Re: new game online! Desafio Mortal

2017-02-28 Thread AudioGames . net ForumNew releases room : thggamer via Audiogames-reflector


  


Re: new game online! Desafio Mortal

Hello.I'm from Brazil, but I haven't played the game that much. However, I translated the first part of the game manual, butI think I'll need help totranslate the rest because of time constraints.Here is the translated part and sorry for the spelling errors.1.0. IntroductionIn this chapter you'll learn about the following topics:* What is Desafio Mortal: a brief description of how the game worksand in what concepts it is based.* System requirements: what your computer needs to run the game correctly.* Running the game at the first time: some details you'll need to knowwhen running the game at the first time.* Main menu: detailed description of each item of the game's main menu.* Options: detailed description of all the available settings.* Creating your first character: step by step instructions in how tocreate your first character and connecting to the game.* Connecting: how to connect to the game with a previously createdaccount.* Commands reference: detailed description of the game commands, splitin categories.* Items: a general description of all the items on the game and whatthey serve for.* Credits: thanks to all people that contribute to Desafio Mortal.1.1. What is Desafio MortalDesafio Mortal whas thought from the concept that, to have a cool andfun game, you don't need to make it paid, the game doesn't need to beheavy on computer resourcesor ridiculously full of features. It only needs to be full of good ideas,player suggestions, and of course, be interactive!It is an online game, with various diverse mapsin that you can walk, run, jump, climb,go up and down staircases, collect, exchange, sell, or even alction avariety of items; use public transport mediums, cast spells... And more importantly: survive the mortal chalenge. and what this chalengebe that, you ask? Survive!In this game, you not only can but should engage in combat with other playersin an unfinishable war: a large variety of weapons are available,ranging from light knives to very destructive bombs! Do you think you can manage such chalenge?1.2. System requirementsTo play Desafio Mortal with total performance and accessibility, you'llneed the following prerequisites:    * 100 MB free memory* Stereo sound speakers or headphones (to make the best experiencepossible from the game).    * AMD C-60 APU with Radeon(tm) HD Graphics processor or better    * Windows 7, 8, 8.1 or 10.1.3. Running the game at the first timeAfter you install the game and run it at the first time, you'll be askedif you want to use SAPI speech. In case you choose yes, the gamemessages will be spoken by a SAPI voice installed in your computer.In case you choose no, the game messages will be spoken by the currentscreen reader active.This setting can be changed later in the game.1.4. The main menuWhen the game opens, it will display the main menu. You use the arrowkeys to cycle through the options, and the ENTER key to make yourchoice.These are the options:    * Connect: lets you connect to the server.* Test speakers: plays a sound to check if your sound speakers orheadphones are positioned correctly.* "Your username is (username). Press enter to change.". This is anself-explaining function.From it, you can configure another character.* "Your password is set. Press enter to know it."In case if you don't have a created account on the server,this option willdisplay differently. It is useful in case you want to know your passwordor change it with a new one in case you changed it with another internalway.    * Create a new account: Lets you create a new account on the server.    * Settings: Opens the game's options menu.* Advanced settings: opens the advanced options menu, that you can use torecover your password if you forgot it.* Check for updates: in case if your game version becomes out of dateand you can't access the server, use this option to download the latestversion.* Check for patch: Similarly for the previously describbed option, thisoption lets you check for any patches that the game needs to runproperly.* Please, make a donation to keep the server running.    * Quit: quits the program1.5. Game settingsWhen you run the program, you'll be located in the main menu.From the options available, you'll find a menu called Settings, which,in turn, is split in General Settings and Profile settings. Thefirst menu contains the following options:* Select output device: lets you set the audio output device that youwant to use in the game.* Disable confirmation at exit: when you are connected on the game, youcan use the escape key to disconnect from it. By default the game asksif you are realy sure that you want to exit. Use this option to disable thisbehavior.* Disable warnings when someone logs on or off: by default, the gametells you when someone logs on or off from the server. Use this option tochange this.* Disable logo playback at startup: by default, when you open the game you'll hearits logo sound. Use this option to change 

Re: death match project alpha

2016-06-09 Thread AudioGames . net ForumNew releases room : thggamer via Audiogames-reflector


  


Re: death match project alpha

Hello.Have you tried to modify the pybass' source code?From the description you provided, it seems that the code is trying toload the wrong shared library file.If what I read is correct, Mac shared libraries end in a ".dylib"extension, and the code is trying to load a ".so" library file, wich isa Linux dynamic library.Try to add in an if condition that checks if the system is mac, andloads the "dylib" version of bass and see if it works.

URL: http://forum.audiogames.net/viewtopic.php?pid=263736#p263736





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Re: death match a new beginning version 2.0 released

2016-01-05 Thread AudioGames . net ForumNew releases room : thggamer via Audiogames-reflector


  


Re: death match a new beginning version 2.0 released

@Manuel,I can confirm you that Pygame does support unicode characters.I use pygame apps with a brazilian keyboard and it works fine.However, to get that behavior, I think you'll need to use the "unicode"attribute of the keypress event.For sound, you can use the pygame mixer module, which in my opinion is very complete.About Mac and Linux support, I've done some tests and Pygame works fine on Linux.For the Mac I can't say because I don't have one, but it is very likely it can work.

URL: http://forum.audiogames.net/viewtopic.php?pid=245656#p245656





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Re: death match a new beginning version 2.0 released

2016-01-05 Thread AudioGames . net ForumNew releases room : thggamer via Audiogames-reflector


  


Re: death match a new beginning version 2.0 released

@Manuel,About the pan issue, CAE_Jones has made a module that can convert BGT pan values to Pygame ones.If you want I can try to upload it.About the latency, you can use this line to fix it (before pygame.init):pygame.mixer.pre_init(44100, -16, 2, 1024)This will lower the buffer size and make it work.Hope this helps.

URL: http://forum.audiogames.net/viewtopic.php?pid=245676#p245676





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Re: SoundRTS Modified AI Project

2015-10-15 Thread AudioGames . net ForumNew releases room : thggamer via Audiogames-reflector


  


Re: SoundRTS Modified AI Project

Hello.I've updated the link with a more current version of the AI, with somebugs fixed.The bugs were in the resource gathering and the selection of a square to build.Regarding the townhalls bug, I know the cause but it'll be a bit trickyto fix.The bug only happens if there are more than two AI players in the game,so I'm a bit unsure how I can implement a solution.If you find more bugs, please let me know in this thread.

URL: http://forum.audiogames.net/viewtopic.php?pid=234912#p234912





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Re: SoundRTS Modified AI Project

2015-08-14 Thread AudioGames . net ForumNew releases room : thggamer via Audiogames-reflector


  


Re: SoundRTS Modified AI Project

Hello.Ive updated the version posted here to a new version that I think fixes some bugs.Dropbox is still updating so if the file doesnt come complete it is the update process.Ive got realy impressed how this new AI works. Ive played a game withan aggressive computer as an alli and it beated a calm computer in 15minutes (with 51 knights and some footman and archers and priests).If you played a game with it, how did it behave, in your opinion?

URL: http://forum.audiogames.net/viewtopic.php?pid=227836#p227836




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Re: SoundRTS Modified AI Project

2015-08-09 Thread AudioGames . net ForumNew releases room : thggamer via Audiogames-reflector


  


Re: SoundRTS Modified AI Project

After rereading my post, I think Ill post an explanation because Ithink I wasnt very clear.The game is already playable (think of it as a beta), indeed because of this Ive put the topicin new releases.You can download the game with the modified AI in the first post.I recommend you play with the quiet computer first (invite two or three tosee the difference), because it ismore stable.Im fixing the agressive computer, but it is a bit stable as well.

URL: http://forum.audiogames.net/viewtopic.php?pid=227234#p227234




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SoundRTS Modified AI Project

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


  


SoundRTS Modified AI Project

Hello people.After some time testing, I think Ill release this to get some feedback.Its SoundRTS 1.2-a9 with a modified AI.Its almost complete, so I put the topic in new releases.Ive tried to make it more careful in regard to units, and recruit more fastly.It has more protection measures and minor changes, and I think youllenjoy playing with it.I only request, if you find an error, to post an explanation, the mapyouve played and the log.When its all complete, Ill try to send the modified files to SoundMUD,but if you want to have a look, Ive included the sources.The link is:https://www.dropbox.com/s/tcj966dnd51ve … s.zip?dl=1

URL: http://forum.audiogames.net/viewtopic.php?pid=227078#p227078




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Re: SoundRTS Modified AI Project

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


  


Re: SoundRTS Modified AI Project

Hello defender.First, Im trying to get the AI to play the original game better, so Ithen will move to the CrazyMod.I tried to change it to work with the Crazymod, but its so many thingsto consider and the AI starts playing worse depending on the race.The reason Ive not included the modified crazymod in this file is thatits so many races to change and Ive not modified all of them torelease.Another reazon is that in some races, you need to do certain things towork with it, for example with the robots, you need to use laser shipswith the cannons to attack. A part of this problem i tried to fix, butIve not tested it much.About the soldier sending, Ive tried to fix that. Its maybe causedbecause the AI is trying to see if it finds some resources, or see if itcan beat the enemy.About the townhalls, the AI is programmed to build townhalls on farth
 erresources to save time for the peasants, but Ive not seen a largenumber of townhalls except when there are 8 ais (wich isunderstandable) because of the large number of computer players.I think Ill try at least to see if I can make the AI detect when there areallied townhalls, so it doesnt lose meadows.

URL: http://forum.audiogames.net/viewtopic.php?pid=227119#p227119




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Re: SoundRTS

2015-08-05 Thread AudioGames . net ForumNew releases room : thggamer via Audiogames-reflector


  


Re: SoundRTS

I think that this group system is not necessary, at least for now.You can already make groups, put the units on another square or presscontrol s, and send all the soldiers one square at a time.Wait then to arrive to the selected square and send them to the nextsquare on the path, if desired.About the console idea, I think its good, but it will be good to addtranslations as well, so the users will not need to knowenglish to use the console.

URL: http://forum.audiogames.net/viewtopic.php?pid=226649#p226649




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Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-04 Thread AudioGames . net ForumNew releases room : thggamer via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

Sometimes the AIs build townhalls for a simple reazon:When the AI gets a keep for example, it thinks that to get somefootmans, it needs a townhall.So it builds that townhall and stay with the keep.Im working on writing a better AI, but stopped work with it becausethe simulation is very slow in big maps with 4 or 5 AIS.About the AI sending 1 or 2 soldiers, the problem is in the constantattacks.The AI doesnt check the path to the squares, so it sends the soldiersto the square it wants, but doesnt care about the other squares.I think that is the main part that my AI is slow.Anyway i couldnt fix this problem still (it continues to send 1 or 2soldiers, but only in the start of the game).Its interesting thoug that this checking path makes the AI splittroops, like in onj1, there are 20 dragons on a1, and 8 dragons on a2attacking me.It is interesting because there 
 are no splitting troops code in the AI.I dont know why they split the troops, but it causes problems to me.They like to attack me when Im attacking an allied AI of them.In some maps the AI has problems with the CrazyMod, with the robots forexample, the cannons are very slow and the ships arrive in the wrongthime.Im thinking on implementing a soldiers group code, in that the AI sendsthe soldiers, waits them to move to a square, and sends it to anothersquare, it will give the slower soldiers a chance to stay with the morefast ones.

URL: http://forum.audiogames.net/viewtopic.php?pid=196467#p196467




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Re: Luta - A Fighting Audiogame

2014-08-28 Thread AudioGames . net ForumNew releases room : thggamer via Audiogames-reflector


  


Re: Luta - A Fighting Audiogame

Hello.Sorry for the delay, this was intended to release several weeks ago.Ive released some changes on the game.I think Ill not write lEdit because I think that the file format willchange.Ive added documentation on how to create phases and arcade mode phases(traps are missing still).Ive added intro cutscenes to the game engine and an example cutscenein the battle with the giant phase.The link is the same.Enjoy!

URL: http://forum.audiogames.net/viewtopic.php?pid=186951#p186951




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Re: Luta - A Fighting Audiogame

2014-08-04 Thread AudioGames . net ForumNew releases room : thggamer via Audiogames-reflector


  


Re: Luta - A Fighting Audiogame

hello.The readme is in the doc folder.I want more ideas to put in the game so if you have some ideas for thegame please post.

URL: http://forum.audiogames.net/viewtopic.php?pid=183561#p183561




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Re: Luta - A Fighting Audiogame

2014-07-29 Thread AudioGames . net ForumNew releases room : thggamer via Audiogames-reflector


  


Re: Luta - A Fighting Audiogame

Hello.Ive done another update.This update is mainly the fix for the loading sounds problem (the sounds will beloaded one time only from the hard drive).Other minor changes are the arcade phase list and the battle with the giant.I dont will explain how to kill the giant because it will be a spoiler.The link is the same.

URL: http://forum.audiogames.net/viewtopic.php?pid=182654#p182654




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Re: Luta - A Fighting Audiogame

2014-07-26 Thread AudioGames . net ForumNew releases room : thggamer via Audiogames-reflector


  


Re: Luta - A Fighting Audiogame

It currently has no story but Im planning to create an editor for theplayers create their own story.

URL: http://forum.audiogames.net/viewtopic.php?pid=182188#p182188




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Re: Luta - A Fighting Audiogame

2014-07-25 Thread AudioGames . net ForumNew releases room : thggamer via Audiogames-reflector


  


Re: Luta - A Fighting Audiogame

Hello.Ive done another update to the game.In this update I made the player stats exportable.This way the stats will be the same in the fight and in the sidescroller.In this update the side scroller has a background sound to indicate thatits working.The link is the same.

URL: http://forum.audiogames.net/viewtopic.php?pid=182081#p182081




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Re: Luta - A Fighting Audiogame

2014-07-22 Thread AudioGames . net ForumNew releases room : thggamer via Audiogames-reflector


  


Re: Luta - A Fighting Audiogame

Hello.Just thinking of posting some news of the game, so here it is.The arcade mode (side scroller) is almost complete.Its a simple version.I need to add only some things and will be ready for release.Ive done in side scroller because in 2D the objects will be harder tofind and some time playing Adventure at C: and dying to the MyDownloads boss but this is another story.I have a simpler version of Luta that can be played online with otherpeople but it needs some testing.When I finish testing it Ill post it here.And finally Im making a more intelligent AI for SoundRTS and CrazyMod(this I think will take some time for release).Note: The fights against AI players remains in 2D.

URL: http://forum.audiogames.net/viewtopic.php?pid=181658#p181658




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Re: Luta - A Fighting Audiogame

2014-07-22 Thread AudioGames . net ForumNew releases room : thggamer via Audiogames-reflector


  


Re: Luta - A Fighting Audiogame

Hello.Ive updated the game.In this update the side scroller is implemented and I fixed some bugs.Please tell any bugs you find.The link is the same.

URL: http://forum.audiogames.net/viewtopic.php?pid=181677#p181677




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Re: Luta - A Fighting Audiogame

2014-07-21 Thread AudioGames . net ForumNew releases room : thggamer via Audiogames-reflector


  


Re: Luta - A Fighting Audiogame

Hello.You must find the trap and make the enemy go where you are.Then, press Q to throw him on the trap.

URL: http://forum.audiogames.net/viewtopic.php?pid=181521#p181521




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Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-21 Thread AudioGames . net ForumNew releases room : thggamer via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.2)

Hello.I found two bugs in SoundRTS.First, when i make a game and quit, and Ill replay it, with the AIselected as player, the game doesnt ends.Second, its not a bug I think but Ill report.When Im allied with someone and have no soldiers to attack an enemy, mypeasants flee even if my alli can kill the enemy.

URL: http://forum.audiogames.net/viewtopic.php?pid=181522#p181522




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Re: Luta - A Fighting Audiogame

2014-07-20 Thread AudioGames . net ForumNew releases room : thggamer via Audiogames-reflector


  


Re: Luta - A Fighting Audiogame

Hello.Another update to the game.In this update Ive added traps and I think that I fixed the XP bug.The link is the same.Note: The example trap is only available in the side scrolling phase.

URL: http://forum.audiogames.net/viewtopic.php?pid=181403#p181403




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Re: Luta - A Fighting Audiogame

2014-07-19 Thread AudioGames . net ForumNew releases room : thggamer via Audiogames-reflector


  


Re: Luta - A Fighting Audiogame

Hello,in my XP machine the game works fine, but I think that in your machinethe game is using the wrong C++ runtime library.Try copying these files from the NVDA screen reader folder to the game folder and tellme if it worked.mfc90.dllMicrosoft.VC90.CRT.manifestMSVCP90.dllmsvcr90.dllThese files are from the newer Visual Studio that I think that Pythonuses.

URL: http://forum.audiogames.net/viewtopic.php?pid=181281#p181281




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Re: Luta - A Fighting Audiogame

2014-07-18 Thread AudioGames . net ForumNew releases room : thggamer via Audiogames-reflector


  


Re: Luta - A Fighting Audiogame

I think that start is for cmd close its window when the game runs.Ill try to add the arcade mode but I think that Ill do in 2d because aside scroller will require changing much code.

URL: http://forum.audiogames.net/viewtopic.php?pid=181129#p181129




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Re: Luta - A Fighting Audiogame

2014-07-18 Thread AudioGames . net ForumNew releases room : thggamer via Audiogames-reflector


  


Re: Luta - A Fighting Audiogame

Hey aaron, I liked the soundpack.Even if I dont understand very well spoken english the soundpack wasgood.Something I noticed is that some sounds where recorded in a low volume(not sure if this word is correct).

URL: http://forum.audiogames.net/viewtopic.php?pid=181179#p181179




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Luta - A Fighting Audiogame

2014-07-17 Thread AudioGames . net ForumNew releases room : thggamer via Audiogames-reflector


  


Luta - A Fighting Audiogame

Hello guys,Im Thiago from SoundRTS Chat.This is the first forum that I register to.So if I did something wrong, please tell me.Luta is a fighting audiogame.Its in the early development.Ive posted it here to get some feedback about the game, what toimprove, etc.It includes translations in 3 languages: English, Spanich and BrazilianPortuguese (in fact the name of the game comes from luta, fight inportuguese).The link is:http://brindvox.xpg.com.br/luta29.zipThe code is GPL but the sounds are all free, I think.I think that I removed all the copyrighted sounds, if you think that Iused a sound with copyright, please tell me and I will try to find areplacement.Ps: If you do any changes in the code and if you want, please send thechanges to me that I can include in the original game.The manual is
  in doc/manual-*language*.txtThe game can also run in Mac Os X (untested) and GNU/Linux, copying thePython source files from src to the games main folder.Enjoy!

URL: http://forum.audiogames.net/viewtopic.php?pid=181014#p181014




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Re: Luta - A Fighting Audiogame

2014-07-17 Thread AudioGames . net ForumNew releases room : thggamer via Audiogames-reflector


  


Re: Luta - A Fighting Audiogame

Yes, the game has basic stereo positioning.Some AIs flee and youll notice it at left or right.Im thinking in adding multiplayer mode, but the game is very simple atthis time.

URL: http://forum.audiogames.net/viewtopic.php?pid=181042#p181042




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Re: Luta - A Fighting Audiogame

2014-07-17 Thread AudioGames . net ForumNew releases room : thggamer via Audiogames-reflector


  


Re: Luta - A Fighting Audiogame

Hello,Ive updated the game.The changes are:Slowed now a bit the AI (can be reverted in a configuration file if you want), addeda side scrolling phase, added the possibility to hold the arrow keys tomove, fixed some small bugs in the AI and added a manual for creating characters.The link is the same.Next Ill try to add traps that you can throw the enemy in.

URL: http://forum.audiogames.net/viewtopic.php?pid=181059#p181059




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