Re: S.E.A., watercraft simulator

2021-03-07 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

@Fubsepude:Great question. I love itch and will continue to support it for all my games. I plan to use Steam as another distribution method. For the festival I hope to collect feedback so I can prioritize things in the roadmap and understand where to go with pricing.@Dark:Thanks for the feedback about the caves. I'm sorry that you felt boxed in and I understand why. I can tell you more about how the world is generated. There's an ocean floor with various features like hills and trenches carved into it. Anything below it can be carved out by different sorts of structures that form a sort of swiss cheese of pockets and elongated tubes. They don't have reason or always connect. Sometimes you do need to back out and find a new cave.When I originally built this it was purely theoretical and I had to trust my intuition of the math. Now that I have better tools to visualize the structures they form, there could be some opportunities for adjustments. Should I make any changes to terrain in this way, then I will need to implement it in a way that doesn't break saves.One thing I could add without breaking saves is tunnel generation. Occasionally the terrain generator might spawn a worm, which digs a winding path through the terrain. These tunnels would connect the floor to different holes in the swiss cheese. They'd be much easier to follow. Possibly they'd have different sounds or guaranteed treasure. I've added this to my roadmap for the next big update.

URL: https://forum.audiogames.net/post/620765/#p620765




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Re: S.E.A., watercraft simulator

2021-03-07 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

Hi folks,Today I released a new update that adds a day/night cycle which affects different aspects of the simulation and sound design. Throughout the cycle, the music will evolve alongside synths tracing the positions of the sun and moon. Around noon and midnight you can surf newly added tidal waves, which move west to east and tower above the surface. For this update I included a few enhancements to the movement model so you can move faster with more freedom to jump and spin.Currently I'm working toward submitting the game to the Steam Game Festival. That includes setting up the store page and reaching stability with this release. After that I'll be continuing with my roadmap, which leads us to the Life update, which includes aquatic life and new sounds.Let me know if you encounter any issues. Enjoy!v1.3.0 patch notes

URL: https://forum.audiogames.net/post/620719/#p620719




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Re: S.E.A., watercraft simulator

2021-03-07 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

Hi folks,Today I released a new update that adds a day/night cycle which affects different aspects of the simulation and sound design. Throughout the cycle, the music will evolve alongside synths tracing the positions of the sun and moon. Around noon and midnight you can surf newly added tidal waves, which move west to east and tower above the surface. For this update I included a few enhancements to the movement model so you can move faster with more freedom to jump and spin.Currently I'm working toward submitting the game to the Steam Game Festival. That includes setting up the store page and reaching stability with this release. After that I'll be continuing with my roadmap, which leads us to the Life update, which includes aquatic life and new sounds.Let me know if you encounter any issues. Enjoy!

URL: https://forum.audiogames.net/post/620719/#p620719




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Re: S.E.A., watercraft simulator

2021-03-07 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

Hi folks,Today I released a new update that adds a day/night cycle which affects different aspects of the simulation and sound design. Throughout the cycle, the music will evolve alongside synths tracing the positions of the sun and moon. Around noon and midnight you can surf newly added tidal waves, which move west to east and tower above the surface. For this update I included a few enhancements to the movement model so you can move faster with more freedom to jump and spin.Currently I'm working toward submitting the game to the Steam Summer Festival. That includes setting up the store page and reaching stability with this release. After that I'll be continuing with my roadmap, which leads us to the Life update, which includes aquatic life and new sounds.Let me know if you encounter any issues. Enjoy!

URL: https://forum.audiogames.net/post/620719/#p620719




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Re: soundStrider, exploration game and relaxation tool

2021-02-19 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: soundStrider, exploration game and relaxation tool

I'm pleased about the sustained interest in this! I've fallen really behind with maintaining it due to work-life balance and newer projects. The to-do list is way too long: refactoring everything to the new engine, improving adventure mode, and countless revisions and wishlist items. All of that is necessary and important. I'm mostly exhausted and distracted.I don't want to think of this project as a failure. It represents a very specific period in my life. If anything, it's one of the stepping stones toward something more exciting for me. Here we have infinitely generated worlds with objects that live in it. In other games I've experimented with vehicle physics, navigating in three dimensions, and collisions. I'm toying with a few other prototypes that you might get to play.The main idea is: I want to combine these components into a new game, a mixture of soundStrider and S.E.A., where you can explore an alien exoplanet on foot, or with an amphibious vehicle you can mount any time, with the goal of cataloging its flora and fauna into an audio codex. My goal is to wrap everything up (with S.E.A. mainly) so I can get started. I expect it to be a much longer project than the others. Let me know if that's exciting for you too!

URL: https://forum.audiogames.net/post/616911/#p616911




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Re: soundStrider, exploration game and relaxation tool

2021-02-19 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: soundStrider, exploration game and relaxation tool

I'm pleased about the sustained interest in this! I've fallen really behind with maintaining it due to work-life balance and newer projects. The to-do list is way too long: refactoring everything to the new engine, improving adventure mode, and countless revisions and wishlist items. All of that is necessary and important. I'm mostly exhausted and distracted.I don't want to think of this project as a failure. If anything, it's one of the stepping stones toward something more exciting for me. Here we have infinitely generated worlds with objects that live in it. In other games I've experimented with vehicle physics, navigating in three dimensions, and collisions. I'm toying with a few other prototypes that you might get to play.The main idea is: I want to combine these components into a new game, a mixture of soundStrider and S.E.A., where you can explore an alien exoplanet on foot, or with an amphibious vehicle you can mount any time, with the goal of cataloging its flora and fauna into an audio codex. My goal is to wrap everything up, as soon as possible, so I can get started. I expect it to be a much longer project than the others. Let me know if that's exciting for you too!

URL: https://forum.audiogames.net/post/616911/#p616911




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Re: S.E.A., watercraft simulator

2021-02-03 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

Many replies below.@33:Haha, I wish I could build my own browser! The desktop build of the game is packaged with Electron, which some folks have affectionately called Flash for the desktop. It's a wrapper for Chromium and can serve web apps as if they're standalone desktop applications, so you get access to all the same Web APIs (like the HTML canvas) and generally only need one codebase for a cross-platform app. Personally I like it, but wish its file size were smaller.I'm still very new to drawing with the Canvas API so I'm studying things like this article on MDN about optimizing canvas. There are some opportunities here for GPU optimization like using multiple canvases as layers above one another so the GPU composites them for you. I made some performance gains in the last few updates, but this might be good to try next.@34:I love the idea of a photography mode! It could work similar to the bookmarks in soundStrider. I do wonder how it would control. Can we look or move around? is it frozen in time? I added it to my wishlist in the roadmap as a possibility.@35, spoiler alert:Coral and things like kelp forests would be interesting additions, but they need shallower water than the world generator currently supports, and I may want to save the shallows for another project.  I do want to add underwater biomes that give more variety to the soundscapes you explore. I'm thinking different musical textures, rhythms, and motifs that play along with the more persistent drones. Perhaps special areas too?@36:Thanks for the report, no need for logs. This is a known issue and one that's proving very difficult to fix. Sometimes when a "certain sound" starts, a filter it's connected to gets into a bad state, which breaks everything else it's connected to, including the main output. Right now I'm using an analyzer to detect when the audio crashes this way and then rebuild whatever I think causes it. The fix isn't quite working right now (it causes an infinite loop of crashing and restarting) but I think I'm on the right track.

URL: https://forum.audiogames.net/post/612656/#p612656




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Re: S.E.A., watercraft simulator

2021-02-03 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

Many replies below.@33:The desktop build of the game is packaged with Electron, which some folks have affectionately called Flash for the desktop. It's a wrapper for Chromium and can serve web apps as if they're standalone desktop applications, so you get access to all the same Web APIs (like the HTML canvas) and generally only need one codebase for a cross-platform app. Personally I like it, but wish its file size were smaller.I'm still very new to drawing with the Canvas API so I'm studying things like this article on MDN about optimizing canvas. There are some opportunities here for GPU optimization like using multiple canvases as layers above one another so the GPU composites them for you. I made some performance gains in the last few updates, but this might be good to try next.@34:I love the idea of a photography mode! It could work similar to the bookmarks in soundStrider. I do wonder how it would control. Can we look or move around? is it frozen in time? I added it to my wishlist in the roadmap as a possibility.@35, spoiler alert:Coral and things like kelp forests would be interesting additions, but they need shallower water than the world generator currently supports, and I may want to save the shallows for another project.  I do want to add underwater biomes that give more variety to the soundscapes you explore. I'm thinking different musical textures, rhythms, and motifs that play along with the more persistent drones. Perhaps special areas too?@36:Thanks for the report, no need for logs. This is a known issue and one that's proving very difficult to fix. Sometimes when a "certain sound" starts, a filter it's connected to gets into a bad state, which breaks everything else it's connected to, including the main output. Right now I'm using an analyzer to detect when the audio crashes this way and then rebuild whatever I think causes it. The fix isn't quite working right now (it causes an infinite loop of crashing and restarting) but I think I'm on the right track.

URL: https://forum.audiogames.net/post/612656/#p612656




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Re: S.E.A., watercraft simulator

2021-02-03 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

Many replies below.@33:The desktop build of the game is packaged with Electron, which some folks have affectionately called Flash for the desktop. It's a wrapper for Chromium and can serve web apps as if they're standalone desktop applications, so you get access to all the same Web APIs (like the HTML canvas) and generally only need one codebase for a cross-platform app. Personally I like it, but wish its file size were smaller.I'm still very new to drawing with the Canvas API so I'm studying things like this article on MDN about optimizing canvas. There are some opportunities here for GPU optimization like using multiple canvases as layers above one another so the GPU composites them for you. I made some performance gains in the last few updates, but this might be good to try next.@34:I love the idea of a photography mode! It could work similar to the bookmarks in soundStrider. I do wonder how it would control. Can we look or move around? is it frozen in time? I added it to my wishlist in the roadmap as a possibility.@35, spoiler alert:Coral and things like kelp forests would be interesting additions, but they need shallower water than the world generator currently supports, and I may want to save the shallows for another project.  I do want to add underwater biomes that give more variety to the soundscapes you explore. I'm thinking different musical textures, rhythms, and motifs that play along the more persistent drones. Perhaps special areas too?@36:Thanks for the report, no need for logs. This is a known issue and one that's proving very difficult to fix. Sometimes when a "certain sound" starts, a filter it's connected to gets into a bad state, which breaks everything else it's connected to, including the main output. Right now I'm using an analyzer to detect when the audio crashes this way and then rebuild whatever I think causes it. The fix isn't quite working right now (it causes an infinite loop of crashing and restarting) but I think I'm on the right track.

URL: https://forum.audiogames.net/post/612656/#p612656




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Re: S.E.A., watercraft simulator

2021-02-03 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

Many replies below.@33:The desktop build of the game is packaged with Electron, which some folks have affectionately called Flash for the desktop. It's a wrapper for Chromium and can serve web apps as if they're a standalone desktop application, so you get access to all the same Web APIs (like the HTML canvas) and generally only need one codebase for a cross-platform app. Personally I like it but wish its file size were smaller.I'm still very new to drawing with the Canvas API so I'm studying things like this article on MDN about optimizing canvas. There are some opportunities here for GPU optimization like using multiple canvases as layers above one another so the GPU composites them for you. I made some performance gains in the last few updates, but this might be good to try next.@34:I love the idea of a photography mode! It could work similar to the bookmarks in soundStrider. I do wonder how it would control. Can we look or move around? is it frozen in time? I added it to my wishlist in the roadmap as a possibility.@35, spoiler alert:Coral and things like kelp forests would be interesting additions, but they need shallower water than the world generator currently supports, and I may want to save the shallows for another project.  I do want to add underwater biomes that give more variety to the soundscapes you explore. I'm thinking different musical textures, rhythms, and motifs that play along the more persistent drones. Perhaps special areas too?@36:Thanks for the report, no need for logs. This is a known issue and one that's proving very difficult to fix. Sometimes when a "certain sound" starts, a filter it's connected to gets into a bad state, which breaks everything it's connected to, including the main output. Right now I'm using an analyzer to detect when the audio crashes this way and then rebuild whatever I think causes it. The fix isn't quite working right now (it causes an infinite loop of crashing and restarting) but I think I'm on the right track.

URL: https://forum.audiogames.net/post/612656/#p612656




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Re: S.E.A., watercraft simulator

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


  


Re: S.E.A., watercraft simulator

@30:Good question about the graphics. I'll say that my implementation here does not use the GPU much, if at all, and I'm looking into the best way to optimize drawings to the HTML canvas that reduce calls and execution time on the CPU. For something that's seems as simple as drawing rainbow dots on the screen, the FPS drops significantly when it's active in complex scenes. I pride myself in learning how all this works and building my own solutions. It would be nice to fix this because I think it has a really cool, unique look.@31:I love that you enjoy the music. For me this is a musical experience first and a game second.I've definitely thought about a recording feature before. For debugging things and exporting audio for trailers I built such a thing into my engine that outputs WebM files. After exporting I typically fight with ffmpeg to extract the audio into a more usable format. I think I could get it to export to uncompressed WAV if I spent more time on it. After that it'd be relatively simple to expose a UI to players for recording and exporting audio.The biggest reason I haven't already is because I personally think the interactivity and ephemerality of the music is important to its experience. Like Music for Airports, it's a system that's never the same twice. But that's a philosophical matter and I'm happy to explore how to let folks experience it how they want.

URL: https://forum.audiogames.net/post/612215/#p612215




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Re: S.E.A., watercraft simulator

2021-02-01 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

@defender:Thanks friend! I probably put in 15 hours over the weekend. I should have spent this week testing first before release because there are some major issues to solve before I can move on to more fun things (like dolphins). Thankfully if you play with graphics disabled you'll avoid the worst issues. This is why I stick to sound design! I'm glad you asked about donations. I recently removed them for all my projects because I'm no longer unemployed. I love the sentiment of folks buying me a beer for my time, but I'd like to support the community in other ways. Such as reducing the price of soundStrider and supporting more content creators with what I've earned from it. One thing you could do is buy a copy when it's on sale, which adds a copy to the community pool, and gift it to a friend.You personally do a wonderful job repping and supporting my work. I'm so grateful for that. The best donation I can ask for from folks is your continued feedback and support so I can get better at this. Let's make cool things together.Edited for: I wasn't thinking.

URL: https://forum.audiogames.net/post/612044/#p612044




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Re: S.E.A., watercraft simulator

2021-02-01 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

@defender:Thanks friend! I probably put in 15 hours over the weekend. I should have spent this week testing first before release because there are some major issues to solve before I can move on to more fun things (like dolphins). Thankfully if you play with graphics disabled you'll avoid the worst issues. This is why I stick to sound design! I'm glad you asked about donations. I recently disabled them for all my projects because I'm no longer unemployed. I love the sentiment of folks buying me a beer for my time, but I'm beginning to reinvest earnings from my projects into content creators and community members here. If I don't return to making soundStrider updates, which becomes harder the longer I'm away from it, then I'm also going to reduce its price and expand its community copy program. If you need to support me, then buy that game when it's on sale, otherwise put money in a cause of your choice.You personally do a wonderful job repping and supporting my work. I'm so grateful for that (even when I'm super unavailable). The best donation I can ask for from folks is your continued feedback, discussion, and emotional support. Let's make cool things together.

URL: https://forum.audiogames.net/post/612044/#p612044




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Re: S.E.A., watercraft simulator

2021-01-31 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

Hi folks,Update for those who don't follow the itch page. A new v1.2.0 build is live. It adds the performance settings and access hotkeys we discussed as well as several smaller changes and fixes. No need to update unless the patch notes interest you.If you were encountering performance issues, I'd recommend tweaking the new settings. The graphics have an adjustable draw distance and can be disabled entirely for a performance boost. For audio issues, I'd recommend disabling reverb or lowering the object limit for the best performance boost. The audio render distance slider is provided for completeness and can be left at maximum or adjusted to taste.https://shiftbacktick.itch.io/sea/devlo … e-settingsEnjoy!

URL: https://forum.audiogames.net/post/611730/#p611730




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Re: S.E.A., watercraft simulator

2021-01-31 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

Hi folks,Update for those who don't follow the itch page. A new v1.2.0 build is live. It adds the performance settings and access hotkeys we discussed as well as several smaller changes and fixes. No need to update unless the patch notes interest you.If you were encountering performance issues, I'd recommend tweaking the new settings. The graphics have an adjustable draw distance and can be disabled entirely for a slight performance boost. For audio issues, I'd recommend disabling reverb or lowering the object limit for the biggest performance boost. The audio render distance slider is provided for completeness and can be left at maximum or adjusted to taste.https://shiftbacktick.itch.io/sea/devlo … e-settingsEnjoy!

URL: https://forum.audiogames.net/post/611730/#p611730




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Re: S.E.A., watercraft simulator

2021-01-30 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

@23:I apologize about the confusion about the controls listed on the game page and manual. That is indeed a longstanding error because I oddly get left and right confused. I'll get that fixed right away.I hadn't put much thought into the compass headings. After minimal research I've learned that you're correct and I'd like to adjust that in the next release. Thanks for pointing this out! I'm sure these things happen all the time when pedestrians like me try to make games about things they don't use or understand. This weekend I'm working on adding those performance settings, so I'll incorporate both fixes in that update.Overall I'm very pleased with how much you love the sound design and physics. I spent a lot of time trying to get the little interactions right. Always things to improve. Thanks so much for the nice feedback!

URL: https://forum.audiogames.net/post/611212/#p611212




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Re: S.E.A., watercraft simulator

2021-01-28 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

@17:There are two ways to check your direction. First you can escape to the game menu and go to the Status screen. There you'll find your direction listed under Heading (for example: "East (zero degrees)"). You may also hear some audio cues while you turn. They are positioned in stereo, with North being a high pitch and South being a low pitch.This raises an interesting concern that I'd like to explore in a future update: hotkeys. For example, pressing Alt+H could announce your current heading to a screen reader with an aria-live region. I'll add these to my roadmap. Thanks!

URL: https://forum.audiogames.net/post/610629/#p610629




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Re: S.E.A., watercraft simulator

2021-01-27 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

@12Thank you so much for your kind words. I will say that I have a roadmap for upcoming releases, and that aquatic creatures are a major part of it. This includes dolphins, gulls, and whales. Ideally weather and time of day effects as well. This will add to the variety of the sounds you hear while boating around. They will sound just as synthesized as everything else. Ideally I'd like to create an entity system so each individual creature has its own unique behavior.To answer your question about a spoiler, for now you may want to check this reply I made to friend asking the same thing. Hope this helps!

URL: https://forum.audiogames.net/post/610423/#p610423




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Re: S.E.A., watercraft simulator

2021-01-27 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

Hi folks,Thanks for checking this out! I admit it's a weird one. I expect it to be polarizing and I absolutely love that about this. We have so many great shooters, platformers, and RPGs here to enjoy. Did anyone really ask for an open-world game with no objectives where all you do is drive a boat? I apologize to those who are experiencing issues with performance once the soundscapes get rather dense. The audio is indeed synthesized in real-time and requires a bit from the CPU to sound good. This is a known issue with older hardware. There are a few optimizations I can make in a future update similar to what I did during the soundStrider beta. Mainly, I can add render distance and object limit sliders, and the ability to disable reverb post-processing. I will add this to my roadmap for the next release so more of you can enjoy this. Thanks for your understanding.Please keep up the feedback as I'll be watching this space.Cheers!

URL: https://forum.audiogames.net/post/610371/#p610371




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Re: S.E.A., watercraft simulator

2021-01-27 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

Hi folks,Thanks for checking this out! I admit it's a weird one. I expect it to be polarizing and I absolutely love that about it. We have so many great shooters, platformers, and RPGs here to enjoy. Did anyone really ask for an open-world game with no objectives where all you do is drive a boat? I apologize to those who are experiencing issues with performance once the soundscapes get rather dense. The audio is indeed synthesized in real-time and requires a bit from the CPU to sound good. This is a known issue with older hardware. There are a few optimizations I can make in a future update similar to what I did during the soundStrider beta. Mainly, I can add render distance and object limit sliders, and the ability to disable reverb post-processing. I will add this to my roadmap for the next release so more of you can enjoy this. Thanks for your understanding.Please keep up the feedback as I'll be watching this space.Cheers!

URL: https://forum.audiogames.net/post/610371/#p610371




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Re: S.E.A., watercraft simulator

2021-01-27 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

Hi folks,Thanks for checking this out! I admit it's a weird one. I expect it to be polarizing and I absolutely love that about it. We have so many great shooters, platformers, and RPGs here to enjoy. Did anyone really ask for an open-world game with no objectives where all you do is drive a boat? I apologize to those who are experiencing issues with performance once the soundscapes get rather dense. The audio is indeed synthesized in real-time and requires a bit of the CPU to sound good. This is a known issue with older hardware. There are a few optimizations I can make in a future update similar to what I did during the soundStrider beta. Mainly, I can add render distance and object limit sliders, and the ability to disable reverb post-processing. I will add this to my roadmap for the next release so more of you can enjoy this. Thanks for your understanding.Please keep up the feedback as I'll be watching this space.Cheers!

URL: https://forum.audiogames.net/post/610371/#p610371




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S.E.A., watercraft simulator

2021-01-27 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


S.E.A., watercraft simulator

You lie prone in your S.E.A., an experimental military watercraft that's fully enclosed. Moments before, you were dropped off in the middle of the Pacific. There's no land for days. It's just you and the sounds of the open sea. Your mission is to test its capabilities.Play in browserS.E.A. on itch.io (desktop builds available)Source codeSpoiler warningThis discussion may contain spoilers. Please be respectful of first-time players. Spoilers are hidden by default on the game page and in its manual. Please expand them at your own pace if you get stuck.How to playThe ocean is endless. Listen and relax. Surf the waves. Experiment.ControlsS.E.A. supports multiple control schemes for keyboard, mouse, and gamepad that are described in-depth on the game page and in its manual. In general, they are very similar to my other games. For best results, try playing a desktop build with a supported gamepad.Thanks for playing!This game was originally developed in 15 days for No Video Jam with the theme "waves". This post celebrates its first major update with many optimizations and improvements. I'm excited to finally share this and future updates with you. There will be more to share soon. Dive in and let me know what you think!

URL: https://forum.audiogames.net/post/610258/#p610258




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Re: Auraboros, endless bullet hell

2020-10-12 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: Auraboros, endless bullet hell

@9You'll find the spoilers on the itch page under the heading How To Play. Expanding the spoiler warning will expand the section for that. Hope this helps!

URL: https://forum.audiogames.net/post/579788/#p579788




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Re: Auraboros, endless bullet hell

2020-10-12 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: Auraboros, endless bullet hell

@9You'll find the spoilers on the itch page under the heading How To Play. Expanding the spoiler warning will expand the section for that.

URL: https://forum.audiogames.net/post/579788/#p579788




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Re: Auraboros, endless bullet hell

2020-10-07 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: Auraboros, endless bullet hell

Thank you all for your kind words! I'm glad that you're enjoying it so far.@Dark: Thanks so much for all the feedback and suggestions. I agree that some aspects of the sound design needed more love than I had time for during the jam period. Something I'm still learning is how to apply different distance curves to sounds so the bigger cues (like the black hole spawns and explosions) are more impactful. When voting ends in three weeks I'd love to improve them in a post-jam update. All of those changes are on the table.

URL: https://forum.audiogames.net/post/578140/#p578140




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Auraboros, endless bullet hell

2020-10-06 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Auraboros, endless bullet hell

Devour rival singularities or be assimilated. Auraboros is an endless shooter with bullet hell and reverse tower defense influences.Play in browserAuraboros on itch.io (desktop builds available)Source codeControlsAuraboros has controls that are comparable to standard first-person shooters. It can be played entirely with a keyboard, optionally with a mouse to look and shoot, or with a standard gamepad like an Xbox controller. A full reference can be found on the itch page or the downloadable manual.How to playA tutorial screen with instructions appears for new players. If you're confused after a few attempts or want to learn more, then a detailed breakdown of the game and its mechanics can be found on the itch page behind spoiler tags.Thanks for playingPlease let me know if you have any questions or suggestions. This game was developed in 72 hours for Ludum Dare 47. While I can't promise any major updates, I'll be happy to support it once the rating period ends. Ideally I'd like to add mechanics to break up the action like boss battles, power-ups, or special abilities.My personal high score is 8,170. What's yours?

URL: https://forum.audiogames.net/post/577996/#p577996




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Re: Audo, endless racing game

2020-09-20 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: Audo, endless racing game

Thanks @ogomez92 for checking out the source and your kind words!Synthesis is super cool and I love its expressiveness. With it we can build dynamic systems, musical or not, that respond to player input and react to emergent situations. Being able to achieve that with code is more or less surreal.I think part of the future of audio games (and game audio in general) is a return to form. As hardware improves over time, synthesis will approach a simulacra that will eventually surpass recorded sound. This includes speech synthesis. Obviously it won't truly replace voice actors or recording engineers, but it will give devs more options and save us some disk space.Earlier someone mentioned that they don't enjoy the sound design here for its 8-bit simplicity. It's a fair criticism. While I agree that Audo doesn't do much toward realism, the fact that a game like Audo can be built with synthesizers is a good proof of concept for the possibilities to come. I'd love to play more games that do this but better. Eventually its engine will be ready to share and I'll warmly invite you to make your own.That said, something cool about the changes under the hood with this update is that I've upgraded its engine from 2D to 3D. It doesn't change Audo at all, but creating 3D experiences is much easier. For example, with S.E.A. I honestly hacked together its 3D movement on top of the old 2D engine. When I upgrade it, its sound design and movement physics will be a lot closer to reality. However, that will take more time as it's a much larger overhaul than this patch.

URL: https://forum.audiogames.net/post/572340/#p572340




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Re: Audo, endless racing game

2020-09-19 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: Audo, endless racing game

@34Hi Diego,Thanks for letting me know. I have not experienced this bug personally. Two ideas:1) The drifting cues are opposite the direction you're moving. It's sort of like dust getting ejected away from you as you move. Eventually you'll hit walls on either side that are panned to the side you're on.2) Are you playing without headphones? Something that can happen in "landscape-secondary" mode is that the phone is upside down, so its stereo speakers are reversed. Currently the game doesn't detect this and flip the stereo image. If this is the case, then try rotating your device. The UI will rotate with it so the speakers will line up with the controls.Let me know if that helps. Thanks!

URL: https://forum.audiogames.net/post/572199/#p572199




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Re: Audo, endless racing game

2020-09-18 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: Audo, endless racing game

Hi folks,Small update today. Audo has been updated to version 1.2.0. For desktop users, this is purely a maintenance update and doesn't need to be downloaded.Importantly, this update does have some love for those who asked for mobile support. If you visit the game page on your mobile device, it should now run in your browser. The screen has been divided in half to provide big touch areas for you to drift left and right. Tap and hold either side of the screen and your racer will drift in that direction. Note that when I tested this with TalkBack on Android, I needed to disable TalkBack temporarily to play.Something that I wish was in this update is accelerometer support. I tested it locally and had a basic control scheme working. It was like a steering wheel. Unfortunately, the way that itch.io embeds the game disallows access to this data, so I had to pull its support. I plan on letting them know so hopefully they can update their security policy soon.Enjoy!

URL: https://forum.audiogames.net/post/572042/#p572042




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Re: Audo, endless racing game

2020-09-18 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: Audo, endless racing game

Hi folks,Small update today. Audo has been updated to version 1.2.0. For desktop users, this is purely a maintenance update and doesn't need to be downloaded.Importantly, this update does have some love for those who asked for mobile support. If you visit the game page on your mobile device, it should now run in your browser. The screen has been divided in half to provide big touch areas for you to drift left and right. Tap and hold either side of the screen and your racer will drift in that direction. Note that when I tested this with TalkBack on Android, I needed to disable TalkBack temporarily to play.Something that I wish was in this update is accelerometer support. I tested it locally and had a basic control scheme working. Unfortunately, the way that itch.io embeds the game disallows access to this data, so I had to pull its support. I plan on letting them know so hopefully they can update their security policy soon.Enjoy!

URL: https://forum.audiogames.net/post/572042/#p572042




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Re: soundStrider, exploration game and relaxation tool

2020-09-14 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: soundStrider, exploration game and relaxation tool

@aaronKaleidophone is an audio toy where you manipulate time to explore ambient soundscapes. You can play forwards and backwards at any speed or even freeze time. It's designed to be a relaxing experience that uses binaural beats to induce a meditative state. For sighted folks you'll see colored squares forming patterns and dancing along to the music. It's free to play and open-source.https://shiftbacktick.itch.io/kaleidophone

URL: https://forum.audiogames.net/post/570701/#p570701




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Re: soundStrider, exploration game and relaxation tool

2020-09-13 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: soundStrider, exploration game and relaxation tool

@germanicoI'm delighted that you enjoy my work! Procedural generation is powerful and I think there's a lot that audio games can achieve with it. I hope you and your friends enjoy "el cazador" when it's ready to share. I don't know if we will ever go underwater in soundStrider. Unfortunately it might require a new game. I would like to add aquatic animals to S.E.A. if possible. Dolphins and whales would be a pleasant addition. (But let's respect the animals, no torpedoes! haha)I'm sorry for not seeing our language difference. It makes sense now. Edit: Thanks for the clarification, I can investigate now.

URL: https://forum.audiogames.net/post/570577/#p570577




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Re: soundStrider, exploration game and relaxation tool

2020-09-13 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: soundStrider, exploration game and relaxation tool

@germanicoI'm delighted that you enjoy my work! Procedural generation is powerful and I think there's a lot that audio games can achieve with it. I hope you and your friends enjoy "el cazador" when it's ready to share. I don't know if we will ever go underwater in soundStrider. Unfortunately it might require a new game. I would like to add aquatic animals to S.E.A. if possible. Dolphins and whales would be a pleasant addition. (But let's respect the animals, no torpedoes! haha)I'm sorry for not seeing our language difference. It makes sense now. Let me explain what I understand. When you press F11, you switch the game from full screen to windowed, and it performs better when in windowed mode. Is that correct? I might be able to investigate.

URL: https://forum.audiogames.net/post/570577/#p570577




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Re: soundStrider, exploration game and relaxation tool

2020-09-13 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: soundStrider, exploration game and relaxation tool

@germanicoI'm delighted that you enjoy my work! Procedural generation is powerful and I think there's a lot audio games can achieve with it. I hope you and your friends enjoy "el cazador" when it's ready to share. I don't know if we will ever go underwater in soundStrider. Unfortunately it might require a new game. I would like to add aquatic animals to S.E.A. if possible. Dolphins and whales would be a pleasant addition. (But let's respect the animals, no torpedoes! haha)I'm sorry for not seeing our language difference. It makes sense now. Let me explain what I understand. When you press F11, you switch the game from full screen to windowed, and it performs better when in windowed mode. Is that correct? I might be able to investigate.

URL: https://forum.audiogames.net/post/570577/#p570577




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Re: soundStrider, exploration game and relaxation tool

2020-09-13 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: soundStrider, exploration game and relaxation tool

@germanicoI'm delighted that you enjoy my work! Procedural generation is powerful and I think there's a lot audio games can achieve with it. I hope you and your friends enjoy "el cazador" when it's ready to share. I don't know if we will ever go underwater in soundStrider. Unfortunately it might require a new game. I would like to add aquatic animals to S.E.A. if possible. Dolphins and whales would be a pleasant addition.I'm sorry for not seeing our language difference. It makes sense now. Let me explain what I understand. When you press F11, you switch the game from full screen to windowed, and it performs better when in windowed mode. Is that correct? I might be able to investigate.

URL: https://forum.audiogames.net/post/570577/#p570577




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Re: soundStrider, exploration game and relaxation tool

2020-09-13 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: soundStrider, exploration game and relaxation tool

Thanks for the clarification, @defender!@84: I'm sorry for being unclear. Does the problem improve when you are in windowed or fullscreen mode?

URL: https://forum.audiogames.net/post/570564/#p570564




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Re: soundStrider, exploration game and relaxation tool

2020-09-13 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: soundStrider, exploration game and relaxation tool

@75Oops. Quadruple post. Sorry that I missed you, musicalman!Thanks for taking a risk and checking out the game! What I can say about the game and its intended experience is to explore at your own pace; you'll take away from it whatever you put into it. It intentionally has no obstacles, objectives, or achievements. I wanted to create something that provided a relaxing escape that could be played after work, before bed, or between more intense gaming sessions. It's about the journey.Anyway, I'll happily answer your questions:1) Strafing is walking sideways. It's just another way to explore. If you strafe left while facing north, you'll continue to face north as objects move from left to right. If you combine strafing and turning, then you can walk circles around an object while constantly facing it. This is easiest with a mouse or gamepad.2) In adventure mode, the compass is only active when you have an active quest objective. After completing a quest you'll need to locate the next one on your own. Fortunately they're not very far apart (a minute at most). Your strategy of walking in random directions is definitely a valid way to play that I encourage.3) The worlds are disconnected entities. You may find similar sounds, but no two worlds exist in the same spatial or musical configurations. By using bookmarks you can fast travel between locations in any world. The only thing you can't do is take your progress in adventure mode from one world to another without starting a new one.Enjoy!

URL: https://forum.audiogames.net/post/570527/#p570527




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Re: soundStrider, exploration game and relaxation tool

2020-09-13 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: soundStrider, exploration game and relaxation tool

Sorry for the triple post. It's easier for me to address things as separate thoughts. This one is just a general update about the game and a roadmap for its future. Here I'm speaking unofficially with no timelines or promises.Currently I'm making some improvements to my game engine. I've learned a lot since making three more games with it (Audo, Kaleidophone, and most recently S.E.A.). Most importantly it will now support full 3D audio. Ideally I'd like to patch all of my games with the new code. For the free ones, this will mostly be to align their source code with it, so other folks can reference them for their own projects. For soundStrider, this will open up interesting avenues for future updates.I have quite a few ideas for the next minor update. It will be a little bigger than the last one. Previously @aaron and I discussed a status screen and a journaling system; this will be added in some form. With the upgrade to 3D, I want to rework a few objects so they're positioned above you (like seagulls). Other engine changes will make it easier to add more performance options (like a sound limit). And ideally I'd like to expand some of the environments with new sounds (like tumbleweeds in the desert).After that, there's a lot of possibilities, like more sounds, quests, or instrument presets. It depends on how much time and energy I can dedicate to the project. Because...Quietly I'm also planning a new audio game that's similar in scope to soundStrider. I can't reveal much about it yet, but it's aiming to be an open-world zoology simulator that's influenced by monster hunting games. Expect a blog post when there's more to say.

URL: https://forum.audiogames.net/post/570515/#p570515




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Re: soundStrider, exploration game and relaxation tool

2020-09-13 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: soundStrider, exploration game and relaxation tool

@76, 78I'm sorry that you're still experiencing issues with audio stuttering. If you could capture a recording of what you're experiencing and send me a link, I'd be happy to investigate further. If you haven't already, please try the desktop build, and lower your settings from the performance screen.I'm aware that there's an issue with the latest Chrome that causes occasional clicking sounds when ran in the browser (it will be fixed in November with Chrome 87). Those can be avoided in the desktop build. Other issues could be indicative of not meeting the hardware requirements, or possibly things to address in the next patch.Running the game is a lot like producing an electronic music song with dozens of simultaneous tracks. In its most complex scenes it can be extremely intensive. Personally, my machine is built specifically for that (8-core 4 GHz CPU, 16 GB RAM, USB3 audio interface), so I haven't run into any problems since the v1.0.2 update. Unfortunately I don't have access to any other hardware for testing purposes, so its minimum and recommended hardware requirements are only my best guesses.In my postmortem I discuss some of the technical limitations of the web platform and why achieving optimal performance for such a game is a difficult task. If you work with code or web technologies it should be an insightful read. Without simplifying the game, which I won't do for creative reasons, there are only two paths forward: providing more performance options for you to downgrade your experience, or waiting for the platform to mature in future browser updates so it can better handle what the game is trying to do.I want as many folks as possible to enjoy the game, so I'm actively working on both.Thanks for understanding.

URL: https://forum.audiogames.net/post/570503/#p570503




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Re: soundStrider, exploration game and relaxation tool

2020-09-13 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: soundStrider, exploration game and relaxation tool

@79When you press F11, are you entering or exiting fullscreen?

URL: https://forum.audiogames.net/post/570504/#p570504




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Re: No Video Jam submissions, voting ends September 7

2020-09-04 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: No Video Jam submissions, voting ends September 7

We received another update on the star ratings widget. I'm really pleased with their response with this so far. Now the stars have ARIA labels and work like radio buttons. Please let us know if they've improved for you.We've got three more days to play and submit ratings. I hope more of you can join us in judging these games.

URL: https://forum.audiogames.net/post/567149/#p567149




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Re: No Video Jam submissions, voting ends September 7

2020-09-04 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: No Video Jam submissions, voting ends September 7

We received another update on the star ratings widget. I'm really pleased with their response with this so far. Now the stars have AIRA labels and work like radio buttons. Please let us know if they've improved for you.We've got three more days to play and submit ratings. I hope more of you can join us in judging these games.

URL: https://forum.audiogames.net/post/567149/#p567149




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Re: No Video Jam submissions, voting ends September 7

2020-09-02 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: No Video Jam submissions, voting ends September 7

Thanks you both! I submitted additional feedback about the labels. I think just a few markup changes should get them where they need to be.

URL: https://forum.audiogames.net/post/566499/#p566499




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Re: No Video Jam submissions, voting ends September 6

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


  


Re: No Video Jam submissions, voting ends September 6

@2We got some positive movement on the issue with jam ratings! The star buttons are now able to be focused. I suggested one additional change for the labels. Please give it a try and comment on the issue with any other feedback you may have. Thanks for your help.

URL: https://forum.audiogames.net/post/566380/#p566380




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No Video Jam submissions, voting ends September 6

2020-08-29 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


No Video Jam submissions, voting ends September 6

Submissions for the No Video Jam are in! Please join us for one week to play and review all of our great entries.How to ParticipateAnyone with an itch.io account can participate. Registration is free. Browse the entries, read their artist statements, play the games, rate them in a few categories, and leave us nice comments. Games must be rated in all four categories on the jam page for your ratings to count. May the best game win!SubmissionsSubmissions can be viewed and sorted from the entries page. Here they are in alphabetical order:Audio Death PunchaudioshooterA Walk in the DarkBeat Master!BlindedCave EscapeCristal JamClashes of the SkyDyechanEchoI Can See YouLight the DarknessLost SoulMoodVibesNS-RoboticsPRESS 0 FOR OPERATORReactS.E.A.Unwanted PassengersWhat the Deck!?Enjoy!

URL: https://forum.audiogames.net/post/565354/#p565354




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No Video Jam submissions, voting ends September 6

2020-08-28 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


No Video Jam submissions, voting ends September 6

Submissions for the No Video Jam are in! Please join us for one week to play and review all of our great entries.How to ParticipateAnyone with an itch.io account can participate. Registration is free. Browse the entries, read their artist statements, play the games, rate them in a few categories, and us leave nice comments. Games must be rated in all four categories on the jam page for your ratings to count. May the best game win!SubmissionsSubmissions can be viewed and sorted from the entries page. Here they are in alphabetical order:Audio Death PunchaudioshooterA Walk in the DarkBeat Master!BlindedCave EscapeCristal JamClashes of the SkyDyechanEchoI Can See YouLight the DarknessLost SoulMoodVibesNS-RoboticsPRESS 0 FOR OPERATORReactS.E.A.Unwanted PassengersWhat the Deck!?Enjoy!

URL: https://forum.audiogames.net/post/565354/#p565354




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Re: No Video Jam submissions, voting ends September 6

2020-08-28 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: No Video Jam submissions, voting ends September 6

Drat! I'm so sorry that you're not able to rate the games. Thanks for letting me know. I recall someone here creating an issue on GitHub about the feed ratings recently, which was resolved pretty quickly. I'll check if an issue has been raised about this specifically and make one if there isn't. Thanks for understanding.Edit: I created an issue. Please lend your support here. https://github.com/itchio/itch.io/issues/1109If this fails, I will also create an accessible poll where we can choose a "Community Choice" award. To keep it simple, it will probably be a single vote for best entry. Let me know what you think. Please still feel free to leave reviews in the comments.

URL: https://forum.audiogames.net/post/565358/#p565358




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Re: No Video Jam submissions, voting ends September 6

2020-08-28 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: No Video Jam submissions, voting ends September 6

Drat! I'm so sorry that you're not able to rate the games. Thanks for letting me know. I recall someone here creating an issue on GitHub about the feed ratings recently, which was resolved pretty quickly. I'll check if an issue has been raised about this specifically and make one if there isn't. Thanks for understanding.Edit: I created an issue. Please lend your support here. https://github.com/itchio/itch.io/issues/1109

URL: https://forum.audiogames.net/post/565358/#p565358




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Re: No Video Jam submissions, voting ends September 6

2020-08-28 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: No Video Jam submissions, voting ends September 6

Drat! I'm so sorry that you're not able to rate the games. Thanks for letting me know. I recall someone here creating an issue on GitHub about the feed ratings recently, which was resolved pretty quickly. I'll check if an issue has been raised about this specifically and make one if there isn't. Thanks for understanding.

URL: https://forum.audiogames.net/post/565358/#p565358




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No Video Jam submissions, voting ends September 6

2020-08-28 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


No Video Jam submissions, voting ends September 6

Submissions for the No Video Jam are in! Please join us for one week to play and review all of our great entries.How to ParticipateAnyone with an itch.io account can participate. Registration is free. Browse the entries, read their artist statements, play the games, rate them in a few categories, and us leave nice comments. Games must be rated in all four categories on the jam page for your ratings to count. May the best game win!SubmissionsSubmissions can be viewed and sorted from the entries page. Here they are in alphabetical order:Audio Death PunchaudioshooterA Walk in the DarkBeat Master!BlindedCave EscapeClashes of the SkyDyechanEchoI Can See YouLight the DarknessLost SoulMoodVibesNS-RoboticsPRESS 0 FOR OPERATORReactS.E.A.Unwanted PassengersWhat the Deck!?Enjoy!

URL: https://forum.audiogames.net/post/565354/#p565354




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No Video Jam submissions, voting ends September 6

2020-08-28 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


No Video Jam submissions, voting ends September 6

Submissions for the No Video Jam are in! Please join us for one week to play and review all of our great entries.How to ParticipateAnyone with an itch.io account can participate. Registration is free. Browse the entries, read their artist statements, play the games, rate them in a few categories, and us leave nice comments. Games must be rated in all four categories on the jam page for your ratings to count. May the best game win!SubmissionsSubmissions can be viewed and sorted from the entries page. Here they are in alphabetical order:Audio Death PunchaudioshooterA Walk in the DarkBeat Master!BlindedCave EscapeClashes of the SkyDyechanEchoI Can See YouLight the DarknessLost SoulMoodVibesNS-RoboticsReactS.E.A.Unwanted PassengersWhat the Deck!?Enjoy!

URL: https://forum.audiogames.net/post/565354/#p565354




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Re: Audo, endless racing game

2020-08-04 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: Audo, endless racing game

@30:I don't have access to a Mac so none of my games have official builds for it. There are two ways you can get one:1) Install the itch app and download the HTML build from there. The itch app has a built-in browser but it's not powerful enough to run the game. If you go to its install location, then you can run the index file in a supported browser like Google Chrome, Opera, or possibly Safari.2) The source code is available in the first post. Feel free to build the game for Mac (it should just work), or even make your own modifications. But I don't feel comfortable distributing applications that I don't personally build.

URL: https://forum.audiogames.net/post/558215/#p558215




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Re: Audo, endless racing game

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


  


Re: Audo, endless racing game

@27:Thanks so much for the suggestions! The list of games is so large and overwhelming for me that I never know where to dive in.@28:Exactly! It'd be an indicator without any movement restrictions. What makes this tough is the soundscape is very busy, everyone is moving so fast, and the cue shouldn't be exhausting to hear over and over. There's a ton of ways to approach it. Like scooping out each lane with positional audio, or adding painted lines as an element to the soundtrack. The power-up size and acceleration drop-off are pretty generous so I think it's better to direct folks to the center than to indicate its exact position. I'll experiment and see what works best for the next update.

URL: https://forum.audiogames.net/post/557968/#p557968




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Re: Audo, endless racing game

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


  


Re: Audo, endless racing game

@17I've been thinking about this more. I definitely want to add an additional cue to help center the player on the track. I have a few ideas. One of them is a cue that divides the track into thirds to help establish the sweet spot in the center. Staying in that middle third means you're getting at least 98% acceleration, and is wide enough that if not totally centered you'd have enough reaction time to grab the power-up. (But just to be clear, the opponents don't care and drive how they please!)@22I love the idea of a shooter in this style. I'm pretty full right now, but I'll browse the games list for inspiration and start a design document for a rainy day. Maybe I'll reconsider my concept for No Video Jam?@23The saves are stored in %AppData%/Audo on Windows. It's stored as a binary file in the Local Storage subdirectory. I've never tried editing that file directly, but I know you can safely clear your save by deleting the entire directory. It will get created when you next launch the game.Here's how the current scoring algorithm works:Every frame your score increases by your acceleration times the natural logarithm of how long (in seconds) you've been playing. It's a slow increase with diminishing returns: after completing the first lap it's 3 per second, and by lap 100 it's 8 per second. Your acceleration is a number between 0 and 1 which is based on where on the track you are, with 1 being the center and 0 being the guard rails. So if you hug the sides it stops increasing.Every time a speed boost is collected, your entire score is multiplied by 1.5. If you can grab one every lap, then your score increases exponentially at that rate. Combining that with good positioning gives you the really big scores.My personal best is 5,393. I'm not good at these types of games. So it's super cool to see all these great scores!

URL: https://forum.audiogames.net/post/557668/#p557668




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Re: Audo, endless racing game

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


  


Re: Audo, endless racing game

@17I've been thinking about this more. I definitely want to add an additional cue to help center the player on the track. I have a few ideas. One of them is a cue that divides the track into thirds to help establish the sweet spot in the center. Staying in that middle third means you're getting at least 98% acceleration, and is wide enough that if not totally centered you'd have enough reaction time to grab the power-up. (But just to be clear, the opponents don't care and drive how they please!)@22I love the idea of a shooter in this style. I'm pretty full right now, but I'll browse the games list for inspiration and start a design document for a rainy day. Maybe I'll reconsider my concept for No Video Jam?@23The saves are stored in %AppData%/Audo on Windows. It's stored as a binary file in the Local Storage subdirectory. I've never tried editing that file directly, but I know you can safely clear your save by deleting the entire directory. It will get created when you next launch the game.Here's how the current scoring algorithm works:Every second your score increases by your acceleration times the natural logarithm of how long (in seconds) you've been playing. It's a slow increase with diminishing returns: after completing the first lap it's 3 per second, and by lap 100 it's 8 per second. Your acceleration is a number between 0 and 1 which is based on where on the track you are, with 1 being the center and 0 being the guard rails. So if you hug the sides it stops increasing.Every time a speed boost is collected, your entire score is multiplied by 1.5. If you can grab one every lap, then your score increases exponentially at that rate. Combining that with good positioning gives you the really big scores.My personal best is 5,393. I'm not good at these types of games. So it's super cool to see all these great scores!

URL: https://forum.audiogames.net/post/557668/#p557668




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Re: Audo, endless racing game

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


  


Re: Audo, endless racing game

@17I've been thinking about this more. I definitely want to add an additional cue to help center the player on the track. I have a few ideas. One of them is a cue that divides the track into thirds to help establish the sweet spot in the center. Staying in that middle third means you're getting at least 98% acceleration, and is wide enough that if not totally centered you'd have enough reaction time to grab the power-up. (But just to be clear, the opponents don't care and drive how they please!)@22I love the idea of a shooter in this style. I'm pretty full right now, but I'll browse the games list for inspiration and start a design document for a rainy day. Maybe I'll reconsider my concept for No Video Jam?@23The saves are stored in %AppData%/Audo on Windows. It's stored as a binary file in the Local Storage subdirectory. I've never tried editing that file directly, but I know you can safely clear your save by deleting the entire directory. It will get created when you next launch the game.Here's how the current scoring algorithm works:Every second your score increases by your acceleration times the natural logarithm of how long (in seconds) you've been playing. It's a slow increase with diminishing returns: after completing the first lap it's 3 per second, and by lap 100 it's 8 per second. Your acceleration is a number between 0 and 1 which is based on where on the track you are, with 1 being the center and 0 being the guard rails. So if you hug the sides it stops increasing.Every time a speed boost is collected, your entire score is multiplied by 1.5. If you can grab one every lap, then your score increases exponentially at that rate. Combining that with good positioning gives you the really big scores.

URL: https://forum.audiogames.net/post/557668/#p557668




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Re: soundStrider, exploration game and relaxation tool

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


  


Re: soundStrider, exploration game and relaxation tool

Hi folks,Today I hotfixed the game to v1.0.2. This update addresses some of the performance degradation issues noted earlier in the thread. Basically it solves leaks caused by eight sounds that would get worse whenever they were triggered. If you're interested in the code (or what's coming in the next update), then I wrote a post about the specifics. If you were experiencing issues with stuttering or drop-outs during prolonged sessions, then I encourage you to try out the new build and let me know if it helps. Otherwise it's not a critical patch and you can keep playing on your installed version.Enjoy!

URL: https://forum.audiogames.net/post/556752/#p556752




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Re: Audo, endless racing game

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


  


Re: Audo, endless racing game

@Diego:Great suggestion! The controls are simple enough that I could add touch areas to each side of the screen. I'll work on that next. For now you'd need to use a controller.

URL: https://forum.audiogames.net/post/556337/#p556337




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Re: Audo, endless racing game

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


  


Re: Audo, endless racing game

Thanks for all the responses!@5, @7:Audo is built with _javascript_. I've provided a link to the source code in the OP. It was created using the engine that I custom built for soundStrider, which is open source and set up as a template for you to create your own projects. It includes utilities for creating synths and positioning them as props on a 2D binaural stage (there's no Z-axis). It's not fully documented or finished yet but feel free to explore. For this game I experimented with keeping the player relatively stationary and instead moving the sounds around them.https://github.com/nicross/syngen@8, @9:The soundtrack is one component to help position you on the track. There are a few other subtler hints. The engine gets wobbly when you're not in the optimal position. The road has rumble strips on each side. And new enemies are always spawned in the center so you can follow them (just don't crash). I agree that maybe it's missing something, could be louder or clearer, etc.In general I think an options screen might be a target of the next update (no ETA). Volume sliders for master and music are good suggestions. I'm also thinking of two toggles: show tutorial and instant mode. With this update the early game is more gradual, so what instant mode might do is start you at 500 points and a couple racers on the track already so it's more like the jam version.@11:With this update I fixed a really bad bug. Basically in the Web Audio API you need to explicitly tell oscillators when to stop or they keep consuming resources. Well, every time the hi-hats were hit they were never stopped, so after a few minutes the audio would start degrading. Oops!

URL: https://forum.audiogames.net/post/556329/#p556329




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Re: Audo, endless racing game

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


  


Re: Audo, endless racing game

Thanks for all the responses!@5, @7:Audo is built with _javascript_. I've provided a link to the source code in the OP. It was created using the engine that I custom built for soundStrider, which is open source and set up as a template for you to create your own projects. It includes utilities for creating synths and positioning them as props on a 2D binaural stage (there's no Z-axis). It's not fully documented or finished yet but feel free to explore. For this game I experimented with keeping the player relatively stationary and instead moving the sounds around them.@8, @9:The soundtrack is one component to help position you on the track. There are a few other subtler hints. The engine gets wobbly when you're not in the optimal position. The road has rumble strips on each side. And new enemies are always spawned in the center so you can follow them (just don't crash). I agree that maybe it's missing something, could be louder or clearer, etc.In general I think an options screen might be a target of the next update (no ETA). Volume sliders for master and music are good suggestions. I'm also thinking of two toggles: show tutorial and instant mode. With this update the early game is more gradual, so what instant mode might do is start you at 500 points and a couple racers on the track already so it's more like the jam version.@11:With this update I fixed a really bad bug. Basically in the Web Audio API you need to explicitly tell oscillators when to stop or they keep consuming resources. Well, every time the hi-hats were hit they were never stopped, so after a few minutes the audio would start degrading. Oops!

URL: https://forum.audiogames.net/post/556329/#p556329




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Re: soundStrider, exploration game and relaxation tool

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


  


Re: soundStrider, exploration game and relaxation tool

@71To claim a community copy, you'll go to soundStrider on itch.io and look for the button labeled Claim Access. It's below the H3 labeled Community Copy. That will open a dialog to purchase soundStrider for $0.00. Clicking "No thanks, just take me to the downloads" will claim the copy without payment. I'd recommend having an itch.io account so it's added to your library.

URL: https://forum.audiogames.net/post/556323/#p556323




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Audo, endless racing game

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


  


Audo, endless racing game

In the lethal futuresport known as Audo, there is no such thing as slowing down! Collect power-ups and dodge opponents as you vie to be the fastest in the galaxy.Play in browserAudo on itch.io (desktop builds available)Source codeControlsPress A and D or the arrow keys to drift sideways. Also supports standard gamepads like an Xbox 360 controller.How to playA tutorial screen with instructions appears for new players. The first lap is always free of opponents with the first power-up directly ahead of you. Please see the itch.io page for more info and lore.Thanks for playingPlease let me know if you have any questions or suggestions. This is a simple game that was initially developed in 48 hours, but I'll be happy to support it in the future with small updates. If you're familiar with the version submitted for GMTK Jam 2020, then you'll find some changes in this new post-jam version.

URL: https://forum.audiogames.net/post/556217/#p556217




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Audo, endless racing game

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


  


Audo, endless racing game

In the lethal futuresport known as Audo, there is no such thing as slowing down! Collect power-ups and dodge opponents as you vie to be the fastest in the galaxy.Play in browserAudo on itch.io (desktop builds available)ControlsPress A and D or the arrow keys to drift sideways. Also supports standard gamepads like an Xbox 360 controller.How to playA tutorial screen with instructions appears for new players. The first lap is always free of opponents with the first power-up directly ahead of you. Please see the itch.io page for more info and lore.Thanks for playingPlease let me know if you have any questions or suggestions. This is a simple game that was initially developed in 48 hours, but I'll be happy to support it in the future with small updates. If you're familiar with the version submitted for GMTK Jam 2020, then you'll find some changes in this new post-jam version.

URL: https://forum.audiogames.net/post/556217/#p556217




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Re: soundStrider: Exploration game and relaxation tool

2020-07-26 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: soundStrider: Exploration game and relaxation tool

@aaronYes! I'm happy that you enjoy Audo. I just read the nice write-up by @pitermach (thank you). I haven't shared it yet because I'm planning a post-jam update which should polish a few things. I love its simplicity, but it could be a fun little side project to maintain with new features, like a jump button or more obstacles. Making it was super fun (it was built with the soundStrider engine, which I'm making open-source) so I'm planning a blog post about that as well.

URL: https://forum.audiogames.net/post/555912/#p555912




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Re: soundStrider: Exploration game and relaxation tool

2020-07-26 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: soundStrider: Exploration game and relaxation tool

@aaronYes! I'm happy that you enjoy Audo. I just read the nice write-up by @pitermach (thank you). I haven't shared it yet because I'm planning a post-jam update which should polish a few things. I love its simplicity, but it could be a fun little project to maintain with new features, like a jump button or more obstacles. Making it was super fun (it was built with the soundStrider engine, which I'm making open-source) so I'm planning a blog post about that as well.

URL: https://forum.audiogames.net/post/555912/#p555912




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Re: soundStrider: Exploration game and relaxation tool

2020-07-26 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: soundStrider: Exploration game and relaxation tool

@aaronYes! I'm happy that you enjoy Audo. I just read the nice write-up by @pitermach (thank you). I haven't shared it yet because I'm planning a post-jam update which should polish a few things. I love its simplicity, but it could be a fun little project to maintain with new features, like a jump button or more obstacles. Making it was super fun so I'm planning a blog post about that as well.

URL: https://forum.audiogames.net/post/555912/#p555912




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Re: soundStrider: Exploration game and relaxation tool

2020-07-26 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: soundStrider: Exploration game and relaxation tool

@aaronYes! I'm happy that you enjoy Audo. I just read the nice write-up by @pitermach (thank you). I haven't shared it yet because I'm planning a post-jam update which should polish a few things. I love its simplicity, but it could be a fun little project to maintain with new features, like a jump button or more obstacles. Making it was super fun so I'm planning a post about that as well.

URL: https://forum.audiogames.net/post/555912/#p555912




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Re: soundStrider: Exploration game and relaxation tool

2020-07-25 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: soundStrider: Exploration game and relaxation tool

Hi folks,I just published a post-mortem about my journey while developing soundStrider over the past nine months. It's about a 30-minute read. In it you'll learn more about me, my process, how it affected my finances, and the lessons I learned. Feel free to dive in and let me know what you think:https://shiftbacktick.io/devlog/2020/07 … ortem.htmlWith that published I'm switching focus to two upcoming updates. The v1.0.2 patch will aim to address some outstanding performance issues. Then the v1.1.0 update will add an audio learning screen and some additional graphical options for users with photosensitivity. Depending on the complexity of the former it may be rolled into the latter.Enjoy!

URL: https://forum.audiogames.net/post/555629/#p555629




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Re: soundStrider: Exploration game and relaxation tool

2020-07-23 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: soundStrider: Exploration game and relaxation tool

Hi aaron,For the audio learning screen, that's sort of what I imagined it could be too. I totally understand the utility it would provide. My hesitance to add it is an implementation issue, basically some blocking issues, and fixing them would constitute a major update. Right now I'm outlining my first update of that size and I've noted to make this a part of it.In general, I love your suggestions for exposing more data to the player. I'm wondering if these features could be rolled into a Status menu. For example, you pause the game, select Status, and then Location or Journal from there. The Location screen could provide your current coordinates and heading. Most locations are a mixture of several palettes so it might be interesting to drill down into percentages. Other attributes could be listed here too like wind speed and direction.The Journal screen would only be available in Adventure mode. It'd call out the current quest objective (or the nearest waypoint if a quest hasn't been started). Below that it'd list all of the completed quest objectives and their locations. The way this would work is that completed quests already add nodes to the map, which the game uses to paint the breadcrumb trails between. So it'd be a list of these nodes, where they're located (probably relative coordinates like 100 meters, South), and assign simple names based on the palettes (like Desert Overlook or Stormy Shores).Something like this seems feasible and would satisfy some of the suggestions @Dark had earlier in the thread. Let me know what you think.

URL: https://forum.audiogames.net/post/554956/#p554956




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Re: soundStrider: Exploration game and relaxation tool

2020-07-22 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: soundStrider: Exploration game and relaxation tool

@61Here's a walkthrough of all the quests. Possible spoilers if you prefer to figure things out on your own:Tutorial. This section mutes the game and provides a little sandbox for players to learn the controls and how to use the navigational cues. Walk forward for about 15 seconds. The quest completes after you arrive at the campfire. Whenever you walk to an unexplored area you'll find new quest waypoints to approach.Expedition. New areas await. Follow the compass to its waypoints. Occasionally there are multiple stops. Breadcrumbs trace your path when the quest ends.Escort. A lost sound appears. Follow the compass to take it home. It lives there when the quest ends.Synthesis. A broken machine appears. Walk in unexplored directions to collect its parts (indicated by waypoints). When all parts are collected, follow the compass to repair the machine. It plays an oscillating scale when the quest ends.Clockwork. A ticking music box appears. Push it into an unexplored direction to wind it up. It plays a unique song when the quest ends.I've received multiple suggestions about providing an expanded tutorial or a menu screen to learn its sounds. I'm torn. My personal preference is to leave things as is. The next best solution might be an interstitial tutorial screen with text after beginning a new adventure (or possibly when encountering a new quest type). Other solutions would be costly to implement at this time.Also, the v1.0.1 hotfix is live on itch.io and Steam. Thanks for your help!

URL: https://forum.audiogames.net/post/554677/#p554677




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Re: soundStrider: Exploration game and relaxation tool

2020-07-22 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: soundStrider: Exploration game and relaxation tool

@61Here's a walkthrough of all the quests. Possible spoilers if you prefer to figure things out on your own:Tutorial. This section mutes the game and provides a little sandbox for players to learn the controls and how to use the navigational cues. Walk forward for about 15 seconds. The quest completes after you arrive at the campfire. Whenever you walk to an unexplored area you'll find new quest waypoints to approach.Expedition. New areas await. Follow the compass to its waypoints. Occasionally there are multiple stops. Breadcrumbs trace your path when the quest ends.Escort. A lost sound appears. Follow the compass to take it home. It lives there when the quest ends.Synthesis. A broken machine appears. Walk in unexplored directions to collect its parts (indicated by waypoints). When all parts are collected, follow the compass to repair the machine. It plays an oscillating scale when the quest ends.Clockwork. A ticking music box appears. Push it into an unexplored direction to wind it up. It plays a unique song when the quest ends.I've received multiple suggestions about providing an expanded tutorial or a menu screen to learn its sounds. I'm torn. My personal preference is to leave things as is. The next best solution might be an interstitial tutorial screen with text after beginning a new adventure. Other solutions would be costly to implement at this time.Also, the v1.0.1 hotfix is live on itch.io and Steam. Thanks for your help!

URL: https://forum.audiogames.net/post/554677/#p554677




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Re: soundStrider: Exploration game and relaxation tool

2020-07-22 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: soundStrider: Exploration game and relaxation tool

Hi aaron,Thanks so much for the bug report. I've identified the issue you've noted on the Audio Mixer screen that causes a hard lock of the entire application. I'm pushing a v1.0.1 hotfix momentarily that will fix that for you.I'm aware of performance issues in certain instances. I believe it's more of a CPU issue than a RAM issue because synthesis is a real-time process and the game itself doesn't use much memory. Currently I'm writing a blog post about why optimizing this is hard. What I'm aiming for in the next planned release is basically a performance audit of the entire codebase. The truth is that I'm uncertain what I'm going to find; it might be something I've simply overlooked, or I may need to overhaul some things and put them behind additional performance settings. I hope to approach it with a fresh mind in the next week. Thanks for understanding.

URL: https://forum.audiogames.net/post/554660/#p554660




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Re: soundStrider: Exploration game and relaxation tool

2020-07-09 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: soundStrider: Exploration game and relaxation tool

@defender: I didn't fully understand the ubiquity of social isolation or how this forum is such an outlet until now. Thank you so much for your insight and taking the time to explain that to me.My accessibility journey as a developer is likely a common one. I'm privileged to have never needed it or been shown its importance, so it was easy to be ignorant. It wasn't until I developed a site for a public institution and learned of their legal obligations to accessibility that I concluded the web is for everyone. I felt shame when I learned how inaccessible my work had been. To never repeat those mistakes I adopted an accessibility-first mindset and advocated for better policies at my workplace. But there is always more to learn and improve.Ultimately I'm sorry that you felt the need to apologize for the forum. I'm grateful for all the responses here. Even when folks disliked my art, they were not attacks. This experience is exactly what I needed to understand and affirm my commitment to this community. Cheers!

URL: https://forum.audiogames.net/post/550397/#p550397




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Re: soundStrider: Exploration game and relaxation tool

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


  


Re: soundStrider: Exploration game and relaxation tool

@drg: Thanks for re-posting my announcement!About community copies: I want to make sure that y'all can have access to the game no matter your situation. Thanks to all of your generous purchases here, the pool will start with 7 free copies that anyone can claim. If those ever run out, please PM me to receive a unique coupon code.About this week's update: Today I released the last beta version. It has 23 collectible instruments that can be played on the keyboard, a gamepad, or any MIDI device. There are some slight changes and improvements to other things that may improve performance. Enjoy!About next week's release: I'm reviewing the feedback here in this thread and will attempt to make further optimizations and fixes. There won't be any major new features but it will polish some things so it's ready for retail. This won't be the last soundStrider update. I plan to support the game with bug fixes, and I've outlined a few ideas for free content updates.I've been working on this full-time for over six months. It's been an incredible experience and I'm super grateful. But I need a short break to catch my breath before my next big thing. I'm looking forward to engaging you all in other threads and playing more audio games. Thanks!

URL: https://forum.audiogames.net/post/548031/#p548031




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Re: soundStrider: Exploration game and relaxation tool

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


  


Re: soundStrider: Exploration game and relaxation tool

@Dark: Thanks for checking out my blog. I've been meaning to dive into your response. Your background (and analogy of being a bull seeing red ) is fascinating to me. Could you please PM or link me to where I can learn more about your dissertation and your findings about disability? Perhaps there's a thread in your post history I could dive into?I agree that the definition of a game extends beyond interactivity and that impactful change is an excellent litmus test. I had a chance to play a few games since your reply and it certainly made me think. Two observations:Devil Daggers is an arcade shooter (with binaural audio so it might be possible to play in the dark if the menus had screen reader support or VO). It has only one level that spawns baddies in waves that you need to shoot and avoid, a leaderboard that ranks players by how long they survive, and only one achievement earnable after 500 seconds. For me it was way too difficult but playing felt like a thrill ride or rollercoaster.Here I'd argue that most arcade games like Devil Daggers don't satisfy that criteria (unless your name in the high scores is sufficient change) yet they are still operationally "games" because the neurochemical response is similar to eating a bowl of candy. It feels good just to eat and that feeling in itself is escapist.Lately I've also been diving into the itch.io Bundle for Racial Justice and Equality which had over a thousand games for $5. Lots of rare gems in there that I absolutely loved. One that I'm trying to get into is Overland, in which you lead some folks on a roadtrip across a post-apocalyptic US. Each playthrough you'll meet new characters and get into a variety of situations that usually lead to disaster. There are permanent consequences to every action that affect the rest of the game. It's like a modern Oregon Trail. Games like Overland definitely satisfy that criteria because player actions feed back into the world. But something else I love about emergent game experiences is how they can permanently change ourselves. We form unique memories and take away lessons like reading a book, hearing a song, or going to therapy. They exist outside the game space through the stories we tell.I can find these aspects in my game but it's certainly closer to candy and therapy than challenge and emergent stories. I'm glad to provide a weird and joyful world you can see and escape into. And I'll take everyone's suggestions to heart for wherever we go next.

URL: https://forum.audiogames.net/post/548017/#p548017




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Re: soundStrider: Exploration game and relaxation tool

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


  


Re: soundStrider: Exploration game and relaxation tool

@Dark: Thanks for checking out my blog. I've been meaning to dive into your response. Your background (and analogy of being a bull seeing red ) is fascinating to me. Could you please PM or link me to where I can learn more about your dissertation and your findings about disability? Perhaps there's a thread in your post history I could dive into?I agree that the definition of a game extends beyond interactivity and that impactful change is an excellent litmus test. I had a chance to play a few games since your reply and it certainly made me think. Two observations:Devil Daggers is an arcade shooter (with binaural audio so it might be possible to play in the dark if the menus had screen reader support or VO). It has only one level that spawns baddies in waves that you need to shoot and avoid, a leaderboard that ranks players by how long they survive, and only one achievement earnable after 500 seconds. For me it was way too difficult but playing felt like a thrill ride or rollercoaster.Here I'd argue that most arcade games like Devil Daggers don't satisfy that criteria (unless your name in the high scores is sufficient change) yet they are still operationally "games" because the neurochemical response is similar to eating a bowl of candy. It feels good just to eat and that feeling in itself is escapist.Lately I've also been diving into the itch.io Bundle for Racial Justice and Equality which had over a thousand games for $5. Lots of rare gems in there that I absolutely loved. One that I'm been trying to get into is Overland, in which you lead some folks on a roadtrip across a post-apocalyptic US. Each playthrough you'll meet new characters and get into a variety of situations that usually lead to disaster. There are permanent consequences to every action that affect the rest of the game. It's like a modern Oregon Trail. Games like Overland definitely satisfy that criteria because player actions feed back into the world. But something else I love about emergent game experiences is how they can permanently change ourselves. We form unique memories and take away lessons like reading a book, hearing a song, or going to therapy. They exist outside the game space through the stories we tell.I can find these aspects in my game but it's certainly closer to candy and therapy than challenge and emergent stories. I'm glad to provide a weird and joyful world you can see and escape into. And I'll take everyone's suggestions to heart for wherever we go next.

URL: https://forum.audiogames.net/post/548017/#p548017




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Re: soundStrider: Exploration game and relaxation tool

2020-06-21 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: soundStrider: Exploration game and relaxation tool

Thank you so much for such a lovely write-up, @Dark!Here's some more info about the virtual instrument:It can be activated and played at any time.It's best experienced with a MIDI device but also has keyboard and gamepad controls. If you're familiar with a piano then you can find the white keys between C and Slash (the black keys are on the above row where you'd expect them). The gamepad controls are expressive and weird (press X to toggle and then wiggle the sticks).There's no need to know musical scales. The controls are transposed such that the white keys are always correct.The next update will add presets that change the sound of the instrument and can be selected from an Instrument Settings screen. The goal is to make them hidden collectibles scattered throughout the world.

URL: https://forum.audiogames.net/post/543904/#p543904




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Re: soundStrider: Exploration game and relaxation tool

2020-06-21 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: soundStrider: Exploration game and relaxation tool

Thank you so much for such a lovely write-up, @Dark!Here's some more info about the virtual instrument:It can be activated and played at any time.It's best experienced with a MIDI device but also has keyboard and gamepad controls. If you're familiar with a piano then you can find the white keys between C and Slash (the black keys are on the above row where you'd expect them). The gamepad controls are expressive and weird (press X to toggle and then wiggle the sticks).There's need to know musical scales. The controls are transposed such that the white keys are always correct.The next update will add presets that change the sound of the instrument and can be selected from an Instrument Settings screen. The goal is to make them hidden collectibles scattered throughout the world.

URL: https://forum.audiogames.net/post/543904/#p543904




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Re: soundStrider: Exploration game and relaxation tool

2020-06-21 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: soundStrider: Exploration game and relaxation tool

Thank you so much for such a lovely write-up, @Dark!Here's some more info about the virtual instrument:It can be activated and played at any time.It's best experienced with a MIDI device but also has keyboard and gamepad controls. If you're familiar with a piano then you can find the white keys between C and Slash (the black keys are on the above row where you'd expect them). The gamepad controls are expressive and weird (press X to toggle and then wiggle the sticks).There's need to know musical scales. The controls are always transposed such that the white keys are always correct.The next update will add presets that change the sound of the instrument and can be selected from an Instrument Settings screen. The goal is to make them hidden collectibles scattered throughout the world.

URL: https://forum.audiogames.net/post/543904/#p543904




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Re: soundStrider: Exploration game and relaxation tool

2020-06-19 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: soundStrider: Exploration game and relaxation tool

Thanks @drg! Been too busy to post updates here but glad to have your hype!Adding the MIDI feature was a longstanding dream of mine. Today I hosted a livestream for the Steam Game Festival. I'm not a great pianist but I had a ton of fun playing along with the sounds between exploring.Near the end of the 4+ hour stream I started to experience a lot of stuttering myself. It's one of those issues that I'm super sad about and trying to rectify. The game is coded in _javascript_ and I'm starting to worry that I'm pushing its limits. My hope is that by release I'll find a bug I've overlooked and it magically works better (without compromising sound quality or complexity). Otherwise I'll add more performance settings so that the game is more playable until hardware and web technologies catch up to what the game is trying to do.Part of the next update will add a second octave of keys to the keyboard layout so there's more notes to play. Unfortunately it will take up the entire keyboard and make remapping infeasible. Something I'm considering is mirroring the controls on the numpad for left-handed folks so remapping is unnecessary.Thanks all for playing!Edit: Also! Thanks for the feedback about a forward toggle notification. It's possible and I'm looking into the best way to implement it.

URL: https://forum.audiogames.net/post/543293/#p543293




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Re: soundStrider: Exploration game and relaxation tool

2020-06-19 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: soundStrider: Exploration game and relaxation tool

Thanks @drg! Been too busy to post updates here but glad to have your hype!Adding the MIDI feature was a longstanding dream of mine. Today I hosted a livestream for the Steam Game Festival. I'm not a great pianist but I had a ton of fun playing along with the sounds between exploring.Near the end of the 4+ hour stream I started to experience a lot of stuttering myself. It's one of those issues that I'm super sad about and trying to rectify. The game is coded in _javascript_ and I'm starting to worry that I'm pushing its limits. My hope is that by release I'll find a bug I've overlooked and it magically works better (without compromising sound quality or complexity). Otherwise I'll add more performance settings so that the game is more playable until hardware and web technologies catch up to what the game is trying to do.Part of the next update will add a second octave of keys to the keyboard layout so there's more notes to play. Unfortunately it will take up the entire keyboard and make remapping infeasible. Something I'm considering is mirroring the controls on the numpad for left-handed folks so remapping is unnecessary.Thanks all for playing!

URL: https://forum.audiogames.net/post/543293/#p543293




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Re: soundStrider: Exploration game and relaxation tool

2020-06-16 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: soundStrider: Exploration game and relaxation tool

Hi folks!I've added quite a few updates since my last post, including an Audio Mixer screen for adjusting sound levels (including master, footsteps, and individual navigational cues) and screens to adjust performance settings and view statistics about your play sessions. You can find them all by navigating to the Miscellaneous screen from the main menu or while the game is paused.@Robokop: Thanks for your support! Today's update was inspired by your feedback. From the new Performance Settings screen, please try disabling reverb or slightly reducing the render distance. Let me know if either helps with your lag.

URL: https://forum.audiogames.net/post/541776/#p541776




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Re: soundStrider: Exploration game and relaxation tool

2020-06-07 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: soundStrider: Exploration game and relaxation tool

Hi folks,Based on your feedback I've completely rewritten the user manual and converted it to HTML format. I've updated the original post with a link to the new manual. It will also be included in the game archive starting with the next update. The PDF version will be discontinued.For this week's update I plan to consider your feedback, improve aspects of the navigational cues, and add a basic settings menu. At first that will include the credits and player statistics across play sessions, but it will expand to other requested features.I'm humbled and grateful for everyone who has supported the game so far. Specifically I'd like to thank the person who left me a review on itch (unfortunately reviews are anonymous and not public facing). It brought me tears of joy. I'm just one person but I'll try my best to listen and support you all.I'll be able to respond more soon. Enjoy!

URL: https://forum.audiogames.net/post/538460/#p538460




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Re: soundStrider: Exploration game and relaxation tool

2020-06-05 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: soundStrider: Exploration game and relaxation tool

@brad: Just saw your follow-up. Forums are so hard to keep up with!I totally understand where you're coming from about some of the more grating sounds and I don't take offense. The areas with pure oscillators are driven by Perlin noise fields that control oscillator type, their frequencies, and the amount of filtering. This creates pockets of harsh and calm areas that aren't necessarily meditative for all people. A strength of the Free Roam mode is to be able to avoid those areas if you prefer. Personally I like harsh noise, but your experience demonstrates that perhaps they need more tuning.

URL: https://forum.audiogames.net/post/537870/#p537870




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Re: soundStrider: Exploration game and relaxation tool

2020-06-05 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: soundStrider: Exploration game and relaxation tool

@brad: Thanks for bringing that to my attention. I was unaware that my PDF was still inaccessible despite being text. Shouldn't be too difficult because the source document is HTML. I plan to provide an HTML version of the manual in my next update, early next week. The mention of a seed in the manual is slightly misleading. Recently I added a "Start Adventure" menu item for new players that skips seed selection and launches folks directly into the game. Starting a new adventure or entering Free Roam from the main menu will prompt you for a seed.

URL: https://forum.audiogames.net/post/537865/#p537865




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Re: soundStrider: Exploration game and relaxation tool

2020-06-05 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: soundStrider: Exploration game and relaxation tool

@drg: No worries! I understand that I dumped my game with very little explanation. Thanks so much for the positive rep.Here's more info about the full game and how it differs from the demo:The demo is a standalone experience without time limits. It includes sounds of the beach, storms, ambient tones, and a port of the sounds from my first audio game, Soundsearcher (a 48-hour game that's not important enough to warrant its own thread). Adventure mode has repeatable expedition quests to demonstrate the general game loop, but Free Roam and the bookmarks system is the main focus.The full game has twelve more environments to explore:Aquatic. An underwater theme with glittery tones, bubbles, and ripples.Astral. A deep space theme with objects that revolve around you.Desert. Arid and windy with shifting sands, snakes, and vultures.Forest. Filled with cicadas, frogs, and unique bird species.Industrial. Machinery synchronized in time.Limbic. Breathing and heart beats, like being swallowed by a beast.Mainframe. A hacker space with computer sounds and typing.Mountain. A windy high-altitude area with wind chimes and standing bells.Pulse. Ever listen to Steve Reich's Music for 18 Musicians?Trance. What happens when RNG tries to compose club music.Tundra. Icy and snowy with wolves and aurora at night.Urban. Dynamic traffic that honks but can't hurt you.The full game has a few more quest types that provide more emergent experiences:Escort. Some waypoints spawn lost objects that lead you to their homes. My most memorable playtest so far was walking with a campfire through the ocean to the forest.Synthesis. Some waypoints spawn broken machines. Collect musical components and return them to repair.Clockwork. Some waypoints spawn clockwork toys. Wind them up to hear a unique song.The full game has a few unfinished features that I can't talk much about yet:Instrument. Play along with the game, either by pressing keys or with a MIDI device.Metaprogression. A basic unlock system for the instrument based on metrics across play sessions.Poison. Simple pickups that temporarily enhance the experience.So there's plenty more to hear and do in the full version. But if you enjoy the demo, then it's perfectly fine to keep playing without purchasing. It will continue to receive updates and fixes from the full game.

URL: https://forum.audiogames.net/post/537862/#p537862




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Re: soundStrider: Exploration game and relaxation tool

2020-06-05 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: soundStrider: Exploration game and relaxation tool

@Dark, seriously thank you for the detailed feedback and suggestions.You're correct that I created false expectations by describing a brief attempt at tutorialization as a real tutorial. My approach to game design is to find natural ways for things to explain themselves. I'll consider the language in the manual and how I talk about it in the future. Possibly a rewrite of the manual to describe your first adventure and the sounds to expect would go a long way. Overall my aversion to verbal description in-game, including the way I've structured the quests, is because I'm afraid of internationalizing dialogue and the interface. It's something I have no experience with or budget for at this time.Thanks for pointing out that my game defies some conventions that could be confusing or unapproachable to first-time players who already have experience with audio games. That's valuable for me to know. Honestly, I've only played a few, but I joined this forum to study them more seriously. I'm looking forward to playing more and improving my game based on what I learn.I love your suggestions for increasing the usefulness of breadcrumbs/waypoints by designing quests that require backtracking. One thing to mention is that the demo only contains A-to-B expedition-type quests. These can definitely be improved. You might be interested the quest types that are available in the full game. Please find my response to @drg below.P.S. I'm so glad you were able to check the visuals. With this game I wanted sighted folks to have relatively the same experience, just with something simple and pleasant on the screen. Personally I close my eyes while playtesting.Here's a description for others (apologies if unsolicited): It's similar to window blinds. Basically they visualize the intensities of sounds with horizontal colored bars. The colors cycle between night (black/pink/yellow) and day (pink/yellow/white) over a 30-minute period. For folks who don't prefer reduced motion there's a breathing effect that makes them oscillate in height like ocean waves.

URL: https://forum.audiogames.net/post/537845/#p537845




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Re: soundStrider: Exploration game and relaxation tool

2020-06-05 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: soundStrider: Exploration game and relaxation tool

I just uploaded a hotfix that improves screen reader support. It turns out that the game was being read in document mode instead of application mode. Thanks @Dark for the tip about changing focus mode.@defender: I like this idea. Something that might work is a Geiger counter sort of sound. The challenge here is that with nearly a hundred unique sounds (each with a wide range of variables) it's tough to find space in the mix for alerts or cues. I'll look into this more and work it into my next update. Thanks!@smoothgunner: Please reload the game and let me know if v0.17.1 works better with your NVDA.

URL: https://forum.audiogames.net/post/537824/#p537824




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Re: soundStrider: Exploration game and relaxation tool

2020-06-05 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: soundStrider: Exploration game and relaxation tool

Hi all, thanks for the initial feedback! I apologize for not giving more info but it was interesting to read how you experienced the game and interpreted it without instruction.This is definitely a chill walking simulator. Adventure mode is a guided exploration mode with simple quests whereas Free Roam is an open-ended experience without quests.The main gameplay loop of Adventure mode is to locate waypoints (the beeping sound) and connect them. Connected waypoints leave a breadcrumb trail (the arpeggio sounds) that you can follow to retrace your steps. Or you can venture into unexplored areas to find more waypoints.The compass (sonar sound) works opposite than expected. It's quietest when you're along the right path to limit ear fatigue and allow you to enjoy your surroundings. What would improve the compass?There is no tutorial text in-game. Adventure mode attempts to teach all its mechanics in the first 30 seconds and can be skipped by moving forward. My goal was to do something quick, nonverbal, and cinematic. What would improve the tutorial?The HTML5 version is best experienced in the latest Chrome or Firefox. I'm looking into specific hardware requirements and performance optimizations to eliminate drop-outs.I understand that the audio mix is not for everyone. I'm looking into providing an options screen that will allow adjusting of levels (master, environmental, footsteps, navigational cues).Edit: I should add that the auto-move toggle (R) still requires you to steer! But it frees you from holding W to play. Thanks again for playing. I really appreciate those of you who have purchased or left feedback. I'll watch this space and continue to update the thread.

URL: https://forum.audiogames.net/post/537800/#p537800




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Re: soundStrider: Exploration game and relaxation tool

2020-06-05 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: soundStrider: Exploration game and relaxation tool

Hi all, thanks for the initial feedback! I apologize for not giving more info but it was interesting to read how you experienced the game and interpreted it without instruction.This is definitely a chill walking simulator. Adventure mode is a guided exploration mode with simple quests whereas Free Roam is an open-ended experience without quests.The main gameplay loop of Adventure mode is to locate waypoints (the beeping sound) and connect them. Connected waypoints leave a breadcrumb trail (the arpeggio sounds) that you can follow to retrace your steps. Or you can venture into unexplored areas to find more waypoints.The compass (sonar sound) works opposite than expected. It's quietest when you're along the right path to limit ear fatigue and allow you to enjoy your surroundings. What would improve the compass?There is no tutorial text in-game. Adventure mode attempts to teach all its mechanics in the first 30 seconds and can be skipped by moving forward. My goal was to do something quick, nonverbal, and cinematic. What would improve the tutorial?The HTML5 version is best experienced in the latest Chrome or Firefox. I'm looking into specific hardware requirements and performance optimizations to eliminate drop-outs.I understand that the audio mix is not for everyone. I'm looking into providing an options screen that will allow adjusting of levels (master, environmental, footsteps, navigational cues).Thanks again for playing. I really appreciate those of you who have purchased or left feedback. I'll watch this space and continue to update the thread.

URL: https://forum.audiogames.net/post/537800/#p537800




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Re: soundStrider: Exploration game and relaxation tool

2020-06-05 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


Re: soundStrider: Exploration game and relaxation tool

Hi all, thanks for the initial feedback! I apologize for not giving more info but it was interesting to read how you experienced the game and interpreted it without instruction.This is definitely a chill walking simulator. The Adventure mode is a guided exploration mode with simple quests whereas Free Roam is an open-ended experience.The main gameplay loop of Adventure mode is to locate waypoints (the beeping sound) and connect them. Connected waypoints leave a breadcrumb trail (the arpeggio sounds) that you can follow to retrace your steps. Or you can venture into unexplored areas to find more waypoints.The compass (sonar sound) works opposite than expected. It's quietest when you're along the right path to limit ear fatigue and allow you to enjoy your surroundings. What would improve the compass?There is no tutorial text in-game. Adventure mode attempts to teach all its mechanics in the first 30 seconds and can be skipped by moving forward. My goal was to do something quick, nonverbal, and cinematic. What would improve the tutorial?The HTML5 version is best experienced in the latest Chrome or Firefox. I'm looking into specific hardware requirements and performance optimizations to eliminate drop-outs.I understand that the audio mix is not for everyone. I'm looking into providing an options screen that will allow adjusting of levels (master, environmental, footsteps, navigational cues).Thanks again for playing. I really appreciate those of you who have purchased or left feedback. I'll watch this space and continue to update the thread.

URL: https://forum.audiogames.net/post/537800/#p537800




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soundStrider: Exploration game and relaxation tool

2020-06-05 Thread AudioGames . net ForumNew releases room : shiftBacktick via Audiogames-reflector


  


soundStrider: Exploration game and relaxation tool

Explore endless worlds and save bookmarks to revisit for meditation, studying, and sleep. All of its sounds are synthesized in real-time to evoke naturalistic, abstract, and musical environments.Play demo in browserWishlist on SteamEarly access on itch.ioGame websiteDevelopment blogControlsPress WASD or click to move. Press QE, arrow keys, or use the mouse to turn. Press R to toggle auto-move. soundStrider also supports standard gamepads. Please read the manual on itch.io or Steam for a full controls reference.Known issuessoundStrider is currently in beta and receives weekly updates. It has screen reader support and has been tested with NVDA. I'm aware of some issues and will address them in future updates. Specifically:If the next screen isn't read aloud, then pressing tab will focus its contents (but skip first clickable item).If escape doesn't work, then pressing backspace will also go back.Occasional audio drop-outs while moving.Cannot rebind keys or adjust mouse sensitivity.Thanks for playingPlease let me know if you encounter any issues with your setup. Feel free to ask me anything, leave feedback, suggest features, or share your favorite bookmarks below.

URL: https://forum.audiogames.net/post/537515/#p537515




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