Re: Crazy Party: mini-games and card battle! (beta75)

2021-02-22 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta75)

I agree with all of these suggestions except floral ray. The exponential increases in flowers would probably mean that it would be too op without being able to be blocked by natural mistrust. All of the other cards on the list scale a lot slower.

URL: https://forum.audiogames.net/post/617577/#p617577




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Re: Two new free games from GMAGames

2021-02-17 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Two new free games from GMAGames

the difference between sound puzzle and music match is that sound puzzle is just left to right, you just pick up and swap until the song is finished, whereas this is the standard 15 slide puzzle, which is a lot harder to solve because you have to move pieces both up/down/left/right in order to move the blank space to the bottom. It's a pity that it gives so many errors, because I actually really like the mental exercise of solving the slide puzzle, and I've never tried solving a really big one like the 9 by 9 puzzle the game was offering.

URL: https://forum.audiogames.net/post/616460/#p616460




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Re: Two new free games from GMAGames

2021-02-17 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Two new free games from GMAGames

music mixup gives you all sorts of runtime errors, I didn't even get to playing it because it kept erroring when I pressed one key out of line like, if you press space bar as the intro song plays, runtime error. Try to change songs to a different mp3 file like its ays you can do? You can select your tile size and then you get a different error.

URL: https://forum.audiogames.net/post/616376/#p616376




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Re: update, fantasy story version 2.3 has been released!

2021-02-16 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: update, fantasy story version 2.3 has been released!

I am really liking the game but wish the manual was translated. I just hit every key on my keyboard to see what it did, because the v menu doesn't have everything in it, and I'd really like more info on the  navigation and autowalk keys. I have a basic idea of what they all do but there might be wrinkles I don't realize until later.

URL: https://forum.audiogames.net/post/616103/#p616103




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Re: infini crawl, text dungeon crawling rpg similar to the wastes.

2021-01-03 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: infini crawl, text dungeon crawling rpg similar to the wastes.

there seems to be a problem where after you close the merchant window, the access key for the events tab changes to alt+w which means you can't hit anything to get to it, since that is already assigned to the pack tab. Also, the merchant shortcut is alt+w as well, so you can't access that with a hotkey either after you flip your nicel. Also is there a reason that the inspect mode switches you back to the events tab after inspecting anything?

URL: https://forum.audiogames.net/post/604070/#p604070




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Re: RS Games Scrabble Released!

2020-12-29 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: RS Games Scrabble Released!

In scrabble tournaments, where the players have to write down exactly what words they played and how many points they were worth, they do use coordinates. Also, as the previous post said, it could be used to indicate where the last word was played which is definitely useful as the board gets crowded.

URL: https://forum.audiogames.net/post/602853/#p602853




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Re: RS Games Scrabble Released!

2020-12-29 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: RS Games Scrabble Released!

Hello Mike, I have a huge bug to report. If you play a blank tile, you are asked to replace it with some other letter. If you then recall your tiles, you get this letter back and the standard point value of the letter, meaning oyu can play the blank and actually get points for the letter you are  using the blank to fill. In addition, I am unsure of what dictionary you are using, but it is not the OSPD4 because there are many wordds that should be accepted that are not. Here are some of the words I have found that should be accepted and are not: qi, zen, fae, atired, aa, biz. A lot of these are extremely important words in the game, and being unable to play them is unacceptable if one wants to use this adaptation to become adept at scrabble. I have linked a copy of a really robust dictionary that you could use to replace it instead which has all of these words and more. https://www.dropbox.com/s/6hc31l1dj7et1 … 9.txt?dl=1

URL: https://forum.audiogames.net/post/602820/#p602820




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Re: RS Games Scrabble Released!

2020-12-29 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: RS Games Scrabble Released!

Hello Mike, I have a huge bug to report. If you play a blank tile, you are asked to replace it with some other letter. If you then recall your tiles, you get this letter back and the standard point value of the letter, meaning oyu can play the blank and actually get points for the letter you are  using the blank to fill. In addition, I am unsure of what dictionary you are using, but it is not the OSPD4 because there are many wordds that should be accepted that are not. Here are some of the words I have found that should be accepted and are not: qi, zen, fae, atired, aa, biz. A lot of these are extremely important words in the game, and being unable to play them is unacceptable if one wants to use this adaptation to become adept at scrabble. I have linked a copy of a really robust dictionar that you could use to replace it instead which has all of these words and more. https://www.dropbox.com/s/yt3hq3hkpkk5c … 9.txt?dl=1

URL: https://forum.audiogames.net/post/602820/#p602820




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Re: Crazy Party: mini-games and card battle! (beta75)

2020-12-22 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta75)

I could definitely see fist barrage  still working during short battles if you go all out offensive with a bunch of hidden sheaths and hidden daggers to force draw cards quickly, and parries + preventive trussing to keep yourself alive long enough to use it. You can keep your deck at 40 size and go through it in 10-15 turns, letting you use fist barrage on the reshuffle, which now doesn't make you lose your turn. But fist barrage was an insanely powerful card anyway, especially if you combine it with iron hand and salutation and any physical attack boosts from thigns  like ring of fight or trussing, so this is a welcome change.I'm really happy about double time shock and double time healing, but the sad thing is that they aren't affected by any modifiers at all, it's just straight hp taken away. Time wave looks nice though, especially since you can boost your special with increase in power and then just sort of stall until you feel like it's time to attack.All the spear cards are also kind of neat but I don't know why we need a sixth type of weapon after swords, maces, daggers, axes and shields especially since you can't even parry spears with shields. The single or double damage random thing is kind of cool though, I just don't see how they contribute to an overall strategy because you can't scale them very well. Hammers seem kind of superfluous as well, but maybe I"m just not thinking this through right.

URL: https://forum.audiogames.net/post/600973/#p600973




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Re: Scarlet Shells, concept demo 1!

2020-12-05 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

AN issue I have with the story sections. The pronouns keep changing from 3rd person to first person when talking aobut dahlia. ANd it's legit confusing, because it keeps changing, I have only finished the tutorial level but it's really confusing. It starts out with her waking up to a phone call in third person and then when she gets to the security office it's all in first person again, and then when she is talking to lex at the park it switches to third person midstream. Gameplay wise I really like it though. I do agree that even on that tutorial level it is really easy to get saturated with noise, and there are like, 40 enemies on that level or something, which seems ilke a bit too many.Do you plan to have all of these scenes voice acted? It seems like a huge undertaking so I wouldn't be surprised if you didn't.

URL: https://forum.audiogames.net/post/595605/#p595605




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Re: Sequence Storm Rhythm Racing Game

2020-11-12 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

after you get through standard and challenge difficulty you have maxed out your entire car, so credits seem to be useless

URL: https://forum.audiogames.net/post/589131/#p589131




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Re: CrimeHunter version 1.3

2020-10-28 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: CrimeHunter version 1.3

Does it seem weird to anyone but me that you get the full story for free, then you have to pay money for the  randomly generated stuff? It's usually the other way around. I know the story is just 10 short paragraphs and 10 maps, but usually it's the other way around. Just an odd concept.

URL: https://forum.audiogames.net/post/584228/#p584228




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Re: AirPuck - A Multiplayer Air Hockey Game

2020-08-20 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: AirPuck - A Multiplayer Air Hockey Game

also you can pause the game and restart it from the control panel, or even just restart the game, and when the game resumes, the puck just jerks forward and that often means it scores for you. THat's how some people just win as well. I think the game control panel should just be unavailable during the game because it causes more problems than it helps.

URL: https://forum.audiogames.net/post/563129/#p563129




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Re: AirPuck - A Multiplayer Air Hockey Game

2020-08-20 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: AirPuck - A Multiplayer Air Hockey Game

OK Maybe I thank my family for faulty handmade presence like a friendship bracelet that broke a few days after it was made, but this isn't my family, and I was told it was beta tested, so I don't feel the compulsion to thank anyone right now.

URL: https://forum.audiogames.net/post/562986/#p562986




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Re: Crazy Party: mini-games and card battle! (beta73)

2020-08-10 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta73)

the trick with read the die is that you don't need to count all of the dots on the die. Each number has its own pattern to show itself, so if you look for dots in key places, you can eliminate various numbers from consideration faster.1: single dot in the center2: dot on top left and bottom right3: same as 2 but with a dot in the center as well4: dot in each corner5: same as 4 but dot in center6: dots on all three squares of the left and right sidesSo, if you check the bottom left square and don't see a dot, you know that it isn't 4, 5 or 6. Then if you move diagonally up right and you don't see a dot you know it can't be 1 or 3, meaning it must be 2. Stuff like that.

URL: https://forum.audiogames.net/post/560173/#p560173




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Re: AirPuck - A Multiplayer Air Hockey Game

2020-08-10 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: AirPuck - A Multiplayer Air Hockey Game

this game has potential but right now it gets boring fast. The worst thing about it is that there is a difficulty ceiling  and I'm not sure if that's by design or not or because of network lag problems, but the ball has a maximum speed, ,and the field is narrow enough, and your racket's range is wide enough that you can easily track it at this speed no matter where it goes. By holding tdown the left or right arrow, you can move at a fairly fast clip and you can't move any faster than the held down arrow key speed, which is fast enough to keep up, meaning that it's literally just a stalemate as long as one of your connections doesn't die or one of the players doesn't get bored. There is no element of skill involved right now unfortunately. ANother way to increase the difficulty would be to add a lag on the up arrow key so that you couldn't just spam it.

URL: https://forum.audiogames.net/post/560157/#p560157




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Re: Audo, endless racing game

2020-07-30 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Audo, endless racing game

managed to get 33973 terminal velocity. Fun audio toy!

URL: https://forum.audiogames.net/post/556817/#p556817




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Re: Sequence Storm Rhythm Racing Game

2020-07-30 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

project avion requires an extremely high amount of accuracy on notes. You lose aobut 5% on your stealth meter for each missed note, 25% for each bot and barrier you hit, and about 2% for each time you hit a wall. So you really need to conserve your stealth hp for hitting walls, and you can probably take one hit from a bot or a barrier. Practice the track in arcade mode until you know all the patterns. If you are playing standard difficulty, it's the medium track, on challenge it's the hard track, and on ultra it's the extreme.

URL: https://forum.audiogames.net/post/556812/#p556812




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Re: Sequence Storm Rhythm Racing Game

2020-05-30 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

OK so I'm trying to understand what's happening there. It says to use the steering functionality on your game controller, and I don't know what the keyboard equivalent would be. Also, it seems to auto activate hyperdrift each ttime a sequence with steering happens, or is that just manually being done? The hyperdrift sound is really quiet, a good deal quieter than usual. What happens if you don't drive in the right lane, do you just take a big bunch of dmg?

URL: https://forum.audiogames.net/post/535159/#p535159




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Re: Battle of the Hunter, 2D endless survival game

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


  


Re: Battle of the Hunter, 2D endless survival game

I think that most of the crafting shop stuff should cost a lot more resources than it does maybe klike, 10 times as much. As it is you can play for like 5 minutes grabbing items and make almost everything there is to make which makes the long term feeling of the shop kind of sad. Some other items ideas:Skinning knife: costs 8 metal. If you can make animals generate corpses on death you can make it so that you can skin the animals to get hides which will let you make:Hide Armor: Stitch together several hides to make a piece of hide armor that will absorb some amount of damage from an animal attack. It wouldn't be complete protection from the attack. After the armor takes too much damage it is destroyed so you have to make more.Skinning knives have a chance to break each time you attempt to skin an animal.Trap: Since the animals move in a very predictable way, you could craft traps on a square using some rope, which could be made by combining 15-20 grass into a rope, and some wood for a sort of stake, and maybe metal for a blade if you want it to do dmg. At least it could pin the animal in place for a few seconds maybe?Arrows: Your bow seems to have unlimited ammunition right now so it is obvious that we need to be able to make arrows. If you were to use the arrows on a fire, it could make fire arrows, that do less damage but cause some residual damage over time effect on animals it hits.Shovel: costs 12 metal. Use this to dig for rocks during downtimes. You can throw rocks at animals to do some damage to them

URL: https://forum.audiogames.net/post/532461/#p532461




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Re: Sequence Storm Rhythm Racing Game

2020-05-20 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

Anyone tried Trapping haramod on challenge? I really want to beat it but can't no matter what I've tried.

URL: https://forum.audiogames.net/post/531738/#p531738




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Re: Sequence Storm Rhythm Racing Game

2020-05-19 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

I'm pretty sure Trapping Heremod on challenge difficulty on audio cues 1 is bugged. On the section witht he holds, I release them at the time the audio cues tell me to and get it wrong. Can someone verify that this is the case?

URL: https://forum.audiogames.net/post/531176/#p531176




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Re: Sequence Storm Rhythm Racing Game

2020-04-14 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

So I made my track in audio cues 2 and it plays correctly there, but then when I try to play it on audio cues 1, the game locks up. My music started on -0 and 1 eigth because there's a little bit of silence there, but that shouldn't stop it from working he said. Any thoughts? Also, whenever I open up the track it automatically goes to the song editor instead of playing the track as normal, and hitting f5 from the editor sometimes locks up the game, and sometimes just pops the song editor back up.

URL: https://forum.audiogames.net/post/519433/#p519433




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Re: CityInc: an accessible passtime for micromanagement gamers

2020-03-08 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: CityInc: an accessible passtime for micromanagement gamers

So, to see the cost of buying a certain number of buildings, hover over the button with the number. ON NVDA you can do that with NVDA+Numpad slash on desktop layout, NVDA-shift-m on laptop layout, when focused on the button. IF you have mouse tracking enabled, NVDA should read the number when you do this, since your mouse is now on that button, and the next line will show the cost. If you mouse over the final button which lets you buy the max number of something all at once, it will tell you how many of that building you will actually buy, since the number on the button is rounded if it goes above 25 or so.

URL: https://forum.audiogames.net/post/506994/#p506994




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Re: CityInc: an accessible passtime for micromanagement gamers

2020-03-03 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: CityInc: an accessible passtime for micromanagement gamers

yeah, that's actually standard in most of these incremental games. It's called exponential growth. But usually the game can calculate the cost of a bunch of roads all at once. THe math is pretty simple.

URL: https://forum.audiogames.net/post/505845/#p505845




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Re: CityInc: an accessible passtime for micromanagement gamers

2020-03-03 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: CityInc: an accessible passtime for micromanagement gamers

how do I check the price to build buildings? I just see a button for 1, a button for 10, a button for 100, and then a button that buys however many you can buy with your current money, but I don't know how fast the cost increases because I can't see the actual costs of things. I tried hovering over them with the mouse but I didn't see any change or anything

URL: https://forum.audiogames.net/post/505837/#p505837




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Re: Sequence Storm Rhythm Racing Game

2020-02-20 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

also there seems to be a bug with music volume. If you turn the music volume down, it also turns down the sounds of the track and the rhythm helper clap. There's a dlc track in the workshop called autumn day distraction that changes bpm's in the middle of the track, and I really need the rhythm claps to have a chance of playing it on audio cues 2. It can't even be played on audio cues 1 because cues 1 doesn't handle the bpm changes correctly.

URL: https://forum.audiogames.net/post/503000/#p503000




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Re: Against The Clock is back, better and more challenging!

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


  


Re: Against The Clock is back, better and more challenging!

What voice did you use to record the letters and numbers? Was it a synthesizer or a real person? It sounds like a synth to me but I have no idea what voice it is

URL: https://forum.audiogames.net/post/496507/#p496507




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Re: Crazy Party: mini-games and card battle! (beta70)

2020-01-10 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta70)

i disagree with the argument that the first few turns aren't that important, not gaining levels during those first few turns will set you back a lot because you need to gain levels to have a better chance of drawing a playable card in those early rounds which will compound the problem, like, if you are level 1, and you draw a card that's level 3. you must junk another card. NExt turn you become level 2, you must junk another card. If you had gotten a level 1 card immediately you would already be level 3 by the second turn, and could play that level 3 card, leveling you up to 5 by the next turn. You gain levels half as fast, meaning it takes you twice as many turns to get to the level you need, those early turns do matter a lot. So I don't think taking mulligans is op. I do think those play on draw cards are pretty strong though. If you have less than 80 cards, there's no reason to not add compulsory recovery to all your decks. Unforseen confinement is also pretty strong, especially since it lets you draw barriers from your discard pile which basically means you can play them over and over.

URL: https://forum.audiogames.net/post/491898/#p491898




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Re: Bloodbath released!

2020-01-09 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Bloodbath released!

no updates since version 0.72 which was posted like 10 days ago. THings are getting kind of boring, and only 4-6 players on at a time, the map was amde for more.

URL: https://forum.audiogames.net/post/491657/#p491657




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Re: Sequence Storm Rhythm Racing Game

2019-12-30 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

you need to speed up so that you get closer to the other car. the farther you are from it, the quieter the notes

URL: https://forum.audiogames.net/post/489419/#p489419




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Re: Bloodbath released!

2019-12-29 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Bloodbath released!

probably shold do something aobut the machine gun, which has a very high spread range which means that if someone fires on you with it, you really can't avoid it no matter how much jumping you do. THe shotgun range could also be increased, since it's a pretty useless weapon right now. The pistol is sadly left in the dust since it doesn't have the hold to fire capabilities of the machine gun, I was thinking that one of the bullet types could screw with the player's orientation by spinning them 180 degrees or something so that they would start moving in the wrong direction, which you could use to your advantage, would give the weapon some character.

URL: https://forum.audiogames.net/post/489408/#p489408




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Re: Bloodbath released!

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


  


Re: Bloodbath released!

so if you try to log into the game, and press escape while you're waiting for teh login to happen, you'll get a no speed hacking allowed error

URL: https://forum.audiogames.net/post/489099/#p489099




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Re: Bloodbath released!

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


  


Re: Bloodbath released!

honestly I think it's just the moderators sort of forgetting what they've done because they've done a lot of warnings and bannings lately. But I do agree that people deserve equal treatment. If we're banning jadon for doing these things then we should be banning redfox for doing the same things. I don't think they are keeping him around out of malice or favoritism, just forgetfulness.

URL: https://forum.audiogames.net/post/488992/#p488992




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Re: Bloodbath released!

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


  


Re: Bloodbath released!

I thinkt he server is trying to handle too much and that's causing the lag. Also, you could probably save a lot of time calculating bullet travels and stuff by splitting the map into 25 sectors of 100 by 100 and then just calculating on stuff in the sector instead of across the whole map

URL: https://forum.audiogames.net/post/49/#p49




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Re: holy christ, a nonreligious game

2019-12-25 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: holy christ, a nonreligious game

I got to the boss level but the voasinfettes never seem to spawn for me so I can kill 31 of them. I tried killing the spawner as soon as the level started at 25 25 before it teleports away, then I tried again without killing it and both times I couldn't tell if they had come out. Though in one of the plays where I killed the spawner immediately, I was able to kill 15 of them, I just didn't know what the sound of them was. I was just spamming the control key as fast as I could and I guess I just killed them. The gun is probably too loud and should be quieted down so you can actually hear whether your shots are hitting. I know there's a sound for it but I can barely hear the sounds of the bullets impacting because the gun is so loud. Also, the gift shooters should prboably make some sort of loop sound so that you know where they are, because as it is right now they just fire out of nowhere, and though I can kill enough inflatables that I get enough health items to survive, it's still annoying being fired on by something right in front of you that you had no chance of avoiding because it seems like if you are on the same X coordinate as they are, you can't move out of the way no matter how far left or right you move.

URL: https://forum.audiogames.net/post/488286/#p488286




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Re: Sequence Storm Rhythm Racing Game

2019-11-28 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

Check out this recording of Grim Heart for some morning inspiration:Grim Heart, Audible CUes 1, 120% speed, 91.78% Accuracy

URL: https://forum.audiogames.net/post/480930/#p480930




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Re: infini crawl, text dungeon crawling rpg similar to the wastes.

2019-11-25 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: infini crawl, text dungeon crawling rpg similar to the wastes.

my game isn't saving. I was never asked if I wanted to use cookies to save it.

URL: https://forum.audiogames.net/post/480027/#p480027




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Re: Beatstar 7.5.0 released, with a bunch of new stuff.

2019-11-17 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Beatstar 7.5.0 released, with a bunch of new stuff.

pretty sure beat the code is broken. I tried playing it but none of    the keys were even in the first code.

URL: https://forum.audiogames.net/post/477348/#p477348




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

2019-11-15 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


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

hello, just writing that I second the request for a soundtrack player. I really liked both the manamon 1 and manamon 2 music, i just want to be able to listen to it. You could even put a small watermark on it or something to stop people from reusing it, such as random manamon cries that play throughout the music at an unobtrusive volume, and I wouldn't mind too much.

URL: https://forum.audiogames.net/post/476768/#p476768




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Re: Back for the candy

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


  


Re: Back for the candy

yeah, if the sounds are prematurely cutting off that's usually because the references to them are lost and cleaned up by the garbage collector. I would recommend you use the sound_pool class for your sounds that way they persist until they're done and the sound pool deals with all the cleanup by itself.

URL: https://forum.audiogames.net/post/472049/#p472049




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Re: Back for the candy

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


  


Re: Back for the candy

yeah one of the problems with the alpha is that the step sounds wait till the whole sound is done playing and totally pauses all the action which makes me think you used play_wait on them, it just sort of, slows everything down and makes it feel clunkier than it really has to be, same with the monster death sounds. I think you might have done that to try to help queue the speech or something? not sure anyway. Also, during the map navigation, I just hear this constant monster growling sound, and it doesn't change position as I move, it just plays over and over, and I don't know why.

URL: https://forum.audiogames.net/post/471855/#p471855




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Re: Perilous Marathon, a new fast-paced runner by IMS Productions!

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


  


Re: Perilous Marathon, a new fast-paced runner by IMS Productions!

That's a very condescending answer.

URL: https://forum.audiogames.net/post/471735/#p471735




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Re: Perilous Marathon, a new fast-paced runner by IMS Productions!

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


  


Re: Perilous Marathon, a new fast-paced runner by IMS Productions!

why is the demo length advertised 5 seconds longer than how long the actual demo is? When the demo was advertised as 2 minutes it actually lasted a minute 55 seconds, and now, he says it's  5 minutes but it lasts only 4 minutes 55 seconds. Why not just say the actual length of the demo, Or give us our whole 5 minutes?

URL: https://forum.audiogames.net/post/471714/#p471714




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Re: Sequence Storm Rhythm Racing Game

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


  


Re: Sequence Storm Rhythm Racing Game

Hey SMG< I think there's a problem with audio queues 1 mode where you are penalized for taking your hand off holds that go across the 2 or 4 beat bar line and into where the next note sequence is playing. You can notice them in the middle of the grim heart track. Not sure if there's a wayt o know how long to hold the key in, or if it's a bug that desreves fixing or what.

URL: https://forum.audiogames.net/post/471702/#p471702




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

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


  


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

agreed with 19 about the lack of receptiveness to feedback after the first month or two, it seems like a running way of operations with this company. As much as I liked the manamon 1 game, it is a bit souring to think of the poor way they treat their customers. Still, playing the demo can't hurt and it might even get me to buy. I bought the first game pretty mucha s an impulse buy and enjoyed playing it but I did feel like it was an overpay, especially seeing how VG just goes dead silent after they've raked in a bunch of money while they just work on their next product to make more. It's a very efficient way of doing business.

URL: https://forum.audiogames.net/post/471613/#p471613




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Re: Sequence Storm Rhythm Racing Game

2019-10-23 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

Personally I think we don't need nearly that much steering sensitivity. And it's also annoying to know that people who are using controllers or steering wheels have a lot more fine grained control over their steering, though I've racked my brain for a sollution and there's not much that I could think of to deal with this, without adding even more keyboard controls. But I think turning down the steering sensitivty on the keyboard controls would be a good start, maybe to half of what it is now so that I hit walls half as often.

URL: https://forum.audiogames.net/post/470216/#p470216




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Re: Sequence Storm Rhythm Racing Game

2019-10-22 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

the thing about steering assist is that during the security bot missions, they mostly stay in the center, so steering assist will steer you right into them unless you are sing d and f to steer, and that will just make you hit walls over and over, so turning it off lets you steer just a little and then you'll be able to drive past the bots. I think the track is overall way too narrow, but widening it is probably not a good idea since that would probably mess up other missions. Maybe the steering shouldn't be so easy though, since you run into walls so much.

URL: https://forum.audiogames.net/post/470072/#p470072




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Re: Sequence Storm Rhythm Racing Game

2019-10-22 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

is it intended functionality that during the project avion mission, you have like, two different health pools? Upgrading health doesn't upgrade the health that lets you take hits from the security bots, but weirdly, running into walls, which uses the normal health pool, also makes you lose health on the other one which is dumb because of the fact that boosting makes you run into walls like all the time, and the combination of robots + barriers means that you will run into tons of them. Also, I will say this again, but barriers are stupidly hard to avoid. turning steering assist off did help though.

URL: https://forum.audiogames.net/post/470038/#p470038




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

2019-10-20 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


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

i like dramagon as a water type, way stronger after you evolve it from hydro, and you get a great 90 power move in drench early as well as draco breaker which just does wild dmg, rehydrate to get your hp back and some other stuff. Instead of poloces I actually like kinidul better, as it has about the same bulk as polaces but the defensive typing is just way better, and you get access to torch which, again, has 90 bp at lev 50. Erroir has a bit more power especially at the lower end with access to power surge for spread damage and sparking tail, both of which you can invest into just physical for, and shred for a strong multihit move though you do give up the excellent bulk of dussocket.  Interesting on my first playthrough I kept a steelion though my whole game, even though if you read the guide, Jade really doesn't like it much, because a pure steel type has excellent resists and its ability helps its physical defense a good deal, so you can just through it at random physical hits and you'll probably be okay especially after you get, I think it's steel horn, and growl which you can use repeatedly to pwn enemy defense. I think having a steel type really loosens up a lot of the fights. Playing with mondivol was really nice for the same reason, but it has bulk and arguably even better power if you're willing to cover for a few more weaknesses.

URL: https://forum.audiogames.net/post/469744/#p469744




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Re: Mailman has been released!

2019-10-14 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Mailman has been released!

Spoiler aheadSo At z coordinate 0 there's a fountain at the top, and a fire that slowly expands across the bottom. You can grab water from the fountain and pour it on the fire, but I don't think you can actually put the fire out because even if you are able to fight it back to position 0 the fire instantly expands and kills you because you  need to be at coordinate 1 to spray it. Bringing it to 0 doesn't seem to do anything though. Also I thought fountains would heal you up but they don't.

URL: https://forum.audiogames.net/post/468451/#p468451




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Re: Perilous Marathon, a new fast-paced runner by IMS Productions!

2019-10-13 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Perilous Marathon, a new fast-paced runner by IMS Productions!

@jade, he said that one of the borrowed sounds he was accused of using, the one for falling into the water or something,  came from an open sourced game. I'm not sure if that counts as a stolen sound or not. Of course, someone else accused him of using boulder sounds from branble and that's definitely not open source, but it does raise the question of whether sounds from open source games count as stolen assets. I would hazard a guess at no, because I mean, the whole game is open sourced, not the code, but it also may be pedantic. ALso, the point is moot if he indeed did use sounds from branble in this case, but you may want to think about the precedent you set for future issues.

URL: https://forum.audiogames.net/post/467991/#p467991




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Re: Perilous Marathon, a new fast-paced runner by IMS Productions!

2019-10-09 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Perilous Marathon, a new fast-paced runner by IMS Productions!

@28 don't use the ad hominem falacy. it's one of the most irksome things people do on here. Your reputation will be better if you just admit to have used the branble boulder sounds or proving you didn't ,than getting defensive against him.About the game, i think there is a way to time the throwing of the rock so that you hit the boulder, I did it once somehow, but not sure exactly how I did. I also think 2 minutes isn't nearly enogh time, it might get you to like level 3 if you get a bunch of speed up items but otherwise you hit level 2 and then have to stop.How does it compare to the other endless runner games we have?Compared to endless runner by mason, it's only got 1 dimension instead of 2, only 1 difficulty level, overall fewer terrain elements, and a much more limited free version. So I think I would rather be playing endless runner.I also don't think that the game, as it stands, is worth $7. If you plan to add a lot more stuff to it, that's another story of course.

URL: https://forum.audiogames.net/post/467243/#p467243




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Re: Sequence Storm Rhythm Racing Game

2019-10-05 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

OK, I found the problem with the input lag, it has to do with holds. When i clicked disabled holds my accuracy went way up. On virtual pets with holds still enabled I could only hit about 90% accuracy, with holds off I can easily reach 98% because of the lessened input lag. Also, the game uses double the CPU in the mission menu, which is definitely a lot though I suspec tit's because all the tracks are loaded  to lessen the lag when scrolling through the missions.

URL: https://forum.audiogames.net/post/466238/#p466238




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Re: Sequence Storm Rhythm Racing Game

2019-10-04 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

Oh smg I do press the keys themselves pretty loud so I get the tactile feedback as well, but I'm pretty sure there's some sort of small random amount of lag that's not registering the keys as soon as I press them, I want tos ee how much variiance this lag is, and if there's a pattern to it.

URL: https://forum.audiogames.net/post/466066/#p466066




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Re: Sequence Storm Rhythm Racing Game

2019-10-03 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

Something related to that I would appreciate is a key click option that you could toggle that would click when the game registers you pressed a key. an unobtrusive one would be best. The confirmation queues and helper claps play exactly when you're expected to press, which is all well and good, but when you are trying to fine tune timing, a key click would be great. It might also help me figure out why my timing is a bit off. Also, I think that the key click should be a random pitch so that you can get confirmation of simultaneous keys being pressed. You shouldn't need to do a continuous click confirmation for holds, but maybe just a click for the press and a quick reverse click for the release would be fine.

URL: https://forum.audiogames.net/post/466004/#p466004




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Re: Sequence Storm Rhythm Racing Game

2019-09-30 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

@SMG< here is my log file. I was playing levels on the strict setting. I also turned off as many visual effects as I could but it didn't change anything, either in performance or CPU usage.https://www.dropbox.com/s/actdnhzk36578pm/log.txt?dl=0

URL: https://forum.audiogames.net/post/465253/#p465253




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Re: Sequence Storm Rhythm Racing Game

2019-09-29 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

hey smg, is there a way to cut down on the game's CPU usage? On my computer, running a quad core intel CPU from 2017 the game is using 23 to 25% CPU and 300-600MB of ram. I am pretty sure the huge CPU usage is causing my computer's fans to run hotter than normal and the computer slows down a little to try to compensate which causes my key presses to register erratically, and I am not getting high accuracy because of it. Pretty sure lowering CPU usage would help a lot here.It seems like you might be running a continuous loop that doesn't wait at all, which would use 25% of a quadcore CPU, which is a full core all the time, assuming the game isn't multithreaded. Adding even like a 5 ms wait between loop iterations would probably help the problem a lot without affecting rhythm timing noticeably.

URL: https://forum.audiogames.net/post/465185/#p465185




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Re: Sequence Storm Rhythm Racing Game

2019-09-29 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

hey smg, is there a way to cut down on the game's CPU usage? On my computer, running a quad core intel CPU from 2017 the game is using 23 to 25% CPU and 300-600MB of ram. I am pretty sure the huge CPU usage is causing my computer's fans to run hotter than normal and the computer slows down a little to try to compensate which causes my key presses to register erratically, and I am not getting high accuracy because of it. Pretty sure lowering CPU usage would help a lot here.

URL: https://forum.audiogames.net/post/465185/#p465185




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Re: Sequence Storm Rhythm Racing Game

2019-09-22 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

Is there no way to know where the recovery items are located on the track? I'm currently just steering around randomly until I hit one with luck.Also: barriers I know people have been asking about them a lot, and I've been trying to keep up with the topic, but is it mainly guesswork as to which wall to steer for when you hear the warning beeps for a barrier? Even if you steer in the opposite direction the barrier is moving, it doesn't guarantee that you'll avoid the barrier. Or maybe I'm  just steering too late?Also, re: steering, is there any way to make it the steering less sensitive so I hit walls less? There are missions whose bonus objectives are not to collide with other rigs or the sides of the track, but the steering is so abrupt that avoiding collisions with walls is pretty much impossible, even on an opposite turn such as avoiding the right wall on a right turn which should theoretically be a bit easier, it can still happen.

URL: https://forum.audiogames.net/post/463241/#p463241




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Re: Sequence Storm Rhythm Racing Game

2019-09-22 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

Is there no way to know where the recovery items are located on the track? I'm currently just steering around randomly until I hit one with luck.

URL: https://forum.audiogames.net/post/463241/#p463241




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Re: Sequence Storm Rhythm Racing Game

2019-09-14 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

I am still having a lot of trouble avoiding barriers. I feel like I"m just guessing which direction to seer, and half the time I am wrong. So like, I might hear the barrier start at the right side and move to the leftas I'm driving, I hear the little sonar noise saying that it is right in line to be collided with by the car, but it tuurns off as the barrier continues to pan to the left. So I wait till the last minute and then boost up and steer right at the same time. I tap the f key because even a tiny tap will send the car careening in the direction you want, and hit the wall a lot, and I still hit the barrier half the time. So I don't think you are supposed to move in the opposite direction of it. So I tried moving the same direction, so left as it was moving left but ahead of it so it would hopefully appear somewhere off to my right as I pass it but that also didn't work, so what gives? I still haven't managed to get more than a silver metal on brutal defenses, because I haven't mastered these barriers and I really want to.

URL: https://forum.audiogames.net/post/461874/#p461874




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Re: Sequence Storm Rhythm Racing Game

2019-09-13 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

I think it would be a lot more cost effective to add multiplayer race support with the patreon money. You could either set up a central server or have users host their own ones and require  IP addresses and port forwarding, but it would not cost you any more money, and would add hundreds of hours of replay value to the game because people would want to perfect each track in order to get a leg up on their competitors. Wheras adding a DLC pack would cost hundreds of dollars, and who knows how much you'd actually get back. For 5 tracks, that's $500 if each one is $100, and if you charge say $4 for it, you would have to make 125 sales in orer to even break even. This doesn't even consider the amount of time you spend. You could instead charge $5-$10 for the multiplayer module (I'm sure people here would buy it), and do a bit more work but it would cost you less money.

URL: https://forum.audiogames.net/post/461799/#p461799




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Re: Crazy Party: mini-games and card battle! (beta68)

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


  


Re: Crazy Party: mini-games and card battle! (beta68)

Yes, that arrows deck ou mentioned is a legitimately good deck, and it has its counters, and you have learned what they are, and they haven't adapted to you yet so you're doing well. That's just the natural progression of the card battle metagame.

URL: https://forum.audiogames.net/post/460637/#p460637




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Re: Crazy Party: mini-games and card battle! (beta68)

2019-09-08 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta68)

it would be cool to be able to save replays of battles. You could just have like, a simple text file with, for each player's turn, the move they used, what happened there, and whether any parries/reactions happened. It's of cousre a very oversimplified thing, but that's always cool to relive your favorite battles

URL: https://forum.audiogames.net/post/460524/#p460524




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Re: Sequence Storm Rhythm Racing Game

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


  


Re: Sequence Storm Rhythm Racing Game

ah found the problem I was having. Sometimes my NVDA gets into a state where it eats held keys down. So like in crazy party, I can't move  through menus because it checks to see if the arrow keys are held down. PuttingNVDA in to sleep mode fixes this problem, as does restarting it. So that was why my holds and my speed boost weren't working.

URL: https://forum.audiogames.net/post/459882/#p459882




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Re: Sequence Storm Rhythm Racing Game

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


  


Re: Sequence Storm Rhythm Racing Game

I just tried playing with holds on audio cues 1. So I hear the sequence with the hold, i hold it as long as it's supposed to, and I get it wrong. Not sure why exactly. I do know sometimes one of the holds keeps going while another one starts, but sometimes the first one stops before the second one starts even when you're supposed to still hold it in. I was trying it on demon hustle on ultra mode, and then I encountered a similar problem on nothing like normal on standard difficulty. So I must be doing something wrong.Also, I was trying out fresh meat on audio cues 2 mode on standard, and I couldn't activate m speed boost. I pressed h when I had power in my meter, and held it down, but it just put me into hyperdrift.

URL: https://forum.audiogames.net/post/459864/#p459864




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Re: InstraPlanet, my first BGT project

2019-08-20 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: InstraPlanet, my first BGT project

Reverb for when you release the keys. The piano sounds very unnatural just cutting off like that

URL: https://forum.audiogames.net/post/456823/#p456823




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Re: Sequence Storm Rhythm Racing Game

2019-08-15 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

I bought the full game + soundtrack bundle but I couldn't find any way to view the soundtrack. Or do you have to wait till you complete all the missions to view it

URL: https://forum.audiogames.net/post/455598/#p455598




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Re: Crazy Party: mini-games and card battle! (beta68)

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


  


Re: Crazy Party: mini-games and card battle! (beta68)

there are a lot more ways to get cards out of the discard pile than the exile. In your case, for  example, you have water memory. Your point about how parry cards are extraneous is actually a big reason why manipulation cards that make you draw other cards are so powerful: by using them you can increase your hand size by drawing extra cards from your deck which means that you get a higher chance of actually getting the card you want earlier. This is why cards like prudence/prospecting/passive intervention/climatology make it into almost all my decks. They're just that useful. And great maneuverability is very useful because it lets you draw manipulation cards which include the ones just mentioned. I recommend you devote 10-15% of your deck to manipulation cfards that let you draw other cards. Another rule of thumb is that if your playing a battle against one of the bots in the grand council, and you have a neutral type matchup against it, you should be able to defeat it in a number of turns equal to 10% of the hp. So a 180 hp battle, you should be able to win in 18 turns or less consistently. If you can't win in that many turns your deck is probably not efficient enough and you can get rid of some cards that you don't need.Also the reason your water mirror card didn't work was probably because you weren't actually water level 1 when the ray card happened, or you were sleeping/fear/frozen when it hit you. Be careful about those.

URL: https://forum.audiogames.net/post/453979/#p453979




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Re: Crazy Party: mini-games and card battle! (beta68)

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


  


Re: Crazy Party: mini-games and card battle! (beta68)

there are a lot more ways to get cards out of the discard pile than the exile. In your case, for  example, you have water memory. Your point about how parry cards are extraneous is actually a big reason why manipulation cards that make you draw other cards are so powerful: by using them you can increase your hand size by drawing extra cards from your deck which means that you get a higher chance of actually getting the card you want earlier. This is why cards like prudence/prospecting/passive intervention/climatology make it into almost all my decks. They're just that useful. And great maneuverability is very useful because it lets you draw manipulation cards which include the ones just mentioned. I recommend you devote 10-15% of your deck to manipulation cfards that let you draw other cards. Another rule of thumb is that if your playing a battle against one of the bots in the grand council, and you have a neutral type matchup against it, you should be able to defeat it in a number of turns equal to 10% of the hp. So a 180 hp battle, you should be able to win in 18 turns or less consistently. If you can't win in that many turns your deck is probably not efficient enough and you can get rid of some cards that you don't need.

URL: https://forum.audiogames.net/post/453979/#p453979




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Re: Crazy Party: mini-games and card battle! (beta66)

2019-08-06 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta66)

actually I like seeing the objects people have especially in battles, since it shows how many of the cards they have unlocked. Also, if you see a player with 10 million objects or something, you know he's used a cheat engine to modify his objects. Of course, seeing a legit number of objects doesn't mean he won't cheat, but the chance is a bit higher. And it's not like it's impairing game play in any way.

URL: https://forum.audiogames.net/post/453592/#p453592




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Re: Fighting arena has been released

2019-07-26 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Fighting arena has been released

Whoa whoa post 36, so now we're taking down links because it's, likely, that he got those assets out of q9? You just said that you know exactly what sound library they came from. I think it's about a 50 50 chance that he got them from the library or from the game. Part of me is wondering whether this is just an experiment to test out the new ruling. If you had known he got them out of a library would you have taken the link down as quickly? I know for a fact that there are bt sync folders full of copyrighted sounds floating around. Are you taking into account that he is 14 years old to decide that he probably didn't pay for the files? Would you as an individual be slower to accuse, and advise the moderation team to act against, a person you knew to have money and easier access to funds because you knew they were older/lived in a country with easier access to PayPal? It does seem kind of worrying. It was probably a fairly instinctual decision, but that sort of underscores the prejudice that is going around here. Now I'm not saying he legally obtained the sounds; i personally think he didn't. But I think that the action you took was hasty. A more moderate action might have been to advise people that we believe that the game is using copyrighted content and a warning that it will be removed in 14 days, and contact the developer to try and work something out with him, and then remove the link after 14 days which would give him plenty of time to find replacement sounds or show a receipt for purchasing the library.Next point: It is easier to determine that he got those sound effects from the library or the game because they were used in isolation. Had he done some mixing, or used even a rudimentary audio effects chain to process the files noticeably without changing the essence of the sounds as blood splatter sounds, he probably could have gotten away with it. So really this new ruling is meant to catch low hanging fruit, as in the people who are so lazy they won't even minimally cover their tracks. It kind of makes the rule pointless, as I am sure anyone here could learn how to run a bunch of files through a batch processor to avoid detection. And you will be certain that by setting an example with this game, they're going to do it and evade the rulings. I guess it's good to have the rule to catch something, and the effort needed is so small that it's inconsequential so why not.Oh and also, this topic is quickly devolving, so I will add the  standard#FreTheKids

URL: https://forum.audiogames.net/post/451199/#p451199




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Re: Crazy Party: mini-games and card battle! (beta65)

2019-07-24 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta65)

To help with there being 800+ battle cards to get, I think it would be very useful for someone to set up a repository for quality battle decks. Perhaps on like black screen gaming or some other big resource web site. The decks would have a list of cards in the deck and how many of each card, as well as a description, in what circumstances the deck is best used (grand council, playing against 1 other player, playing in a team, for low or high health matches) and a way for users to rate the deck's effectiveness. This would let users browse what cards are popular, so that they can get the best cards first, because there are so many cards now that you'd have to work for hours to get them all.

URL: https://forum.audiogames.net/post/450898/#p450898




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Re: Swamp, zombie FPS by Aprone

2019-07-03 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

you do it from the server. Type /yes or /no to vote.

URL: https://forum.audiogames.net/post/445917/#p445917




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Re: Swamp, zombie FPS by Aprone

2019-07-03 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

The other thing about this is that now that we have to use guns, a lot more zombies are attracted. And if we continue to use melee but slower, we get hit more, which means that we get bloody clothes which attracts more zombies. THe zombies were made harder during the time when melee weapons could be used without penalty. So now swarms are a lot harder to deal with, especially at lower levels when you don't have enough points to increase your blocking, sneaking, speed, etc. So if you are going to keep this change then I think that at least at lower level, zombie swarms shouldn't be so inescapable. It pretty much blocks off the access to maps like sub2 unless you are fortunate enough to find a vulcan minigun or something that can clear out a huge swarm of zombies. Missions are also drastically harder , and missions are the main source of people's levels. So now a new player needs help from oen of the super overleveled people to complete missions that will actually let them catch up. I also doubt that with this change, people would be at nearly as high of a level as they are, because they would have not felt safe running a mission with 180 death bringer zombies solo. So The damage has already been done no matter how you spin it.

URL: https://forum.audiogames.net/post/445822/#p445822




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Re: Swamp, zombie FPS by Aprone

2019-07-03 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

THe other thing about this is that now that we have to use guns, a lot more zombies are attracted. And if we continue to use melee but slower, we get hit more, which means that we get bloody clothes which attracts more zombies. THe zombies were made harder during the time when melee weapons could be used without penalty. So now swarms are a lot harder to deal with, especially at lower levels when you don't have enough points to increase your blocking, sneaking, speed, etc. So if you are going to keep this change then I think that at least at lower level, zombie swarms shouldn't be so inescapable. It pretty much blocks off the access to maps like sub2 unless you are fortunate enough to find a vulcan minigun or something that can clear out a huge swarm of zombies.

URL: https://forum.audiogames.net/post/445822/#p445822




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Re: Swamp, zombie FPS by Aprone

2019-07-02 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

oh I agree that you shouldn't be able to run around with just a shield and do everything, but not being able to really use your melee weapons effectively is just a drastic nerf. That's why I am pushing for  a modest increase in the number of swings you can make before you run out of stamina; I think the system is probably good apart from that. I think that each time your shield blocks you should lose some stamina too and it should recover fairly quickly. THis would let you easily block 1 or 2 zombies attacking you with a shield but if you were mobbed by like a half dozen, then your stamina wouldn't be able to recover fast enough and your block would soon fail against all of the concentrated attacks, so you'd want to get out of there. I just want to be able to threaten zombies with my melee weapons. Right now I have to walk up to them, and then start attacking when I hear my character get hurt, which just sucks. Sighted players don't have this issue because they can see exactly when their character is in range and then attack first. I know because I know of someone who was able to run a mission without a shield by just luring the zombies to chase after him, and staying just barely out of their range to complete his mission. That was of course efore deathbringer zombies were added, but it's just to illustrate that they had an advantage because they could actually see the range of the zombies. That's a drastic case, but now, he also has that advantage when loot  hunting on the main maps. I do believe your melee weapons do have a slight range advantage, maybe of 1 tile, allowing you to attack first, and now because of this stamina change, that advantage might as well not be there.

URL: https://forum.audiogames.net/post/445715/#p445715




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Re: Swamp, zombie FPS by Aprone

2019-07-02 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

yeah I legit don't know how people are even playing swamp anymore now that we can't use melee weapons reliably to take on a bunch of zombies. Sub2 is pretty much flat out impossible once you get to the east side of the bridge where the swarms usually are because you will just be destroyed if you try and shoot them, and your meleee weapons now lag. So yeah, I was goign to play swamp this month but I guess not now because there's no point. It's not fun anymore. Games are supposed to be fun.

URL: https://forum.audiogames.net/post/445695/#p445695




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Re: Swamp, zombie FPS by Aprone

2019-07-02 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

this stamina thing really sucks, i can only swing my ax like 4 times at normal speed before the speed drops and I have to stop which is way too few times in my opinion. I am playing a level 23 character. But 4 swings basically renders the point of the melee weapons pretty damn useless because you are pretty much forced to take a hit. Please make it so that the melee weapon swings cost less stamina, so that maybe you could swing it like 7 or 8 times without it slowing down. I don't mind the other stamina changes but this is just horrible. Another thing about forcing us to use guns is that they're loud, and now that you've also put the shields on the stamina system you can't rely on them to block attacks, so you have to risk your armor being broken and your clothes bloodied, so you have just made the game a whole lot harder for the newbies. You can also make the stamina have a greater effect on higher levels who have probably invested more points into speed and who could get away better. But this is really just bad news for newbies.

URL: https://forum.audiogames.net/post/445631/#p445631




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Re: Scrolling Battles, Your World! Online 2D platforming exploration game!

2019-06-29 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Scrolling Battles, Your World! Online 2D platforming exploration game!

server is down once again. Maybe you should ask someone else to host it

URL: https://forum.audiogames.net/post/445018/#p445018




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Re: Screaming Strike 2 -- One of the funniest audio arcade games!

2019-06-27 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Screaming Strike 2 -- One of the funniest audio arcade games!

you don't need to post the stats. Just run a function that evaluates whether the person could have achieved the score he did with the stats, and if it couldn't have been, then it can't be posted. The score posting would remain exactly the same. But you can only post if the game determines that you couldn't have cheated. Of course, there are ways around this, by locking the game's timer so that you can modify multiple values at the same time, but it's really not worth it much. You could make it so that each score remains on the board for a certain period then disappears, similar to how the Oh Shit scores work. In that game, a score stays up for 7 days after which it is removed, allowing people's names to show up but then they have to show consistency to stay there. You wouldn't have to reset the scoreboards after 3 months this way.There's probably also a way to generate a unique computer ID, which you could transfer along with the score, and that way you could block computers of  cheaters so that their score postings would be rejected if they managed to figure out how to modify the numbers in such a way that they could illude the cheating checker. But you probably don't have to go that far.

URL: https://forum.audiogames.net/post/444573/#p444573




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Re: Screaming Strike 2 -- One of the funniest audio arcade games!

2019-06-27 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Screaming Strike 2 -- One of the funniest audio arcade games!

what you could do to fight cheating is to see whether the amount of points they gained could have possibly been gained, knowing how many kills that he had. Like if you had 800 kills there is no way you could have gotten 16 billion points. That way it's at least more difficult because the cheater has to modify several variables instead of just one

URL: https://forum.audiogames.net/post/444503/#p444503




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Re: Endless Runner

2019-05-24 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Endless Runner

Something I noticed. From post 67:The only thing the registered version gives you and will give you is access to scoreboards and the difficulty level. I don't plan to add any other registered only features at this time.You can argue that the scoreboard isn't a game feature because it's not actually part of playing the game, not really, it's more of a meta game thing. But then you said paying gives you access to a difficulty level. ? Whether the game is worth $5, or the motives behind charging for the scoreboards, you can't say you're not making any other paid-only features and then make a paid-only difficulty level. It's like telling your boss you aren't going to take off any more days of work while you're on a 2 week vacation that you gave a 24 hour notice for. It looks irresponsible. If you didn't have the foresight to mention the vacation a few weeks in advance, which is standard, why should the boss think you'll remember that you said you wouldn't take any more days off later? Why should we think that this is the oly paid-only feature you're going to add?Also, you can ignore the people on here who are complaining about you charging for the game; they don't like paying for things no matter how cheap they are. You could have made the game $0.01 and they would have complained about it being paid; I'm serious. $5 doesn't seem like much, and if you combine it with a computer ID system you can make it really inconvenient for people to cheat the scoreboards as they'll have to pay another $5 for another key which I dont' think is too much to ask. If you wanted to show that you were really only charging for your game to fight cheating, you could convert the game registration fee into a scoreboard registration fee that would give you access to post on all current and future mason game scoreboards, and make the rest of the game free.

URL: https://forum.audiogames.net/post/436245/#p436245




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Re: Endless Runner

2019-05-22 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Endless Runner

I don't think the a bit more jump time item gives you any more jump time. I have played games where I have gotten 5 or more jump time items, ubt I am in the air for just as long, and my coordinate increases by about the same amount. Also, if you get several slow down items and have a confidence level below like 2 it actually can become impossible to jump chasms, because your movement speed isn't fast enough to get you over them

URL: https://forum.audiogames.net/post/435606/#p435606




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Re: Endless Runner

2019-05-22 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Endless Runner

I like the doors the way they are. They're pretty wide so you don't need to be aimed right at them to get them open or hit the switch to open them.

URL: https://forum.audiogames.net/post/435538/#p435538




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Re: Endless Runner

2019-05-21 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Endless Runner

Yeah I agree that the item pickup sound is super loud and covers up what the item actually was. It would be cool if there were like, optional platforms you could jump on to to grab coins or something like that but it would be hard to get back off them. And an item that would let you forsee like 50 to 100 squares away from you so you could strategize a bit.

URL: https://forum.audiogames.net/post/435224/#p435224




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Re: Ah Damn It!

2019-04-23 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Ah Damn It!

there probably should be a limit to how many cactuses can be on a map at a time. You can make yourself impervious to trolls by just not destroying the cactuses, and then they will almost certainly just get destroyed by them as more and more are generated.

URL: https://forum.audiogames.net/post/428909/#p428909




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Re: Crazy Party: mini-games and card battle! (beta65)

2019-04-21 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta65)

are people still using the skype group? I got forced to update, even when I was using the sarzaman skype, just a few weeks ago, and can't use skype 7 with it now.

URL: https://forum.audiogames.net/post/428304/#p428304




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Re: Shooter Concept Demo

2019-04-18 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Shooter Concept Demo

I just downloaded the update. THe game is laughably easy now, and the big reason is the range upgrade which lets you kill enemies before they can even start attacking. Also, your weapons hit all enemies in range at the same time, which means that ambushes are actually the best way to get exp quickly. The best weapons to do this are, early on in the game, the baseball bat, and later when you have about 7 points in range,  the knife because it fires faster. Now that you get two points per level up instead of 1 this has only become easier. Listen to this audio file. https://www.dropbox.com/s/67lhk671qbbk2 … r.mp3?dl=1

URL: https://forum.audiogames.net/post/427552/#p427552




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Re: Shooter Concept Demo

2019-04-18 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Shooter Concept Demo

I just downloaded the update. THe game is laughably easy now, and the big reason is the range upgrade which lets you kill enemies before they can even start attacking. Also, your weapons hit all enemies in range at the same time, which means that ambushes are actually the best way to get exp quickly. The best weapons to do this are, early on in the game, the baseball bat, and later when you have about 7 points in range,  the knife because it fires faster.

URL: https://forum.audiogames.net/post/427552/#p427552




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Re: Minefield concept demo

2019-04-13 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Minefield concept demo

I did manage to beat the game once, out of about 20 plays, which means it's definitely too hard. Possible discussion points below:1 unavoidable arrows from the brans. This general concept is a huge turnoff for many gamers. We really hate having enemies that we can literally do nothing about. You can't run from, duck, block or otherwise stop the arrows from hitting you and you can't kill, trap, or wait out the brans. At least you can outrun them.2 The items do more harm than good. Usually you get something that spawns another mine, spawns another sediment, spawns 2 sediments, spawns 5 sediments, or speeds up the sediment in some way. I have also noticed that if you get a random sediment modifier thing, it's more likely to speed the sediment up than slow it down. And it can speed the sediment up to double the speed that it was before. That is simply outrageous, and a single item shouldn't do that. I've even contemplated playing through the game only picking up items till I get enough healthy outlaws and speed boosts to survive the time, then just avoiding items because they're simply too risky. Probably should fix that3 trapping: it's really, really hard to trap anything. I did manage to trap something, purely by accident. I think you should be able to trap brans though.4 The boss: When I played the boss level I didn't even get to see him. I just gathered my points and cleared out5 The minigame: Can you at least tell us how many doors we destroyed?6 achievements: It's pretty easy to see you were fairly desperate for achievements, as there's an achievement for doing, literally, everything. That's not how achievements should work, imho. You should get them for continued playing of the game more. Get killed by 5 brans. Get killed  by 20 brans. Get stomped by 5 sediments. 20 sediments. 100 sediments. Pick up 50 items. 200 items, 1000 items, etc. But that's not really something bad about the game. Just something to make people want to play more.

URL: https://forum.audiogames.net/post/426586/#p426586




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Re: Trimps

2019-03-25 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Trimps

I am sure now that, on the git version of trimp screen reader, There is no helium gained per hour. This is very sad.Edit: helium per hour just divides your total helium gained this run by the number of hours played, to show whether you're moving quickly or slowly through the zones. If your helium per hour goes down to like 1 or 2 you should prboably portal because the game is getting too hard.

URL: https://forum.audiogames.net/post/422309/#p422309




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Re: Trimps

2019-03-25 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Trimps

I am sure now that, on the git version of trimp screen reader, There is no helium gained per hour. This is very sad.

URL: https://forum.audiogames.net/post/422309/#p422309




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Re: Crazy Party: mini-games and card battle! (beta63)

2019-03-04 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta63)

so I've determined that that clock deck is no good. It's just way too slow. If the time cards worked twice as fast it might be okay, and I"m hoping they make the time cards a bit stronger somehow or add newer ones. I could see time healing being a useful card to have around for longer battles, where the turn number would actually get long enough, such as in a 1200 hp battle, but healing only 1 extra health per turn you stall is simply no good. I think having it heal 2 hp per turn number would be okay, though that doesn't  scale to the really short battles of 30 hp very well. Still, you can outdamage a time deck as long as you beat it in less than like 7 or 8 turns, and with a well-built deck that's not so hard.

URL: https://forum.audiogames.net/post/416263/#p416263




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Re: Crazy Party: mini-games and card battle! (beta63)

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


  


Re: Crazy Party: mini-games and card battle! (beta63)

Yes, I think I need a way to counteract status. I might add mineral insensitivity and drop of dust and hard stone, enough to switch myself to rock type to use them. That would also let me use preventive trussing instead of prudence to get my parry cards drawn.

URL: https://forum.audiogames.net/post/415965/#p415965




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Re: Crazy Party: mini-games and card battle! (beta63)

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


  


Re: Crazy Party: mini-games and card battle! (beta63)

Wanting your opinions on a new deck idea. I tried out a new deck idea today, chiefly as an almost guaranteed win against the grand council. It's a time stalling deck where you just try and survive long enough to kill the bot in 4 hits with time chock cards. All the other cards are meant to keep you alive long enough to actually do it though. I could also see it gaining some use in team battles, if you and your teammate can work together. I think perhaps with modifications it could work against humans, but usually they work a lot faster than bots, which will probably result in your loss. I think this deck actually becomes more effective with higher amounts of health because you can only power up, while the opponent is ground down, but many people will get bored and hate you for just stalling.The deck containsnatural mistrust x1prudence x3double team x3supplement x3time chock x4time healing x4advance clock x4return clock x4hemmorage x1great maneuverability x4prospecting x4search x2vermin symbol x2 (optional)armor of chitin x4cocoon x3survival pheremone x3butterfly powder x3frightening laugh x2metallic insensitivity x2protectionist frost x2If you have any ideas on how to stall better just let me know. Offensive cards would not really be helpful for a deck like this, because there's no offense boosting moves.

URL: https://forum.audiogames.net/post/415663/#p415663




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Re: ChatMUD Opens its Doors

2019-01-20 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: ChatMUD Opens its Doors

yeah, the help files are good. You don't need to know how to code to build things.

URL: https://forum.audiogames.net/post/406557/#p406557




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Re: ChatMUD Opens its Doors

2019-01-19 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: ChatMUD Opens its Doors

THere's already a lot to explore and there are moderators who keep things under control. If you want to build something, you'll have to make each room and object yourself, but the processes are pretty streamlined. For example you use a single command to make  an east exit to a new room called Living Room. That command also sets a return exit of west from that room. So there's not much thought mechanics wise.

URL: https://forum.audiogames.net/post/406375/#p406375




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Re: ChatMUD Opens its Doors

2019-01-19 Thread AudioGames . net ForumNew releases room : keyIsFull via Audiogames-reflector


  


Re: ChatMUD Opens its Doors

Information at ChatMud from the developer's reddit post ( https://www.reddit.com/r/MUD/comments/a … y_18_2019/ ):Hello,Gradually, a great deal of my MUD activity has evolved into socializing and chatting, rather than playing. I would often find myself connecting to various MUDs to interact with other players in private mediums, utilize private channel systems or generally congregate rather than taking advantage of the game mechanics available. Coming to this conclusion a little over a year ago, I tasked myself with creating a MUD that would bring the best elements of socialization, creativity, and collaboration together into a central hub for everyone to enjoy. Written in MOO using the LambdaMOO-Stunt server, we're almost ready to test the waters and open to the public.I should preface the following with the disclaimer that ChatMUD is not a game in the typical sense. It's a community of likeminded individuals that connect for the purposes of socializing or creating. Here's a snippet from our login screen:ChatMUD is a community, where netizens come together to socialize, interact, and create. Much like any real-life community, it is made up of real people who may engage in discourse not necessarily to your liking; the wizards are not held legally responsible for such behavior. User-created content may not always be age-appropriate. If this is the case, you will be held responsible for allowing minors to connect through your facilities. New characters are created as builders and may be bestowed programmer access via automated systems. You can review HELP BUILDER-INDEX to glean information pertinent to adding to the virtual reality.This started off as a project for me and my friends. It was, at large, never expected to succeed. I wouldn't have been surprised if it died off within the first few months of its existence, but it persisted and spread by word of mouth to other people who were interested. Here's a short rundown of the systems we've implemented:• Robust channel system; people can create public or private channels, add channel bots to them (including anything from games, link previewing, or a Markov imitation generator), and can set custom colors for the channels, along with allow and ban lists. IF you don't wish to use an allow list you can use a password. This channel system is largely influenced by Alter Aeon and has been improved in numerous ways. All code is original.• Custom socials with tokens that allow people to use their own pronouns or reference elements of your current room that add to immersion. Socials can either be private and shared between people or made "global" for anyone to use. Socials follow a vetting process and only trusted editors are able to add global socials.• Building system with doors, areas, and an almost overwhelming number of messages to configure the experience.• Virtual details, which are reference-counted objects that allow people to add small details to rooms. You can even interact with them or sit on them, despite them not being physically present as a normal object is.• Intrepid developers can register their creations with a player creations database, which will then allow others to refer to that object using a short variable name. Much like core objects in MOO, which are often referred to as $ (i.e. $thing), these creations can be referred to as % for quick creating without being included in the core set of objects.• Extensive moderation system that allows carefully selected players to take action against people who cause trouble on public channels.• Color support for standard ANSI, Xterm 256, and 24-bit True Color. Channels permit you to change the way they appear only for you, and there are 15 or more options to customize how room titles, private tells, and numerous other elements of your experience are colored.• Granular support for Pushover, which allows you to receive notice of various events, including channel mentions or private messages on a mobile device.• Advanced webserver that lets any programmer make objects that can receive data via a URL (i.e. webhooks.) It also supports account authentication, so you can make your creations require identification. We lock certain elements like player profiles behind an authwall, using this very system.• SSL support for both the dynamic MOO web services and the MOO itself.• Database and server enhancements that improve the syntax of the MOO language.• Since anyone is able to write code after going through our automated process of obtaining a programmer's bit, we've designed all these systems with a critical eye towards security. Everything leverages proper permissions checks, and we have server-side checks and balances to prevent elevated access from unauthorized individuals.• Active, vibrant playerbase of testers, dropping no lower than 15 people connected at one given time -- just from word of mouth. Typically, we're in between 20-30.• Outside of the MOO, we also host or 

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