Re: Shooter Concept Demo (Windows and Mac!)

2019-04-26 Thread AudioGames . net ForumNew releases room : guilevi via Audiogames-reflector


  


Re: Shooter Concept Demo (Windows and Mac!)

Hi,So is it possible to obtain the other weapons on old saves now? Or do we have to reset?

URL: https://forum.audiogames.net/post/429546/#p429546




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Re: Dark Defender: Public Beta

2017-06-20 Thread AudioGames . net ForumNew releases room : guilevi via Audiogames-reflector


  


Re: Dark Defender: Public Beta

I apologize for the double post. I just updated Dark Defender, adding a change that should probably fix a lot of the stuttering issues at least until much later levels. I didn't have much time to test this, but let me know if it works. I was able to play level 18 without any kind of stuttering on a mid 2013 Macbook Air.

URL: http://forum.audiogames.net/viewtopic.php?pid=316157#p316157





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Re: Dark Defender: Public Beta

2017-06-19 Thread AudioGames . net ForumNew releases room : guilevi via Audiogames-reflector


  


Re: Dark Defender: Public Beta

There is one. That is the default pitch in the learn sounds menu. You can press the left and right arrows in that menu to mess with it, but the default pitch is the normal one. They of course fly at different levels.

URL: http://forum.audiogames.net/viewtopic.php?pid=316101#p316101





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Re: Dark Defender: Public Beta

2017-06-19 Thread AudioGames . net ForumNew releases room : guilevi via Audiogames-reflector


  


Re: Dark Defender: Public Beta

@Nick, there already is a learn sounds option, which even lets you play with the pitch with the left and right arrows, so you can see how it sounds. The ship shooting is somewhat random but still of course has a pattern, so I am not going to tell you when they are going to shoot, follow your instinct and try to time it! I am going to release an update to the game in a little bit, fixing a bug with the shield sound getting stuck and adding separate speech to the items, since people using Aria on Windows are having trouble with screenreaders interrupting the item name when they get them.@Dark, I don't think I will be able to have the tutorial ready for a while, I am going to be pretty busy for the next few weeks, but I'll do my best. The pitch is really the only thing you can rely on, that's how altitude is represented.

URL: http://forum.audiogames.net/viewtopic.php?pid=316086#p316086





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Re: Dark Defender: Public Beta

2017-06-19 Thread AudioGames . net ForumNew releases room : guilevi via Audiogames-reflector


  


Re: Dark Defender: Public Beta

@Muhammad, by default it uses an Aria Live Region, which means you might have to alt-tab out of and into the web view sometimes if you're having issues. I haven't heard of that happening often but i guess it's a possibility.@DD Planetoids do not get smaller with every level. I have never gotten a perfect run anytime past level 3. I am actually surprised you got to 9 a few hours after release.  If people find this an issue, I could make them smaller with every level, but that would also mean that the activity would be in a smaller area.As for your altitude comments, I usually have no problem with that, maybe I'm just used to the sound that the abductors make, I'm not sure if it's a matter of practice.Catching humanoids is definitely something you get used to. You'll have to get usd to finding which pitch of the sound is ab
 ove you, and when you get there just fly really tight circles. There is actually a quiet signal if you are right below a humanoid, but at high speeds it is not very useful at all, maybe just as a reference point for your circles somewhat.@Trenton I was wondering when someone would try this on ChromeOS!  I'm happy that it works, I assume this is one of the few audiogames you can natively play on that system.I'm glad you guys are liking the game!

URL: http://forum.audiogames.net/viewtopic.php?pid=316029#p316029





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Dark Defender: Public Beta

2017-06-18 Thread AudioGames . net ForumNew releases room : guilevi via Audiogames-reflector


  


Dark Defender: Public Beta

After about two weeks of work on this, I think it's ready for release.Dark Defender is my second attempt at making a  game with elements similar to an old arcade. In this case, as the name suggests, the base for this game is... Defender. I wasn't feeling very imaginative, sue me. There are versions of this game for Windows and Mac OS, and if you have Google Chrome, you can also play within your browser.Remember, this is a beta release and I do expect there to be inconsistencies. Any reports are appreciated. I am really hoping this system will work well for everyone. You can read the manual and download/play the game at http://guilevi.tdrealms.comEnjoy!

URL: http://forum.audiogames.net/viewtopic.php?pid=315970#p315970





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Dark Defender: Public Beta

2017-06-18 Thread AudioGames . net ForumNew releases room : guilevi via Audiogames-reflector


  


Dark Defender: Public Beta

After about two weeks of work on this, I think it's ready for release.Dark Defender is my second attempt at making a  game with elements similar to an old arcade. In this case, as the name suggests, the base for this game is... Defender. I wasn't feeling very imaginative, sue me. There are versions of this game for Windows and Mac OS, and if you have Google Chrome, you can also play within your browser.Remember, this is a beta release and I do expect there to be inconsistencies. Any reports are appreciated. I am really hoping this system will work well for everyone. You can read the manual and download/play th game at http://guilevi.tdrealms.comEnjoy!

URL: http://forum.audiogames.net/viewtopic.php?pid=315970#p315970





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Re: new game online! Desafio Mortal

2017-03-02 Thread AudioGames . net ForumNew releases room : guilevi via Audiogames-reflector


  


Re: new game online! Desafio Mortal

@Aprone, I agree with you, and I may have come off the wrong way, I was actually trying to point out the difference between cloning and using game assets as well. DM is not a clone. It just happens to be a 2d sidescroller with a PVP aspect. Does that make it a clone of Ultrapower? Of course not. The platforming aspect may be similar, but simple things such as the depth of the map design are way beyond anything UP ever had. And like I said in my post, I am not trying to excuse anyone's behavior. I was trying to point out facts for people to draw their own conclusions.

URL: http://forum.audiogames.net/viewtopic.php?pid=300082#p300082





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Re: new game online! Desafio Mortal

2017-03-02 Thread AudioGames . net ForumNew releases room : guilevi via Audiogames-reflector


  


Re: new game online! Desafio Mortal

My quick thoughts on this:What are we bashing this game for? Let me get this terminology straight:A clone is a copy. A clone is something you make to copy something else in functionality and form. I made VFB as a pseudo-clone of Xevious. This, is not a clone. It resembles ultrapower in that they are both 2d sidescrollers in which you shoot other people. Mayb we don't have many of those in the blind community. That automatically makes it an Ultrapower clone. In my opinion, that is not how this works.Now for the using other people's code. I tried to stay as much out of range of the whole ultrapower thing as I possibly could. It seems to me that that code is so widespread now that it's a person's responsibility to use it or not. I have little to no respect for the people who grab the code, add two items, change messages and sounds, and release it as their own game. It is not right to use stolen code. I do agree on the fact that if you have the 
 skill to make the rest of the game, you should have the skill to make the base too. Or at least, ask for express permission. I will say one thing though: as far as I understand blink_wizard has made two clones of ultrapower. He is urging the admins to ban megadimensao for not cloning, but using the code. I am not saying Megadimensao's position is excusable, but blink_wizard's definitely is not. Desafio Mortal has way more content than Ultrapower ever had in all it's 900 versions and clones, or at least it does in my experience, correct me if I am wrong. I have no right to make the decision on who gets to stay and who doesn't, but if I apply logic, blink_wizard's offenses are much greater than megadimensao's. Just a thought, and in no way am I trying to justify either of them, or the opposite.I find it kind of funny how everyone goes bananas about the fact that a game uses a "small" portion of another game illegally, and we don'
 t give half a crap about games that are using materials that are not only stolen, but are copyrighted. I am sorry to say this, but making basic BGT netcode for a game is just as hard, or mayb even easier, than making music for the Nintendo DS. Crazy party, which has gotten extremely popular and has received loads of good criticism, is using 100% stolen music from Pokemon, Mario Party, and other games for the DS as far as I know. I am sure you guys have played more than one and probably more than two games that are using sounds from libraries that are payd and the developers didn't give a single cent for. Names are chosen without a single Google search. UltraPower is a vacuum cleaner by Electrolux. Crime Hunter is a Japanese action film. Beeyond the Bullet is a documentary about gun violence.We take a lot for granted, and the moment that this stealing stuff happens within our community, we act so dignified. But I think Junichi Masuda deserves at least a little bit of the 
 respect that Mason Armstrong is getting. This is just an example, and again, I am not trying to offend anyone or put any of the parties mentioned in this message above or below some other party. I like Desafio Mortal. I do not, however, agree on the use of source code that has been "stolen", especially this particular source which has caused so many problems in the past. When you use stolen material, you always have a chance of getting caught. You could have hid it better and maybe it wouldn't have been so obvious. Maybe, you didn't even know that this code was not supposed to be on the net. But now it's a bit too late to hide.I liked Desafio Mortal. The moment it comes back up, I will go back to it for a while. BUt in my opinion, these things have to be understood. Flame Wars are not the solution, no matter how cliche that sounds.

URL: http://forum.audiogames.net/viewtopic.php?pid=300025#p300025





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

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


  


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

Hi, just found a bug while playing online. In th e managing railroads thingy, it seems as if timing out once doesn't reset the timer. I timed out on round 2, round 3 started, i heard the gunshot, and it automatically timed out. Same for round 4. Hope this helps. 

URL: http://forum.audiogames.net/viewtopic.php?pid=263234#p263234





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-06-05 Thread AudioGames . net ForumNew releases room : guilevi via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

Extends are what Xevious called extra lives. It is mentioned in the manual, I believe. The prices go up with every store session. About obtaining credits, you do that by completing levels and killing genesis motherships. Combos also give you a small amount.Do you guys think it would be worth it to add a few more enemies now taht games could be longer than before?

URL: http://forum.audiogames.net/viewtopic.php?pid=263076#p263076





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-06-05 Thread AudioGames . net ForumNew releases room : guilevi via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

Hi all,We have just released a new version of the game with a very exciting new feature that will surely make your games more interesting. You will now be able to buy temary upgrades for your ship inbetween some levels. Check the manual for details.Have fun, and thanks for playing!

URL: http://forum.audiogames.net/viewtopic.php?pid=263060#p263060





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-23 Thread AudioGames . net ForumNew releases room : guilevi via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

Hi all,Thanks for your comments. I don't think I'll increase the default firing rate. I'm trying to make thisg ame as close as I can to Fardraut Densetsu, and this was it's default rate. I don't know about the rapid fire. Also Fardraut Densetsu was probably even more of a bullet hell than this is, so this firing rate should be enough for you.I will be releasing a version later this week with an exciting new feature. It does change the gameplay a bit and goes far from what Fardraut Densetsu was, but it will definitely make it more fun to play.

URL: http://forum.audiogames.net/viewtopic.php?pid=261370#p261370





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-17 Thread AudioGames . net ForumNew releases room : guilevi via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

Nah, not in it's current form. But you could run it under bootcamp or a VM, that's actually entirely what the game was programmed under.

URL: http://forum.audiogames.net/viewtopic.php?pid=260757#p260757





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-17 Thread AudioGames . net ForumNew releases room : guilevi via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

@Defender, thanks for your comments. There is actually a way to clear the whole screen, I believe it was explained in the manual. If you have three shieldbits to spare, you can press A to fire off a grenade sort of thing. It will travel forward just like a beam, and if it manages to hit something, it will explode and destroy every enemy on the screen.The reason why the obtained sounds are mentioned in the sounds menu is because in other packs they may not necessarily be speech, like for example in future war.I'll look into changing those menu options. I do realize the BNS is kind of a terrible synth in some cases, but it was kind of meant to be retro. I don't have trouble differentiating armored airships from ground bases, but I can probably try to find another loop for them.As for the items, they are completely different wavforms. Maybe i
 t's just the fact that I'm used to chiptune and 8-bit sounds, but I can tell a sawtooth wave apart from a 12,5% pulse just fine. The PCEngine did have a pretty nice sound chip though, so I can probably make it pull of a few different waves.

URL: http://forum.audiogames.net/viewtopic.php?pid=260749#p260749





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-17 Thread AudioGames . net ForumNew releases room : guilevi via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

Yeah, that was a bug in the first version, redownloading the game should fix it.

URL: http://forum.audiogames.net/viewtopic.php?pid=260714#p260714





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-16 Thread AudioGames . net ForumNew releases room : guilevi via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

That is linear predictive coding. Used on *A LOT* of old hardware and even some newer toys as well. Speak 'n spell, Street Electronics echo, etc. In this case, we used bitspeek, which is a vst.

URL: http://forum.audiogames.net/viewtopic.php?pid=260693#p260693





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-16 Thread AudioGames . net ForumNew releases room : guilevi via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

That is linear predictive coding. Used on *A LOT* of old hardware and even some newer toys as well. Speak 'n spell, Street Electronics

URL: http://forum.audiogames.net/viewtopic.php?pid=260693#p260693





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-16 Thread AudioGames . net ForumNew releases room : guilevi via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

Thanks for all the nice comments. Yes, right now packs ahve to be put in the folder manually. Maybe we'll add automatic downloads later. Right now future war and Xevious are the only two packs available, but I'm hoping the community helps us with this and comes up with ideas. @crashmaster, while I do like your ideas, and I did say I'm aiming to simulate arcade-ish games, I'm not interested in simulating the machine's workings. Not only would it bloat the game, but it would also take more time to write things that would really not be part of the game itself. Also the original Xevious didn't have a startup sound, and neither did Fardraut Densetsu, which is what this is based off of.TO the person who suggested a longer bomb range, that's why the powerup is there. The regualr bomb range is supposed to be quite tiny so you have to wo
 rk to destroy things.People usually think I'm very weird because I love chiptune, I collect old assistive technology and do all kinds of random vintage sound things even though I'm only barely 16. At least I know I'm not alone. The music in Xevious was always super simplistic. In fact, in the original Xevious there was only one bgm track, the one monophonic one in the game. People used to hate that about the game, so Fardraut Densetsu added a bunch of tracks. Every bgm track in VFB is from there, except for the mothership music. I was actually expecting a lot of people to complain about the fact taht everything is 8-bit, so maybe when more packs are around, I can make an alternate one to start with, although I know I won't be using it myself. 

URL: http://forum.audiogames.net/viewtopic.php?pid=260687#p260687





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-16 Thread AudioGames . net ForumNew releases room : guilevi via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

@Dark, thanks. My aim was to make it have that arcade feel, and actually, I think one of my aims for future developments will be recreations of those arcade titles, ones that may not fully resemble the original but will still give you the feeling . Yes, you are right about the sounds menu. I think that's partly what's confusing a lot of people. I'm thinking of making it something like river raiders, where everytime you pressed enter on an option it would randomize which version of the sound to play. In this case, I would also make them loop a couple of times. What do you think about this? Would that work for you all?

URL: http://forum.audiogames.net/viewtopic.php?pid=260629#p260629





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-16 Thread AudioGames . net ForumNew releases room : guilevi via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

I just made a little playthrough of the game explaining everything that was going on. I hope it helps clear up some of your problems. It ended in a little bit of a disaster, but the gameplay itself worked pretty well, except for the fact that I'm not all that great at the game. https://dl.dropboxusercontent.com/u/5686474/vfb.mp3

URL: http://forum.audiogames.net/viewtopic.php?pid=260620#p260620





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-16 Thread AudioGames . net ForumNew releases room : guilevi via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

@SLJ I tried to grab sounds that were as different from each other as I could find. I think it worked out pretty well, at least in my point of view and in everyone else's in my beta team, but yeah, not everyone likes 8-bit.If you guys are having issues with the options menu, I can re-record it with some synth. LPC is something you have to get used too. Are you guys having any problems with understanding the numbers?

URL: http://forum.audiogames.net/viewtopic.php?pid=260613#p260613





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-15 Thread AudioGames . net ForumNew releases room : guilevi via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

It is hard indeed, but you can get used to it. I know of people who can get to level 9, and I still can't get past level 5, what with the mothership battles and everything. 

URL: http://forum.audiogames.net/viewtopic.php?pid=260572#p260572





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Villains from Beyond, new collaboration project between me and Oriol G

2016-05-15 Thread AudioGames . net ForumNew releases room : guilevi via Audiogames-reflector


  


Villains from Beyond, new collaboration project between me and Oriol G

Hi all,Oriol and I have been working on this game for a while. Some of you may have heard his stream a few weeks ago, so this might not be news to you. But now, we're releasing it to the public!Villains from Beyond is a vertical scrolling shooter in the style of the old arcade game Xevious, inspired by the PCEngine version "Xevious: Fardraut Densetsu".It has evolved into something that probably doesn't resemble it at all, but that makes it all the more original, right? In this endless game, you will have to worry not only about the several types of enemies, each one with it's particularity, but also items, hidden soltowers, etc. In short, it'll be a while until you get bored of this game.But that's not all. This game is fully moddable. It's pack system allows you to make your own sounds for the game and 
 release them to the public through Oriol's website.Without further adue, you can go grab the game from the following link:http://oriolgomez.com/en_games.phpEnjoy!

URL: http://forum.audiogames.net/viewtopic.php?pid=260567#p260567





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2K-Say, small 2048 puzzle for OS X

2016-05-10 Thread AudioGames . net ForumNew releases room : guilevi via Audiogames-reflector


  


2K-Say, small 2048 puzzle for OS X

Hi all,I'm not sure if this belongs here or in the dev room, but here it goes.I just spent a few hours of my life doing something really random, which is what I usually do with the hours of my life. This time, the randomness ended up being a pseudo self-voicing version of a 2048 puzzle that currently runs on OS X.If people find this interesting, I might be able to port it to other systems.Here's a download link. Let me know what you think:https://dl.dropboxusercontent.com/u/5686474/2K-Say.zipYou can read about 2048 on Wikipedia.Thanks!

URL: http://forum.audiogames.net/viewtopic.php?pid=260088#p260088





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Re: MarinaBreak - new year release from Nyanchan games

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


  


Re: MarinaBreak - new year release from Nyanchan games

Hello,I've been trying this game for a while now, and honestly, I hadn't been so addicted to a game for a few months. I'm more of an arcade-ish game person, and score attack mode is really something I had been looking for without even knowing for a few years. Indeed, the game is pretty hard, especially for people like me who have always been stuck to audiogames, where realistic physics never appeared before. My high score still doesn't surpass 700, but I'm working on it. I like gaming, but I am honestly not too good at it. I do believe this engine has *A LOT* of potential for future improvements. Power-ups, special blocks or platforms and multiple balls are just a few of the things that would make this game even better than it already is. Of course, not everyone might like to have these elements around, so if they are ever implemented, I th
 ink these should be optional.Has anyone thought of having a mission designer, so that we could have user-created boards and compare high scores here on the forums or wherever? I think it would also be a good idea, if it's not too hard to do.As much as I'm still quite bad at the game, I don't think I want it to be any easier. Maybe I'm just trying to prove myself that I can get a better score or something, but I think it should be kept the way it is. If you keep practicing, it's not impossible.Thanks Yukio, and happy new year!

URL: http://forum.audiogames.net/viewtopic.php?pid=245125#p245125





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Re: Town of peril reborn

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


  


Re: Town of peril reborn

Hi all,I've just been told there is a bit of controversy about the code and the ownership of this game. I'm just posting here to let everyone know that I am 100% OK with Manuel taking over. The BGT project was getting too messy, and with the language I was using and my coding style were making the whole thing unmanageable. We actually discussed the idea of re-coding the game for a while with Manuel. I was helping with the code for a few days, but those of you who have had to re-code a project before will know that the motivation just dies after a while. I'm actually grateful that Manuel started doing this. The engine the game is built on top of is very versatile and allows for a lot of customization.Thanks.

URL: http://forum.audiogames.net/viewtopic.php?pid=245170#p245170





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Re: Swamp, zombie fps by Aprone (archived thread)

2015-08-26 Thread AudioGames . net ForumNew releases room : guilevi via Audiogames-reflector


  


Re: Swamp, zombie fps by Aprone (archived thread)

Hi all,Ive lately been trying to run Swamp under a Windows virtual machine in Fusion 7, but Im getting several issues that I really dont know how to fix.The menues work fine, mostly, except for the voice option, which plays the voice file but doesnt say anything. When you actually start a custom map, its a totally different thing though. If I press a key to, say, cahnge my weapon, everything stops working until I alt tab away and back in. The thing is, most keys dont work even if I do alt tab all the time. Also Ive noticed that if I rapidly check my direction with W, it changes all the time. Nothing is touchng my trackpad and everything else that does use the trackpad is completely fine.Does anyone know what I could be doing wrong? Im sorry if this has been asked here before, its just that 10k posts is... a bit too much to look through. Thanks.

URL: http://forum.audiogames.net/viewtopic.php?pid=229288#p229288




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Re: Talking dosbox release 2

2015-08-25 Thread AudioGames . net ForumNew releases room : guilevi via Audiogames-reflector


  


Re: Talking dosbox release 2

@Jack COM8 and COM9 are just the ports on your host computer that COM0COM controls. In the DOSbox machine, you only have COM1.I actually have a bunch of screenreaders installed on my DOSbox, including vocaleyes, provoice, etc.

URL: http://forum.audiogames.net/viewtopic.php?pid=229229#p229229




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Re: Talking dosbox release 2

2015-05-19 Thread AudioGames . net ForumNew releases room : guilevi via Audiogames-reflector


  


Re: Talking dosbox release 2

Hello,here isa very dirty and quick compile of the redirection program Im working on. Be sure to read the readme file. It may be included with talking DOSbox in the future, but for now, you can use this. Keep in mind this is not the final version and thus its lacking many features.https://dl.dropboxusercontent.com/u/5686474/redir.7zThank you.

URL: http://forum.audiogames.net/viewtopic.php?pid=216938#p216938




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Re: Talking dosbox release 2

2015-05-18 Thread AudioGames . net ForumNew releases room : guilevi via Audiogames-reflector


  


Re: Talking dosbox release 2

@ammericandad2005 about your first post, there is no software emulation of any of the Votrax chips just yet. About your second post, midiplay can generate monophonic PC speaker music out of a midi file, or you can just use GWBasics sound function.

URL: http://forum.audiogames.net/viewtopic.php?pid=216824#p216824




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Re: Talking dosbox release 2

2015-05-15 Thread AudioGames . net ForumNew releases room : guilevi via Audiogames-reflector


  


Re: Talking dosbox release 2

Hi,I have tried both running DOSbox under mac and under a VM. The Mac one simply didnt start up because of a problem with SDL. Im not sure what the issue is, since the error message is not very descriptive, but I could look it up on Google. Inside a VM DOSbox ia quite sluggish. It works, but the speech is way less responsive than it is on a native Windows system.By the way, I just created a talking DOSbox mailing list for those of you who like that system of talking. You can join it by sending an empty E-mail to talking-dosbox+subscr...@googlegroups.com

URL: http://forum.audiogames.net/viewtopic.php?pid=216420#p216420




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Re: flux world, a truely unique experience.

2015-03-23 Thread AudioGames . net ForumNew releases room : guilevi via Audiogames-reflector


  


Re: flux world, a truely unique experience.

Hello all,I started playing the game a few weeks ago but I never got around to posting on here. This is actually one of the most interesting MUDs ive ever playd. It is quite unusual,, of course, since all the actions you can do are not presented to you in three or four help files when you log on for the first time, as many other muds do. To unlock the full potential of the game you actually do have to explore and look at everything you can. Like Centauri told me once, if theres an object, it usually means something. The fact that the description for an object might be uninteresting or that it doesnt have a help file doesnt mean it couldnt have an interesting bit to it. Again quoting Centauri, you can only get to about a third of the whole mud on foot. This is one of the very few muds in which exploration is truly the most rewarding activity if you look hard enough. Dont underestimate the world just because the main promenade area is only a
 bout 20 to 30 rooms. Train up your stats a bit, get to know the basic systems by walking everywhere you can and maybe even taking the maglev, and slowly start wandering further as you find out more ways to obtain money. Lately the game has been expanding a lot thanks to Centauris hard work. There is much more to the game that you can initially see. Of course, I will not spoil any of the stuff I found out, which is probably not much, as Im still in position 6 in the explorers top ten.I highly encourage anyone who sees this thread to join and see for themselves. it is hard to explain anything without spoiling even minor details which could ruin your experience. For those like me who are tired of todays MUDs (hacknslash or futuristic space-based), this is nothing like that. Its got a little bit of everything, and loads of other uniqeu things I have never seen on any other MUD. Also, the fact that the main admin takes the time to mentor every new player hel
 ps a lot.My name on FluxWorld is Aarewin. Ill be happy to attempt to answer any questions you might have.Thanks for reading and see you all on FluxWorld!

URL: http://forum.audiogames.net/viewtopic.php?pid=209517#p209517




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Re: Space Agents - a new mud in development stages

2014-10-10 Thread AudioGames . net ForumNew releases room : guilevi via Audiogames-reflector


  


Re: Space Agents - a new mud in development stages

I totally agree with @dark here. I only posted here to try to clear the tension and all it did was make it worse. This is, of course, my last post on this topic. I never intended to get into this sub-blind community which does nothing more than mess with cosmos and pretend its a stock moo, but well, I got dragged into it by Danny here. He might not have done it willingly but well, here I am. Right now Im as bad off as Jesseleivo, Dglex or anyone else arguing on this thread, and if Dark would have banned all of us instead of just posting a warning moderation post (which by the way I greatly appreciate) I would have understood. That about wraps it up for my post. Again, thank you for reading.

URL: http://forum.audiogames.net/viewtopic.php?pid=191652#p191652




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Re: Space Agents - a new mud in development stages

2014-10-09 Thread AudioGames . net ForumNew releases room : guilevi via Audiogames-reflector


  


Re: Space Agents - a new mud in development stages

@jesseleivo as I stated before, I did indeed plan to get rid of your moo. Your definition of my acts as childish makes no sense. Honestly, the reasons I did what I did were your childish actions. I did expect you to have a backup, but I thought that failure at administrating your moo would at least teach you the lesson and make you re-think releasing space agents. After a while Ive discovered its pointless to talk to you. You all might think like Leivo here and believe all Ive been doing and will continue to do is childish, but its too late for me. I got involved in the blindy moo drama by a person I wont bother to mention here and Im not about to let it take over the audiogames community. I hav eno time for this, but as you all know, once you get into this crap, you cant get out easily.

URL: http://forum.audiogames.net/viewtopic.php?pid=191600#p191600




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Re: Space Agents - a new mud in development stages

2014-10-07 Thread AudioGames . net ForumNew releases room : guilevi via Audiogames-reflector


  


Re: Space Agents - a new mud in development stages

Hello,Im going to try to be brief here, most of you all know what I think about this whole cosmos thing so its not even worth it to waste my time explaining. This is, in fact, yet another cosmos clone. I have been on it a few times, even tried to take it down so Jesse didnt go as far as he already has gone, but it was useless. As Ive said many times before, the cosmos database wasnt even supposed to be released in the first place, so the fact that so many people it is bad enough, no matter how much they modify it (Im looking at you too, @prometheusmoo). Jesse is just jealous of Miriani, and cosmos is the closest thing he could find to it. Since this topic has been discussed in this forum so many times before, I here please ask the moderators to consider closing this topic. Im not trying to cause any drama with this, but avoid it.Thanks for reading!

URL: http://forum.audiogames.net/viewtopic.php?pid=191463#p191463




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Re: UltraPower

2014-09-02 Thread AudioGames . net ForumNew releases room : guilevi via Audiogames-reflector


  


Re: UltraPower

Hello,I know most people who play ultra power are still mad at me for what I said on the game the first day I tried it.To all of you, What I say now is, look around. Look at what Mason did. Theres a few ways to view his action. You can view it like I do, as the right thing to do after what the community has told him, you can view is as a cowardly act because everyone was yelling at him, you can view it as a stupid choice for not keeping his mind... It all depends on you. I will never know what Mason thinks. I got a ban warning and someone thanking mason for (quote) shutting me up (quote). Now you know why I decided to shut my mouth. it wasnt him, it was just that I realized the whole community would share my opinion in a few days. In this case, it was one day, and Im happy for that since not much people got the opportunity to buy the game. Like I said 5000 times already: Im not, saying the game is bad. Its getting better and better by 
 the minute. The server stability has improved a lot, the performance is a lot better than it was when I first tried it, its just a lot better than it was and the idea is awesome. Its just the design and the way to handle players that Mason has that screw it up. I myself am trying to hel pwith the stability as much as I can by telling him about what I can find, and right now I think I figured out how he could fix the multiple killing but hes sleeping. Do you all think I like coming on a game just to bitch at the bugs for no reason? NS and mason, do you really think I was being (quote) negative about the game (quote)? Two words: constructive criticism. Yes, I know ,that wasnt the best way to put it back then, I might have just sounded like a crybaby, but trying to get my point across to everyone in the game was not easy for one person.As for the person who was asking about the aiming. I have noticed that the guns apparently dont fire sideways, just 
 forwards. its a bit weird, I dont know if Masons planning on fixing that one but it would be extremely useful because trying to get behind a mad target who keeps jumping around like a squirrel isnt easy at all. Connor, I hate you, by the way. Thank you all for reading, and Mason, go on with the project. The improvements are extremely fast and already now the game is pretty awesome.

URL: http://forum.audiogames.net/viewtopic.php?pid=187576#p187576




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Re: Have you ever wanted to play the tank minigame from wii play?

2014-06-28 Thread AudioGames . net ForumNew releases room : guilevi via Audiogames-reflector


Re: Have you ever wanted to play the tank minigame from wii play?

I got it from the Sound Ideas Turner Music LibraryURL: http://forum.audiogames.net/viewtopic.php?pid=178678#p178678

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Re: GLTech Studio's first release is finally here! Town of Peril!

2014-06-28 Thread AudioGames . net ForumNew releases room : guilevi via Audiogames-reflector


Re: GLTech Studio's first release is finally here! Town of Peril!

To be honest I think the idea of a terrorist would make more sense. More potential for stealth/assassination missions and such. Im currently working on some bonus NSSLs, and right now Im having trouble with sounds, but Im doing my best. Im glad you guys like the game.URL: http://forum.audiogames.net/viewtopic.php?pid=178679#p178679

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Re: GLTech Studio's first release is finally here! Town of Peril!

2014-06-26 Thread AudioGames . net ForumNew releases room : guilevi via Audiogames-reflector


Re: GLTech Studio's first release is finally here! Town of Peril!

OK, almost everythings ready for the next version. The only thing Im lacking right now are ideas for bonus non-sidescrolling levels. Ive made a system where you can collect tokens and you can play different bonus games by using up a different number of tokens. These will probably give you extra items and stuff, but I have no idea on what to start with. Any ideas?URL: http://forum.audiogames.net/viewtopic.php?pid=178417#p178417

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Re: GLTech Studio's first release is finally here! Town of Peril!

2014-06-26 Thread AudioGames . net ForumNew releases room : guilevi via Audiogames-reflector


Re: GLTech Studio's first release is finally here! Town of Peril!

Those are actually some pretty good ideas. Ill try to find sounds and code the levels in tomorrow. I am actually planning to make stuff like trash cans or barrels that you can either break for a special item or jump over if youre in a hurry.URL: http://forum.audiogames.net/viewtopic.php?pid=178437#p178437

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Re: Have you ever wanted to play the tank minigame from wii play?

2014-06-25 Thread AudioGames . net ForumNew releases room : guilevi via Audiogames-reflector


Re: Have you ever wanted to play the tank minigame from wii play?

yes, its in the Wii Play disk along with a bunch of other games.URL: http://forum.audiogames.net/viewtopic.php?pid=178246#p178246

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Re: Have you ever wanted to play the tank minigame from wii play?

2014-06-23 Thread AudioGames . net ForumNew releases room : guilevi via Audiogames-reflector


Re: Have you ever wanted to play the tank minigame from wii play?

Hello,I know this probably doesnt need a whole new post, but well, I just updated the game with two features someone suggested on twitter. You can now press I to get information on the current level (level number, tanks in the level and tanks destroyed), and the enemy tanks now have a different pitch.URL: http://forum.audiogames.net/viewtopic.php?pid=177967#p177967

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Re: GLTech Studio's first release is finally here! Town of Peril!

2014-06-22 Thread AudioGames . net ForumNew releases room : guilevi via Audiogames-reflector


Re: GLTech Studio's first release is finally here! Town of Peril!

Hello all!,Yes, your eyes are not lying. There is a new post on this thread. W. Anyways, straight to the point.School ended just a few days ago and well, I thought it wouldnt be a bad time to start working on TOP again. It was a good idea, or so I think (some people dont share my opinion).In two days, I added a bunch of new features, made a complete sound redesign with the help of another member of the forum, and packed it all for...Town of Peril, Beta version 3!No, there are no NSSLs in yet, but there are a bunch of improvements, including a projectile system which makes it easy as hell for me to make ranged weapons (which I have done already) and other things.I have also written a very basic documentation in English and deleted the Spanish one from there since it is not really up to date. By reading that, and also the changelogs, you shouldnt have any problems playing. Please do keep E-Mailing me or posting here about anything that might be of interest.https://dl.dropboxusercontent.com/u/568 … latest.zipURL: http://forum.audiogames.net/viewtopic.php?pid=177889#p177889
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Re: GLTech Studio's first release is finally here! Town of Peril!

2014-06-22 Thread AudioGames . net ForumNew releases room : guilevi via Audiogames-reflector


Re: GLTech Studio's first release is finally here! Town of Peril!

it apparently hadnt finished uploading. It just did.URL: http://forum.audiogames.net/viewtopic.php?pid=177893#p177893

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-22 Thread AudioGames . net ForumNew releases room : guilevi via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

hello,Just [[wow]], this mod actually made me go back to playing sound rts. Nice work, guys. So I noticed the webpage doesnt have a Spanish translation. Would you be interested in having one? I could translate both the webpage and the documentation if needed.URL: http://forum.audiogames.net/viewtopic.php?pid=177904#p177904

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Re: 3d platformer public beta

2014-06-22 Thread AudioGames . net ForumNew releases room : guilevi via Audiogames-reflector


Re: 3d platformer public beta

Honestly, I dont think betas for this kind of games should be released to the public *YET*.URL: http://forum.audiogames.net/viewtopic.php?pid=177911#p177911

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-22 Thread AudioGames . net ForumNew releases room : guilevi via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

Is there anything I need to do to do that? Do I just kind of copy the website and translate it and send it over?URL: http://forum.audiogames.net/viewtopic.php?pid=177918#p177918

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