Re: Accessible Android and iOS game: Crafting Kingdom

2017-03-18 Thread AudioGames . net ForumNew releases room : welshweyr via Audiogames-reflector


  


Re: Accessible Android and iOS game: Crafting Kingdom

This is excellent! I've always lamented the lack of a good accessible crafting game and now it looks like there is one.Regarding the bugs, I'm running the game on an iPhone 5S with IOS 10.2.1. I found it quite slow when I initially started id but it's not bad at all now. I certainly look forward to improvements though.Thank you for making a refreshingly-different game accessible!

URL: http://forum.audiogames.net/viewtopic.php?pid=302727#p302727





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Re: Cthulhu Mud

2015-10-18 Thread AudioGames . net ForumNew releases room : welshweyr via Audiogames-reflector


  


Re: Cthulhu Mud

I love this game. I started playing it a year or so ago. My haracter is pretty high level now but I don't get a chance to go on often. I usually have phases with MUDs so that I play them hard for a couple of months then move on to something else until my interest is rekindled.I think the Cthulhu mythos, which the game is based on, is one of my favourite roleplaying settings and I am an avid player of the Call of Cthulhu RPG, produced by Chaosium. The main problem with this game is that, as is often the case with online games - and MUDs in particular - it comes down to grinding zones for money and XP to advance. This isn't what the RPGs and background fiction of the Cthulhu Mythos are about so the MUD has a hard time placing itself where the purists can engage for long and the casual players can engage with the very immersive world descriptions and quests.Still, the professions from the various mythos RPGs have been replicated very well, there are a number o
 f investigative quests, although you can only do most of them once, and the range of monsters from the background fiction is refreshingly accurate and bizarre. There is a crafting system for weapons and armour, although it is limited, but that's definitely in the game's favour. It also encourages roleplaying and its descriptions are very well pitched to evoke the 1920s era of the game, and most traditional Cthulhu mythos adventures.

URL: http://forum.audiogames.net/viewtopic.php?pid=235349#p235349





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Re: Swamp, zombie FPS by Aprone

2015-02-03 Thread AudioGames . net ForumNew releases room : welshweyr via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

I think the problem is that the devil makes work for idle hands. When everyones happy looting or missioning then its fine. I think its when Swamp is used as a chat client while playing other games, or simply just on its own, that we start to see fractious behaviour. When somebody declares that theyre bored on the radio then I find myself wondering why they dont do something about it. Declaring that youre bored doesnt magically make you less bored. It doesnt fix the underlying problem by giving you something to do. I wonder, therefore, if there should be a full-time auto-log out feature, not just one on Kai Day events. If people sit in the safe zone and do nothing but chat for maybe 30 minutes then the game should kick them out. This means people cant just leave their characters logged in while theyre in bed or taking a shower or something, or while theyre concentrating on another game or project. It also means that,
  to keep themselves logged in, they need to participate in the game. It might be resetting their skills, looting for fuel or doing a mission but at least there is a need to interact with the game and not just sit around kicking your heals discontentedly.I also really, really do think that an XP increase based on the number of people in your mission is a good idea. It will, of course, only be effective up to a certain point because participants will have to consider the benefit of the increase compared to the number of people who will share the XP at the end of the mission. It goes without saying that kicked players take their XP increase with them.Another feature of Swamp that really would revive some interest is the quest system. Last I saw, quests didnt work on map 4 and I never even thought of trying them on map 5. If they gave a little XP, there were more of them and there were different types then it would be another strand of the game. Maybe it wouldn
 t help so much with player interaction but it would give people more different things to do. Adding more puzzles to the game might help with this as well, particularly, for example, if the Torn Dress was automatically awarded at the end of an LMS mission with a certain number of participants. How about if CTF, forest LMS, Sniper and Defender missions had a similar reward puzzle? Maybe they would be ways to get special weapons or armour, or more fuel or XP?I dont think there are any features that will change the nature of the players but making the game encourage you to play rather than just relax and chat might inspire them to either do so or find something else that they really do want to do.These are just my thoughts and opinions. Im not aiming my observationss at anyone in particular or trying to cause offense.

URL: http://forum.audiogames.net/viewtopic.php?pid=203484#p203484




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Re: Swamp, zombie FPS by Aprone

2015-01-31 Thread AudioGames . net ForumNew releases room : welshweyr via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

I really like the idea that the number of people in a mission increases the reward. That would be another way to customise but with team spirit in mind. I have to agree that the gap between players of different skill level seems a lot bigger these days. The thing with the Deathbringer missions is that everyone wants to do them, even when theyre not ready for them. 200 crates with 180 normal zombies still nets around 500-600,000 XP which is more than enough to level 5 players until you get to around level 350 or so. There is no need to automatically go for Deathbringer missions. I think the option should be available for people who do need a challenge but maybe there could be a balance by increasing the rewards for normal, bitey and fierce zombies. It wouldnt be worth as much as Bloodthirsty and Deathbringer missions but it may help those who dont have the time to invest in Swamp that some of the higher level people do.Another route to levelling might be fu
 n, like if quest items (and only quest items; not broken items or dogtags) give XP as a reward as well. Maybe only 100 or so so that its a bit of a grind and it isnt worth it for the higher level players to do for much of the time but perhaps that skill that increases the rep for handing in quest items could increase the XP as well?Im not sure that a kill streak multiplier will solve the problem here. All that means is that you can run around map 4 with 50 bloody clothes, get a mighty swarm after you then turn and start racking up points. The higher level you are the more likely you are to have powerful assault rifle skills with extended magazines to capitalise on this route to XP. It might be fun if it was maybe not a very large increase so you could set yourself a challenge as something else to do in Swamp but its just as easy to exploit as any other XP method.Also, Ive experienced the bug where quest rewards arent registering as w
 ell.Is the axe supposed to add to your shot count because it does. I thought it was not?

URL: http://forum.audiogames.net/viewtopic.php?pid=203097#p203097




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Re: Swamp, zombie FPS by Aprone

2015-01-28 Thread AudioGames . net ForumNew releases room : welshweyr via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

A bug and a balance request:For the bug, the water exit from Map3 to Map1 doesnt work. You can float down the creek from Map1 to Sub2 and back again but it only works 1 way to map 3. Does the map need updating to fix this?For the balance problem, please can the title weapons be made easier to find. I feel like Im one of the only players now who doesnt use a storage character to horde stuff so that dying actually means something to me. This means that I have to go hunting for stuff right from the start again when I die. The weapons which have been in the game for a while all come in the fullness of time but some of the title weapons, particularly those on Map5 and the sub maps, are incredibly difficult to find. If youve achieved the title, you should be able to achieve the weapons which come with it.I also think that you should be able to pick up multiple instances of normal weapons. You can get multiples of the same armour and multiples
  of the title weapons so why not of the normal weapons and their accessories? Again, this is relevant now because of people who have access to multiples of weapons and accessories just by massing dozens of them on storage characters so theres no real point limiting them to everyone else. At least those of us who dont transfer itmes between our characters regularly will actually lose our multiples when we die. Having multiples will also increase trading as people will have more shields and powerful weapons to pass on to those willing to pay for them.

URL: http://forum.audiogames.net/viewtopic.php?pid=202720#p202720




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Re: Swamp, zombie FPS by Aprone

2015-01-28 Thread AudioGames . net ForumNew releases room : welshweyr via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

A bug and a balance request:For the bug, the water exit from Map3 to Map1 doesnt work. You can float down the creek from Map1 to Sub2 and back again but it only works 1 way to map 3. Does the map need updating to fix this?For the balance problem, please can the title weapons be made easier to find. I feel like Im one of the only players now who doesnt use a storage character to horde stuff so that dying actually means something to me. This means that I have to go hunting for stuff right from the start again when I die. The weapons which have been in the game for a while all come in the fullness of time but some of the title weapons, particularly those on Map5 and the sub maps, are incredibly difficult to find. If youve achieved the title, you should be able to achieve the weapons which come with it.I also think that you should be able to pick up multiple instances of normal weapons. You can get multiples of the same armour and multiples
  of the title weapons so why not of the normal weapons and their accessories? Again, this is relevant now because of people who have access to multiples of weapons and accessories just by massing dozens of them on storage characters so theres no real point limiting them to everyone else. At least those of us who dont transfer itmes between our characters regularly will actually lose our multiples when we die. Having multiples will also increase trading as people will have more shields and powerful weapons to pass on to those willing to pay for them. Besides, I really love the excitement of never knowing what you might pick up when looting and when you have all weapons from a map then its kind of dull when you know the sound will most likely be ammo.

URL: http://forum.audiogames.net/viewtopic.php?pid=202720#p202720




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Re: Swamp, zombie FPS by Aprone

2015-01-18 Thread AudioGames . net ForumNew releases room : welshweyr via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

Hi Aprone,Ive been thinking about some of the bugs people are experiencing, particularly around inventories. Ive noticed that when you change maps various elements of your character are reset. This includes changing maps as you move around the game and when you are transferred to mission maps and back to the safe zone. These resets include inventories not loading and the /no (h/z) choices reverting to yes. Could the way the game handles map transfers and log ins be the problem and not inventory code? I ask this particularly now that there are more missions (CTF, LMS and defender) where you are given new inventories and your old one is saved by the game and returned to you later.Another option could be the /no human and zombie commands. As I said, I notice that these revert to being on sometimes when you come back from missions or transfer between maps. Could the way the game handles these commands be affecting other map transfer/loading code?<
 /p>Moving on to requests, please, please, please lower the cool down between weapon switches. Its causing all kind of needless deaths and problems and just frustrating players. Can this be taken into consideration and at least speeded up a bit?Id also like to request options for one or two more favourite weapon keys. There are so many fun, interesting and useful weapons in the game now that it would encourage people to use more of them if they could switch to them quickly rather than having to cycle through to so many of them. Having said that, please dont remove weapons because the variety is one of the most important things for me.

URL: http://forum.audiogames.net/viewtopic.php?pid=201487#p201487




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Re: Swamp, zombie FPS by Aprone

2015-01-18 Thread AudioGames . net ForumNew releases room : welshweyr via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

@Dark, its not a bug. Aprone purposefully made it slow because there was an earlier bug people used to exploit reload times or something so that they got free heals from their medkits. I dont fully understand it because I never experienced my fieldkit giving me free heals and I was never inclined to try to break the game to find out.@Revan, when Aprone said he fixed the cool down in his changelog he meant that he made it longer. There is no change log that says it has been reduced again back to near how it used to be.

URL: http://forum.audiogames.net/viewtopic.php?pid=201521#p201521




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Re: Swamp, zombie FPS by Aprone

2015-01-09 Thread AudioGames . net ForumNew releases room : welshweyr via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

Aprone, when you altered zombies in warehouse missions, are you sure it was only for Deathbringers?I just did a mission with 100 basic zombies for 35 crates of ammo. Id done 3 or 4 of these in V3.4B without much trouble but this one in 3.4C was way more intense. By crate 15 or so nearly every part of the warehouse had doors down and the zombies moved much more quickly and purposefully into the main floor. If zombies are going to be that tough then thats fair enough but I really dont think the amount of time and ammunition I had to invest in that mission was worth only 9,000 XP.I guess Im asking, like several others have, if the mission rewards could be increased a bit and if we can have an idea of how the scaling works so we can work out the most effective way of maximising gain for our character level and player ability.Lower rewards also mean that players who would otherwise team up on missions dont feel it is worth doing so. Lo
 wer level players miss out as they cant handle more powerful missions.

URL: http://forum.audiogames.net/viewtopic.php?pid=200353#p200353




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Re: Swamp, zombie FPS by Aprone

2015-01-07 Thread AudioGames . net ForumNew releases room : welshweyr via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

Hi Aprone,Just to let you know, I got the AK47 bug once today where random ones appear in your inventory. There were also a couple of occasions where launching and returning from missions reset toggled weapon modes to normal. Im not complaining but wanted you to know in case reviewing my player data will be useful.

URL: http://forum.audiogames.net/viewtopic.php?pid=200094#p200094




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Re: Swamp, zombie FPS by Aprone

2015-01-06 Thread AudioGames . net ForumNew releases room : welshweyr via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

I dont know if this bug has been reported already but I thought Id put it up here because I dont think Ive seen it on the forum. When you launch a mission, or when you complete one and are returned to the safe zone, your weapons toggled modes reset themselves. If you have shotguns on scatter modes or silencers and suppressors equipped, they are removed and all weapons all return to their standard modes. I think this happens when you solo missions and when you go as a group.Id also like to ask if the cool down between weapon switches can be reduced a little? I understand the reason for it but its pretty much the main reason for my characters dying in this version.

URL: http://forum.audiogames.net/viewtopic.php?pid=199981#p199981




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Re: Swamp, zombie FPS by Aprone

2014-12-30 Thread AudioGames . net ForumNew releases room : welshweyr via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

Im afraid I have some bug reports to add. I then want to go on to talk about CTF missions.Firstly, sound seems to go strange when youre walking in water. I noticed this most when looting in the edges of the lake on map 3 and when running through map 4. The game lags and sounds, particularly for loot and quest items (like broken weapons and dogtags), keep cutting out. I wonder if the sound of the water is trying to pan too much and is cutting out other things? It seems to get better when you get out of the water and spend a little while on normal grassy terrain.There are a couple of CTF problems. Firstly, loot spawns in the area where you go to when you die. Ive entered the game with all kinds of cool stuff before even getting to my base. Should this be changed? Should the loot only appear on the main map? A second odd bug was in a mission this afternoon where I was waiting on a tower to shoot at people running past. Nobody came along for a while so 
 I used question mark to check who was in the mission. It said you have no team yet. I used /where to check on my team mates and it said they were still in a CTF mission. I checked the whole map and my flag was in my base but the enemy flag was not there so I couldnt complete the mission. I had to exit the game and am just glad you dont lose stuff when you do that.When you load an assault rifle with a bayonet on, it only thinks it has an ammo capacity of 1. I did this with an AK47 which I accidentally unloaded then loaded rather than removing the bayonet. It then thought I had a 1-shot weapon which had to be reloaded after each shot until I logged out and back in again.Regarding CTF missions, I wonder if all the forum suggestions are just over-complicating things? If someone has a vulcan, let him waste his ammo then shoot him. If someone has all his points in hunting rifle then wait for him to empty his magazine then shoot him with your favoured 
 weapon while hes reloading. If you cant stand up to someone, just loot for weapons and armour and ignore them. I appreciate that Ive only tried playing with a level 400 character but I have been perfectly able to kill people who were one-shotting me with hunting rifles. Regarding setting points and having power boosts, we cant do this for warehouse missions so why should we for CTF? I really love the randomness of the missions as they are. Ive been owned by single pistol shots and have killed people with grenades and chainsaws. I think its just part of the fun. This is just my opinion though.

URL: http://forum.audiogames.net/viewtopic.php?pid=199121#p199121




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Re: Swamp, zombie FPS by Aprone

2014-12-30 Thread AudioGames . net ForumNew releases room : welshweyr via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

Another CTF bug: It is possible to die multiple times. Nearly every time I die on a CTF mission I respawn with less than full HP because whoever shot me can keep shooting me when Im already dead so that it subtracts from the hitpoints of my next life. In fact, Im absolutely certain that Ive been killed 2 or 3 times over in this way at the same time. I think this is a bug because I assume you should leave the map immediately and respawn in the holding area, rather than being a valid target for further attacks.

URL: http://forum.audiogames.net/viewtopic.php?pid=199142#p199142




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Re: Swamp, zombie FPS by Aprone

2014-12-28 Thread AudioGames . net ForumNew releases room : welshweyr via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

How can this be? Ive tried the most recent Sendspace link for downloading and even tried copying my V3.3 progress file but still when I log on Im a level 131 HC character and I was a level 19 or 20 normal with the rank of Private for my Investigator char when V3.3 was replaced. Can anyone help?

URL: http://forum.audiogames.net/viewtopic.php?pid=198784#p198784




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Re: Swamp, zombie FPS by Aprone

2014-12-26 Thread AudioGames . net ForumNew releases room : welshweyr via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

So if I update from the newest Sendspace link, because I can never get Aprones links to download properly, will I get my missing levels and be a private again?

URL: http://forum.audiogames.net/viewtopic.php?pid=198618#p198618




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Re: Swamp, zombie FPS by Aprone

2014-12-24 Thread AudioGames . net ForumNew releases room : welshweyr via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

I seem to have lost some pretty important levels. I was a level 20 private with a lot of equipment when 3.3 went off line but when I finally got 3.4 downloaded I was still a level 131 HC character. Please, please, please can this be rectified?Aprone, if you want to discuss this my email address is welshwey...@hotmail.com.

URL: http://forum.audiogames.net/viewtopic.php?pid=198423#p198423




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Re: Swamp, zombie fps by Aprone

2014-11-11 Thread AudioGames . net ForumNew releases room : welshweyr via Audiogames-reflector


  


Re: Swamp, zombie fps by Aprone

Id like to second the proposal for running water to clean bloody clothes. It was an idea that I think we discussed a year or more ago but it would be good to bring it back into focus.Id also like to propose that there are statues on the intersections of some of Swamps best players. They could be a good way to thank some of the most prominent Swamp community members. A particular example I can think of for now is Revan. He is one of the most helpful and competent players of the game that I know. He hauls us all around on 70 crate missions without any complaint and not even asking for anything in return. That kind of patience and risk should be rewarded in some way so I think a statue of him erected on the intersection of Jackson Road and Green Lane on map 1 would be a fun way to do this. I think that would be a good place because even the new players will soon encounter him and ask what it is for. I suggested this on the English chat channel once or twice a
 nd people thought that maybe Flyby Chow would be another good candidate for a statue because of his help with missioning and levelling success over the years. There are plenty of intersections available so we could collect quite a gallery of heroes in time.

URL: http://forum.audiogames.net/viewtopic.php?pid=194564#p194564




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Re: Announcing the first release of Park Boss, an amusement park simulator

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


  


Re: Announcing the first release of Park Boss, an amusement park simulator

Some ideas for more activities in your parks could be a game where you shoot airrifles and a coconut shy like you get at fairgrounds. There could also be a ride which is a large zipwire. Additional facilities could be camping sites and places to charge your mobile phones. How about a theatre as well for those pirate pantomime shows you always get at theme parks. Ill stop now though and just enjoy what is there already.One problem I have is the amount of money the different marketing campaigns cost, especially given that they might not even be successful. Even my newspaper campaigns now cost hundreds of thousands of pounds now and that is an entirely pointless investment for from 0 to 80 extra visitors. How about if you could use the left and right arrows to select how much you invested in your marketting campaigns each time? The cheaper the campaign, the more likely it is that it wont do as well. Of course, nothing is perfect so there will always be a chance of failure. Having to pay £528,000 for 25 extra visitors, as I did last night, is really not good though.Ive finally got a park to succeed in the long term. I now have twice the starting amount of land, over £3 million in the bank and I was just offered over £2 million to buy the park.

URL: http://forum.audiogames.net/viewtopic.php?pid=191650#p191650




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Re: Announcing the first release of Park Boss, an amusement park simulator

2014-10-08 Thread AudioGames . net ForumNew releases room : welshweyr via Audiogames-reflector


  


Re: Announcing the first release of Park Boss, an amusement park simulator

If you could have a realtime version of the game then it certainly should be playable alongside the current version. My current park is on around week 100 and is going fine but I sure as hell wouldnt keep checking in every day on a park every day for 2 years in realtime. An interesting idea though.There only seem to be a small number of events. Food poisoning (seriously nasty! - My business has only ever survived it once) and the fires get kind of repetative after a while. Also, I feel that the legal costs when your employees sue you because of health and safety should be a set figure - as should the cost of fixing the books when the auditors find a problem. Its unfair on the employees themselves if one only gets 20% when you have £50,000 in the bank while others get 20% of £1.5 million. The harsh events also seem rather more severe than the good ones are positive.These arent supposed to be real criticisms though, the game really is wonderfully adictive. I really love setting up specific zones with themed rides and food stalls - along with their own gift shops, of course.

URL: http://forum.audiogames.net/viewtopic.php?pid=191530#p191530




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Re: Announcing the first release of Park Boss, an amusement park simulator

2014-10-06 Thread AudioGames . net ForumNew releases room : welshweyr via Audiogames-reflector


  


Re: Announcing the first release of Park Boss, an amusement park simulator

This is a splendid game! I have a few suggestions for improvements Id like:Could it be possible to read email when the game is paused? If you get lots and you have a really bad Sapi voice it can be hard to keep up.Can you name your rides and zones? Id really like a zone named traditional fairground and pirate island. Also having rides you can name so theyre more relevant in the themed zones.How about an opportunity to save a couple of games at once? You could, for example, have a really massive park you keep working on while you start some others with different themes and strategies.Apart from that, the sounds are fun and the idea is wonderful. Some of the random events are interesting if super-harsh! (I once lost 6 attractions to a fire after only around 12 weeks into my park.) The voice for the main office guy is brilliant and the way the market research works is clever.

URL: http://forum.audiogames.net/viewtopic.php?pid=191398#p191398




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Re: Swamp, zombie fps by Aprone

2014-08-12 Thread AudioGames . net ForumNew releases room : welshweyr via Audiogames-reflector


  


Re: Swamp, zombie fps by Aprone

The reason the bayonet skills were put iinto melee is firstly because they are melee weapons and secondly because it makes people use different guns. Everyone played only with the AK47 and M16 just because of the bayonets but now theres much more reason to use different guns which you like. I really like the new weapon system since you hear way more variety of weapons being used in missions and it makes recovering from deaths way easier when you can even own with the super loud AR15.

URL: http://forum.audiogames.net/viewtopic.php?pid=184414#p184414




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Re: Alter Aeon Updates

2014-08-11 Thread AudioGames . net ForumNew releases room : welshweyr via Audiogames-reflector


  


Re: Alter Aeon Updates

Looks like this was a good time to discover Alter Aeon then! Im so very glad I did.

URL: http://forum.audiogames.net/viewtopic.php?pid=184224#p184224




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Re: Swamp, zombie fps by Aprone

2014-08-05 Thread AudioGames . net ForumNew releases room : welshweyr via Audiogames-reflector


  


Re: Swamp, zombie fps by Aprone

I know its a bit late but nice work on the sales figures, Aprone.A Swamp Kickstarter would be good but there would have to be a really good incentive for backing it. Aprone would have to have clear ideas of achievable goals for each goal the money reaches and he would then have to stick to those goals. Given that he has other jobs and a family, it wouldnt really be fair on him to have to commit to Swamp like that, whether he wants to or not. It would be good to be able to entice sighted people to play since I have a huge number of friends who can see and love computer games. They wont play MUDs because the text isnt exciting enough. They wont play Swamp because the graphics arent compelling enough. Its definitely the graphics that are the problem but I think that Aprone will have to want to change them and that has to happen if/when he feels happy and ready to do so.

URL: http://forum.audiogames.net/viewtopic.php?pid=183640#p183640




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Re: Shades of Doom Version 2.0 Public Beta Released

2014-08-05 Thread AudioGames . net ForumNew releases room : welshweyr via Audiogames-reflector


  


Re: Shades of Doom Version 2.0 Public Beta Released

So is this still in beta testing or is the release now stable?

URL: http://forum.audiogames.net/viewtopic.php?pid=183641#p183641




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Re: Shades of Doom Version 2.0 Public Beta Released

2014-08-05 Thread AudioGames . net ForumNew releases room : welshweyr via Audiogames-reflector


  


Re: Shades of Doom Version 2.0 Public Beta Released

I am blind and have also been fishing successfully a number of times.

URL: http://forum.audiogames.net/viewtopic.php?pid=183715#p183715




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Re: Shades of Doom Version 2.0 Public Beta Released

2014-07-04 Thread AudioGames . net ForumNew releases room : welshweyr via Audiogames-reflector


  


Re: Shades of Doom Version 2.0 Public Beta Released

I agree that Tank Commander would work far better online than SOD. Then again, I rarely enjoy competative online games since I have very little time to play them and usually get owned by people who do nothing else but get extremely good and then dont stop telling you how much you suck.On another point, is it worth paying for the current version of the game or waiting until the beta is completely worked? Im not getting errors so far in the version Ive downloaded but Id rather have the most up-to-date and best-worked code.

URL: http://forum.audiogames.net/viewtopic.php?pid=179438#p179438




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Re: Shades of Doom Version 2.0 Public Beta Released

2014-07-04 Thread AudioGames . net ForumNew releases room : welshweyr via Audiogames-reflector


  


Re: Shades of Doom Version 2.0 Public Beta Released

I think Id have liked maybe another level or 2, or a reworking of the existing ones, because some of the maps are really familiar. There are certain monsters in certain places which it all came flooding back to fight in a certain way. I suppose there are no new monsters after the temporal disturbance so all you get for the last half of the game is just bigger guns facing you. Maybe a new monster later on would be good but I think that the ranged abilities of the monsters at that stage are enough of a challenge for me.I wholeheartedly agree that it would be good to be able to interact with the environment a bit more though. So few of the pieces of ambient equipment do anything and that seems a shame.

URL: http://forum.audiogames.net/viewtopic.php?pid=179461#p179461




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Re: Time of conflict 2.0 major upgrade!

2014-07-04 Thread AudioGames . net ForumNew releases room : welshweyr via Audiogames-reflector


  


Re: Time of conflict 2.0  major upgrade!

Im trying to register the game with my old user name from version 1. It keeps telling me it isnt valid but doesnt seem to give me the opportunity to request a replacement key or anything. Whats going on?

URL: http://forum.audiogames.net/viewtopic.php?pid=179545#p179545




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Re: Shades of Doom Version 2.0 Public Beta Released

2014-07-03 Thread AudioGames . net ForumNew releases room : welshweyr via Audiogames-reflector


  


Re: Shades of Doom Version 2.0 Public Beta Released

Ive tried the demo now. I think most of the sounds are an improvement, although I dont think it has quite the same mysterious atmosphere as before. I wonder what the laser pistol will sound like since the bolt guns already sound like laser guns now. The monster sounds are interesting: they do sound more like mutants than zombies now, which is good but a little confusing. The monster sounds seemed quite quiet though, compared to the other sounds. Ive not checked the options menu though to see if I can reduce some sounds to balance them out for my personal preference.Ill definitely pay to upgrade. I dont actually think theres a problem with the price, or the fact that it is chargeable. In all fairness, we had no hints from GMA that there would be new content so its only our own expectations that are suffering. I will definitely agree that the programming changes are not to be disregarded and that the bug fixes are only to be applauded
 . Cost aside, TOC did perhaps give some false expectations of what SOD 2.0 would include and David does keep his cards close to his chest so nothing was done to disabuse the community.

URL: http://forum.audiogames.net/viewtopic.php?pid=179310#p179310




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Re: Shades of Doom Version 2.0 Public Beta Released

2014-07-02 Thread AudioGames . net ForumNew releases room : welshweyr via Audiogames-reflector


  


Re: Shades of Doom Version 2.0 Public Beta Released

Im going to reserve judgment until Ive tried the game but I am disappointed that the change log isnt fuller. I agree that there are bound to have been plenty of technical changes behind the scenes which wouldnt make sense to me since I dont know anything about programming. No new monsters, levels, weapons, equipment or environments at all is really quite disappointing though. Ill almost certainly pay for this since I do really like Davids games and Im looking forward to using the mouse for a more mainstream feel.I certainly agree that it seems like Time of Conflict gave much more. There was so much good new stuff in it!

URL: http://forum.audiogames.net/viewtopic.php?pid=179232#p179232




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Re: Swamp, zombie fps by Aprone

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


Re: Swamp, zombie fps by Aprone

Aprone, Ive found what I think is a bug; perhaps more of an oversight. When you capture a fort on sub 2 you are not returned to the safe zone you last saved in. You are returned to the destroyed SZ on sub 2. This is a very terminal place to find yourself unexpectedly. I lost a lot of stuff. Can you fix this for your next update, please?Ah yes, Mehgcap. Apolagies again for forgetting you.URL: http://forum.audiogames.net/viewtopic.php?pid=178018#p178018

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Re: Swamp, zombie fps by Aprone

2014-06-18 Thread AudioGames . net ForumNew releases room : welshweyr via Audiogames-reflector


Re: Swamp, zombie fps by Aprone

@Aprone, consider my reservations removed. Now this really does sound like a thrilling mission I can get on board with! Thanks for your answer.To the poster who wanted a read me, there is now one included with the main Swamp game. Its very good. Thanks again to the guy who created it (I know youre on the forum and Im really, really sorry Ive forgotten your name!).URL: http://forum.audiogames.net/viewtopic.php?pid=177331#p177331

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Re: Swamp, zombie fps by Aprone

2014-06-17 Thread AudioGames . net ForumNew releases room : welshweyr via Audiogames-reflector


Re: Swamp, zombie fps by Aprone

Hmm, PVP, eh? Probably a good thing as long as it is limited to special missions. The only thing is that I think it will be just like the defender missions where theyre all fun to start with but now we dont actually think we can complete them we dont bother any more. PVP will be the same after everyone loses the stuff theyve spent days collecting when they die for real. Also, those people who just sit with a vulcan and 20,000 rounds will immediately power game it into impracticability. Still, if its working in beta testing then Ill have faith. Aprone usually does something totally unexpected to make things innovative and interesting. Sounds fun!URL: http://forum.audiogames.net/viewtopic.php?pid=177181#p177181

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Re: Swamp, zombie fps by Aprone

2014-06-16 Thread AudioGames . net ForumNew releases room : welshweyr via Audiogames-reflector


Re: Swamp, zombie fps by Aprone

Hi Aprone,Ive noticed a couple of things about HC mode which, if changed, may help a little. The first is that there seem to be fewer broken items. Are these reduced for HC the same as loot? If so, whats the point of doing that since theyre there primarily for HC players in the first place? If Im just having a run of bad luck, I wonder if it might be good to put a few more of them in so that they encourage people to use forts more.I also think that break chances for items should be reduced for HC players. If we get 20% of the loot, I think we should get 20% of the chance of it breaking. I dont think items shouldnt break at all for HC players but its hard enough to find things in the first place. Its really quite demoralising when all the pitiful armour you can actually find just disintegrates around you because you have no meds to heal with.Thinking about the update, is there any chance of a sneaky change log her
 e just to whet our appetites?URL: http://forum.audiogames.net/viewtopic.php?pid=177116#p177116

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Re: Swamp, zombie fps by Aprone

2014-06-12 Thread AudioGames . net ForumNew releases room : welshweyr via Audiogames-reflector


Re: Swamp, zombie fps by Aprone

It would be quite fun to do more stuff in offline mode, even if its just selling the loot you find for rep so you can buy things you actually want and being able to switch between maps. I think this will not be as appealing as the main multi-player game since you cant mission, chat with people, trade, do quests and that sort of thing. It will make it less of a shooting gallery though. Having said that, it is fun to go and practise there with all the guns available. Will the new private-only guns be added to offline fully-armed mode in the new update? I do hope so!URL: http://forum.audiogames.net/viewtopic.php?pid=176681#p176681

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Re: Time of conflict 2.0 major upgrade!

2014-06-11 Thread AudioGames . net ForumNew releases room : welshweyr via Audiogames-reflector


Re: Time of conflict 2.0  major upgrade!

Ive had a chance to play this a bit more now and I must say Im really pleased with it. The new unit types are wonderful fun (although Ive not tried a medieval battle yet). There really are a lot of keystrokes but the list system is your friend and things get much easier when you start to learn more of the information keys.This game is so interesting because it takes such a long time to play and yet you can actually just play for 5 or 10 minutes quite easily. I quite enjoy having a game in progress so that I can just pick it up as I like.URL: http://forum.audiogames.net/viewtopic.php?pid=176587#p176587

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Re: Swamp, zombie fps by Aprone

2014-06-11 Thread AudioGames . net ForumNew releases room : welshweyr via Audiogames-reflector


Re: Swamp, zombie fps by Aprone

At level 60, wouldnt points in high armour be better? High armour might slow you down but 30 points in low armour wont take up your protection percentage as much as if you do it with high armour. Definitely a few points in melee weapons and speed though.URL: http://forum.audiogames.net/viewtopic.php?pid=176588#p176588

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Re: Time of conflict 2.0 major upgrade!

2014-06-11 Thread AudioGames . net ForumNew releases room : welshweyr via Audiogames-reflector


Re: Time of conflict 2.0  major upgrade!

David is usually pretty good with sending replacement codes but it depends how often it happens, I suppose. Its always worth asking him.URL: http://forum.audiogames.net/viewtopic.php?pid=176605#p176605

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Re: Swamp, zombie fps by Aprone

2014-06-11 Thread AudioGames . net ForumNew releases room : welshweyr via Audiogames-reflector


Re: Swamp, zombie fps by Aprone

Maybe ut at level 60 you can access all maps. Maybe medium armour is a better compromise then since thats easier to find and there are more pieces available.URL: http://forum.audiogames.net/viewtopic.php?pid=176606#p176606

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Re: Swamp, zombie fps by Aprone

2014-06-11 Thread AudioGames . net ForumNew releases room : welshweyr via Audiogames-reflector


Re: Swamp, zombie fps by Aprone

My HC char is only level 21. Im also only levelling to get the new weapons. Ive found that the best way to level up to this point is to put all your points into speed and hunt for fuel and medkits. Go and do really low level missions (I can usually solo 20 crate missions in the large warehouse if I have a dozen or so medkits and Im careful. You can level sometimes once youve collected enough .30 cal or 7.62 mm ammo and put your points into the Sniper and Quick Learner skills. I found that sniping on the south side of map 4 is really good for this since you can escape back to map 1 if it starts to get crazy. This does blow all your hard-earned ammo though. I dont know about levelling an HC char at higher levels but I imagine it gets really tough. Once you have a shield or have better armour you should be able to handle bigger missions. Unfortunately, there still arent many HC players on so doing bigger missions as a group is out of the question.<
 /p>URL: http://forum.audiogames.net/viewtopic.php?pid=176627#p176627

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Re: Swamp, zombie fps by Aprone

2014-06-10 Thread AudioGames . net ForumNew releases room : welshweyr via Audiogames-reflector


Re: Swamp, zombie fps by Aprone

@Nikos, there is no right answer to your question about points. You could max speed and try to outrun zombies (which works quite well as long as you know the maps well and have a shield to help when you run through swarms to get crates). If you go for low armour youll need to put loads more points in it to make it effective. This means you obviously wont have as many points for other things. If you wear heavy armour then youll need fewer points to make it effective but will be able to use points for other things. Youll also probably be moving a bit slower since I think the heavier armour with speed limitations often has more of an impact on your speed. Alternatively you could put all your points into some destructive weapon or other and blast your way through the warehouse. A longbow might be good for this since its quiet and has a really good range for clearing your path from a safe distance. On the other hand, a Vulcan is brutal with ust 25 points a
 t over level 400 so 10 points or so in it at level 60 would sort you out. On the other hand, how about dumping like 50 points into health to double your hitpoints and the other 10 into speed. That should keep you alive for longer so that hits have a reduced effect on your over all health percentage. Youll probably burn through medkits like that but maybe not with a shield and some confident navigation. Its really about personal play style so only you know how best to use your skills in a way that you feel comfortable with.I personally do missions with high speed and a riot shield and I dont stop to fight along the way unless a swarm starts chasing me and I have no choice. That works really well if youre on a mission with other players who prefer to shoot their way through since the noise they make seems to distract the zombies wonderfully.URL: http://forum.audiogames.ne
 t/viewtopic.php?pid=176528#p176528

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Re: Swamp, zombie fps by Aprone

2014-06-07 Thread AudioGames . net ForumNew releases room : welshweyr via Audiogames-reflector


Re: Swamp, zombie fps by Aprone

@Sean-Terry01, the ranks have been discussed previously and it was agreed that this is the best way to get them. Im sure wed all like to justhave the titles given to us but theyre a feature of the HC element of the game so thats that. Of course, who knows what Aprone has up his sleeve with the next update because hes always surprising us.Thats a great idea about removing the crates from kicked players!URL: http://forum.audiogames.net/viewtopic.php?pid=176312#p176312

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Re: SoundRTS and the CrazyMod

2014-06-04 Thread AudioGames . net ForumNew releases room : welshweyr via Audiogames-reflector


Re: SoundRTS and the CrazyMod

Its in French because the developer is French so that is how the game was originally made.Sound RTS is an awesome game so its really good that there is still some kind of development going on with it.URL: http://forum.audiogames.net/viewtopic.php?pid=175973#p175973

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Re: Swamp, zombie fps by Aprone

2014-06-03 Thread AudioGames . net ForumNew releases room : welshweyr via Audiogames-reflector


Re: Swamp, zombie fps by Aprone

Aprone said there was almost certain not to have PVP in the main Swamp game. Maybe it could be something you can join only if you choose to but I dont think it is a good idea.URL: http://forum.audiogames.net/viewtopic.php?pid=175885#p175885

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Re: Time of conflict 2.0 major upgrade!

2014-06-02 Thread AudioGames . net ForumNew releases room : welshweyr via Audiogames-reflector


Re: Time of conflict 2.0  major upgrade!

The only thing thats missing is more detailed information on what each unit type does. The manual doesnt give enough details about the ranges that they can bombard, how far their radars reach and so on.Its worth remembering that this is a long game and it takes hundreds of moves to get your army built up. I often get frustrated with it because it is one game where it really does feel like the computer knows more than you. I think its more that it remembers more than you because a blind player has to check the shapes of the countries and remember where all the cities are. Even if the computer has to learn this like you do, it can retain it in its memory more easily. Also, it does feel like the computer has just the right unit available when it needs it. Still, its quite satisfying when you finally can gain a foothold on the enemys land and start to destroy him.URL: http://forum.audiogames.net/viewtopic.php?pid=175789#p175789

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Re: Swamp, zombie fps by Aprone

2014-05-30 Thread AudioGames . net ForumNew releases room : welshweyr via Audiogames-reflector


Re: Swamp, zombie fps by Aprone

I really, really like some of Erics ideas in the post above, especially the idea of using the Siege mission as an HC-only mission for retaking a metaphorical fort from raiders. Perhaps there could be a reward of food which is split as you share the supplies which youve just recaptured from the raiders.I also like the idea of there being public forts you can use to heal in and to repair broken items. As a clanless HC player, theres nothing more disheartening than finding one of these rare gems only to realise that normal players actually have a better chance of making use of it than I can - even if they just trade it in for rep.Making clans a sort of optional PVP element, only without the actual character death aspect, is a nice way of giving the game an RP-optional competative element without penalising those who dont want that level of commitment or style of play.Eric also raises a good point about useless stuff youre carrying aro
 und. Before Investigators very sad recent death, I had at least 1000 rounds of .45ACP ammo and just couldnt safely loot maps where the relevant SMGs were located to make use of it. I would have loved to swap that for food or different ammo to give the game a slightly better dynamic at a lower level for HC chars.The problem is that there just arent that many HC players on at any time these days so you cant mission with them or build up friendships to make clans and take forts. Every fort I go into seems to be owned by the same few clans and it seems futile to even try to do anything about that.URL: http://forum.audiogames.net/viewtopic.php?pid=175506#p175506

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Re: Time of conflict 2.0 major upgrade!

2014-05-30 Thread AudioGames . net ForumNew releases room : welshweyr via Audiogames-reflector


Re: Time of conflict 2.0  major upgrade!

Oh cool, I didnt see this thread until today. I really love David Greenwoods games! Even though Shades of Doom has been blasted out of the water by Swamp, it still has good replay value. GMA Tank Commander is a supremely awesome game and Lone Wolf is atmospheric, thematic and deals with 3 dimensions rather well. As for GMA Dice, I still use that in every roleplaying game I play to this day - and I play a lot of roleplaying games!Time of Conflict took some getting used to because the percentages for success were fairly inflexible in version 1.0. I love the world-scale strategy of it though. Its size daunts a lot of people since there is a huge amount of information you have to retain. Even so, its well worth a go and I really think some of the changes indicated in this thread make version 2 way, way more fun and interesting, particularly the different eras and scale of the game you can set.I fully intend to get myself an upgrade to 2.0 and give this 
 one a dusting off, partly to support Davids continued development but mostly because this game needs a lot of time to get comfortable with and I intend to give it that time this time around.URL: http://forum.audiogames.net/viewtopic.php?pid=175529#p175529

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Re: Two new games iin GMA Cards version 2

2014-05-30 Thread AudioGames . net ForumNew releases room : welshweyr via Audiogames-reflector


Re: Two new games iin GMA Cards version 2

This is a must-have card game package for anyone avoiding work or trying to kill time while travelling or waiting for a phone call. If theres a new version with new games, Im there. I think its free and the controls are usually simple, with clear instructions for most games.URL: http://forum.audiogames.net/viewtopic.php?pid=175530#p175530

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Re: Time of conflict 2.0 major upgrade!

2014-05-30 Thread AudioGames . net ForumNew releases room : welshweyr via Audiogames-reflector


Re: Time of conflict 2.0  major upgrade!

If you want a transport to take units out of a city you can move the transport. When it leaves it asks you how many units you want to take with it.URL: http://forum.audiogames.net/viewtopic.php?pid=175592#p175592

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Re: Swamp, zombie fps by Aprone

2014-05-28 Thread AudioGames . net ForumNew releases room : welshweyr via Audiogames-reflector


Re: Swamp, zombie fps by Aprone

I have an HC char but have only been playing it properly recently because I want to get to Private for the extra weapons. There are a couple of interesting points that people have made about HC chars that Id like to respond to.Firstly, someone said about being able to buy ammo and meds from outposts. I think this is a good idea but that it should cost food. Maybe 1 food equals 1 rep so its still really expensive to do it a lot but it can get you out of trouble.I love the idea of having a command to tell you how many HC players are on line and who they are. I dont have a clan or a fort with my HC char and, although its definitely easier to level now than in previous versions, its really boring doing so alone. I think there should be a way, maybe through buying stuff for food from the people at the outposts, that you can get stuff independently, rather than depending on a clan. This seems like it would make sense from a roleplay perspectiv
 e as well because the people at the outposts sort of represent the idea of the hardy loners which HC characters are.On the subject of missions, I think there should possibly be some kind of reward for HC players for completing them. After all, the messages you get about them still show that youre helping the SZ with the food, medical supplies and such like that you get. How about if you get a reward from the SZ for completing them? If you do a 10 medical, for example, they break open one of the crates and give you 1 medkit to thank you. You could get 10% of whatever youve collected (rounded up and split between all participants to a minimum of 1). For example, a 45 crate chemical mission gives you 4.5 tanks of gas, rounded up to 5. If 5 people participated, theyd all get one can of gas as their reward. Each type of mission would give you different things: actual food for the food missions, work jeans/winter coat for the blankets/clothing, a medkit for the me
 dical, hunting rifle ammo for the camping supplies, chainsaw/flame thrower gas for the chemicals, etc. If not, it doesnt make sense that youd be doing the missions to help out the SZ in the first place.Regarding the complicated backpack idea, I think thats too random. I proposed the idea of having a command for an HC char to create a cache of equipment. This is a beacon that you can set yourself anywhere on any map. Once set, you cant make another without destroying your old one. Nobody else can access it. You can save 3 things in it with a weapon, piece of armour, accessory or can of fuel occupying a spot each. The same spot can be occupied by 100 rounds of the same ammunitio, 100 pieces of food or 5 medkits. This is a tiny stash that any sensible independent survivor in a zombie apocalypse would establish and would give you a boost after dying without breaking the game. I really think this would be a fun and relatively simple way to give those of us 
 without forts a chance, especially since there are so few forts on the game for the number of characters and clans. I suppose the only problem is that it gives more player-specific info for the server to keep track of. Then again, since the server doesnt sinc clients properly anyway, would it really make that much difference?Sorry for the long post. I hope my ideas dont get lost because there are so many of them.URL: http://forum.audiogames.net/viewtopic.php?pid=175365#p175365

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