Re: I found these precious little jewels

2021-02-16 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: I found these precious little jewels

A small sidenote of togeter in spire.The players that will play as a client, instead to fight with OCR on the mods menu, they can setup the host address in a external file.Simply go to the say the spire folder / multiplayer, and on it check if exist an ipconfig.sttxt file. If doesn't simple create it (is a plain text file with a other extension) and write on it the ip of the host, and the port in this format:"ip:port"(without the quotes)next, save the file, open the game and voila. You can join the host.

URL: https://forum.audiogames.net/post/616181/#p616181




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Re: Fantasy story ii

2020-11-22 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: Fantasy story ii

azure, why are you using a vpn software like radmy or hamachi?With some friends we can connect together with any vpn software between us.I only opened a server, used a ports that I've open on my nat, and send to my friends my ip. They can connect without any issue and we are playing for a few hours.If you have a dynamic ip, you can solve passing the ip with some dynamic dns service like no-ip to have a domain name or similar :3And wow. The game is amazing!Do you know if this is geting updates? Or this is a final version. Is awesome really and some things like build parties (groups) to move all players at the same time, or quests will be a great adition to the game.Thanks, is awesome.

URL: https://forum.audiogames.net/post/591881/#p591881




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Re: Say the Spire, a Slay the Spire Accessibility Mod

2020-09-25 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: Say the Spire, a Slay the Spire Accessibility Mod

wow  @stewieToday 05:10:38 (edited by stewie nothing to sayThanks for your work, for this awesome game that currentli taken a lot of ours from me. is adictive. xD.thanks!

URL: https://forum.audiogames.net/post/574320/#p574320




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Re: SoundRTS, a real-time strategy audio game

2020-07-28 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

@拓海no definitely no.Dont convert the engine in a MMORTS. The formula of classic rts games starcraft, age of empires, warcraft, etc, is perfect. For now, soundmud is going through the best way Continue with that, is awesome with these new changes. 

URL: https://forum.audiogames.net/post/556289/#p556289




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Re: Cards of Yore.

2020-07-02 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: Cards of Yore.

same for hereThe game runs, enable the accessibility but take a lot of CPU and NVDA dont run smootly... and well, after press play, onli ear the instructions, and return to the main menu again.Sound really interesting, so i wanna try a working demo before deside Bak them or not.

URL: https://forum.audiogames.net/post/547944/#p547944




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Re: Introducing Forge, an ACcessible version of Magic: the Gathering

2020-06-30 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: Introducing Forge, an ACcessible version of Magic: the Gathering

OK, it sounds very, very interesting.  lets go to give it a try thanks for do the work with the pull requests ̂̂

URL: https://forum.audiogames.net/post/547398/#p547398




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Re: I discovered several new cool features on blind drive!

2020-02-08 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: I discovered several new cool features on blind drive!

thanks for the link!Wow, the game is really, really awesome. I love it, and waiting for a final release version!

URL: https://forum.audiogames.net/post/499804/#p499804




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Re: Sequence Storm Rhythm Racing Game

2019-08-31 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: Sequence Storm Rhythm Racing Game

Game downloaded and loved it!Thanks for think in the accessibility! I hope that in the future you can integrate the game with tolk library to use directly screen readers!Thanks soo far!Game bought with the soundtrack *.* bye!

URL: https://forum.audiogames.net/post/458803/#p458803




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Re: Cavern Quest compilation

2019-07-30 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: Cavern Quest compilation

Thanks so far for the new games! I have to try it! 

URL: https://forum.audiogames.net/post/452169/#p452169




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Re: SoundRTS, a real-time strategy audio game

2019-05-12 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

@taljazz24 noup, I Think that it isn't coded yet. Simply thaat 

URL: https://forum.audiogames.net/post/433148/#p433148




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Re: SoundRTS, a real-time strategy audio game

2019-04-27 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

please @拓海 be patient.Normally soundMud have time to works on update at the north summer time.So, you've updates of the soundrts between July and September, if SoundMud don't have other plans.If soundMud had continued working in the soundrts engine for more than 13 years, You have in mind that He will continue updating and improving this great engine for a few more years thanks  @soundmud for stay with us 

URL: https://forum.audiogames.net/post/429663/#p429663




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Re: Colors - A New RPG aiming to be both mainstream and for the blind

2019-04-05 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: Colors - A New RPG aiming to be both mainstream and for the blind

@daigonite jajajaja sorry, sorry.Is hard talk using edits xd.Hmmm.In the past I tried to use NAudio, but I don't like it because it crashed randomly and you have in your code some rescue code to catch the crashes and re-instiatingthe engine.So because that on that moment, I changed to irrklang (a beautiful an easy to use library) and well, on these days openal or fmod sounds a very good libraries. Both supports hrtf, and control over each sound emitter (or channel) plus the listeners, master channel or  something else.I didn't check whats news have NAudio on its last updates 

URL: https://forum.audiogames.net/post/425223/#p425223




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Re: Colors - A New RPG aiming to be both mainstream and for the blind

2019-04-05 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: Colors - A New RPG aiming to be both mainstream and for the blind

interesting, interesting So, in the preview post I've posted some comments about the demonstration showed in your previows post I paste it here:about the proximity detector, hmm... I guess that will be a good option, give to the user the possibility to enable more highers (in pitch) sounds.For me, these sinusoidals sounds are low; i preffer more higher sounds, like these Aaron backer use in Paladin of the sky, or manamon in the classic detectormode.sorry for the edit... dummy submit button.what are you using exactly for develop in linux?A VPS? or your have installed linux in a old machine

URL: https://forum.audiogames.net/post/425221/#p425221




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Re: Colors - A New RPG aiming to be both mainstream and for the blind

2019-04-05 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: Colors - A New RPG aiming to be both mainstream and for the blind

interesting, interesting So, in the preview post I've posted some comments about the demonstration showed in your previows post I paste it here:

URL: https://forum.audiogames.net/post/425221/#p425221




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Re: Colors - A New RPG aiming to be both mainstream and for the blind

2019-04-05 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: Colors - A New RPG aiming to be both mainstream and for the blind

@daigonite are you using some specialized library for the sound engine?Or only the built-in engine of monogame.I ask because... well some engines have interesting things (that aren't so hard to implement) like 3d positioning, using hrtf  for 3d virtual audio scenes and something similar. A few days ago, I was making some experiment with fmod and... well, I have to refine some things to work properli but I got playing audio xdand yep, mixing fmod and monogame with c#:)edit:about the proximity detector, hmm... I guess that will be a good option, give to the user the possibility to enable more highers (in pitch) sounds.For me, these sinusoidals sounds are low; i preffer more higher sounds, like these Aaron backer use in Paladin of the sky, or manamon in the classic detector mode.

URL: https://forum.audiogames.net/post/425219/#p425219




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Re: Colors - A New RPG aiming to be both mainstream and for the blind

2019-04-05 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: Colors - A New RPG aiming to be both mainstream and for the blind

@daigonite are you using some specialized library for the sound engine?Or only the built-in engine of monogame.I ask because... well some engines have interesting things (that aren't so hard to implement) like 3d positioning, using hrtf  for 3d virtual audio scenes and something similar. A few days ago, I was making some experiment with fmod and... well, I have to refine some things to work properli but I got playing audio xdand yep, mixing fmod and monogame with c#

URL: https://forum.audiogames.net/post/425219/#p425219




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Re: Ravaged Worlds

2019-04-03 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: Ravaged Worlds

O thanks for post it!Sound very, very interesting. Is time to give a try a new tcg game.

URL: https://forum.audiogames.net/post/424796/#p424796




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Re: SoundRTS, a real-time strategy audio game

2019-03-28 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

@milos  all of the last versions are portable.The link for the latest (continuous-12) is this:http://jlpo.free.fr/soundrts/continuous … indows.zipEnjoy

URL: https://forum.audiogames.net/post/423351/#p423351




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Re: Colors - A New RPG aiming to be both mainstream and for the blind

2019-03-28 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: Colors - A New RPG aiming to be both mainstream and for the blind

O! is really amazing ear about you! Daigo!Waiting with a lot of expectation to see what lovely things you will add to the engine I love monogame, and my last experiments (only dumy things) were  developed on that framework, and is awesome well waiting for more updates, and thanks for appear again!Remember! create a git repository for every important project that you have! Bitbucket offers to you private repositories withou any cost!see ya!

URL: https://forum.audiogames.net/post/423347/#p423347




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Re: SoundRTS, a real-time strategy audio game

2019-03-21 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

Hmmm the folder of sound is:(consider / as the root folder of your game)/res/ui/actor/This is for the latest version of sounrts.A, turn on see the hidden folder and files; probably the folder is hidden.Good luck!

URL: https://forum.audiogames.net/post/421286/#p421286




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Re: Modern mod for SoundRTS

2019-03-21 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: Modern mod for SoundRTS

Sorry @zak93, I mean idle, not hidle.In the default bindings file, only the worker have a idle command; I don't know that you can use that keyword for other unit types.Is interesting that Soundmud did that as a convinable keyword and not a fix command.The idea of @homer is interesting; probably you can create a other race, to try how it works with the current modern race.

URL: https://forum.audiogames.net/post/421285/#p421285




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Re: SoundRTS, a real-time strategy audio game

2019-03-19 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

@TheBlindSaiyan keep in mind that the content that you see in the soundrts, is only a example of things that you can achieve if want to create your content.Following this idea, this is the reason of the lite sounds used in the example, only these sound samples similar for all units (if you want you can have different dialogs for each unit in the game) remember, soundrts isn't a game; is a very good RTS game engine for create your RTS game with the rules, races and sounds that you want.Obviously the engine have limitations, but that is the work of @soundmud. Giving on each version, more, and new awesome functions to the engine.

URL: https://forum.audiogames.net/post/420586/#p420586




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Re: Modern mod for SoundRTS

2019-03-14 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: Modern mod for SoundRTS

Wow, thanks for create a new mod over soundrts :3 Is awesome that someone create a new mod tfr this So, how do you discover that you can use the hidle word for other kind of elements that aren't workers?You read that in some part of the source? or simply try following the word conventions in the bindings file Well, after that, is awesome that you achieve modify these things to the game ¡good job!

URL: https://forum.audiogames.net/post/418782/#p418782




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Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2019-03-13 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

@electro yes, the latest version is 9b10.The developer of the mod is pragma pragma; the same guy (or guys) that is working on the crazy party project.I don't know if pragma will return to this mod at any time, after advance more with the CP, but He never told some thing about that this project is completly avandoned, or in stand by.Thanks :3 And yes, is the best soundRTS mod that we have! 

URL: https://forum.audiogames.net/post/418580/#p418580




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Re: SoundRTS, a real-time strategy audio game

2019-03-02 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

really,  @chris is useful when a resource syte is exausted, but in a real online play have only one extraction site active is a very bad idea. A good move for lategame is have 2 or 3 active bases for extract resources and have good amount of them to fastlicreate soldiers :3

URL: https://forum.audiogames.net/post/415813/#p415813




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Re: SoundRTS, a real-time strategy audio game

2019-02-28 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

@chris flying townall and ork, are only test mod, not mod to play seriously with them.The intention of each one is show to the modders how to add new races (ork mod) or how to create updating, and moving buildings (flying townall) like the buildings of terrans in starcraft.If you want serious mods that work to play, use crazy mod, or blitzcrieg.

URL: https://forum.audiogames.net/post/415362/#p415362




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Re: Nature Binaural Audio Demo

2019-02-20 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: Nature Binaural Audio Demo

With usings and classes.So inclusive, the best way to handle it, is create abstract class that you can inherit, and with that registry and the engine can dettect your own class because follow some guidelines with a abstract parent class, and some interfaces if them are necesary :3 A, and is in c# 

URL: https://forum.audiogames.net/post/413300/#p413300




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Re: Nature Binaural Audio Demo

2019-02-05 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: Nature Binaural Audio Demo

c# of course  And If you give the options to not only script, so use all the engine features will be better 

URL: https://forum.audiogames.net/post/409791/#p409791




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Re: Nature Binaural Audio Demo

2019-02-05 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: Nature Binaural Audio Demo

@TheBlindSaiyan no, isn't a game or a simulator; is a test demo of a future engine that you can use for make  things.hmm So @SemihBudak are you planing in the future to release it as a library to include an use in new projects?Or the idea is turn it into a wisiwig editor, where technicalli you have a sound / graphical interfase to create your maps and other stuf.If you ask to me, I prefer the first option, because give to you the posibilities of do a lot of more stuf, includin the basic of add custom files as @defender sais, using the monogame pipeline 

URL: https://forum.audiogames.net/post/409620/#p409620




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Re: Nature Binaural Audio Demo

2019-02-04 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: Nature Binaural Audio Demo

lol? really?When that was implemented?I only know that was compatible with directSound in windows, but if they add openal as a other engine for windows, awesome.The next step for monogame  team, is connect their 3dAudio system (for multichannel) with the hrtf configuration of openal Well, sounds good.You can use the engine directly? O have to do some tricks to start it.Thanks for your answers :3

URL: https://forum.audiogames.net/post/409521/#p409521




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Re: Nature Binaural Audio Demo

2019-02-04 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: Nature Binaural Audio Demo

hello @SemihBudak!Ok, I made a wrong question I know that the engine is developed in monogame, a framework for create games (and other cool stuff) in .net languages And I know that openalsoft have HRTF features My question is. How  do you connect openalsoft to the .net ecosystem? Do you find a wrapper over openal to use in c#Or simply do you use c++ for your project, or your create your own library ¡that is the real question! jaja

URL: https://forum.audiogames.net/post/409454/#p409454




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Re: Nature Binaural Audio Demo

2019-02-03 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: Nature Binaural Audio Demo

wow, works fine, very fine, and sounds very good.Witch library do you use to get the hrtf?And whitch wraper do you use to to work with monogame?The result sounds very good and some optimizations or better locations for sound sources it works very fine.¡thanks for your work!

URL: https://forum.audiogames.net/post/409307/#p409307




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Re: SoundRTS, a real-time strategy audio game

2019-01-13 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

@拓海 hmmm so again, use the commands that I said on the previous posts.If you have the units in the boat, so. first, give to the boat the move order at the destination plase, and next, move to the download location, find with a the download instruction and pres shift + enter; so, with that the boat first reach the destination, and after that perform the download order.About the resource consumption, is OK for for some skills or something similar, but no for regular attacks.so @soundmud is possible now create skills that consumes mana over time?Like the cloak skill of terrans, that consumes  mana during the skill is active.So, that is allfor now thanks for all!

URL: http://forum.audiogames.net/post/405108/#p405108




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Re: New Horizons, space combat and trading game

2019-01-13 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: New Horizons, space combat and trading game

thanks for the game; sounds very nice.Downloading it now.

URL: http://forum.audiogames.net/post/405104/#p405104




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Re: SoundRTS, a real-time strategy audio game

2019-01-13 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

@拓海remember if you want stack two instructions (like go & upload) on the second action, you've use shift+enter, not enter.I say this, because you'r post about the boat commands; you with any transport unit can do that. Before use upload / download, first you have to move (or give the move instruction) the unit to destination point before, and mark the order with the stack modifier.So, sound  invalid command when you press unload not in the final square, is absolute correct.and about your idea of use amunition, or cost for the attacks, o no, please no.This is a RTS game, like SC or WC; don't add these types of mechanism; only contribute to move out the game from it's genre.and @soundmudAbout the code, do you updated the github code with C versions updates? And whitch problem do you have in the past with contributions? they wasted your code before? or you have a lot of plans and a complete roadmap, so pull request can disturbe your plans?Is interesting read that, because the game is open source, but... semy open, only for the people can read the code, modify that and learn from it, but can't contribute to you to make grow the game.So, will be really interestin read some more about your posture about that; only from curious, and of course, see the point of view from one of the best (is my opinion) developers that this comunnity have.I can ear so repeated, but you're the only dev that have more than 11 years developing a great game engine.Thanks so far!

URL: http://forum.audiogames.net/post/404989/#p404989




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Re: SoundRTS, a real-time strategy audio game

2019-01-09 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

@soundmud Can you think if is possible create a shortcut for fast building selection?Like the alt+a menu for make actions with units or buildings, but in this case (mod key)+w plus a letter, you can select fastli a kind of building.Is for lategame; when you have various types of building, you waste some time pressing various times the w key for find the building that you want.With the units you don't have this problem, because you can assign a soldier to a key group; and If you modify the bindings files and style file, i think that you can do the same for the buildings, but... the keyboard isn't to large to have that amount of keys xd.So the fast shortcut menu for select a building, is a good idea. alt+w sounds good, but the problem is used by select next idle building" that is a vital shortcut.and ctrl+w is used by select next building, including that buildings that don't have actions... Isn't vital, but is used in some cases.So, have in mind please if is a wanted feature.

URL: http://forum.audiogames.net/post/404312/#p404312




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Re: SoundRTS, a real-time strategy audio game

2019-01-06 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

@soundmud, thanks for your aclarations about ford.So, I misspelled a word; I didn't want ask to you about the highgrounds: I want to ask to you about airground_types. If are you planing to parametizing them, or only have them harcoded.Ground, air, water, etcThe idea of "non-air" squares are really awesome, for create strech mountain paths, or high mountains that any can't pass between them, or caves where only grounded units can pass. sounds a good idea.About the big bridges sounds good, but... the easy mode, is enable the option of have a square with two airgrounds types, (water and ground) instead of create a sub-square; this second option make harder the problem, because probabli move to you of have a 3d  map with a squares with three coordinates and that solution sounds very complicated.About bridges and roads... is a idea that you've to think slowly...The purpose of a bridge is simple, but... ¿how it will works? it blocks the water course and impide the pass of the water units turning the water square into a ground square? or...O, i have it!If you add a skill that enable the modification the airground of an square (with a range deppending the configuration) a bridge is only a building, with a gate skill, that change (or simply add) the airground type of the connecting squares with the ground.With that, you kill two (or more) things with one shot.Add bridges, and add a skill that can modify with adding, removing, or totalli changing the airground type of a square, of range of squares.With that you can add infested airgrounds, add some skills that for example add  mud airground to a square slowering enemi units, etc.taking the problem for that angle will be a interesting option.Well, thanks for all soundmud.¡bye!

URL: http://forum.audiogames.net/post/403589/#p403589




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Re: SoundRTS, a real-time strategy audio game

2019-01-04 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

@soundmud can see if is possible, add arrow navigation between water squares please?Currently if you want move between water squares, you've use the ctrl+arrow navigation; technically water with water is a correct path; only for a kind of units, but is a valid path. A, and a small question about style files.You put a def ford thing on the styles, and says that ground type is water; but in sea, or ocean don't ave that settings.What is the difference?the ford terrain automatically is a water square, and in sea / ocean you have to set it manually on the map file?And the highground types (ground, air and water) currently are hardcoded? or are you planing in to paramiticing them. Thanks!

URL: http://forum.audiogames.net/post/403251/#p403251




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Re: SoundRTS, a real-time strategy audio game

2019-01-03 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

In my opinion, this feature of build any building on exits, is a good feature; is a thing of your hability to aboid build things on wrong places, but as @拓 海 said, is funny (and useful in various situations) build buildings on exists.Examples are for defending yourself, block some paths with useful things more than a wall, or block the enemy entry with a training building, so you can create soldiers directli into the enemy square and the oponent can't move with confort because your disturbing building in the exit.@Tablen are you sure that is other server online on the moment that you're checking the server list?Is very frequentli that only one (or anione) server is online; and consider that only servers with the same configuration in mods that your client, appear on the list.If you're playing with a vanilla soundrts, the servers that are configured with crazy mod doesn't appear in your list, inclusive if both are using the same version.So today, if you want a good match in soundrts, you have to talk before in other chats or sytes with people to meet at soundrts; isn't a lot of people playing the game, or finding online matchs.

URL: http://forum.audiogames.net/post/403031/#p403031




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Re: SoundRTS, a real-time strategy audio game

2019-01-02 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

Well, again, thanks for the updates for the c11 version!Sound all really awesome, and viewing the rules file, you can create various others kind of terrain Well, some quotes:@拓海Decrease the unit movement speed or increase the unit movement speed. I think it can be specific to each unit in rules.txt.For example knight:Speed 2.3Mountain speed 2.5marsh speed 1.3This looks more flexible.This is a hard to implement, and dynamic.What appens if you in your mod don't have marsh but desert?And you have to define that for every unit that you have in your rules?No, bad idea.That element concern to the map, will be in the map files; and if you want apply a general rule use a type, taking advantage of the inheritanse feature of the rules file.@soundmud:There is no other rule. If both distances are the same, one side will be picked, always the same side.At some point shipyards will be built only on the coast, and will be present on the border, like a wall, but it's a bit tricky to do.Maybe right now I can allow the player to select a sub-square so the shipyard will be moved to the side that the player wants.If you mark the shipyards as a doors?Only can build them in exits (ground to sea) and is a door, for ground units can pass to the ocean and board the boats.If you block your exits with other things... sad for you.Thanks for the updates!

URL: http://forum.audiogames.net/post/402710/#p402710




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Re: SoundRTS, a real-time strategy audio game

2018-12-29 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

@拓海 sorry guy, but can you explain some more what is your dilema? I can't understand it completely.As I understand, the default behavior of unit, if a enemy is in a range of attack (archers have more than the infantry) the unit start the attack to the target. But if the target is only at sight range and not attack range, the unit do nothing.Example:If an archer attacks to a soldier at a distance of 16, if the distance of attack of the soldier is only 8, the archer isn't in attack range, so the soldier doesn't answer the attack and keep the position dying in a moment... This is the default behavior except if the unit is in defense mode. On defense mode, the unit runs when is receiving any damage.Really I can't see the problem with this. If you consider that the archers have a absolute advantage to the melee units, is probabli necessary adjust the range of archers, life of soldiers, or any other numerick value for valance; but create custom behaviors depending the type of a unit is... Well add more difficulties @soundmud a small question, is currentli implemented the "small range attack"? or only the range.minimum range attack; if a unit is a smaller distance than the setted, the attacker can't attack.like for catapult; can't attack totthe units that are nearly.

URL: http://forum.audiogames.net/post/401898/#p401898




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Re: SoundRTS, a real-time strategy audio game

2018-12-28 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

@soundmud a! obvious jaja.But the idea is have that option from start, but as a workaround can be fine.thanks!

URL: http://forum.audiogames.net/post/401624/#p401624




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Re: SoundRTS, a real-time strategy audio game

2018-12-24 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

@soundmud a small, very small request for a nexts updates...Can you add the option to set players as observers in online mode at the waiting room? And of course, also the creator of the room can move  players?Is basically for have the option  to can create tournaments, with judges that can see the games and register them; currently you can't have observers in the game; the only way is start and other player destroy your things. In the same way, if possible, add the option to change the name of the replay, for have replays with custom names to can order it, or select it  easier.Thanks! that is all!

URL: http://forum.audiogames.net/post/400573/#p400573




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Re: SoundRTS, a real-time strategy audio game

2018-12-23 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

OK @soundMud, you done the job with the last update.Sounds very nise and awesome the last changes; you done it, man!@zak93 Your idea sounds very good; but the problem that i see on that is... How many depended of the rules we want that be the maps?This can have two ways, as I see. Define all things respect to the map on the map file, like terrain, cover properties, speed bonus, etc, and with that you can apply any map on any mod, or all things are on the rules, and the map file is only a template that we only can use in mods with similar rules.Is a complex decision  that soundmud have to decide, witch things are really on rules, settings and map files, and how many are connected all of them, and ofcourse how many of that can be overwriten for certain situations.Is something that we can grab for so many angles.For example, we can have maps that are mod dependent, if the terrains are defined on the rules, and mixed with the settings files; currently a map can have its own settings if I'm not wrong, but... All of this is a work in progress.The only that I'm sure, is that I love this work. This game is the most debeloped game in the community.And well, the future is radiant for the engine; we have terrains. For now are estetical, but is a update thing that add things like buildings that you can onli build on a for example sea square, terrains that prohive you build anithing except for a race, buildings that can modify the terrain, like infested it and name a lot of many, many things.Thanks Gean.

URL: http://forum.audiogames.net/post/400329/#p400329




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Re: Three-D Velocity, open-source flight simulator 2.24 released!

2018-12-13 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: Three-D Velocity, open-source flight simulator 2.24 released!

Hello muna!thanks for your answer!Well about dinput and xinput, youre correct. The idea behind xinput is turn the controllers in a standard between windows and xbox; for that xinput isnt fleccible on number of buttons, axis, sensors and others... The advantages is that you don't have to fight with drivers, compatibility with certain hardware, or similar. A xinput controller is a simply xinput controller and in the major cases (not every, that is utopic) you can handle rumble, smooth sensors and other things.but custom controllers, more buttons and similar, is the point for dinput. I think that on the future both mmust have to coexist. MS only wants xinput, but... well.So, respecting directsound and xaudio, the only that i know, is xaudio is the most newer implementation that ms have currently, adding new things for vr, 3d environments and other awesome things, and direct sound isn't updating with these new tools.Migrate tdv to xaudio? you've to check if is a advantaje to the game. Hrtf is hte most interesting update that the game can have, but... the implementation of xaudio is a work in progress if i'm not wrong.For these things really i'm trying to tarjeting to other external libs, like steam audio or oculus spatial sound for fmod, but is goin out of ms standard stack so I think that you don't want this.is necesary really check the advantages of one over other.but...xAudio is newer? yes. Is in current developing? yes.directSound is deprecated? I can't confirm that.And if you want a susesor of XNA, check monogame. is in development, and ms support them throug xamarin... that ms own it, too xd.Implements the same interface.So! ¡that is all!and thanks again for the updates!

URL: http://forum.audiogames.net/post/398542/#p398542




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Re: SoundRTS, a real-time strategy audio game

2018-12-13 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

Hello again!@拓海respect the command list suggestion, that is implemented now.you can press alt+a (when you have selected a unit or buildin) and the game told to you all the options with a correspondin key, so for example if build farm is f, you can select peazants.press alt+aand next, press f.doneThis only works, if each comand have an asigned shortcut key in settings.txtCrazymod didn't implement this on any race.Is a missing point of crazymod, not soundmud; if your test in vanilla, you can see it.And no, please no. not popup menus; they slow down the game. @拓海:Recruitment completion, upgrade completion, and research completion can all be represented by sound effects.Including the depletion of gold ore, the forest is depleted, you can also use sound effects instead of tts reading.When peasant puts gold down, there is no need to read the current amount of gold.To reduce the workload of tts, tts is only responsible for reading the battle information.This allows the player to get the latest news under certain circumstances and avoid message queuing.you can do and change all of these things for sounds, in settings.txtIs doable without problemAny mod, vanilla or crazymod implement that, but if you want, you can modify one of them to test.I used it in a very old mod with starcraft sounds.And friend, don't read all of these messages, simply skip thems.that is for all bye!

URL: http://forum.audiogames.net/post/398540/#p398540




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Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2018-12-13 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

yep, will be a interesting project update (or re done) the crazy mod.I think that a good start point, is use the current work, for create a new mod from scratch, but using the good things (and currentli made settings) to... first for example, create tree races with a different gameplay, but valanced between them, with advantages and weaknesses.Is possibly do the classic warcraft / medioevo settings. Humans, orcs an elves.

URL: http://forum.audiogames.net/post/398539/#p398539




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Re: Three-D Velocity, open-source flight simulator 2.24 released!

2018-12-08 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: Three-D Velocity, open-source flight simulator 2.24 released!

Hello muna!Thanks for the new updates!So, is truly that the XNA framework is deprecated, but monogame is the current susesor, using the same interfaces and applying new updates frequently You can think if is a good idea move the XNA dependencies to monogame dependencies But, all the other things are really awesome.¡thanks for the update!

URL: http://forum.audiogames.net/post/397434/#p397434




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Re: SoundRTS, a real-time strategy audio game

2018-11-30 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

Hello soundmud!First thanks for the new updates!And omfg @拓海 you ask too much features at the same time... xDI have only a question. the automatick repair is mandatory, or you can tell to peasant ignore that feature, for example, giving them a imperative option.Like, you command your farmers with a imperative option to mining a mine, and these farmers won't automatically go to repear a damaged unit and / or building when is damaged.For me (and is my option) I don't want break my resources line in any moment, so for me a peasant that is mining I don't want that them go to repair; only if I command them manually.Of course, that is a strategy decision, so, the feature is good, but is interesting have the option of enable, or disable it on the game.That is all for now;  thanks for the updates !

URL: http://forum.audiogames.net/post/396132/#p396132




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Re: SoundRTS, a real-time strategy audio game

2018-11-16 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

h That occurs only on the new c versions? or also in the old.That is a issue with the automatic tasks?Because, the workers that are mining, don't have to change their job, only if you command them manually.

URL: http://forum.audiogames.net/post/393499/#p393499




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Re: SoundRTS, a real-time strategy audio game

2018-11-16 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

buf, the discussion about automatic tasks or not, depends just what kind of RTS game is the game that you want.In my case, for soundrts, I take as an example to follow and repeat, is a mixture of age of empires 2, and starcraft. These (for me) are the best rts games, and try to have similar game styles, is the good way.About the square thin, only say move these peasantsto the nearby square for select them easily; not build at that square.

URL: http://forum.audiogames.net/post/393490/#p393490




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Re: SoundRTS, a real-time strategy audio game

2018-11-16 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

hello @拓海 About your post 290, well, you can do that, the only that you have to do, is perform a manual selection of the peasants that you want to use for build.Example:You have 10 mining peasants, so, if you want only use a quarter of them for build something, press shift+e, select all of them in the square, next press (if I am not wrong) 4 for select only a quarter of the previous selection, and next, perform the build task.If you want a more detailed selection, you can select with e one by one the peasants that you want to use for build; move to the nearby square, and after that, go to the nearby square, select with d, and you have in selection the workers that you want to use for building.Sounds tricky, but really you can do that in less than one or two seconds.Respecting the automatically selection of peasants tasks, if you ask to me, really I don't want them, or add that with a new option, like to start automatick tasks.But the default option is that a peasant do nothing unless you order it to do something.That is for now.Thanks for all!

URL: http://forum.audiogames.net/post/393462/#p393462




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Re: SoundRTS, a real-time strategy audio game

2018-11-02 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

thanks soundmud for this update.This game is the most updated game that we have in the blind gamer comunnity. more than 11 years developing this engine, and year to year this game will be better and better. You're the best, man.Thanks for all.

URL: http://forum.audiogames.net/post/390376/#p390376




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Re: Pokémon Crystal Access

2018-11-02 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: Pokémon Crystal Access

@pates did you say that prism is accessible with the scripts? or not.So, A lot of monts ago (aprox when the release of prism was made) I tested it, and didn't work. Do you achieve that?thanks :3

URL: http://forum.audiogames.net/post/390358/#p390358




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Re: HEARtREAD

2018-04-07 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: HEARtREAD

Someone can tell how get the alternative ending?I can't got it u.u

URL: http://forum.audiogames.net/viewtopic.php?pid=358700#p358700




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Re: Pokémon Crystal Access

2018-03-11 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: Pokémon Crystal Access

@Loxias really not. the only can you do, is try with other versions of the VBA branch, but generally don't exist any emulator that have 0 input lag. For any system.The only method to get a real 0lag and test the real lag of a pokemon game, is try the game on the real gameboy systems. So also if you play the game on a any official nintendo emulator (like the virtual console for nintendo 3ds) the emulation isn't perfect.

URL: http://forum.audiogames.net/viewtopic.php?pid=355262#p355262





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Re: SoundRTS, a real-time strategy audio game

2018-03-11 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

yep @拓海 currently all units have the same size and have the same sight range, excep if the unit habe the special condition of bonus_height or are in a high plateau scare.This behavior is the same that use starcraft with their units. I think that is better, with that valancing the unit is ... some easier.

URL: http://forum.audiogames.net/viewtopic.php?pid=355259#p355259





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Re: SoundRTS, a real-time strategy audio game

2018-03-10 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

h @拓海 what is your idea?Change the default option of a certain type of unit at playtime, for example, to change the default action of certain soldier to cast some hability when you move it instead to default move?Or change it at configuration level / modding level, to have the option to create units with a diferent default action.In the first case, i think that isnt good idea, because is a type of automation of the game. For make faster your playtime, use the shortcuts of each unit or hability. The second case will be interesting 

URL: http://forum.audiogames.net/viewtopic.php?pid=355219#p355219





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Re: SoundRTS, a real-time strategy audio game

2018-03-02 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

hello @拓海yep, high grounds works fine If you want, you can add that type of terrain to your custom maps.

URL: http://forum.audiogames.net/viewtopic.php?pid=354386#p354386





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Re: A Hero's Call: an Accessible Fantasy RPG from Out of Sight Games

2018-02-27 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: A Hero's Call: an Accessible Fantasy RPG from Out of Sight Games

Hello @joseph,thinking with some friends, we think if on the next updates, can you add a small feature.When you walk over a beacon marked on the map (custom an system beacons) the game spocken (with the screen reader) the name of the marked beacon, so with that, you can know that are directly over that. Or at least, mark the added beacons on the map, so you can see on that that you're nearby of one of the beacons. Currentli if you want to know if a beacon is nearby you, you have to well, try activing one to one to see what happen.So that is all. ¡thanks for all!

URL: http://forum.audiogames.net/viewtopic.php?pid=354001#p354001





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Re: SoundRTS, a real-time strategy audio game

2018-02-19 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

@soundmud, thanks for your answer. about the bonus_height well, is a good idea, specially if you want to fix the sight_radius for any plausibly unit on the game.

URL: http://forum.audiogames.net/viewtopic.php?pid=352988#p352988





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Re: A Hero's Call: an Accessible Fantasy RPG from Out of Sight Games

2018-02-13 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: A Hero's Call: an Accessible Fantasy RPG from Out of Sight Games

¿Guys, a small question. How to finish the quest named "Tools of the trade?"I found a lot of goblin equipment at the mines (and I finish the major things on that area) but after get that (and the quest text changed to the armorer wants trade these things) If i go to the armorer, well, On their options doesn't appear anything related to tell to him about these equipment or something similar. And if you simply sell to him these goblin things respecting to the quest didn't occur anything.Is a bug? or you require a specific equipment to finish that quest.Thanks. Bye!

URL: http://forum.audiogames.net/viewtopic.php?pid=352071#p352071





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Re: SoundRTS, a real-time strategy audio game

2018-02-13 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

Hello @soundmud, interesting your investigation at starcraft vision thing. With that, you know that you're on the right way respecting to the vision on soundrts engine Well, some questions that I can't do a issue on github, because... aren't a issue:Currently the bonnus_height flag is a int value? or a simple bool value. make a difference if I put bonus_height 2? It give to that object a vision of 2 scare radius?Other thing. in mod html manual, says about the shortcut setting, that you can put in rules.txt for upgrades / skills. But... If i'm not wrong, that parameter goes on style file. So what is the final location for that setting? for all objects?And well, if you can add this as a issue. Create areas completeli unaccessible. So like very high mountains that the flying units can't fly through  them.Or for a far future, custom terrain types so you can define if a unit can walk or not over a certain type of terrain, buildings that can be builded or not over that terrain (bio creep like) etcAnd well. This engine goes better and better. You gean do a really great job with this engine. For now, is the definitely RTF engine for blind gamers. And do something better is really hard.¡thanks for all!

URL: http://forum.audiogames.net/viewtopic.php?pid=352067#p352067





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Re: HEARtREAD

2018-02-09 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: HEARtREAD

a hidden final? hmmm its interesting. I have to try to get it.But so, with a ending song and somtething. well. I can say that the game is simple, short and small, but the devs put a  lot of love on them. SIng a song for the end to the game, the dialogs and more brings to you all of the efort. send a special feel from the devs to you.The game isn't complex, is hard, but is a beauty small piece of love.

URL: http://forum.audiogames.net/viewtopic.php?pid=351604#p351604





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Re: Darkened chain, a new horror game for the blind!

2018-02-06 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: Darkened chain, a new horror game for the blind!

Well, congrats for the game. I finished it and well, is really interesting. For a first concept demo of the engine looks and was very funy, but for the future, well. Is necesary more content like that. The game works very well 

URL: http://forum.audiogames.net/viewtopic.php?pid=351156#p351156





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Re: Darkened chain, a new horror game for the blind!

2018-02-04 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: Darkened chain, a new horror game for the blind!

Downloading :3And Brian, a small question. The game finally was done in  RPG macker? and RPG macker is accessible?I ask that, because RPGM is a very good tool for make prototypes for a lot of game concepts. Well thanks for all! checking the game!

URL: http://forum.audiogames.net/viewtopic.php?pid=350918#p350918





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Re: Alter Aeon February 2018 Update

2018-02-04 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: Alter Aeon February 2018 Update

sounds really awesome!thanks for the news shadow!

URL: http://forum.audiogames.net/viewtopic.php?pid=350914#p350914





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Re: SoundRTS, a real-time strategy audio game

2018-01-25 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

Respect the suggestions:1. scare supporting skills, are a really good option, but, remember guys, forget to skills and other things the scare concept. The game works with meters, so the effect works in a certain area of x metters surrounding the caster. but yep, the idea is so good.2. About hunting. Em... Nop, I Prefer not, because that you change some focus of the game on that.3. for the Poisson, paralysis or other stats, is a good option add these status as a chanse for the normal attack for a unit, and add the option to put these things in a upgrades. Like add 5% of poisoning the target for melee weapons. Same for directly skills that poison with 100% the target or other things.

URL: http://forum.audiogames.net/viewtopic.php?pid=349380#p349380





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Re: SoundRTS, a real-time strategy audio game

2018-01-24 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

@milos as @soundmud said, currentli exist that. With higher scares, where ballistick units have a bonus for rank and damage @soundmud:Sorry, i can't understand that. what are the problems with unit behabiours in alpha 10?So, the last new things, like subscares, range based on metters and not scares, walls,, doors and group features all of them are good new features and works fine. ¿What are the problem?Or at most me, i Love  this bheabior. with the previous system, units with adjasent range, have too mutch advantage, so now, with metters range, is more valanced that.@拓海I hope you can add a Counterattack mode switch。Your army will automatically run to into adjacent areas for counterattack when player tun on the counterattack mode. your army can only defend The area in which it is located when player Turn off the counter attack modeIn this way, players will be free to choose every soldier's behaviori preffer change the ofensive mode too  follow and try to destroy any enemy at sight range, and add fix mode, that works for keep a unit in a fixed defending point.@pragmaCurrently, I think the major bug of SoundRTS is the network desynchronization. Of course I guess it's not easy to find the origine of this bug that happenssometime. But we still fear this bug when we play. But I play only on the alpha9, maybe it's fixed on the alpha10?network desynch? o... u... I have to play more, at the last match, we don't have any desynch. We play with alpha10r1 using crazy 9b9And... that is all for now about the vision. well, I supose is that the units must have two ranges. sight range, and fire range (this last with a minimum fire range)If the sight of a unit is more than the size of a scare, well you can see the adjasentscare. partially or full, depending the range of sight.But well,  that is all :3

URL: http://forum.audiogames.net/viewtopic.php?pid=349284#p349284





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Re: SoundRTS

2018-01-24 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: SoundRTS

@milos nop, this is the wrong place to check that.At the main soundRTS branch, the creator only work at engine features, like more options to manage your army, like the suggestions of @拓海 and @zakc93, more options to have more programmatically posibilities to the campaigns, rules or maps, more features for the terrain, improve the UI, etc.The content itself, is labor of some content creator, like pragma, the developer of blitzcrieg, or you.@拓海 respect to your point, yep, is a interesting option. In other RTS, when you have a unit in offensive mode, the unit if have a enemy in your sight rank, but not fire rank, it automatically moves to get fire rank to try fire to the target. And if the target moves, automatically again try to reach the fire rank. Because that, the units have a mode called "fix mode" that is for units defending points. The units don't move to reach fire rank. only fires if a enemy enter to their fire rank, but not move to try catch it. The ofensive mode is the default behavior.because that, fasts unit are good to catch enemies, because they can't scape of them. But for example, a slow unit, can follow faster attackers. The only think that i can't remember, if when a unit abandon it's point to follow a enemy, after loss or neutralise the enemy, the unit keep at the last point that it moved, or return to the previous asigned point.Of course you have to have on mind, that with this behabior, the units can be traped. A enemi come to the sight rank of a unit, and get to the enemi move to its possision and next, move to put the enemi on a posission that various of your unit can destroi the enemy that follow your trap.

URL: http://forum.audiogames.net/viewtopic.php?pid=349192#p349192





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Re: SoundRTS

2018-01-23 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: SoundRTS

The project is at everytime still live, but during north summer is when the git have more new commits with new updates.But remember, soundrts itself is a game Core, only with a example content.If you want a more complete game using this RTS engine, is crazy mod of pragma.

URL: http://forum.audiogames.net/viewtopic.php?pid=349065#p349065





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Re: A Hero's Call: an Accessible Fantasy RPG from Out of Sight Games

2018-01-01 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: A Hero's Call: an Accessible Fantasy RPG from Out of Sight Games

Ok, after play  the starter parts of the game, using a xbox controller, y have for now, only two small ovserbations cthat can been improved in the next updates, because are really small things.Appart of that, i can't says any more, because the game is really great.1. Add the option to use any key of the controller as modifiers keys (like alt,ctrl or shift) to give to the player the option to map more functions to it's controller. For example, a method to add smooth rotation with the right stick instead of check mana and stamina, but if your holds one of the arrows in the pads you can use the stick to check these stats. or something similar that player wants. I suggest that, because have the smooth rotation (like mouse movement) in the control is a necessary feature to have a better navigation with the control.2. add filters to the snapping interact navigation (ctrl+arrows, or l/r buttons). I'm saying  that, because with the default action of them, the character, only points to usable interacting objects. For example, only appears a bed on the list if the bed contains other objects or give to you some action to do. When you want to explore, give the option to point, including unusable objects in the room will be a great option to the explorers, or player that don't want indirect help of the game. So, with the current filter, you can know that some object contains some interesting, because appear in the list. if don't appear, well, isn't part of a constructed way, or simply don't have nothing.With this think, consider add to the these snapping interactable objects the doors. If you don't know where are the doors, or you know, but the room is... with a estrange pattern, well, you can loose some time only finding the door.And for now, i think that these are all the suggestions that I can make For now, all the other is very well, and awesome.¡thanks for your great work!

URL: http://forum.audiogames.net/viewtopic.php?pid=345049#p345049





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Re: A Hero's Call: an Accessible Fantasy RPG from Out of Sight Games

2017-12-29 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: A Hero's Call: an Accessible Fantasy RPG from Out of Sight Games

yea! buying now!

URL: http://forum.audiogames.net/viewtopic.php?pid=344392#p344392





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Re: Release Date Announcement for A Hero's Call

2017-11-09 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: Release Date Announcement for A Hero's Call

Yey! Waiting to 29th! this is a really good news

URL: http://forum.audiogames.net/viewtopic.php?pid=337500#p337500





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Re: SoniFight v1.0 now available

2017-10-29 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: SoniFight v1.0 now available

Thanks for release it!I'm downloading it now!

URL: http://forum.audiogames.net/viewtopic.php?pid=335780#p335780





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Re: Audio Maze first demo

2017-08-29 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: Audio Maze first demo

Ok steve, game tested. The engine that you debeloped sounds really cool and solid.I know that currently is only a tech demo, but this idea of the mases and beacons, can be a quest or similar for a more ambisious game in the future. The only thing that I guess that you have to work, is when some object (the beakon in this case) is when it is before you. Currently, you can't know if it is before or in front. You can try to reduce some the pitch or find a other technike to that situation. A, well. Add sidesteps. Walk to a side, without turning. It is useful for adjust the corners, the center of the passage and something similar. More that? ... Well I think not. A, and a key for run instead of walk.Thanks for all.Witch library are you using for audio? Directly dx? or other.

URL: http://forum.audiogames.net/viewtopic.php?pid=326896#p326896





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Re: Three-D Velocity With Server Update

2017-08-29 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: Three-D Velocity With Server Update

Well, the code of the game now is on github. everybody that know about c# can grav it and update or try fix the posted issues. In some future, someone will be post a new pull to the repo with one or more updates. Be patient.

URL: http://forum.audiogames.net/viewtopic.php?pid=326889#p326889





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Re: World Of Three Kingdoms, a chinese strategy MMO

2017-08-23 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: World Of Three Kingdoms, a chinese strategy MMO

Whdo you need to correctly translate the game? I'm using now locale emulator plus qTranslate, but you use other method. what is it?

URL: http://forum.audiogames.net/viewtopic.php?pid=325816#p325816





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Re: New Yu-Gi-Oh game being created

2017-08-22 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: New Yu-Gi-Oh game being created

Aaron, the best place that you can use to find cards (after search in the yugioh wiki about archetypes, deck types and something similar) is the yu-gi-oh card database.https://www.db.yugioh-card.com/yugiohdb … _locale=en On that you can apply any filter that you want, level, card type, card subtype, atk, def, level, pendulum level, etc.But, in the first place, search on the wiki about archetypes, deck types,  different preconstructed decks, etc. Find a card in over more than 8000 cards is really a madness.Bye 

URL: http://forum.audiogames.net/viewtopic.php?pid=325603#p325603





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Re: The Girl Who Sold the World - new and highly immersive audio adveture

2017-08-18 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: The Girl Who Sold the World - new and highly immersive audio adveture

Well, waiting to a future update, when the game will be accessible for the blind people.

URL: http://forum.audiogames.net/viewtopic.php?pid=325070#p325070





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Re: The Girl Who Sold the World - new and highly immersive audio adveture

2017-08-18 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: The Girl Who Sold the World - new and highly immersive audio adveture

... I can't download it for iOs. The appstore pages redirects automatically to an other partner syte in german u.uAnd if I directly find it on my iPhone, it doesn't appear in my appstore.

URL: http://forum.audiogames.net/viewtopic.php?pid=325005#p325005





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Re: New Yu-Gi-Oh game being created

2017-08-15 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: New Yu-Gi-Oh game being created

hmmm well, te game is working fine now 

URL: http://forum.audiogames.net/viewtopic.php?pid=324583#p324583





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Re: Audio Maze first demo

2017-08-08 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: Audio Maze first demo

ok steve thanks for your answer!Well, my problem was with the editor itself, not  with the concept of building the program xd.jaja, thanks for all 

URL: http://forum.audiogames.net/viewtopic.php?pid=323370#p323370





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Re: New Yu-Gi-Oh game being created

2017-07-26 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: New Yu-Gi-Oh game being created

awesome draq.  thanks

URL: http://forum.audiogames.net/viewtopic.php?pid=321074#p321074





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Re: Audio Maze first demo

2017-07-25 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: Audio Maze first demo

Steve, two small questions.1. You're a blind programmer?2. And if the answer is yes, how to you can use the epic games launcher an the editor for unreal engine? I'm a blind developer too, so know these things are really cool.Some days ago, I'm playing with the unity editor with some pre-constructed templates, but have problems when i want to build the example  outside the editor.Thanks!

URL: http://forum.audiogames.net/viewtopic.php?pid=321018#p321018





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Re: New Yu-Gi-Oh game being created

2017-07-25 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: New Yu-Gi-Oh game being created

For people that wants a pack for mushclient, Tony is developing one.That is on github, so it is a open source project.You can download the last commit with this link https://goo.gl/ZshZmn If you want, you can post issues or recommendations to the pack on the github page:https://github.com/Timtam/yugioh-soundpack/ Enjoy it.Remember, is a work in progress.

URL: http://forum.audiogames.net/viewtopic.php?pid=320946#p320946





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Re: Audio Maze first demo

2017-07-25 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: Audio Maze first demo

downloading the game to try it!

URL: http://forum.audiogames.net/viewtopic.php?pid=320945#p320945





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Re: New Yu-Gi-Oh game being created

2017-07-23 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: New Yu-Gi-Oh game being created

Oki! waiting news about that! 

URL: http://forum.audiogames.net/viewtopic.php?pid=320616#p320616





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Re: New Yu-Gi-Oh game being created

2017-07-21 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: New Yu-Gi-Oh game being created

mata, are you working in a mushclient soundpack?

URL: http://forum.audiogames.net/viewtopic.php?pid=320466#p320466





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Re: New Yu-Gi-Oh game being created

2017-07-20 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: New Yu-Gi-Oh game being created

ok, game tested. simply awesome, and the game is complete thanks tspivey  Really amazing work of re-program various cards.I hope that you can add new cards in the future :3 thanks edit: a small doubt. You created a new scripting languaje to program and add all the cards to the game? Or you get import the ygoPro scripts to the game, aboiding the programing all of the cards.If is the first option, [[wow]]. congratulations. you're really amazing!

URL: http://forum.audiogames.net/viewtopic.php?pid=320223#p320223





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Re: New Yu-Gi-Oh game being created

2017-07-20 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: New Yu-Gi-Oh game being created

ok, game tested. simply awesome, and the game is complete thanks tspivey  Really amazing work of re-program various cards.I hope that you can add new cards in the future :3 thanks 

URL: http://forum.audiogames.net/viewtopic.php?pid=320223#p320223





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Re: New Yu-Gi-Oh game being created

2017-07-19 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: New Yu-Gi-Oh game being created

tspivey, well. you again done it.This is a really amazing work.Now i gonna try it. But ¿is an automatic duelling system like YGOPro? or a manual duelling system like the currently down duerllingnework.And whitch features of ygo are currently in the game?all things? sinchro, XYZ, pendulum, with the new link zone, and wathever more?But well. thankx soo far for this work!First the pokemon cristal and now this. Simply awesome!

URL: http://forum.audiogames.net/viewtopic.php?pid=320141#p320141





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Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2017-05-14 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

Crashmaster, soundrts, any version, works fine on windows x64You don't have to do  anithing special to get the game works.Only download the binary zip version and you're OK.And pragma, thanks for continuing update this awesome mod.Waiting for more updates in the future.

URL: http://forum.audiogames.net/viewtopic.php?pid=311028#p311028





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Re: Three-D Velocity With Server Update

2017-05-01 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: Three-D Velocity With Server Update

well, again. thanks munawar for the update :3

URL: http://forum.audiogames.net/viewtopic.php?pid=309380#p309380





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Re: Return Of The King multilanguage version released

2017-04-28 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: Return Of The King multilanguage version released

@拓海 where is the link to the 1.2.1.5?The last that I've  download, is for 1.2.1.3

URL: http://forum.audiogames.net/viewtopic.php?pid=308978#p308978





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Re: Return Of The King multilanguage version released

2017-04-28 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: Return Of The King multilanguage version released

am... Because the last post of @carlitos, you @拓海 don'didn't read the problem.What apends with the server in the last update? A lot of persons (including me) can't enter the game after apply the last update. the game says:Return Of The KingApplication error, please send the "bugs" folder to us, it will help us to improve the application, thank you!I tried to apply the update to a clean version (downloaded from your last dropbox link) but nothing. the update doen'st work.

URL: http://forum.audiogames.net/viewtopic.php?pid=308970#p308970





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Re: Return Of The King multilanguage version released

2017-04-24 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: Return Of The King multilanguage version released

@david_solomonTo find the zombie lord, you have enter to the mines throug the snake forest entranse.After enter to the mine, try go south. you've to fing a path to the south, a few step from the entranse.Walk until you hit the south wall of that path, and next, turn to the west.Continue go west, passing various pits, until you enter one passaje and hit a wall.On that wall, turn around to the east, and pass one pit. In the intersection between the pit that you've passed and the next,try to go norht. in one of the tyles of that passage, you find a small entranse to a misterious connection channel. On the middle of that channel, is the zombie lord.Be careful.pd:@拓海 A, about the first question. What are the cost of put an item in the market? And keep it on that?

URL: http://forum.audiogames.net/viewtopic.php?pid=308457#p308457





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Re: Return Of The King multilanguage version released

2017-04-24 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: Return Of The King multilanguage version released

@david_solomonTo find the zombie lord, you have enter to the mines throug the snake forest entranse.After enter to the mine, try go south. you've to fing a path to the south, a few step from the entranse.Walk until you hit the south wall of that path, and next, turn to the west.Continue go west, passing various pits, until you enter one passaje and hit a wall.On that wall, turn around to the east, and pass one pit. In the intersection between the pit that you've passed and the next,try to go norht. in one of the tyles of that passage, you find a small entranse to a misterious connection channel. On the middle of that channel, is the zombie lord.Be careful.

URL: http://forum.audiogames.net/viewtopic.php?pid=308457#p308457





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Re: Return Of The King multilanguage version released

2017-04-23 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: Return Of The King multilanguage version released

Hello @拓海 two questions. How match are the cost of put an item in the market? The alert window on that information is displayed is in chinese and the translate tools can translate correctly that window. And whi I can't everi time buy an item in  the market? For example I want to buy some potions that cost 110 gold, but i can't. The game says  "beyond load", but when I tried to buy the same potion but with a cost of 150, I can buy it.Other question. The mine that you can enter from the scull palace at the 3th floor of the scull cave, is connected in some way with the mine that have it's entrance at snake forest?I enter to the mine from the snake forest, and I tried to find some connection channel that connects that part of the mine with the other, but iI cant find nothing.If you go to the east (from the entrance) you go to the east mine, but in any of these passages you can't enter more than one pit to the nort (trying to go to the "north mining area")And, if you go to the south, some steps from the entrance, you can go to the  male mine area, but in that the only passage that i  can find, in all of the pits an passages, is the misterious channels that connect with the zzombie lord.Where is the connection with the other part of the mine? o you must have enter from the palace and doesn't exist any method to go from one side to the other side.Thanks.

URL: http://forum.audiogames.net/viewtopic.php?pid=308397#p308397





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Re: Return Of The King multilanguage version released

2017-04-23 Thread AudioGames . net ForumNew releases room : sanslash332 via Audiogames-reflector


  


Re: Return Of The King multilanguage version released

Hello @拓海 two questions. How match are the cost of put an item in the market? The alert window on that information is displayed is in chinese and the translate tools can translate correctly that window. And whi I can't everi time buy an item in  the market? For example I want to buy some potions that cost 110 gold, but i can't. The game says

URL: http://forum.audiogames.net/viewtopic.php?pid=308397#p308397





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