regards, David and the myTrueSound Dev Team

URL: https://forum.audiogames.net/post/587242/#p587242




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AudioWizards on Sale. 1st Birthday

2020-08-31 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


AudioWizards on Sale. 1st Birthday

1st Birthday sale!AudioWizards, the fully accessible game with lots of action and humor, has its first birthday today. To celebrate it we put the game (and also its Spanish version AudioMagos) on sale in the app stores. Each euro we get from here, will be used to make our next game Kilta also fully accessible. If you didn’t play the game yet, don’t miss the chance. If you did, please, share the news. ThanksHere the links to the app store and google play:https://apps.apple.com/us/app/audiowizards/id1475627591https://play.google.com/store/apps/deta … dioWizardsThe sale in Steam will be available in two days

URL: https://forum.audiogames.net/post/566065/#p566065




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Re: AudioMagos is out in the stores

2020-05-27 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


Re: AudioMagos is out in the stores

Hi, and just an small apology.We use in our games an accessibility plugin developed by a third party. That plugin was updated, and we added in AudioMagos. However, it seems they have used google translate or something similar, and some wording is a little bit bad. For instance, "menu disabled" was translated as "menu discapacitado" and that sounds awful and not friendly. We have now fix the problem and in the next update our translations correct the bad ones from that plugin. RegardsDavid

URL: https://forum.audiogames.net/post/533874/#p533874




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Re: AudioMagos is out in the stores

2020-05-25 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


Re: AudioMagos is out in the stores

fredd wrote:i have allready played through audiowizards, and let me say this, it was very fun, it helped with the boardum i had these past few weeks, i might just buy the spanish version to support the dev since technicaly i got this game in a giveaway, so might buy the spanish verrsion to support the dev and maby play through that version to, though i liked how evil the hedmaster in the game was, i am hoping he is just as evil in this version to, i like how the hedmaster first is viewd as a kind char, but in the end, he turns into a maniak, the voiceacter who did the hedmaster did kinda nice job on that, he truely sounded like a vilin, one of the best vilin in meny games, most of our games does not have voiceacters who sound just as evilHi Fredd. Thanks for the feedback. I love it. I also think tha voiceactors were just too good.

URL: https://forum.audiogames.net/post/533368/#p533368




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Re: AudioMagos is out in the stores

2020-05-25 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


Re: AudioMagos is out in the stores

JamesPotter wrote:Hi! I'm asking why a friend bought the whole pack and got a bug. Then he had to buy both.umhhh...we should figure out why that has happened. your friend could ask his money back from us.

URL: https://forum.audiogames.net/post/533198/#p533198




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Re: AudioMagos is out in the stores

2020-05-24 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


Re: AudioMagos is out in the stores

JamesPotter wrote:hello! yes, you're right. (...) i buy pac with sondaman and history or i buy history and disappearance separatelyI think both stories are fun. I havent play the spanish version but in the english both were lovely. Jani, our story writer, is very talented I think. Hope you enjoy.

URL: https://forum.audiogames.net/post/533085/#p533085




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Re: AudioMagos is out in the stores

2020-05-23 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


Re: AudioMagos is out in the stores

JamesPotter wrote:hello, good evening.A friend bought the pack with the 2 things in android and it does not go to him, had that to buy the history and the disappearance of sondaman separately. wanted to know if in ios it happens the same since I prefer to buy the 2 things. and with respect to the version stteam, they have to launch update of the English version, is not right we have to pay the Spanish those that we wanted Spanish is unjust to have to pay doublewow, my english is bad, bad, bad, bad.Hi James (otro dia podemos hablar en castellano si quieres)I answer to that, because it is a good time to explaine once more.We already explained why we decided to translate this game, but needed the people to pay for it. We also told that we decided to change the monetization system because mobile industry is very much based on in app purchases, and our previous monetization system didn't pay that well. And yeah, it is a different game or a different package, as you prefer to consider it. The translation has not been free, and localization to spanish took its time. We did localization because people asked for it, but the rules were clear; we had to get our money back. We translated the dialogues, made a campaign among the blind community to get the voice actor (tell me how many do that), make the changes in the code which are not straight forward, and thought about how to get the return of investment, which is the equivalent to 600 downloads of the in app purchases we put (which are just 4 $), then there was absolutely no point to do it. Uploading the new versions to the iOS and Android systems has been also a pain in the ass, ja ja ja.  I'm sorry that it felt unfair to you, but I hope now you change your mind and keep supporting us. We really need people like you.

URL: https://forum.audiogames.net/post/532836/#p532836




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Re: AudioMagos is out in the stores

2020-05-23 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


Re: AudioMagos is out in the stores

mr.brunete wrote:hi,hi have a bug to report in the ios verssion..Thanks mr.brunete!You seen to be right. For some reason a folder containing the sounds for that level was deleted by Unity without us noticing it, and therefore it happened that. Hell!My colleague Diego is fixing the problem atm and the next update will fix that bug. You got an easy way to kill the boss. Umhhh.cheersdavid

URL: https://forum.audiogames.net/post/532608/#p532608




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Re: AudioMagos is out in the stores

2020-05-23 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


Re: AudioMagos is out in the stores

mr.brunete wrote:hi,hi have a bug to report in the ios verssion..Thanks mr.brunete!You seen to be right. For some reason a folder containing the sounds for that level was deleted by Unity without us noticing it, and therefore it happened that. Hell!My colleague Diego is fixing the problem atm and it the next update that bug will be fixed. You got an easy way to kill the boss. Umhhh.cheersdavid

URL: https://forum.audiogames.net/post/532608/#p532608




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Re: AudioMagos is out in the stores

2020-05-23 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


Re: AudioMagos is out in the stores

FabiG94 wrote:Hi.However my question is, will the game have a pc version?Greetings and thanks.PC launch has not been scheduled at the moment. We are working hard on Kilta and AW-Multiplayer.

URL: https://forum.audiogames.net/post/532542/#p532542




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Re: AudioMagos is out in the stores

2020-05-22 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


Re: AudioMagos is out in the stores

mr.brunete wrote:got both the ios and steam verssions, and my native language is spanish, so i'll buy this too.a little question. since ios 13, audio wizards doesn't work very well with voiceover enabled, do you know if there's a way to play it consistently?when you want to cast a spell, sometimes it works, sometimes it doesn't.and sometimes it doesn't finish reading the menu options. for example: you hear something like... story mo button.Ummhhh...we should check that. I apologize for the small bugs, but we can not do much about the iOS 13 thing.The accessibility plugin we are using has gotten a new update, and perhaps we can add this to a next update. However, since the whole team is concentrated in AudioWizards-Multiplayer and Kilta, I bet this is not going to be fixed that soon. It sounds unprofessional, but our resources are very small atm. I'll try.Regardsdavid

URL: https://forum.audiogames.net/post/532416/#p532416




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AudioMagos is out in the stores

2020-05-22 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


AudioMagos is out in the stores

Hi all.AudioMagos, the spanish version of AudioWizards is out in the stores.The game is a separate one, and it can be download for free and played like that until level 13. After that, you can buy the next levels. We have applied now an In App purchase scheme to see if this one works better regarding monetization. And that is the reason why the game is a separate one. I apologize if somebody bought the english version and feels now that should have the rights to play the spanish one for free. I know it is not how typically things are done, but not this time for us.Feel free to share this note with your spanish playing community, if you have that. All help to spread the world will help us.Thanks also to Cristian León and Alberto for voice acting Saundaman, Director and Mezafort.The direct links for iOS and Android are:https://apps.apple.com/us/app/audiomago … 43175?ls=1https://play.google.com/store/apps/deta … =enRegardsdavid

URL: https://forum.audiogames.net/post/532186/#p532186




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Re: Audio wizards has been released, and it’s awesome

2019-09-12 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


Re: Audio wizards has been released, and it’s awesome

By the way, most probably you folks know about the very good podcast of Blind Abilities. If not, and if you want to know more about myTrueSound and AudioWizards, today is the perfect chance since all of that got mixed in the same place. Jeff Thompson always makes a fantastic job, and this time he mixed the game sounds and some game dialogues, with our answers to his questions, in such a way that it really blow up my ears!. Perhaps you want to listen to it. I wish you enjoy it. Here is the link http://blindabilities.com/?p=5408

URL: https://forum.audiogames.net/post/461471/#p461471




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Re: Audio wizards has been released, and it’s awesome

2019-09-12 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


Re: Audio wizards has been released, and it’s awesome

siria wrote:Yeah, I understand your frustrations and your desires. I actually talked about the game with my blind friends and with my sighted ones (...)Hi Siria! But that is very nice and very kind from your side. I really appreciate it. And I'm agree that it is not an easy task.I know most people wants to play on the mother tongue, specially when they don't speak well English. I would like first to translate the game into Spanish, because I have lots of friends in there and because the size of the market. But as you know, the game has a lots of dialogues, and we need to find a very good voice actor. We were asking from blind people to send us some tests, but what we got so far is now what we are looking for, since we would like to keep the essence of the original Saundaman. So getting the game into Spanish is going to take still some time, and let's see that after. Thanks again for the help.

URL: https://forum.audiogames.net/post/461470/#p461470




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Re: Audio wizards has been released, and it’s awesome

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


  


Re: Audio wizards has been released, and it’s awesome

siria wrote:Hi! Out of curiosity, how many downloads have you totalized? I hope you reach the 10,000 you needHi Siria. Unfortunately we are very far from that goal, and only reaching that goal would secure that we can launch a multiplayer version, or even other titles. The team did a wonderful work in the summer as part of their internship in the company. But if we want them to continue, I need to provide them with something else than just kinds words and "thanks buddies" for your effort. They are talented, and they will get offers from other companies unless we make something to keep them with us.We have been talking about ways to get extra incomes. Yes, kick-started has crossed our minds. But to be honest, we really think we still need the help of the community. All players who have visited this website in the last month know what AudioWizards is, and have read the good critics we got. But did all those satisfied players really share that with their friends from outside this forum?. I believe many of you did, but the most the best. So if you didn't, feel free to go ahead!  We really need that.As you know the game includes visuals, and we believe it has enough quality to be of the interest of also sighted players. That's at least what we aimed. To me, better than a kick-starter where people drops some bucks (which is also cool and helpful), it might be more effective for instance to grab the phone and send a whatsapp message to your friends, or write about it in facebook, etc etc. This way you might make us the favor, but also to your friends for sharing with them this wonderful game which actually is not expensive and includes good quality and good enough replay value. We really wonder when will it be the day that the mouth-to-mouth breaks through, and we definitely need your help for that day to come. I promise you that if that occurs, we will keep bringing new adventures in the years to come. Thanks for reading this.

URL: https://forum.audiogames.net/post/461201/#p461201




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Re: Audio wizards has been released, and it’s awesome

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


  


Re: Audio wizards has been released, and it’s awesome

siria wrote:Hi! Out of curiosity, how many downloads have you totalized? I hope you reach the 10,000 you needHi Siria. Unfortunately we are very far from that goal, and only reaching that goal would secure that we can launch a multiplayer version, or even other titles. The team did a wonderful work in the summer as part of their internship in the company. But if we want them to continue, I need to provide them with something else than just kinds words and "thanks buddies" for your effort. They are talented, and they will get offers from other companies unless we make something to keep them with us.We have been talking about ways to get extra incomes. Yes, kick-started has crossed our minds. But to be honest, we really think we still need the help of the community. All players who have visited this website in the last month know what AudioWizards is, and have read the good critics we got. But did all those satisfied players really share that with their friends from outside this forum?, because I really think that this is what we need. As you know the game includes visuals, and we believe it has enough quality to be of the interest of also sighted players. That's at least what we aimed. To me, better than a kick-starter where people drops some bucks (which is also cool and helpful), it might be more effective for instance to grab the phone and send a whatsapp message to your friends, or write about it in facebook, etc etc. This way you might make us the favor, but also to your friends for sharing with them this wonderful game which actually is not expensive and includes good quality and good enough replay value. We really wonder when will it be the day that the mouth-to-mouth breaks through, and we definitely need your help for that day to come. I promise you that if that occurs, we will keep bringing new adventures in the years to come. Thanks for reading this.

URL: https://forum.audiogames.net/post/461201/#p461201




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Re: Audio wizards has been released, and it’s awesome

2019-09-06 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


Re: Audio wizards has been released, and it’s awesome

TheBlindSaiyan wrote:david_oliva wrote:If you liked the game, remember that you can call your friends, or tell the world what the game was about and that you recommend it. That would help us quite much on our way to make AudioWizards2 and/or AudioWizards Multiplayer.Well, unfortunately android users won't be able to do this as of yet Yeah, imagine how disappointed we are about this Android thing, because we couldn't do the launch of the game as we were planning. Sure we are responsible of that, because we were coding until the end, but we wanted to get the game as well done as possible. The game has been on their servers since last friday.But it will be soon there. They said to us that it would happen today. So let's wait a little bit. Hopefully you can enjoy it over the weekend.

URL: https://forum.audiogames.net/post/459919/#p459919




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Re: Audio wizards has been released, and it’s awesome

2019-09-05 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


Re: Audio wizards has been released, and it’s awesome

ogomez92 wrote:HiI really like the game. Keep up the good work.I finished it today Thanks, we are very glad that you too enjoyed it. Did you get all starts and all hats? There is still challenge ahead. Did anyone by they way got all the hats already?If you liked the game, remember that you can call your friends, or tell the world what the game was about and that you recommend it. That would help us quite much on our way to make AudioWizards2 and/or AudioWizards Multiplayer.

URL: https://forum.audiogames.net/post/459857/#p459857




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Re: Audio wizards has been released, and it’s awesome

2019-09-03 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


Re: Audio wizards has been released, and it’s awesome

Arkandias wrote:To go back a little more specifically to your question, why don't we have more complex games ?Here some thoughts about the last comments (and we are going a bit out of topic, but before other players give their opinion, I give mine which is the one of a small developer trying to make a good action for once in his life)According to some statements, 20 million blind and visually impaired have a mobile phone, and only in this website about 150 000 lovers of audiogames have created an account. Similar amount is in AppleVis I suppose. But for some reason, audiogames don't sell enough. Was it because games were bad, they didn't invest on marketing, or target market didn't want to spend money on them? Everybody talks still about Papa Sangre and others classics, but the common point of all those games is that the companies behind them closed their doors because they never got their investment back. And that is one of the reasons why you don't get more complex games. We developers don't last enough time to grow, evolve, and create the games that you all want (and everybody seems to have a different opinion about how a perfect game has to be).In my case, or myTrueSound's, we published now AudioWizards, and we are trying to get MusicMaze by December. We would like also to start with the AudioWizards multiplayer. But you know what? To get the investment back, just to cover the expenses of the salaries of the developers and marketing people (not mine because I'm super cheap and I have put my heart on this), the office rent (we have a small room), etc, we need to reach in the order of 1 copies. Yes, ten thousand, because after the 40 % that Apple Store and other taxes get from us, we will get 3 €, and that is the minimum amount of money that will cost us to keep a team of 5 working for a period of 6 months, and that is the minimum time you need to invest to create the beginning of one of those cool games that everybody wants and many become very critic if they don't get. In order to fulfill this dream, I have been also pitching to investors, asking them to support us and also the blind community, so we could create fantastic games which will sell like a lot. And do you know what they said to us? They said "Show us the numbers". So if we are not able to reach our goals on selling numbers, and show those numbers to them, we won't either got their support neither. And then we might be one, like many others, that just didn't do it, but everybody remembers (or not) because did a couple of cool games that people talked about for just few days or years. So I would say, that if you want that there is a real jump in audiogames' quality and variety, there has to be a change in the way the community supports the industry. If you liked one game, support that developer, not just for gratitude, but to get from them better games in the future. Because that indie developer perhaps has energy and ideas to make things cooler and better, but will die out of resources before has the chance to move forward. Call your friends, to all of them, tell them how much you liked that game you just played, how cool was the story, the sounds, whatever made you feel happy for some hours. Share it with the world, not just in here, but in blogs, reviews, youtube, facebook, twitter, etc. If there is a market, show it to the world, and other developers will come too, I almost can promise you that.I really think that this is the only way that developers like us can do it. That if we make a game that is liked by 85 % of the players, those players take care of spreading the voice and make the mouth-to-mouth really to happen. Otherwise, it could be also Game Over for us, and so the next developer starts again from zero.Somehow I didn't want to talk about this topic, since we are however enjoying these days the small but nice success we got from AudioWizards. But this is a topic that believe me is on my mind everyday, and I just don't know how to solve it by my own. If somebody wants to talk about this, I think the case is of enough interest to start a new topic in another room. Cheers to everyone!

URL: https://forum.audiogames.net/post/459457/#p459457




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Re: Audio wizards has been released, and it’s awesome

2019-09-03 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


Re: Audio wizards has been released, and it’s awesome

krishna wrote:first, has anyone seen the game come out on the playstore yet?(...)I will of course be supporting them just as soon as the game hits the playstore.Yeah, we don't know what the hell is happening with the guys of Google. Both versions, iOS and Android, were uploaded basically simultaneously. One got approved over the weekend, and the other still is pending. We will let you all know as soon as we get forward with that.

URL: https://forum.audiogames.net/post/459464/#p459464




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Re: Audio wizards has been released, and it’s awesome

2019-09-03 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


Re: Audio wizards has been released, and it’s awesome

Arkandias wrote:To go back a little more specifically to your question, why don't we have more complex games ?Here some thoughts about the last comments (and we are going a bit out of topic, but before other players give their opinion, I give mine which is the one of a small developer trying to make a good action for once in his life)According to some statements, 20 million blind and visually impaired have a mobile phone, and only in this website about 150 000 lovers of audiogames have created an account. Similar amount is in AppleVis I suppose. But for some reason, audiogames don't sell enough. Was it because games were bad, they didn't invest on marketing, or target market didn't want to spend money on them? Everybody talks still about Papa Sangre and others classics, but the common point of all those games is that the companies behind them closed their doors because they never got their investment back. And that is one of the reasons why you don't get more complex games. We developers don't last enough time to grow, evolve, and create the games that you all want (and everybody seems to have a different opinion about how a perfect game has to be).In my case, or myTrueSound's, we published now AudioWizards, and we are trying to get MusicMaze by December. We would like also to start with the AudioWizards multiplayer. But you know what? To get the investment back, just to cover the expenses of the salaries of the developers and marketing people (not mine because I'm super cheap and I have put my heart on this), the office rent (we have a small room), etc, we need to reach in the order of 1 copies. Yes, ten thousand, because after the 40 % that Apple Store and other taxes get from us, we will get 3 €, and that is the minimum amount of money that will cost us to keep a team of 5 working for a period of 6 months, and that is the minimum time you need to invest to create the beginning of one of those cool games that everybody wants and many become very critic if they don't get. In order to fulfill this dream, I have been also pitching to investors, asking them to support us and also the blind community, so we could create fantastic games which will sell like a lot. And do you know what they said to us? They said "Show us the numbers". So if we are not able to reach our goals on selling numbers, and show those numbers to them, we won't either got their support too. And then we might be one, like many others, that just didn't do it, but everybody remembers (or not) because did a couple of cool games that people talked about for just few days or years. So I would say, that if you want that there is a real jump in audiogames' quality and variety, there has to be a change in the way the community supports the industry. If you liked one game, support that developer, not just for gratitude, but to get from them better games in the future. Because that indie developer perhaps has energy and ideas to make things cooler and better, but will die out of resources before has the chance to move forward. Call your friends, to all of them, tell them how much you liked that game you just played, how cool was the story, the sounds, whatever made you feel happy for some hours. Share it with the world, not just in here, but in blogs, reviews, youtube, facebook, twitter, etc. If there is a market, show it to the world, and other developers will come too, I almost can promise you that.I really think that this is the only way that developers like us can do it. That if we make a game that is liked by 85 % of the players, those players take care of spreading the voice and make the mouth-to-mouth really to happen. Otherwise, it could be also Game Over for us, and so the next developer starts again from zero.Somehow I didn't want to talk about this topic, since we are however enjoying these days the small but nice success we got from AudioWizards. But this is a topic that believe me is on my mind everyday, and I just don't know how to solve it by my own. If somebody wants to talk about this, I think the case is of enough interest to start a new topic in another room. Cheers to everyone!

URL: https://forum.audiogames.net/post/459457/#p459457




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Re: Audio wizards has been released, and it’s awesome

2019-09-03 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


Re: Audio wizards has been released, and it’s awesome

Arkandias wrote:To go back a little more specifically to your question, why don't we have more complex games ?Here some thoughts about the last comments (and we are going a bit out of topic, but before other players give their opinion, I give mine which is the one of a small developer trying to make a good action for once in his life)According to some statements, 20 million blind and visually impaired have a mobile phone, and only in this website about 150 000 lovers of audiogames have created an account. Similar amount is in AppleVis I suppose. But for some reason, audiogames don't sell enough. Was it because games were bad, they didn't invest on marketing, or target market didn't want to spend money on them? Everybody talks still about Papa Sangre and others classics, but the common point of all those games is that the companies behind them closed their doors because they never got their investment back. And that is one of the reasons why you don't get more complex games. We developers don't last enough time to grow, evolve, and create the games that you all want (and everybody seems to have a different opinion about how a perfect game has to be).In my case, or myTrueSound's, we published now AudioWizards, and we are trying to get MusicMaze by December. We would like also to start with the AudioWizards multiplayer. But you know what? To get the investment back, just to cover the expenses of the salaries of the developers and marketing people (not mine because I'm super cheap and I have put my heart on this), the office rent (we have a small room), etc, we need to reach in the order of 1 copies. Yes, ten thousand, because after the 40 % that Apple Store and other taxes get from us, we will get 3 €, and that is the minimum amount of money that will cost us to keep a team of 5 working for a period of 6 months, and that is the minimum time you need to invest to create the beginning of one of those cool games that everybody wants and many become very critic if they don't get. In order to fulfill this dream, I have been also pitching to investors, asking them to support us and also the blind community, so we could create fantastic games which will sell like a lot. And do you know what they said to us? They said "Show us the numbers". So if we are not able to reach our goals on selling numbers, and show those numbers to them, we won't either got their support too. And then we might be one, like many others, that just didn't do it, but everybody remembers (or not) because did a couple of cool games that people talked about for just few days or years. So I would say, that if you want that there is a real jump in audiogames' quality and variety, there has to be a change in the way the community supports the industry. If you liked one game, support that developer, not just for gratitude, but to get from them better games in the future. Because that indie developer perhaps has energy and ideas to make things cooler and better, but will die out of resources before has the chance to move forward. Call your friends, to all of them, tell them how much you liked that game you just played, how cool was the story, the sounds, whatever made you feel happy for some hours. Share it with the world, not just in here, but in blogs, reviews, youtube, facebook, twitter, etc. If there is a market, show it to the world, and other developers will come too, I almost can promise you that.I really think that is the only way that developers like us can do it. That if we make a game that is liked by 85 % of the players, those players take care of spreading the voice and make the mouth-to-mouth really to happen. Otherwise, it could be also Game Over for us, and so the next developer starts again from zero.Somehow I didn't want to talk about this topic, since we are however enjoying these days the small but nice success we got from AudioWizards. But this is a topic that believe me is on my mind everyday, and I just don't know how to solve it by my own. If somebody wants to talk about this, I think the case is of enough interest to start a new topic in another room. Cheers to everyone!

URL: https://forum.audiogames.net/post/459457/#p459457




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Re: Audio wizards has been released, and it’s awesome

2019-09-03 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


Re: Audio wizards has been released, and it’s awesome

Arkandias wrote:To go back a little more specifically to your question, why don't we have more complex games ?Here some thoughts about the last comments (and we are going a bit out of topic, but before other players give their opinion, I give mine which is the one of a small developer trying to make a good action for once in his life)According to some statements, 20 million blind and visually impaired have a mobile phone, and only in this website about 150 000 lovers of audiogames have created an account. Similar amount is in AppleVis I suppose. But for some reason, audiogames don't sell enough. Was it because games were bad, they didn't invest on marketing, or target market didn't want to spend money on them? Everybody talks still about Papa Sangre and others classics, but the common point of all those games is that the companies behind them closed their doors because they never got their investment back. And that is one of the reasons why you don't get more complex games. We developers don't last enough time to grow, evolve, and create the games that you all want (and everybody seems to have a different opinion about how a perfect game has to be).In my case, or myTrueSound's, we published now AudioWizards, and we are trying to get MusicMaze by December. We would like also to start with the AudioWizards multiplayer. But you know what? To get the investment back, just to cover the expenses of the salaries of the developers and marketing people (not mine because I'm super cheap and I have put my heart on this), the office rent (we have a small room), etc, we need to reach in the order of 1 copies. Yes, ten thousand, because after the 40 % that Apple Store and other taxes get from us, we will get 3 €, and that is the minimum amount of money that will cost us to keep a team of 5 working for a period of 6 months, and that is the minimum time you need to invest to create the beginning of one of those cool games that everybody wants and many become very critic if they don't get. In order to fulfill this dream, I have been also pitching to investors, asking them to support us and also the blind community, so we could create fantastic games which will sell like a lot. And do you know what they said to us? They said "Show us the numbers". So if we are not able to reach our goals on selling numbers, and show those numbers to them, we won't either got their support too. And then we might be one, like many others, that just didn't do it, but everybody remembers (or not) because did a couple of cool games that people talked about for just few days.So I would say, that if you want that there is a real jump in audiogames' quality and variety, there has to be a change in the way the community supports the industry. If you liked one game, support that developer, not just for gratitude, but to get from them better games in the future. Because that indie developer perhaps has energy and ideas to make things cooler and better, but will die out of resources before has the chance to move forward. Call your friends, to all of them, tell them how much you liked that game you just played, how cool was the story, the sounds, whatever made you feel happy for some hours. Share it with the world, not just in here, but in blogs, reviews, youtube, facebook, twitter, etc. If there is a market, show it to the world, and other developers will come too, I almost can promise you that.I really think that is the only way that developers like us can do it. That if we make a game that is liked by 85 % of the players, those players take care of spreading the voice and make the mouth-to-mouth really to happen. Otherwise, it could be also Game Over for us, and so the next developer starts again from zero.Somehow I didn't want to talk about this topic, since we are however enjoying these days the small but nice success we got from AudioWizards. But this is a topic that believe me is on my mind everyday, and I just don't know how to solve it by my own. If somebody wants to talk about this, I think the case is of enough interest to start a new topic in another room. Cheers to everyone!

URL: https://forum.audiogames.net/post/459457/#p459457




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Re: Audio wizards has been released, and it’s awesome

2019-09-03 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


Re: Audio wizards has been released, and it’s awesome

Arkandias wrote:To go back a little more specifically to your question, why don't we have more complex games ?Here some thoughts about the last comments (and we are going a bit out of topic, but before other players give the opinion, I give mine which is the one of a small developer trying to make a good action for once in his life)According to some statements, 20 million blind and visually impaired have a mobile phone, and only in this website about 150 000 lovers of audiogames have created an account. Similar amount is in AppleVis I suppose. But for some reason, audiogames don't sell enough. Was it because games were bad, they didn't invest on marketing, or target market didn't want to spend money on them? Everybody talks still about Papa Sangre and others classics, but the common point of all those games is that the companies behind them closed their doors because they never got their investment back. And that is one of the reasons why you don't get more complex games. We developers don't last enough time to grow, evolve, and create the games that you all want (and everybody seems to have a different opinion about how a perfect game has to be).In my case, or myTrueSound's, we published now AudioWizards, and we are trying to get MusicMaze by December. We would like also to start with the AudioWizards multiplayer. But you know what? To get the investment back, just to cover the expenses of the salaries of the developers and marketing people (not mine because I'm super cheap and I have put my heart on this), the office rent (we have a small room), etc, we need to reach in the order of 1 copies. Yes, ten thousand, because after the 40 % that Apple Store and other taxes get from us, we will get 3 €, and that is the minimum amount of money that will cost us to keep a team of 5 working for a period of 6 months, and that is the minimum time you need to invest to create the beginning of one of those cool games that everybody wants and many become very critic if they don't get. In order to fulfill this dream, I have been also pitching to investors, asking them to support us and also the blind community, so we could create fantastic games which will sell like a lot. And do you know what they said to us? They said "Show us the numbers". So if we are not able to reach our goals on selling numbers, and show those numbers to them, we won't either got their support too. And then we might be one, like many others, that just didn't do it, but everybody remembers (or not) because did a couple of cool games that people talked about for just few days.So I would say, that if you want that there is a real jump in audiogames' quality and variety, there has to be a change in the way the community supports the industry. If you liked one game, support that developer, not just for gratitude, but to get from them better games in the future. Because that indie developer perhaps has energy and ideas to make things cooler and better, but will die out of resources before has the chance to move forward. Call your friends, to all of them, tell them how much you liked that game you just played, how cool was the story, the sounds, whatever made you feel happy for some hours. Share it with the world, not just in here, but in blogs, reviews, youtube, facebook, twitter, etc. If there is a market, show it to the world, and other developers will come too, I almost can promise you that.I really think that is the only way that developers like us can do it. That if we make a game that is liked by 85 % of the players, those players take care of spreading the voice and make the mouth-to-mouth really to happen. Otherwise, it could be also Game Over for us, and so the next developer starts again from zero.Somehow I didn't want to talk about this topic, since we are however enjoying these days the small but nice success we got from AudioWizards. But this is a topic that believe me is on my mind everyday, and I just don't know how to solve it by my own. If somebody wants to talk about this, I think the case is of enough interest to start a new topic in another room. Cheers to everyone!

URL: https://forum.audiogames.net/post/459457/#p459457




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Re: Audio wizards has been released, and it’s awesome

2019-09-03 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


Re: Audio wizards has been released, and it’s awesome

Arkandias wrote:To go back a little more specifically to your question, why don't we have more complex games ?Here some thoughts about the last comments (and we are going a bit out of topic, but before other players give the opinion, I give mine which is the one of a small developer trying to make a good action for once in his life)According to some statements, 20 million blind and visually impaired have a mobile phone, and only in this website about 150 000 lovers of audiogames have created an account. Similar amount is in AppleVis I suppose. But for some reason, audiogames don't sell enough. Was it because games were bad, they didn't invest on marketing, or target market didn't want to spend money on them? Everybody talks still about Papa Sangre and others classics, but the common point of all those games is that the companies behind them closed their doors because they never got their investment back. And that is one of the reasons why you don't get more complex games. We developers don't last enough time to grow, evolve, and create the games that you all want (and everybody seems to have a different opinion about how a perfect game has to be).In my case, or myTrueSound's, we published now AudioWizards, and we are trying to get MusicMaze by December. We would like also to start with the AudioWizards multiplayer. But you know what? To get the investment back, just to cover the expenses of the salaries of the developers and marketing people (not mine because I'm super cheap and I have put my heart on this), the office rent (we have a small room), etc, we need to reach in the order of 1 copies. Yes, ten thousand, because after the 40 % that Apple Store and other taxes get from us, we will get 3 €, and that is the minimum amount of money that will cost us to keep a team of 5 working for a period of 6 months, and that is the minimum time you need to invest to create the beginning of one of those cool games that everybody wants and many become very critic if they don't get. In order to fulfill this dream, I have been also pitching to investors, asking them to support us and also the blind community, so we could create fantastic games which will sell like a lot. And do you know what they said to us? They said "Show us the numbers". So if we are not able to reach our goals on selling numbers, and show those numbers to them, we won't either got their support too. And then we might be one, like many others, that just didn't do it, but everybody remembers (or not) because did a couple of cool games that people talked about for just few days.So I would say, that if you want that there is a real jump in audiogames' quality and variety, there has to be a change in the way the community supports on their side. If you liked one game, support that developer, not just for gratitude, but to get from them better games in the future. Because that indie developer perhaps has energy and ideas to make things cooler and better, but will die out of resources before has the chance to move forward. Call your friends, to all of them, tell them how much you liked that game you just played, how cool was the story, the sounds, whatever made you feel happy for some hours. Share it with the world, not just in here, but in blogs, reviews, youtube, facebook, twitter, etc. I really think that is the only way that developers like us can do it. That if we make a game that is liked by 85 % of the players, those players take care of spread the voice and make the mouth-to-mouth really happen. Otherwise, it could be also Game Over for us, and so the next developer starts again from zero.Somehow I didn't want to talk about this topic, since we are however enjoying these days the small but nice success we got from AudioWizards. But this is a topic that believe me is on my mind everyday, and I just don't know how to solve it by my own. If somebody wants to talk about this, I think the case is of enough interest to start a new topic in another room. Cheers to everyone!

URL: https://forum.audiogames.net/post/459457/#p459457




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Re: Audio wizards has been released, and it’s awesome

2019-09-03 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


Re: Audio wizards has been released, and it’s awesome

Dark wrote:i checked their website, but could only find one or two tracks in the media section under music. It'd be cool to have the hole lot downloadable.We are working to put all the music in Spotify and similar platforms, but it takes some time still as we need to check all conditions, possibilities, and service providers. We get back to that. Thanks for the interest.

URL: https://forum.audiogames.net/post/459349/#p459349




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Re: Press Kit of AudioWizards. Launch on 1st September

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


  


Re: Press Kit of AudioWizards. Launch on 1st September

Hi again. Also many of you have been asking for a "How to Play" video. The video features the voice of a very good friend of all of yours, known in this latitude by the name of dark. We hope you enjoy the video, and that it gives you a first idea of how the game works. The video can be found in our youtube channel, or by hitting the following linkhttps://www.youtube.com/watch?v=PODJ6XMg3Mc=9sRegardsdavid

URL: https://forum.audiogames.net/post/458221/#p458221




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Re: Press Kit of AudioWizards. Launch on 1st September

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


  


Re: Press Kit of AudioWizards. Launch on 1st September

KenshiraTheTrinity wrote:Maybe this thread will be used for the game when its out?Perhaps I did a mistake, but since it is going to be a New Release, then I thought this was the right room where to present the press kit. We just wanted to present the Press Kit, since we thought that it had to be done. Hopefully, all is ok and this small mistake is accepted by the community. Thanks to all of you.

URL: https://forum.audiogames.net/post/458213/#p458213




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Re: Press Kit of AudioWizards. Launch on 1st September

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


  


Re: Press Kit of AudioWizards. Launch on 1st September

defender wrote:@5Yeah I will probably spread this around then, but seriously, every time I talk to access world or Blind Bargains or cool blind tech I get nothing back.  Not even a (sorry but no thanks) email.  It feels pointless...Yeah, I undestand your feelings. But I think we should try doing what we feel we have to. It will pay off sooner or later. Regards and thanks for the help

URL: https://forum.audiogames.net/post/458212/#p458212




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Press Kit of AudioWizards. Launch on 1st September

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


  


Press Kit of AudioWizards. Launch on 1st September

Hi allWe have prepared a Press Kit about the AudioWizards game, so we could tell the world what the game is about. We have sent it to a good number of gaming magazines and sites, and we wanted to share it with you all.The press kit includes quite much information, like main facts, what the game is about, how the concept was born, and then it includes too some videos, pictures, and audio. We believe that many of you will find this information valuable, specially when launching day is so close. Launching day is 1st September, so next Sunday, and if there doesn't appear any last hour problem, it will simultaneously appear in for both iOS and Android, in App Store and Google Play respectively. You can share if you wish the press kit with your network, in case you know podcasters, streamers, bloggers, blind people associations, NGO working on assistive technology, blind game developers and programmers, or other players that might be interested in such game but don't follow actively audiogame forums. Remember still that the game main game mechanics are based on audio, but we have made the game also accessible to the sighted, so they also can play, because playing good games is an universal right to everyone And here is the link:www.mytruesound.com/aw-presskitVery best regards, and wishing you enjoy the gameDavid and the AudioWizards team

URL: https://forum.audiogames.net/post/458085/#p458085




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Press Kit of AudioWizards. Launch on 1st September

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


  


Press Kit of AudioWizards. Launch on 1st September

Hi allWe have prepared a Press Kit about the AudioWizards game, so we could tell the world what the game is about. We have sent it to a good number of gaming magazines and sites, and we wanted to share it with you all.The press kit includes quite much information, like main facts, what the game is about, how the concept was born, and then it includes too some videos, pictures, and audio. We believe that many of you will find this information valuable, specially when launching day is so close. Launching day is 1st September, so next Sunday, and if there doesn't appear any last hour problem, it will simultaneously appear in for both iOS and Android, in App Store and Google Play respectively. You can share if you wish the press kit with your network, in case you know podcasters, streamers, bloggers, blind people associations, NGO working on assistive technology, blind game developers and programmers, or other players that might be interested in such game but don't follow actively audiogame forums. Remember still that the game main game mechanics are based on audio, but we have made the game also accessible to the sighted, so they also can play, because playing good games is an universal right to everyone Very best regards, and wishing you enjoy the gameDavid and the AudioWizards team

URL: https://forum.audiogames.net/post/458085/#p458085




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Re: Future of GoldGun: Production discontinued

2019-02-15 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


Re: Future of GoldGun: Production discontinued

jack wrote:Jack: thanks a lot once more for supporting us, and because of taking part of your time to bring to the discussion things that we explained before. We really appreciate. We know we have a friend on you.

URL: https://forum.audiogames.net/post/411957/#p411957




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Re: Future of GoldGun: Production discontinued

2019-02-15 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


Re: Future of GoldGun: Production discontinued

 Some of you wrote: stereotyping.About the stereotyping: It is true that after the first episode many of you thought it was happening.  I suppose I could have reacted like you did if I would be on your skin. I don't know. But perhaps one of our "errors" was to launch the game in episodes. We did like that because it was the only way to publish at least something and check the situation. Did anyone thought, that perhaps the idea was going a bit further, and that the other characters in the game will quite soon understand that there was not reason to talk about blindness? Did anyone thought, that perhaps Soren and Maria have had a love relationship before the accident, and that this was the reason why Soren wanted to touch for a moment her face? And we were not planning to talk about that until the forth episode!

URL: https://forum.audiogames.net/post/411956/#p411956




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Re: Future of GoldGun: Production discontinued

2019-02-15 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


Re: Future of GoldGun: Production discontinued

wlomas wrote:i have to agree with the last poster here i think it has folded because they wanted the feedback to be positive and not at all negative.The project is on an Hiatus until we find the way to do it right, efficiently (without burning to the end the few money we have), with better quality, and with more interesting game play. But it is not an easy task. We are learning, and one thing we learnt was that it is not so easy to do a good quality game in a hurry and with small resources.

URL: https://forum.audiogames.net/post/411954/#p411954




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Re: Future of GoldGun: Production discontinued

2019-02-15 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


Re: Future of GoldGun: Production discontinued

JaceK wrote:Okay. So. My $0.02(...)David. It seems you had QA/beta testing and decided, for whatever reason, not to change the script at that point. Was that due to restrictions on the development or just a ddesire to finish up developing and put out ep 1? I'm not expecting a billion word essay on this, a simple yes/no will suffice honestly.JaceK: It was my personal desire to finish up the developing of episode 1, and stick to the launch deadline that I set to the team 4 months before. I don't think it was an error, but we have paid a high price for it. We are not dead anyhow. We are keeping working on games, but we are not in a hurry anymore.

URL: https://forum.audiogames.net/post/411953/#p411953




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Re: Future of GoldGun: Production discontinued

2019-02-15 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


Re: Future of GoldGun: Production discontinued

Juliantheaudiogamer wrote:Hi,Have to agree with Rashad and Redfox here. If devs aren't willing to accept help from the community, but rather discontinue the game, then it's not the community's fault.Also, I read through the original goldgun released Topic again and found, as Rashad said, no criticism that the game didn't deserve. Sure, some things were repeated a bit too often, but the criticism wasn't too harsh.And to address this AVEK (this blind organization who forced mytruesound into this script): I would rather go bankrupt than let any damn organization fuck with my game script or whatever aspect of my Project.The developers are willing to accept the help from the community, but it is not as easy as like saying, yeah, help us, and then suddenly we have episode 2 done. AVEK is not a blind organization. It is the Finnish fund of audiovisual arts (or something like that).

URL: https://forum.audiogames.net/post/411952/#p411952




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Re: Future of GoldGun: Production discontinued

2019-02-15 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


Re: Future of GoldGun: Production discontinued

connor142 wrote:@38 I highly doubt David had any say in the matter of discontinuation. From what I can gather, he was mainly the pr manager for the project. This means the decision to stop development didn't lie in his hands, at least not entirely.The decision was mine, but most of the team was agree. I'm the pr, but also the boss ;) And I think I was clever enough to realize that we couldn't continue the same way. Don't worry, GoldGun is coming back, sooner or later. At this time we are negotiating with a group of voice actors from this community. But it will take time, since now we are fully concentrated on the other games, but at the same time, without being stressed about a deadline.I said it once again. We launched too early, and it was my decision because I just thought it was the better, exactly, to verify that we were going the wrong way. Now we learned that. So yeah, it could have been a Prologue or Episode 0. What it is done is done, and now it is time to fix it.

URL: https://forum.audiogames.net/post/411950/#p411950




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Re: Future of GoldGun: Production discontinued

2019-02-15 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


Re: Future of GoldGun: Production discontinued

redfox wrote:(...)Maybe it's me not seeing far enough into the situation, but it looks like he got a lot of critisism and was like, ono! I can't deal with this, instead of working with the comunity, discontinued!If I'm incorrect in anyway please correct me, but that's how it seems to me.redfox: i can admit that critics hurt, but we haven't give up. To all those who think my skin is thin and soft. You really don't know about the things I have faced in my life. I have eaten a lot of shit, and still I'm alive.I think I have said pretty clear before. We take some time now to improve and come back next time with much more energy and quality. We want to do the Audio Wizards and Music Maze, because they are different types of games which we are interested in develop now. But be sure of one thing. They will be better tested.

URL: https://forum.audiogames.net/post/411949/#p411949




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Re: Future of GoldGun: Production discontinued

2019-02-12 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


Re: Future of GoldGun: Production discontinued

jack wrote:Well, in fairness, the game actually had to fold also due to the financial burden )they said what they were hoping to create was getting expensive, and the high number of downloads seemed like the organization they got funding from was expecting way too much.) I think this was 1 downloads to prove there's a market. 1 downloads in the first few days of the project, I don't think that's very realistic personally. Even with several different online communities, you encounter many of the same people. You'd have to have some sort of mainstream coverage before you got close to 1000 downloads. It got over a thousand, which isn't bad for an initial debut, and I would say be proud of that despite what some bottom-line interested funding organization may think (AVEC is probably not that, but they seem pretty unreasonable when it comes to audiogames.)AVEK was only demanding that we would do the demo, which we decided to publish, and that the script will be similar to the original. They did not demand numbers of downloads. This was my personal goal to proof investors about the size and possibilities of the market.

URL: https://forum.audiogames.net/post/411358/#p411358




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Re: Future of GoldGun: Production discontinued

2019-02-12 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


Re: Future of GoldGun: Production discontinued

Juliantheaudiogamer wrote:Hi,(...)  If the second Episode is written already, why don't you release it? (The fortune favors the bold or however that saying goes.)(...).there is a long way between the Script until the final game. A veeery long one, and that is what we try to solve now, so the production is efficient and well done. Public has demanded better final product, and we heard it give us some time. We will be back. The best is yet to come

URL: https://forum.audiogames.net/post/411357/#p411357




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Re: Future of GoldGun: Production discontinued

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


  


Re: Future of GoldGun: Production discontinued

Dear friends. Thanks a lot for the self-criticism, and for the kind words you have shared now supporting us. We appreciate them, and they show to us that definitely we are welcome on this forum and around you. Don't worry. We are not quitting, and we will bring some cool games bit by bit. We just realized that we need to do the things better next time, so this wont happen. No way we give up, not yet at least, so let's forget as soon as possible about all this that has happened, and let's look for a future together, where developers and gamers share the same ideas and interests. We are going to work hard, but we will need some months before we can start with the beta testing of Audio Wizards and Music Maze (we have two independent teams working on it, so let's see who gets it faster).Regarding GoldGun; I really think, as most of you, that the game had potential. But I need to find a solution for the voice actors. So if you know some group of fellows that would like to come on board, please, let me know. The idea would be to take out the bad of episode 1, and add the good to the episode 2 on a new brand game, where dialogues, minigames and audio quality are perfect. So a new start, kind of GoldGun Reloaded Best regards, david

URL: https://forum.audiogames.net/post/411123/#p411123




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Re: Future of GoldGun: Production discontinued

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


  


Re: Future of GoldGun: Production discontinued

jack wrote:I think it's fair to ask you this though. AS long as it holds no extra financial burden to do so, can you at least keep the original on the app stores so people can play for as long as the thing is still supported on their hardware? Some, like me, actually enjoyed the game and would hate to lose it. With Android, you can backup apps (even unrooted if you are willing to read a cataloged directory listing.) On IOS, that process is very difficult and often impossible.Sure is fair to ask Jack. Our main programmer Joshua was working on an update to fix some of the main bugs, specially for the Android. But I don't know about his motivation to publish it now once this decision was taken. He went now for well-deserved vacations back home, and I will not ask him about that until he gets back. I get you back on that.

URL: https://forum.audiogames.net/post/41/#p41




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Future of GoldGun: Production discontinued

2019-02-10 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


Future of GoldGun: Production discontinued

Hello dear friends.We have some news to share, but unfortunately this time they are bad for us, and specially very sad for me. I don't know if it is normal to open it like that, but I know some of you liked the project, so I wanted to open this thing a little bit.We have decided to stop the production of GoldGun for an undefined period of time. The reasons are several, and when all of them get combined, it is difficult to keep the boat floating. I summarize some of the reasons: 1- production of each episode is too expensive for us at this time, if we need to reach the quality that many players demand. 2- difficulty to get the return of investment. Difficulty to estimate the number of downloads for next payable episode.3- too many negative critics around what we did, and sorry to be honest, too many what we HAVE to do (not what we could try to do). We never tried to be offensive, neither go into stereotypes. But we did, and some might not give us a second chance. To some of the team members, it has been hard to read all, specially when we did it with quite much love. To me it was okay, I'm hard as a stone.4- difficulties to get competent voice actors from our neighborhood with such low budget 5- need to work harder on the audio quality before anything else can be released6- other projects we want also to do, e.g. music maze and audio wizards, before we can decide what is the type of games we want to do.7- stress and tiredness on some of usSo yeah, if you played the game, you are one of the lucky ones (who played that sh#t). We will not make any more publicity of it, but it will stay available for at least one more month on app stores. I would like to take it out from there, but it is part of my learning, and I need to follow for some weeks its evolution.However, we are also kind of proud of what we did. We know many indie game companies that delay and delay the launch because they never think they are ready and are too scared of the critics. I think the critics in here were very hard, but we also learned a lot. We did a huge open betatesting, and 1400 persons have downloaded the game in 10 days. We got our game on the app stores, and that nobody will takes it away. We also know that cancelling projects on game companies is quite of common, and before we loose all the money and go bankrupt, we prefer to change the topic.I don't want to end this message with saying special thanks to all the people that liked the project, and send to us kind words to continue. Sure not everything was negative criticism. There was constructive criticism too, which was very valuable and which will help us to make a better second episode if we ever do it. We know many people liked the concept and the story behind GoldGun. That is perhaps the most bitter thing, because the next episode was already written, it had four quite complete minigames, and so on. It would have also included a revision of Episode 1, so new players would not have to play that one, and could jump straight to the second.All in all: Stopping in here was not an easy decision, but actually quite logic based on all the facts. Before I end up: many players offered themselves as voice actors. We really considered that option, but we were afraid of how would affect to the sound quality if different actors record on different spaces with different acoustic characteristics. I think it could have worked out, but on my team they were not really sure with that. Nevertheless, if somebody in there would like to co-ordinate the voice acting, like recruitment, directing, recording and editing, we would be quite ok with outsourcing this part. That actually could simplify some things and help us to take the project back to work. We would also love that all voice actors are from the blind community, not only on GoldGun, but all future games. If you have any ideas, write us to gold...@mytruesound.comAnd last words: We are not dead. We will come back with Audio Wizards and Music Maze. We love this forum, so we will post news from time to time. If you want to keep up to date, remember for visit from time to time our website. Best regards, david

URL: https://forum.audiogames.net/post/410926/#p410926




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Re: GoldGun Episode 1 finally released on app stores!

2019-02-05 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


Re: GoldGun Episode 1 finally released on app stores!

Hithanks for the feedback. We love it, the good and the bad.We have actually started to work on an update version to fix some of the bugs we have found so far. Some of the issues you have been appointing will be repaired.However, if you ask me, I would do the whole episode 1 again from the beginning, to a much better. And maybe we have time to do that before the second episode is released. So if everything goes well, expect an update version within two weeks to fix some bugs (so perhaps changes are not noticeable to players that didn't suffer problems), and perhaps an improved first episode to be released before the next episode is launched (but that can't be promise yet). The expected release date for episode 2 is 30th April .Regardsdavid

URL: https://forum.audiogames.net/post/409691/#p409691




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Re: GoldGun Episode 1 finally released on app stores!

2019-02-05 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


Re: GoldGun Episode 1 finally released on app stores!

Hithanks for the feedback. We love it, the good and the bad.We have actually started to work on an update version to fix some of the bugs we have found so far. Some of the issues you have been appointing will be repaired.However, if you ask me, I would do the whole episode 1 again from the beginning, to a much better. And maybe we have time to do that before the second episode is released. So if everything goes well, expect an update version within two weeks to fix some bugs (so perhaps changes are not noticeable to players that didn't suffer problems), and perhaps an improved first episode to be released before the next episode is launched (but that can't be promise yet). The expected release date for episode 2 is 31st May.Regardsdavid

URL: https://forum.audiogames.net/post/409691/#p409691




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Re: GoldGun Episode 1 finally released on app stores!

2019-02-05 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


Re: GoldGun Episode 1 finally released on app stores!

Blind Sparrow Interactive wrote:(...)My other concern that has not been raised in this thread - though it was, in some part, raised from a different angle and treated as contentious - is that if GoldGun is to be a series, and this episode is going to be the entry point for every new player, then taking a hard line stance on not improving episode one might be a misstep. A decision like that would force every player to work their way through the not-so-great episodes before they get to the ones that the developers feel are of a professional quality (their words, not mine). That's not a player journey that makes a lot of sense, and the drop off rate of player retention might have significant consequences.(...)Thanks Blind Sparrow InteractiveI'm very agree with what you said there. We actually thought about that, but your words helped me to make the decision. So we will try. I will post  something about that in 5 minutes. The challenge is how to succeed on that with the limited resources...but we might take the challenge. Thanks

URL: https://forum.audiogames.net/post/409690/#p409690




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Re: GoldGun Episode 1 finally released on app stores!

2019-02-03 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


Re: GoldGun Episode 1 finally released on app stores!

Honk wrote:Hi all,I did a full playthrough of the first chapter now. I won't reiterate on the feedback because everything has been said what I could, negative and positive wise.I just want to share a trick I found out in regards to game controls. I at first tried to play it while holding it like a book or most game controlers, with a more or less 45° angle to the ground. It didn't work at all.Now I found out that you have to hold it completely parallel to the floor. That way the controls work just fine. Is it weird that I didn't come up with that before? I've never played a game like that and think that posture doesn't feel to natural to me. I didn't find an advice to do that anywhere. Did I just miss that?Hope that helps some of you guys who strougle with the controls.thanks Honk.Actually, at least what we tried, it was that at any new level, the game checks for the position or orientation of the gyroscope built in the phone, and takes it as 0 position. So basically, what you tried with the 45 degrees angle should have worked. But I will ask tomorrow or as soon as I have a time to chat with Joshua (our main programmer) and ask him how did finally this thing ended up. I take your feedback to the huge file of feedback that I'm building! so we solve it for Episode 2.

URL: https://forum.audiogames.net/post/409316/#p409316




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Re: GoldGun Episode 1 finally released on app stores!

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


  


Re: GoldGun Episode 1 finally released on app stores!

alexwallis wrote:Hi all, I know the blindness issue has been done to death, and the developer is probably sick of reading about it. I get completely that he has to cover blindness issues because of the funding the team received to make the game.  Just throwing this out there as a thought as it would still allow you to keep to the terms of the money you were given for funding.Thanks Alex! If we do like that, I think we will still get more into dangerous waters. Mikko Herranen will kill me and not welcome in this forum anymore. LOL In any case, about the funding we were only limited for the first episode, the pilot. After that, we are ready to fly and go free. Don't worry. All coolDisclaimer: I said I wouldn't comment more, but I had to do it to avoid further damage LOL

URL: https://forum.audiogames.net/post/409082/#p409082




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Re: GoldGun Episode 1 finally released on app stores!

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


  


Re: GoldGun Episode 1 finally released on app stores!

alexwallis wrote:Hi all, I know the blindness issue has been done to death, and the developer is probably sick of reading about it. I get completely that he has to cover blindness issues because of the funding the team received to make the game.  Just throwing this out there as a thought as it would still allow you to keep to the terms of the money you were given for funding.Thanks Alex! If we do like that, I think we will still will more into dangerous waters. And Mikko Herranen will will me. In any case, about the funding we were only limited for the first episode, the pilot. After that, we are ready to fly and go free. Don't worry. All coolDisclaimer: I said I wouldn't comment more, but I had to do it to avoid further damage LOL

URL: https://forum.audiogames.net/post/409082/#p409082




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Re: GoldGun Episode 1 finally released on app stores!

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


  


Re: GoldGun Episode 1 finally released on app stores!

jack wrote::To that end, if perhaps they had contributed or had more time to edit the script, I'm sure something similar to what you were saying would've been in the script. Fact is, correct me if I"m wrong, but if you have investors to satisfy, aren't you then tied to a hard deadline - if you say the game is going to be out by the 31, then it needs to be on or around the 31st no questions asked?Either way, they had said they would have removed that stuff from future episodes.Hi JackNo. We don't have investors to satisfy. We just need to satisfy our future clients. I wish we would have investors behind, so I could pay a proper salary to the team. What I meant the other day was, that if we get 1 downloads, we would be able to prove that there is a potential market, because that's is why the have asked from us. To believe and invest on us they demand a proof. At the end, all the blind community will benefit from that. If we can not prove them that there is a business potential, then we are still far, or at least we will move slow, until the time when have moved from amateur to a pro team.For this GoldGun, we had a legal binding though with the funding instrument that gave us money to make the first pilot (AVEK). We had to stick to what we have told them that we would do on the funding application, and I take full responsibility of what there was written. And in that first script version there was Soren, who was the blind policeman in charge to play the GoldGun only by listening to the game audio, because the police department was only able to hack the audio and not the visual. Even thought some betatesters said they didn't like the dialogue, there was not much we could do, because we could not brake our contract with AVEK, and then because I needed to move forward and not get stuck on the first episode but to move to the next one and make it better.All this being said, I would say at this point: I will not be able to answer those chats anymore to talk about the same issue of the blindness in the game. We made an error, and we will not do it anymore. Period.Now I need to move forward; Analyze the feedback, present it to the team, study our next script which is kind of ready, design with Maksim the new minigames, supervise the work related to the audio quality of the game, look for money to pay the next salaries, get a proper office for the guys, write a couple of applications, and on top of that, the 8 hours a day that I work at the University. So kind of busy. And now my son asks me to go to play in the snow, so I'm out. I think I might not comment anything about GoldGun episode 1 anymore. I've said all what I have to say, and then I need to look forward and not back.Best regards to allhave a long lifeenjoy the games you think are coolplease don't hate the ones you didn't like pineapple in pizza is okaybut you don't need to order it if you dislike tha' fruitsincerelydavid

URL: https://forum.audiogames.net/post/409000/#p409000




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Re: GoldGun Episode 1 finally released on app stores!

2019-02-01 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


Re: GoldGun Episode 1 finally released on app stores!

Thanks a lot for all the comments, even to the negative ones. It's okey, not everybody likes pineapple on pizza, and still to me it tastes perfectly there. It hurts sure, but we know everywhere and whatever you do, somebody will not like your music, or your movie, or your game, and that some of those will say it just too loud. But we are not going to stop here just because of hard feedback. NOT a CHANCE.As Jack and others mentioned, we know plenty of the things we have to improve. To me the most important is the audio, since my background is in acoustics and sound perception with 15 years experience in scientific research (somebody asked why we started an audio game company, so there you have the reason. I wanted to make in games what happens with sound in the real world). So improving the audio quality of our game engine is a must. We are already working on it and my team has quite a good plan. The voice acting is more difficult, since we started that way, and we had to go into a real amateur level because we didn't have the money to pay pro ones. But it will get better as they start to believe and understand what are their characters about. And some people of this forum and others have been asking to become actors, and we will give them some roles. We are going to move a lot on that thing that voice actors in our games are also audio game players.The script is not problematic. Some people might like the story, and some others not, but it has not been written anything like that, at least for a game, and our script writer is pretty confident. Me too.The minigames are improving a lot in the future, but each one requires that we modify, develop and improve our own game engine in order to enable the new functionalities, for instance like free walking, driving, shooting, fighting, and so on. That is one of the reasons why you will need to wait three months for the next episode. (Yeah, I'm sorry for those ones that like to say very loud how bad we are. They will have to wait yet a bit for the next chance to come)About the blindness as a thing to talk on a game: I say it out loud again. It wont happen again, but I explain now why it actually was like that. This first episode was funded by the Finnish AudioVisual Center (AVEK), and to them, who perhaps didn't know anything about what an audio game was, I had to sell to them the idea of a game which will talk about this issue, where the audio expert was blind and all the game was based on audio. I take full responsibility here, because I wrote the application myself and the first version of the script. To many of you perhaps it doesn't make sense, but if some of you has ever written a funding application and got the money, you might know that in a funding application you write what the reviewer wants to read. So we got the money (don't imagine that we talk about millions) and started to work. Soon we got the first comments that how boring was the concept! But we had to follow the concept we were granted for. Anyhow, once everyone knows Soren is blind, we don't need to say it again. Are we cool now?As many of you know, Mikko Herranen is blind, and he is part of the team. He will actually write a message in this forum tonight, to say to many of you "what's up mn!", as soon as he has some time from his other music projects. He might comment about the touching face thing, or perhaps not, but I promise (or it was a dream?) that he told me that he had the attention of few chicks on his life with the trick of let me touch your face. But perhaps I'm wrong. Nevertheless.1- To the ones who want to enjoy, please do it.2- To the ones that have not test it yet, please do it. We really need to hit the 1 downloads, in order to prove to some investors that is wise to invest here, so we can do even better games, and that there is huge market to explore (as I said, you need to tell what they want to hear, but those are not idiots and they need prove)3- To the ones who hate it, we are sorry this time our game was like that. We are launching more episodes and two other games this year with completely different concepts. Perhaps then we are able to please you.Best regardsDavid

URL: https://forum.audiogames.net/post/408787/#p408787




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Re: GoldGun Episode 1 finally released on app stores!

2019-02-01 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


Re: GoldGun Episode 1 finally released on app stores!

Hanifthis is the first episode of a total of seven. Each one will be better than the previous, that is for sure. We know already a ton of things we want to improve. And we will.

URL: https://forum.audiogames.net/post/408705/#p408705




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GoldGun Episode 1 finally released on app stores!

2019-01-31 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


GoldGun Episode 1 finally released on app stores!

Hello dear friendsWe are very happy to tell, that the Episode 1 of GoldGun has hit the most popular app stores todaythe link for iOS devices https://itunes.apple.com/us/app/goldgun … 1=8the link for Android deviceshttps://play.google.com/store/apps/deta … nd.GoldGunremember that this is an audio game, and that it has no visuals except a back button (that was an inside joke)some android devices have had problems with the Talk Back. It seems it needs to be disabled before the game can be played. We will work on some updates to fix those bugs, but perhaps we don't have time for that since we are concentrating on the next episode, and on improving at overall level the quality of our own audio game engine (IMAGE is called; Immersive Audio Game Engine).remember also that this first episode has worked for us a pilot project. The quality of the audio is not there yet, where we want it to be. But next episodes will be longer, better, and with very cool things happeningbest regards to all of you that have been supporting!and not, let's play!since this episode is completely free, we thank you if you can share about it with your network! Our goal is to reach the 1 downloads. Can we do it?SincerelyDavid

URL: https://forum.audiogames.net/post/408693/#p408693




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Re: GoldGun: Play for free Episode 1 from 31st January

2019-01-31 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


Re: GoldGun: Play for free Episode 1 from 31st January

Hello dear friendsWe are very happy to tell, that the Episode 1 of GoldGun has hit the most popular app stores todaythe link for iOS devices https://itunes.apple.com/us/app/goldgun … 1=8the link for Android deviceshttps://play.google.com/store/apps/deta … nd.GoldGunremember that this is an audio game, and that it has no visuals except a back button (that was an inside joke)some android devices have had problems with the Talk Back. It seems it needs to be disabled before the game can be played. We will work on some updates to fix those bugs, but perhaps we don't have time for that since we are concentrating on the next episode, and on improving at overall level the quality of our own audio game engine (IMAGE is called; Immersive Audio Game Engine).remember also that this first episode has worked for us a pilot project. The quality of the audio is not there yet, where we want it to be. But next episodes will be longer, better, and with very cool things happeningbest regards to all of you that have been supporting!and not, let's play!since this episode is completely free, we thank you if you can share about it with your network! Our goal is to reach the 1 downloads. Can we do it?SincerelyDavid

URL: https://forum.audiogames.net/post/408692/#p408692




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Re: Update about Episode 1 launch

2019-01-31 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


Re: Update about Episode 1 launch

Hi and thanks for the support. It has been an strange day, but we updated today the new version with the back button on, and it will come sooner or later there.On the mean time, here is the link for the Play Storehttps://play.google.com/store/apps/deta … nd.GoldGundisclaimer: we noticed in Play Store that search words "Gold Gun" (like separated in two words) don't produce the right result. "GoldGun" all together does. We will try to change it, so both search options lead to the right destination.thanks again for all support.

URL: https://forum.audiogames.net/post/408640/#p408640




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Re: Update about Episode 1 launch

2019-01-30 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


Re: Update about Episode 1 launch

dalen lewin wrote:Well, that makes absolutely zero sense.  I’ve played lots of audio games that don’t have a back button, so what’s this all about?Do you ask from us?Before they asked better visuals. We explained them that most of our players didn't actually care about those, and they said "do it". So we did. And now is this. We explained them that this will affect playability and functionality. And they said "do it". So we will do.We know the game is not perfect, sure, and that we will improve on the next episodes. But their demands (or at least the demands of the person in charge of our review) don't make any sense. We are sorry. But we will get it there soon. We won't stop here. However, that brings us a very valuable lesson for future games.

URL: https://forum.audiogames.net/post/408400/#p408400




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Update about Episode 1 launch

2019-01-30 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


Update about Episode 1 launch

Dear FriendsWe have some good and some bad news about the launch of GoldGun Episode 1 which was schedule for 31st January 2019.The good news are that Android players will be able to enjoy the adventures of Soren according to plans.The bad news are that Apple players will have to wait. Our game has not passed their quality control, regarding "Design". They demand from us to add a Back button. We answered them like this: "It's unfortunate this was not identified in the previous built as then it could have been remediated in this version. Our app does have a return to the main menu (or back button) feature on the game screen, even if you do not see it. It's a gesture of tapping the screen with two fingers simultaneously twice. The How To Play section on the main game menu explains this.The primary audience for this app is blind and visually impaired people and our internal testing has shown these gestures are more familiar for blind people to use. This is because the gestures are similar to those used on a screen reader. Adding a button on the screen will have a negative impact to the overall user experience for the apps' primary audience for two reasons:1. A button will be likely be accidentally pressed interrupting game play and frustrating the player2. A button would require screen reader support in game, which would drown out the in game audio as every time they tap or interact it would prompt a reaction for the screen reader.I'd ask you reconsider the rejection of this app as the suggested change would be detrimental to the core audience, and as the feature is implemented in a non visual way."Despite our explanation, the built was rejected. We will work to solve this problem tomorrow 9:00 am sharp, and add the button they so much wish. We apologize for the delay to all the players who wanted to test the game asap.

URL: https://forum.audiogames.net/post/408378/#p408378




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Re: GoldGun: Play for free Episode 1 from 31st January

2019-01-30 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


Re: GoldGun: Play for free Episode 1 from 31st January

ulisesmonge40 wrote:I don't know where, but I heard that this game will be also in spanish, or other language than english. I don't remember where, this it's true?Hi Ulisesmonge40Thanks for the question. Since part of the team is Spanish, we really wanted to make a Spanish version. And perhaps one day. But the game includes so much voice dialogues, that at this moment with our resources it has been impossible. Future games, like Audio Wizards and Music Maze includes much less dialogue (like 1 %) and so they will be easier to implement on many languages actually.Stay tuned!

URL: https://forum.audiogames.net/post/408377/#p408377




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Re: GoldGun: Play for free Episode 1 from 31st January

2019-01-27 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


Re: GoldGun: Play for free Episode 1 from 31st January

Dark wrote:Sounds awesome, I've put some news on front of site, and will post again when the game is released, I'll also be very interested to play it, though I'll admit I'm especially looking forward to audio wizards.Thank you very much Dark, for this support.

URL: https://forum.audiogames.net/post/407771/#p407771




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Re: GoldGun: Play for free Episode 1 from 31st January

2019-01-27 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


Re: GoldGun: Play for free Episode 1 from 31st January

EagleEarEntertainment wrote:Hey,very nice info. Thanks for that.I hope it would be ok for you if we show the game on our YouTube channel. Absolutely!

URL: https://forum.audiogames.net/post/407737/#p407737




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GoldGun: Play for free Episode 1 from 31st January

2019-01-27 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


GoldGun: Play for free Episode 1 from 31st January

Hello dear friends and audio game players!Only 4 days left to launch (31st January) and we bring you good news!We have decided to give Episode 1 of GoldGun completely for free, so all of you can enjoy and get a feeling of what is coming next. The game (read below Disclaimer) can be played on 97 % of working iOS and Android mobile devices, and will be available on App Store and Google Play. If you can't find it there, look for the direct link on our website https://www.mytruesound.com/games which will appear once the game in on the stores.Because the game is free, we hope to reach the 1 downloads goal. This is necessary to show the game industry and some few investors that there is really huge potential for audiogames. Despite you like the game or not, if nobody downloads it we won't be able to address to them that there are millions of people wishing to play audio games.For more info about the game, read our Press Kit at https://www.mytruesound.com/presskitWe appreciate you share this info in your social network and to your friends.Disclaimer:1) We are facing some issues with Apple Store we are trying to solve at the moment. Somebody there basically seems not to understand why an audiogame doesn't require visuals, or why the menu is so minimalist. We hope this doesn't affect launch date, but everything now seems too bureaucratic. Launch on Google Play seems to be problem-free.2) This is the first episode of the GoldGun game, which is scheduled to be composed of 6 more episodes. Each episode will be better and longer than the previous, and have more playable content. Due to the complexity of this type of game, you should expect next episode to appear within two months. However, we appreciate if you play this one already, so we can reach the 1 downloads goal.3) This first episode worked for us as a pilot project. It is a bit short (compared to the future ones) with about 35 minutes game play. Pilot project means that it helped us to understand better the technology we use, and to make different tests. That being said, we believe the quality of many of its parts are not yet where we want them to be. We believe you all deserve better. We will work hard to improve quality of audio already in the next episode. We appreciate You are not very hard with us, and provide us with some time to improve those issues. 4) Next episode has been already written, and the story improves pretty well. As many of you know, the main character of the game, Soren, suffered an accident which turned him blind. There is a reason on the game script to why the police department thinks he might be able to destroy the GoldGun, but few betatesters appointed that blindness is a topic which should be avoided on audio games. We understood their point and blindness as a topic to talk on our game will not be appearing at all on the future episodes. We hope you all understand we are trying to constantly improve. If you read until here, then you know most of what we wanted to tell.Thanks a lot for liking, sharing, following.Best regardsThe team of myTrueSound working on this game Mikko Herranen, David Oliva, Jussi Elsilä, Shane Wirkes, Joshua Kennedy, Maksim Pokrovskii

URL: https://forum.audiogames.net/post/407704/#p407704




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Audio Wizards, production has started

2018-12-15 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


Audio Wizards, production has started

Hello everybody, we'd just like to give you an insight to one of the future mobile games we are working on, Audio Wizards, which we are aiming to release around the late spring of 2019 for iOS and Android. We are still in the early stages of development, but progress is coming along at a rapid pace. The basic game idea is there, we know what the game will be! But we're just outlining the gameplay design mechanics and user gestures, among other things, before we jump into the code, soundtrack and sound designBut what can we tell you right now?•    You are a wizard defending yourself against the onslaught of elemental based enemies•    Expect to have your listening skills and reactions put to the test That's all we can reveal for now as a teaser. Make sure to follow us https://www.mytruesound.com on Facebook and Twitter to keep updated on our progress. Remember also our next game GoldGun, which will hit app stores on 31st January 2019.Have a nice X-mas!

URL: http://forum.audiogames.net/post/398807/#p398807




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Re: GoldGun, the adventure of a blind policeman

2018-12-01 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


Re: GoldGun, the adventure of a blind policeman

Erick wrote:Will their be a survival mode?No. Survival mode comes in the second game that we will launch later on Spring 2019, but that is a different story that we will talk on other posts. However, as the game goes forward and we launch new episodes, including more action games within the episodes, you can go back to those and play them again. But let's see how do we get that working. Everything now feels too exciting and scary at equal parts.

URL: http://forum.audiogames.net/post/396243/#p396243




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Re: GoldGun, the adventure of a blind policeman

2018-12-01 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


Re: GoldGun, the adventure of a blind policeman

nuno69 wrote:Yeah, so it will be iOS only probablyWe do both, iOS (sure), but also Android

URL: http://forum.audiogames.net/post/396236/#p396236




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Re: GoldGun, the adventure of a blind policeman

2018-12-01 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


Re: GoldGun, the adventure of a blind policeman

AlirezaNosrati wrote:will there be a PC version? the only episodic game we have for PC is code 7, it'd be awesome if the game was released for PC tooGame is for iOS and Android

URL: http://forum.audiogames.net/post/396235/#p396235




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Re: GoldGun, the adventure of a blind policeman

2018-12-01 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


Re: GoldGun, the adventure of a blind policeman

mojsior wrote:Are you going to make any demo version.I dont like to purchase a game without testing this before.We are not sure about that. Most probably not... We also like playing, and we believe the price is fair. It costs less than an ice-cream. But it is your call.

URL: http://forum.audiogames.net/post/396234/#p396234




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Re: GoldGun, the adventure of a blind policeman

2018-12-01 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


Re: GoldGun, the adventure of a blind policeman

Thank you @electroWe also think it will be worth paying for each episode. Many people has put a lot of passion, work, energy and effort on it. And the script and game mechanics are pretty cool. We really think there is a future for #audiogames, but without incomes, we won't be able to ever grow and bring more games into your mobile devices.

URL: http://forum.audiogames.net/post/396207/#p396207




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Re: GoldGun, the adventure of a blind policeman

2018-12-01 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


Re: GoldGun, the adventure of a blind policeman

the game will cost 2.5 €we will offer some demos for free...but without incomes we are not able to create more

URL: http://forum.audiogames.net/post/396204/#p396204




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Re: GoldGun, the adventure of a blind policeman

2018-12-01 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


Re: GoldGun, the adventure of a blind policeman

2.5 €

URL: http://forum.audiogames.net/post/396204/#p396204




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GoldGun, the adventure of a blind policeman

2018-12-01 Thread AudioGames . net ForumNew releases room : david_oliva via Audiogames-reflector


  


GoldGun, the adventure of a blind policeman

We, at myTrueSound (Finland), are very happy to announce that "GoldGun, the adventure of a blind policeman", will be launched next 31st January 2019. After few demos and few months of hard work we are getting kinda ready. Betatesting process is going well.The game is a cinematic experience (no graphics though) implemented with our own augiogame engine IMAGE (but we talk about that software other day). On the game, you will play through a series of 7 episodes the adventures of Soren, a blind policeman fighting against all sorts of criminals operating in the deepweb.more info in this site, at www.mytruesound.com, and at other social media channelsStay tuned. More updates to come.thanks for liking, sharing, following!

URL: http://forum.audiogames.net/post/396200/#p396200




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