[Audiogames-reflector] Playroom news: The playroom is now available in German !

2014-05-07 Thread AudioGames.net ForumGeneral Game Discussion: Aminiel


Playroom news: The playroom is now available in German !

Hello all,I would like to tell you that, since a couple of days, the playroom is available in german. This is the fifth language we support, and another sixth translations has began recently.The translation isnt yet complete, but 6 or 7 games are already fully translated, as well as the windows client and most important parts of the website. You can go to the website and successfully register entirely in german. Untranslated games and instructions will follow progressively.I think that this news was important enough to be posted here. Dont hesitate to spread the word ammong your german speaking friends! This german translation has been done by Mario, great thank to him.For info, its the first time that a translation is done by someone who dont speaks french. So, this is no longer a requirement for those who would like to translate the playroom.If you want to translate the playroom in your native language, you can wri
 te to us. But please do it only if you are serious, motivated and reliable. Do argument your message to show us that you indeed are. If you wrote to us a few months or years before and got no response, it was perhaps just not the right time; you might retry if you meet the conditions above; remember that we have a life outside the playroom and it is often quite full for everybody in the team, so dont be too disapointed.The most demanded languages for which no translation started yet is portuguese.See you soon for other playroom news !URL: http://forum.audiogames.net/viewtopic.php?pid=174383#p174383

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Re: [Audiogames-reflector] The Eventual Famine

2014-04-16 Thread AudioGames.net ForumGeneral Game Discussion: Aminiel


Re: The Eventual Famine

Hello,Just a question, from where dou you get that huge 70% ?Do you have true stats about which game use which programming language / framework / API to say this ?I have the impression that it is a lot exagerated. But I have no proof to say that neither.URL: http://forum.audiogames.net/viewtopic.php?pid=17#p17

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Re: [Audiogames-reflector] Some audio games especially using window-eyes api

2014-04-16 Thread AudioGames.net ForumGeneral Game Discussion: Aminiel


Re: Some audio games especially using window-eyes api

Hello,I have no answer to your question, but Im interested in what you are saying. Do you encounter the same behavior with the playroom ?URL: http://forum.audiogames.net/viewtopic.php?pid=172223#p172223

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Re: [Audiogames-reflector] Deaf-blind-accessible games?

2014-03-17 Thread AudioGames.net ForumGeneral Game Discussion: Aminiel


Re: Deaf-blind-accessible games?

How should colors make any difference for a Braille display?Unfortunately, they sometimes bring screen readers into troubles. Thats precisely why I gave an option to disable them, just in case.URL: http://forum.audiogames.net/viewtopic.php?pid=169042#p169042

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Re: [Audiogames-reflector] Deaf-blind-accessible games?

2014-03-11 Thread AudioGames.net ForumGeneral Game Discussion: Aminiel


Re: Deaf-blind-accessible games?

Hello,You should normally be able to play on the playroom only with a braille display (using the windows client). Dont try games where you have to be quick like uno with super-intercepts, you will never catch up, but otherwise it should be fine.If it isnt possible, I would be happy to know why; I always accept to receive suggestions and positive criticism.URL: http://forum.audiogames.net/viewtopic.php?pid=168445#p168445

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Re: [Audiogames-reflector] Deaf-blind-accessible games?

2014-03-11 Thread AudioGames.net ForumGeneral Game Discussion: Aminiel


Re: Deaf-blind-accessible games?

Hello,You should normally be able to play on the playroom only with a braille display (using the windows client). Dont try games where you have to be quick like uno with super-intercepts, you will never catch up, but otherwise it should be fine.If it isnt possible, I would be happy to know why; I always accept to receive suggestions and positive criticism.P.S. You might try to disable colors if it makes problems.URL: http://forum.audiogames.net/viewtopic.php?pid=168445#p168445

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Re: [Audiogames-reflector] tell me your ideas and segestions about my new Game Engine

2014-02-05 Thread AudioGames.net ForumGeneral Game Discussion: Aminiel


Re: tell me your ideas and segestions about my new Game Engine

Just a question about angelscript, does someone tried the JIT compiler with MinGW ?When JIT is on, the entire application crashes as soon as a string is used in the script; when its off, everything works fine.URL: http://forum.audiogames.net/viewtopic.php?pid=164458#p164458

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Re: [Audiogames-reflector] Coming Soon NER BBS Returns

2014-01-16 Thread AudioGames.net ForumGeneral Game Discussion: Aminiel


Re: Coming Soon NER BBS Returns

@Ner: I have jaws 14; is teraterm free ?Some time ago I tried secureCRT, but cursor has never been followed correctly for me. I think it was SecureCRT version 5 or 6, and I had jaws 9, 10 and 11 at that time. It didnt work neither on 7 and on XP. I know someone who is using it professionnally, so it should work for some people. I dont know why it didnt for me ? I of course set cursor to vertical...However, its always the same problem even with the SSH client from OpenSSH, which runs in a normal DOS window. It let me think that the problem is more deep than just the ability of the screen reader to track the cursor. I think that the problem comes from the fact that the cursor isnt moved as soon as the arrow key is pressed but depends on the network. Thus at the time the keydown event is finished processing by the message loop, the cursor is still at its original place and thats exactly what jaws reads incorrectly. To be c
 orrect, the keydown event processing code should only return once relevant network messages are received and the cursor has moved; but if network is slow, then the application become unresponsive and nobody wants that.URL: http://forum.audiogames.net/viewtopic.php?pid=162011#p162011

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Re: [Audiogames-reflector] Coming Soon NER BBS Returns

2014-01-14 Thread AudioGames.net ForumGeneral Game Discussion: Aminiel


Re: Coming Soon NER BBS Returns

Hello,Just to clear things up, allmost all mud clients always send entire lines. This is because, usually, the telnet way of sending a key as soon as it is pressed make text edition a pain, and it isnt desirable most of the time when you write commands.If you want to try a line-by-line client to see if it works with your system, you could try netcat.This being said, I would be happy to see the jaws script for PUTTY, Im interested in it since Im often working with SSH. So far, I never saw any script for any client able to follow correctly the cursor in all situations. The best I know of is OK in the command line, but become screwed as soon as it is more complex, example: nano.URL: http://forum.audiogames.net/viewtopic.php?pid=161785#p161785

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Re: [Audiogames-reflector] game of the year 2013!

2013-12-04 Thread AudioGames.net ForumGeneral Game Discussion: Aminiel


Re: game of the year 2013!

Hello,Someone proposed scientific war, but other people seem to ignore what it is. Its just the very last title released on the playroom. Note that its not the only game released on the playroom this year. You have also had spades, french tarot, black jack, 6 takes, farkle, and shut the boxes this year. Note also that playroom v2 was released in march, its a big improvement over old v1.Now you know everything you need to know about the playroom.URL: http://forum.audiogames.net/viewtopic.php?pid=157322#p157322

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Re: [Audiogames-reflector] Christmas Games

2013-12-01 Thread AudioGames.net ForumGeneral Game Discussion: Aminiel


Re: Christmas Games

Hey, didnt know Kringle Crash. Thats a nice one actually.So far, my highscore is 3500 points for 51 gifs.As an improvement to it, it could be nice to have a sound when you reach edges, and another one when you pass onto a gift but unable to take it because you already have 3 (rather than nothing)URL: http://forum.audiogames.net/viewtopic.php?pid=156898#p156898

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Re: [Audiogames-reflector] Regarding the quentin C playroom

2013-11-08 Thread AudioGames.net ForumGeneral Game Discussion: Aminiel


Re: Regarding the quentin C playroom

Will someone pay for this ? Let me doubt. Pro translators are very expensive; I think it is going to be several thousends dollars ! And since it is a continuous work and really not a one time big job, it could be even much more.And even with a rigourously correct english translation of the games, it remains the organization issue for next languages. We are probably not good enough at english ourselves to well explain what needs to be done.Note also that, in fact, the spanish and italian translations arent finished yet, they are still on progress (the website is getting translated). It would be hard to start many languages simulteneously, but its also ahrd to select one, two or three out of all the demands we get (with the risk to be fired because we selected this one and not that other one)Remember that most of other games arent translatable at all !Hey, lets just try to make an exercise: list all audiogames available in multiple 
 languages, or are translatable because the developper(s) gave a way to do it in some way. OF course, without using screen reader dictionnaries (anyway not a real solution in my opinion), neither hacking strings inside the executable itself, nor count versions that have been kept more or less private. Im pretty sure that you can count them with your fingers.URL: http://forum.audiogames.net/viewtopic.php?pid=154811#p154811

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Re: [Audiogames-reflector] Regarding the quentin C playroom

2013-11-08 Thread AudioGames.net ForumGeneral Game Discussion: Aminiel


Re: Regarding the quentin C playroom

Will someone pay for this ? Let me doubt. Pro translators are very expensive; I think it is going to be several thousends dollars ! And since it is a continuous work and really not a one time big job, it could be even much more.And even with a rigourously correct english translation of the games, it remains the organization issue for next languages. We are probably not good enough at english ourselves to well explain what needs to be done.Note also that, in fact, the spanish and italian translations arent finished yet, they are still on progress (the website is getting translated). It would be hard to start many languages simulteneously, but its also ahrd to select one, two or three out of all the demands we get (with the risk to be fired because we selected this one and not that other one)Remember that most of other games arent translatable at all !Hey, lets just try to make an exercise: list all audiogames available in multiple 
 languages, or are translatable because the developper(s) mroe or ess explicitely gave a way to do it in some way. OF course, without using screen reader dictionnaries (anyway not a real solution in my opinion), neither hacking strings inside the executable itself, nor count versions that have been kept more or less private. Im pretty sure that you can count them with your fingers.URL: http://forum.audiogames.net/viewtopic.php?pid=154811#p154811

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Re: [Audiogames-reflector] Regarding the quentin C playroom

2013-11-07 Thread AudioGames.net ForumGeneral Game Discussion: Aminiel


Re: Regarding the quentin C playroom

Hello all,We arent closed at all to accept new languages. However, translating an entire platform like the playroom is much harder than you might think. We would like to have someone who can speak a little french because, in fact, there are lots of things to explain and get used to, and, sadly, the english level of our team isnt sufficiently high to be confident in showing all the stuff in english. Plus the fact that, since the original language of the game is french, if you translate it from english to something else, it is likely to make a kind of tunnel / chained translation effect (from french to english, and then from english to something else = we potentially lose information twice).Please also note that, actually, spanish and italian translations are no longer made by a single person. There are a couple thousends messages to translate and without taking the website into account. So effectively, if you want to start a new translation and 
 catch up entirely in a reasonnable delay, it will be even more important to make a collaborative effort rhater than isolated ones. We have reached a point where we must absolutely strictly organize things and also leave each separate teams organize temselves, otherwise it quickly becomes a mess. Its sufficient if only one person in each translation team speaks french so that he/she becomes an interface between his/her team and us. If you speak french, know someone who does, if you/he/she is able to work in team, is motivated and isnt likely to leave after some weeks or months, we will certainly accept.It was very hard to find the right people for spanish and italian, but now they do a wonderful work. For sure, it would be very nice if there were other translation teams like them.Still, even for spanish and italian, it remains the questions of moderation. We have been constrained to block chat in the spanish home because we havent any moderator 
 yet. We would better avoid this experience for future languages as much as we can.So, the door is certainly not closed, really not. Simply, we need people we can rely on for a long time, but its very hard and takes a very long time to find, sadly.If ever we were able to take all these little gentle volontire contributions like yours or those we get by mail regularely, and have the work done progressively that way. It will be trully fantastic. Sadly we dont really know how to manage dozens or perhaps hundreds of people either.In conclusion, as you can see, translating something like the playroom is much more than just editing a serie of text files. Always keep that in mind. Dont hesitate to tell us immediately if you have the miracle solution.Now for the second problem, the no-response. We are all doing volontire work, have all a life and are all working outside of the playroom. Im studying computer science at master level, so it ta
 kes quite a lot of time. Sadly we havent enough time to answer to all e-mail, all messages we daily receive in our inbox. For translations requests specificly, as you ahve ssen it now, its not so easy to explain in two minutes, and, allthough we would like it to progress, we are a little bored to try to explain it each time. So usually we dont have enough time to answer properly. Again, sorry for that. It would probably be different if we were paid and working 8 hours a day in an office exclusively for the playroom.I hope this long message will tell you how complex the situation is. Sadly for everybody, for you as well as for us.URL: http://forum.audiogames.net/viewtopic.php?pid=154684#p154684

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Re: [Audiogames-reflector] Upcoming technology for game music rendering

2013-10-05 Thread AudioGames.net ForumGeneral Game Discussion: Aminiel


Re: Upcoming technology for game music rendering

Hello,Quite impressive.Does the music basically works like MIDI, or you rather have a serie of prerecorded WAV/MP3 loopable tracks of same length that are mixed together and that basicly all go together if you play them all at the same time ?Same question as above, what about transition from a first theme to a second theme, for example if you have a new theme once you got into the temple ?Is it ment to be used only with orchestral style music, or does it also works with more modern music (having synthesizers, guitar, electronic bass and drums, etc.) ?URL: http://forum.audiogames.net/viewtopic.php?pid=150589#p150589

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Re: [Audiogames-reflector] what was the first audiogame you ever played?

2013-08-18 Thread AudioGames.net ForumGeneral Game Discussion: Aminiel


Re: what was the first audiogame you ever played?

Hello all,I think that the first few audiogames I played were:1 - Drive, a game where you just have to go straight with your shuttle and pick up bonuses to go faster. It was very easy game but put me in confiance for other harder audiogames, because it was at a time where I just became blind and didnt know exactly what I was still able to do and what I could no longer do.2 - Dark destroyer, the well known space invader from PB games. Not so hard too, but sufficiently hard at that time to keep me for a moment3 - Top speed 2, what I consider as being the first really interesting audiogame I ever played. I enjoyed it in multiplayer mode for some years... at the beginning, it wasnt easy though: I crashed very often. But by playing more and more, you finally get it and manage to finish a race without any crash. I remember being very happy the first time I did it.Today, I dont have much time to play for myself: between my computer scienc
 e studies, and programming the playroom in my spare time, Im quite busy.URL: http://forum.audiogames.net/viewtopic.php?pid=145242#p145242

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Re: [Audiogames-reflector] what was the first audiogame you ever played?

2013-08-18 Thread AudioGames.net ForumGeneral Game Discussion: Aminiel


Re: what was the first audiogame you ever played?

Hello all,I think that the first few audiogames I played were:1 - Drive, a game where you just have to go straight with your shuttle and pick up bonuses to go faster. It was very easy game but put me in confiance for other harder audiogames, because it was at a time where I just became blind and didnt know exactly what I was still able to do and what I could no longer do.2 - Dark destroyer, the well known space invader from PB games. Not so hard too, but sufficiently hard at that time to keep me for a moment3 - Top speed 2, what I consider as being the first really interesting audiogame I ever played. I enjoyed it in multiplayer mode for some years... at the beginning, it wasnt easy though: I crashed very often. But by playing more and more, you finally get it and manage to finish a race without any crash. I remember being very happy the first time I did it.Today, I dont have much time to play for myself: between my computer scienc
 e studies, and programming the playroom in my spare time, Im quite busy.EDIT: ah lol, I forgot to say that I just found the curb game again. Remember, the stupid game where you have to cross the road... it still worksURL: http://forum.audiogames.net/viewtopic.php?pid=145242#p145242

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