Re: [Audiogames-reflector] First person shooter for the blind - working title "Nightfall"

2014-04-11 Thread AudioGames.net ForumNew releases room: Sebby


Re: First person shooter for the blind - working title "Nightfall"

[[wow]], another FPS coming, cool! Here are my thoughts and opinions based on what I've read in this thread so far. I'm quite sure you'll find others too. Experience with AudioQuake tells us that some people appreciate vertical aiming and some do not. I was decidedly among those who did not. However, Quake requires it, more or less. Your audio game doesn't, of course.Walls giving off sound, as Dark says, has tended to frustrate. You might like to use a contact sound that is played directionally as the player touches and scrapes along the walls, one time for every footstep, or as the player comes close to them, rather than a constant sound. This gives the player immediate feedback and also causes the "Distraction" to be eliminated triviall
 y while maintaining the environmental effect.Radars are controversial. The most obvious way in which they are controversial is that some players seem to believe that the "vibe" of an accessible FPS should be as of a mainstream one, where your ears are a substitute for your eyes. Personally, and without wishing to stir up this stinky marsh again, I think that radars are a pragmatic recognition that sight gives, inherently, more complete feedback, more quickly, than the environmental sound of an object. I would truly, truly loved to be proved wrong, but it is how it seems to me. I co-authored AudioQuake and while of course Quake was not designed for the blind, the fact is that even on the horizontal plane people were struggling to aim straight. About the best we could do was limit the angle of the radar, to make things a little bit challenging; even then the rapid beeping was difficult to centre for some people who struggle to orient a high-frequency sound. Still, mak
 e it an option to please both camps.Navigation has been handled in lots of ways, but I think the "Easiest" of these ways so far has been the earliest, as implemented in Shades Of Doom. Here the maps can be navigated on a 2D grid aligned to the compass directions. You provide controls that snap you to the compass points, and a command to give the facing direction. This of course limits the geometry of the maps and causes freeform movement to be essentially unnecessary except in battles, but if battles are what this is about, then sure, it could work. You can use environmental effects to make the game varied, rather than map geometry. Personally, again, I would very much like to advance the state of play by moving to a freeform model of navigation where the need for explicit "What is in the room?" and "Scan for interesting objects" commands are no longer necessary because they inherently limit the map dimensions and what can actually be described, 
 but I accept that this is challenging.URL: http://forum.audiogames.net/viewtopic.php?pid=171878#p171878

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Re: [Audiogames-reflector] Grail to the Thief: An Interactive Audio Adventure

2014-04-05 Thread AudioGames.net ForumNew releases room: Sebby


Re: Grail to the Thief: An Interactive Audio Adventure

Well, I can't play the prototype (Safari) but I got a look at the dialog, at least.URL: http://forum.audiogames.net/viewtopic.php?pid=171341#p171341

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Re: [Audiogames-reflector] Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

2014-04-04 Thread AudioGames.net ForumNew releases room: Sebby


Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

They have a Twitter feed now too, of course, @audiodefence. You could follow it. I am.URL: http://forum.audiogames.net/viewtopic.php?pid=171211#p171211

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Re: [Audiogames-reflector] Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

2014-04-04 Thread AudioGames.net ForumNew releases room: Sebby


Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

They have a Twitter feed now too, of course, [url="" You could follow it. I am.URL: http://forum.audiogames.net/viewtopic.php?pid=171211#p171211

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Re: [Audiogames-reflector] The Road To Rage I: Fires Of War -- First Person Shooter

2014-03-29 Thread AudioGames.net ForumNew releases room: Sebby


Re: The Road To Rage I: Fires Of War -- First Person Shooter

I know this has been brought up already but I'm going to ask anyway since it's high time I got into RTR again:Is there any chance of a headless Linux server?I don't mind single-player but the situation for multiplayer would be miles better if I could run the servers on my own network and/or VPS. I don't have Windows boxes around 24/7 anymore and frankly it's not even the right platform. Client yeah, but not the server, that needs good uptime, low latency and memory use, and logging. And I no longer have a public IP address for all my home machines, so even running it on my desktop Mac for more than just testing is OOTQ.If the protocol documentation were available, I'd gladly look into what it would take to write a working server.URL: http://forum.audiogames.net/viewtopic.php?pid=170627#p170627

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Re: [Audiogames-reflector] Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

2014-03-27 Thread AudioGames.net ForumNew releases room: Sebby


Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

@AstralAudio, I think that's a wee bit unfair.Certainly, they could have done things better. But there's also a lot to be said for integrating one of the biggest targets of this game (i.e. us blind folk) into a mainstream marketing campaign. And indeed there are plenty of inclusionary benefits to doing that.URL: http://forum.audiogames.net/viewtopic.php?pid=170332#p170332

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Re: [Audiogames-reflector] Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

2014-03-24 Thread AudioGames.net ForumNew releases room: Sebby


Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

This clearly isn't going to make it. URL: http://forum.audiogames.net/viewtopic.php?pid=169980#p169980

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Re: [Audiogames-reflector] Tin Star an Old West adventure released for ios/android

2014-02-22 Thread AudioGames.net ForumNew releases room: Sebby


Re: Tin Star an Old West adventure released for ios/android

Yep, bought and owned Tin Star. This makes me very happy. Not, I'll admit, as happy as I'd've been with the choice to skip the first 5 chapters that I played in the beta had been there, and worse for having Daniel read to me instead of OS X Alex (who does a slap-up job, BTW, for this game) but I'm really enjoying it. I've said before that I'd pay for it, and was a little bit resentful when I saw the current price tag given that I'd played its beta with arguably more control, but of course the author can't be blamed for that.So, yes. Get it. URL: http://forum.audiogames.net/viewtopic.php?pid=166308#p166308

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Re: [Audiogames-reflector] Tin Star an Old West adventure released for ios/android

2014-02-22 Thread AudioGames.net ForumNew releases room: Sebby


Re: Tin Star an Old West adventure released for ios/android

Yep, bought and owned Tin Star. This makes me very happy. Not, I'll admit, as happy as I'd've been with the choice to skip the first 5 chapters that I played in the beta, and worse for having Daniel read to me instead of OS X Alex (who does a slap-up job, BTW, for this game) but I'm really enjoying it. I've said before that I'd pay for it, and was a little bit resentful when I saw the current price tag given that I played its beta, but of course the author can't be blamed for that.So, yes. Get it. URL: http://forum.audiogames.net/viewtopic.php?pid=166308#p166308

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Re: [Audiogames-reflector] Announcing Codename Cygnus - an Interactive Radio Drama for iOS!

2013-11-25 Thread AudioGames.net ForumNew releases room: Sebby


Re: Announcing Codename Cygnus - an Interactive Radio Drama for iOS!

Yeah, the UI has gone backwards a bit with accessibility. I solved this particular problem by just downloading everything in one go, waiting a bit, then restarting the app. That worked. You can also check the progress in the Info section, under Support.URL: http://forum.audiogames.net/viewtopic.php?pid=156394#p156394

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Re: [Audiogames-reflector] DoItWrite 1.0 Released for iPhone from Draconis Entertainment

2013-11-20 Thread AudioGames.net ForumNew releases room: Sebby


Re: DoItWrite 1.0 Released for iPhone from Draconis Entertainment

I've started playing this. Enjoyable, especially when I get the characters from memory. However, as the game says, I'd caution that it's not a very good tutor for actual handwriting; in particular, many common flourishes on certain characters simply will not be recognised. You have to abide by a very blocky, straightforward representation of the letters, or it will not work. Nevertheless, good fun and very useful for those of us who either stand to remember our handwriting or, as I suspect is really the objective, use VoiceOver's handwriting recognition.URL: http://forum.audiogames.net/viewtopic.php?pid=155974#p155974

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Re: [Audiogames-reflector] Teaser trailer for Papa Sangre II released

2013-10-11 Thread AudioGames.net ForumNew releases room: Sebby


Re: Teaser trailer for Papa Sangre II released

I think the main problem with the gyro has always been the slow reaction time. Others may disagree, but I generally prefer to adapt to touch-screen gestures over use of tilt. There are also rumours that iPhone 5s users may be somewhat in the lurch as the new motion sensor, despite reacting a lot faster, is basically hosed at the moment.URL: http://forum.audiogames.net/viewtopic.php?pid=151446#p151446

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Re: [Audiogames-reflector] New software utility package coming soon, GLApps

2013-10-07 Thread AudioGames.net ForumNew releases room: Sebby


Re: New software utility package coming soon, GLApps

Well, you can still back up to the "Cloud" on a nearly permanent basis, or at least so frequently that you only lose an hour's work, without using Dropbox.  On OS X, Arq is a great solution if you have an Amazon S3 account. The data is stored encrypted there with your own key.The problem with Dropbox is, of course, that now Dropbox has all your data. Whether or not this is a problem depends on who you are and what you think the risks are that harm can come to you or others because you're storing your data in the clear where someone can access it or can be compelled to access it, but yes, I like it a lot and have upgraded my account to accommodate all my stuff. I'd still recommend a local backup, though (I use Time Machine), just because it's one more line of defence, and in fact Dropbox have been known to burp and lose stuff before, so it's no
 t a hypothetical issue either.URL: http://forum.audiogames.net/viewtopic.php?pid=150865#p150865

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Re: [Audiogames-reflector] New software utility package coming soon, GLApps

2013-10-07 Thread AudioGames.net ForumNew releases room: Sebby


Re: New software utility package coming soon, GLApps

Well, you can still back up to the "Cloud" on a nearly permanent basis, or at least so frequently that you only lose an hour's work, without using Dropbox.  On OS X, Arq is a great solution if you have an Amazon S3 account. The data is stored encrypted there with your own key.The problem with Dropbox is, of course, that now Dropbox has all your data. Whether or not this is a problem depends on who you are and what you think the risks are that harm can come to you or others because you're storing your data in the clear where someone can access it or can be compelled to access it, but yes, I like it a lot and have upgraded my account to accommodate all my stuff.URL: http://forum.audiogames.net/viewtopic.php?pid=150865#p150865

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Re: [Audiogames-reflector] New software utility package coming soon, GLApps

2013-09-30 Thread AudioGames.net ForumNew releases room: Sebby


Re: New software utility package coming soon, GLApps

Wait a minute, I'm not accusing you of blatantly ripping off anyone, nor do I think cloning is necessarily bad! In fact, I love the idea of a KeySoft clone, because nobody's going to hold it against you.Still, if you prefer a different approach, go for it. I'm not sure how the end result will be much different from KeySoft, though.URL: http://forum.audiogames.net/viewtopic.php?pid=150131#p150131

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Re: [Audiogames-reflector] New software utility package coming soon, GLApps

2013-09-29 Thread AudioGames.net ForumNew releases room: Sebby


Re: New software utility package coming soon, GLApps

So what's this, a KeySoft clone? How about a word processor, web browser, email client ... ? URL: http://forum.audiogames.net/viewtopic.php?pid=150015#p150015

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Re: [Audiogames-reflector] Announcing Codename Cygnus - an Interactive Radio Drama for iOS!

2013-09-25 Thread AudioGames.net ForumNew releases room: Sebby


Re: Announcing Codename Cygnus - an Interactive Radio Drama for iOS!

I, too, am chomping at the bit, as the popular saying goes.The missing episodes are "Side quests", if that helps, but that doesn't make it any less infuriating not having them. Looking forward with bated breath ...URL: http://forum.audiogames.net/viewtopic.php?pid=149678#p149678

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Re: [Audiogames-reflector] I'm finishing a roguelike for the visually impaired

2013-09-25 Thread AudioGames.net ForumNew releases room: Sebby


Re: I'm finishing a roguelike for the visually impaired

@Dark: completely agree that environment was totally compromised in Entombed. I don't fault it for deliberately combining exploration with movement, but still, there was absolutely no suspense whatsoever; you were either under attack, which as you say happens to be a significant part of the entire game, or you weren't in which case the best environmental effects were underfoot and doors. Never heard of Kerkerkruip until now either; thanks for letting me know.  It sounds quite a bit like the labyrinth in the Reliques of Tolti-Aph.URL: http://forum.audiogames.net/viewtopic.php?pid=149671#p149671

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Re: [Audiogames-reflector] I'm finishing a roguelike for the visually impaired

2013-09-25 Thread AudioGames.net ForumNew releases room: Sebby


Re: I'm finishing a roguelike for the visually impaired

These are Rogue-likes, a class of games characterised by in-depth dungeon exploration, with RPG-like elements, a very detailed game mechanic, and more often than not a text-based interface. You can play them if you have a braille display, or with speech if you have a great deal of patience to memorise the layouts. They run in a command-line shell, and all of the symbols are usually simple ASCII characters. There are newer breeds with visuals and sound, but I hear even from hardcore players that nothing beats text for depth and complexity.For a somewhat romantic take on a Rogue-like for Windows that is completely audio, you can't go wrong with Entombed. Try that. URL: http://forum.audiogames.net/viewtopic.php?pid=149657#p149657

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Re: [Audiogames-reflector] I'm finishing a roguelike for the visually impaired

2013-09-25 Thread AudioGames.net ForumNew releases room: Sebby


Re: I'm finishing a roguelike for the visually impaired

I see that DCSS has travel, like nethack. So you can just select the target with arrows and hit enter to go there. I don't see why blind people who play chess couldn't handle that, I suppose ...URL: http://forum.audiogames.net/viewtopic.php?pid=149650#p149650

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Re: [Audiogames-reflector] I'm finishing a roguelike for the visually impaired

2013-09-24 Thread AudioGames.net ForumNew releases room: Sebby


Re: I'm finishing a roguelike for the visually impaired

Thanks, O_Luso. It's what I thought; the maps are simply too hard to describe. That's fine. I usually play rogue/nethack/whatever using a braille line, which facilitates things very greatly, but audio--without, as I said, some kind of top-down exploration mode for the player to select the next target--is probably going to be very hard. Entombed breaks quite a few rules to be enjoyable in audio, and I don't mind that at all; it's a smashing game even with the compromises in place. But if you say you want to go with traditional player perspective, like you described it above, then indeed your maps will have to be simple if you want to describe them or, perhaps, add sound effects for adjacent objects for the player to judge.Edit: and the next time I'm bored and fancy playing a Rogue-like I'm going to give DCSS a try. URL: http://forum.audiogames.net/viewtopic.php?pid=149602#p149602

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Re: [Audiogames-reflector] I'm finishing a roguelike for the visually impaired

2013-09-24 Thread AudioGames.net ForumNew releases room: Sebby


Re: I'm finishing a roguelike for the visually impaired

Thanks, O_Luso. It's what I thought; the maps are simply too hard to describe. That's fine. I usually play rogue/nethack/whatever using a braille line, which facilitates things very greatly, but audio--without, as I said, some kind of top-down exploration mode for the player to select the next target--is probably going to be very hard. Entombed breaks quite a few rules to be enjoyable in audio, and I don't mind that at all; it's a smashing game even with the compromises in place. But if you say you want to go with traditional player perspective, like you described it above, then indeed your maps will have to be simple if you want to describe them or, perhaps, add sound effects for adjacent objects for the player to judge.URL: http://forum.audiogames.net/viewtopic.php?pid=149602#p149602

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Re: [Audiogames-reflector] I'm finishing a roguelike for the visually impaired

2013-09-24 Thread AudioGames.net ForumNew releases room: Sebby


Re: I'm finishing a roguelike for the visually impaired

O_Luso wrote:And I forgot, of course. The dungeon generator makes rectangular rooms joined by corridors. I think that's the best way to describe it and it is the best way to remember it and be aware of your surrounds (if you look at DCSS maps, for example, those are impossible to describe on an easy way, and almost impossible to move arround it only with audio).I hadn't heard of DCSS up until your post. I did a bit of Googling, but turned up only the specifications for map creators (which were certainly complex enough as they were). I don't know the nature of the maps. Could you explain it? I imagine that if it is architecture-heavy, you would inevitably need to include a complete free-form navigation system, which would probably not be appropriate for single-key advances in a Rogue-like.URL: http://forum.audiogames.n
 et/viewtopic.php?pid=149592#p149592

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Re: [Audiogames-reflector] I'm finishing a roguelike for the visually impaired

2013-09-24 Thread AudioGames.net ForumNew releases room: Sebby


Re: I'm finishing a roguelike for the visually impaired

O_Luso wrote:And I forgot, of course. The dungeon generator makes rectangular rooms joined by corridors. I think that's the best way to describe it and it is the best way to remember it and be aware of your surrounds (if you look at DCSS maps, for example, those are impossible to describe on an easy way, and almost impossible to move arround it only with audio).I hadn't heard of DCSS up until your post. I did a bit of Googling, but turned up only the specifications for map creators (which were certainly complex enough as they were). I don't know the nature of the maps. Could you explain it? I imagine that if it is architecture-heavy, you wouldd inevitably need to include a complete free-form navigation system, which would probably not be appropriate for single-key advances in a Rogue-like.URL: http://forum.audiogames.
 net/viewtopic.php?pid=149592#p149592

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Re: [Audiogames-reflector] Completely accessible new iOS game, Freeq

2013-09-23 Thread AudioGames.net ForumNew releases room: Sebby


Re: Completely accessible new iOS game, Freeq

Yeah, I'm playing it now. Works, if the radio messages are a little muffled, sometimes.It's pretty disturbed. You'll know what I mean when you play it. URL: http://forum.audiogames.net/viewtopic.php?pid=149503#p149503

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Re: [Audiogames-reflector] Completely accessible new iOS game, Freeq

2013-09-21 Thread AudioGames.net ForumNew releases room: Sebby


Re: Completely accessible new iOS game, Freeq

I already bought the game before, at a time when it was inaccessible. Very pleasing to see that it was rendered accessible. Gosh, this sort of thing is happening a lot lately, eh? URL: http://forum.audiogames.net/viewtopic.php?pid=149319#p149319

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Re: [Audiogames-reflector] Announcing Codename Cygnus - an Interactive Radio Drama for iOS!

2013-09-18 Thread AudioGames.net ForumNew releases room: Sebby


Re: Announcing Codename Cygnus - an Interactive Radio Drama for iOS!

As promised, I've bought episode 1.And, yes, I'm enjoying it a lot, as Dark found, even more with voice recognition on and VoiceOver off.I know you can't die, but come on guys, it's about the story more than anything.My only complaint: it's true, 22KHz is very noticeable, really. Any chance you could, ahem, provide us with something higher fidelity? But really, great work! URL: http://forum.audiogames.net/viewtopic.php?pid=149058#p149058

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Re: [Audiogames-reflector] Blindscape: a short cool audiogame for IOS

2013-09-18 Thread AudioGames.net ForumNew releases room: Sebby


Re: Blindscape: a short cool audiogame for IOS

Meh. Is that it?Well, not "Blindscape", so much as "Imaginary-sighted-person-with-permanent-sight-loss-scape". But whatever.Oh, go on. Give it a play through. It's an adventure I'd live, if I could ...URL: http://forum.audiogames.net/viewtopic.php?pid=149013#p149013

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Re: [Audiogames-reflector] 1812: Heart of winter, an audiogame for IOS

2013-09-18 Thread AudioGames.net ForumNew releases room: Sebby


Re: 1812: Heart of winter, an audiogame for IOS

Well, this makes me really, really sad.The music, effects, and polished nature of the application makes it very believable that this was to be a stunning commercial-grade production. How could it have been discontinued?You might say this is one for the history books. URL: http://forum.audiogames.net/viewtopic.php?pid=149010#p149010

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Re: [Audiogames-reflector] Announcing Codename Cygnus - an Interactive Radio Drama for iOS!

2013-09-17 Thread AudioGames.net ForumNew releases room: Sebby


Re: Announcing Codename Cygnus - an Interactive Radio Drama for iOS!

Tax? Probably doesn't add up, I'm just asking ...URL: http://forum.audiogames.net/viewtopic.php?pid=148922#p148922

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Re: [Audiogames-reflector] Announcing Codename Cygnus - an Interactive Radio Drama for iOS!

2013-09-17 Thread AudioGames.net ForumNew releases room: Sebby


Re: Announcing Codename Cygnus - an Interactive Radio Drama for iOS!

Tax? Probably doesn't add up, I'm just asking ...Got the update. Thanks!URL: http://forum.audiogames.net/viewtopic.php?pid=148922#p148922

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Re: [Audiogames-reflector] 1812: Heart of winter, an audiogame for IOS

2013-09-16 Thread AudioGames.net ForumNew releases room: Sebby


Re: 1812: Heart of winter, an audiogame for IOS

Already covered by this thread. In fact, I found the thread using a Google search on the name (eighth result). But there are three versions: the HQ version, the non-suffixed version, and the HD version for iPad. So which do I need for iPhone and iPad, and which has proper translation?URL: http://forum.audiogames.net/viewtopic.php?pid=148793#p148793

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Re: [Audiogames-reflector] Playing playroom on mac, smarphones and tablets with the web client

2013-09-13 Thread AudioGames.net ForumNew releases room: Sebby


Re: Playing playroom on mac, smarphones and tablets with the web client

Thanks Noctornus.I'm obviously going to have to check both of these out, sooner or later. I heard about RSGames only because of Mac compatibility, but couldn't mine anything useful from the Interwebs. But now we have the PlayRoom in the web, just maybe it doesn't have to matter anymore.URL: http://forum.audiogames.net/viewtopic.php?pid=148370#p148370

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Re: [Audiogames-reflector] Playing playroom on mac, smarphones and tablets with the web client

2013-09-12 Thread AudioGames.net ForumNew releases room: Sebby


Re: Playing playroom on mac, smarphones and tablets with the web client

Wait a minute, what? These (RSGames, PlayRoom) services are completely different platforms, developed completely separately?I was trying to work out which to go with, or which was the better "Platform". This thread has provided the answer. However, do they share anything at all in common?URL: http://forum.audiogames.net/viewtopic.php?pid=148277#p148277

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Re: [Audiogames-reflector] mbt shoes online for the Joint Task Force Lt 3

2013-09-10 Thread AudioGames.net ForumNew releases room: Sebby


Re: mbt shoes online for the Joint Task Force Lt 3

Apparently the Hormel company, which makes the spiced ham meat product called spam, actually tried to claim that the use of the term "Spam" in a product that fought email spam was a trademark violation. Golly.URL: http://forum.audiogames.net/viewtopic.php?pid=148003#p148003

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Re: [Audiogames-reflector] mbt shoes online for the Joint Task Force Lt 3

2013-09-10 Thread AudioGames.net ForumNew releases room: Sebby


Re: mbt shoes online for the Joint Task Force Lt 3

Apparently the Hormel company, which makes the spiced ham meat called called spam, actually tried to claim that the use of the term "Spam" in a product that fought email spam was a trademark violation. Golly.URL: http://forum.audiogames.net/viewtopic.php?pid=148003#p148003

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Re: [Audiogames-reflector] Audio-Only Game test participants

2013-09-09 Thread AudioGames.net ForumNew releases room: Sebby


Re: Audio-Only Game test participants

Yep, got mine and will test it ASAP.URL: http://forum.audiogames.net/viewtopic.php?pid=147854#p147854

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Re: [Audiogames-reflector] Audio-Only Game test participants

2013-09-08 Thread AudioGames.net ForumNew releases room: Sebby


Re: Audio-Only Game test participants

Hmm, the forum doesn't email you about PMs. This does reduce their effectiveness, somewhat.URL: http://forum.audiogames.net/viewtopic.php?pid=147723#p147723

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Re: [Audiogames-reflector] Announcing Codename Cygnus - an Interactive Radio Drama for iOS!

2013-09-06 Thread AudioGames.net ForumNew releases room: Sebby


Re: Announcing Codename Cygnus - an Interactive Radio Drama for iOS!

Jonathon, thank you very much for the update, and for your manifest understanding of the Facebook issue. That's very considerate, and you are absolutely guaranteed a full mission 1 purchase, just as soon as you issue your update. Thanks again.Cheers,SabahattinURL: http://forum.audiogames.net/viewtopic.php?pid=147421#p147421

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Re: [Audiogames-reflector] Fields of the Un-Dead - First person shooter - Free online

2013-09-04 Thread AudioGames.net ForumNew releases room: Sebby


Re: Fields of the Un-Dead - First person shooter - Free online

@Chris: Do you have the Flash plug-in installed? If not, get it here.URL: http://forum.audiogames.net/viewtopic.php?pid=147200#p147200

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Re: [Audiogames-reflector] Announcing Codename Cygnus - an Interactive Radio Drama for iOS!

2013-09-03 Thread AudioGames.net ForumNew releases room: Sebby


Re: Announcing Codename Cygnus - an Interactive Radio Drama for iOS!

If we could contact them, encouraging them to support Twitter as well is only marginally less insulting to me, and that's only because I have a Twitter account, whose value to me is greater than Facebook will ever be. But as with FB, it would be inadvisable, for exactly the same reasons; social networking is a poor authentication backend when there are people who choose not to use social networking.In the meantime it seems playing the game is going to require signing up to FB. I really, really would rather not, but I could do a throwaway account, I suppose. iOS makes this easy, in theory; Settings > Facebook.URL: http://forum.audiogames.net/viewtopic.php?pid=147107#p147107

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Re: [Audiogames-reflector] Announcing Codename Cygnus - an Interactive Radio Drama for iOS!

2013-09-02 Thread AudioGames.net ForumNew releases room: Sebby


Re: Announcing Codename Cygnus - an Interactive Radio Drama for iOS!

Right, well for the avoidance of all doubt, I restarted my iPhone, launched the game, chose to purchase mission one, and it's saying I need to be logged in to Facebook. Even if it goes through the App Store for the actual purchase, which it clearly does, it's not going to let me make the purchase without FB. URL: http://forum.audiogames.net/viewtopic.php?pid=146947#p146947

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Re: [Audiogames-reflector] Announcing Codename Cygnus - an Interactive Radio Drama for iOS!

2013-09-01 Thread AudioGames.net ForumNew releases room: Sebby


Re: Announcing Codename Cygnus - an Interactive Radio Drama for iOS!

The game insists you log in to Facebook to purchase episodes. I think, by any measure, this means a Facebook account is required. If I'm wrong, please tell me how to buy the first mission without a Facebook account.URL: http://forum.audiogames.net/viewtopic.php?pid=146924#p146924

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Re: [Audiogames-reflector] Fields of the Un-Dead - First person shooter - Free online

2013-09-01 Thread AudioGames.net ForumNew releases room: Sebby


Re: Fields of the Un-Dead - First person shooter - Free online

It's an in vain hope, I suppose, but any chance of converting the game into an HTML5 audio application?URL: http://forum.audiogames.net/viewtopic.php?pid=146827#p146827

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Re: [Audiogames-reflector] Announcing Codename Cygnus - an Interactive Radio Drama for iOS!

2013-08-31 Thread AudioGames.net ForumNew releases room: Sebby


Re: Announcing Codename Cygnus - an Interactive Radio Drama for iOS!

Argh! Requires Facebook. No, thank you.I hope this changes. If I do give in and buy, it's only going to be on a temporary Facebook account, because I have no intention of maintaining a Facebook profile.URL: http://forum.audiogames.net/viewtopic.php?pid=146788#p146788

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[Audiogames-reflector] Blackbar

2013-08-24 Thread AudioGames.net ForumNew releases room: Sebby


Blackbar

Blackbar http://t.co/hbwHa59X7F A story of censorship which progresses with each word revelation. Appears to be accessible; cool.I couldn't find any detail other than the story itself, which opens the moment the app is launched. I can't vouch for the game's accessibility right the way through; nor do I know how to control the game other than by playing it. Simply type the censored word into the text field, next to the field with the story page in it, and press Next to advance the story. The page of text refreshes so that only new text is shown. Censored words are announced as repeating underscores with a count of characters by iOS, so it should just work.I'm going back to playing right now. Let me know how it goes. Enjoy. Oh and BTW: yes there's a cost, but it's moments like this when I'm glad
  I tried.URL: http://forum.audiogames.net/viewtopic.php?pid=146017#p146017

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Re: [Audiogames-reflector] Audio-Only Game test participants

2013-08-20 Thread AudioGames.net ForumNew releases room: Sebby


Re: Audio-Only Game test participants

Yeah, sure, happy to help. Get in touch through the forums (preferably on the thread) or there is a public email address.URL: http://forum.audiogames.net/viewtopic.php?pid=145525#p145525

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Re: [Audiogames-reflector] Adventure At C:

2013-08-17 Thread AudioGames.net ForumNew releases room: Sebby


Re: Adventure At C:

Thanks Jaybird, I'll give it a go. URL: http://forum.audiogames.net/viewtopic.php?pid=145216#p145216

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Re: [Audiogames-reflector] Adventure At C:

2013-08-17 Thread AudioGames.net ForumNew releases room: Sebby


Re: Adventure At C:

All right, fine, whatever. I give in and play. I actually had, up to that point, assumed the game was called "Adventure at sea" which may well have verged on the boring, so I was surprised to find out what it really was, and as people seemed to be recommending it along with my other favs, I supposed it must be pretty good. I wasn't disappointed. Great little game, as it goes. Yes, it's bloody hard. I imagine there's a technique, as it's obviously just a challenge.I have got to the hungry zip files puzzle, but keep letting the good software down. What should be done about it?Sam isn't usually the best voice, but on this occasion he's a funny fit, as he's quite good with exclamation points.URL: http://forum.audiogames.net/viewtopic.php?pid=14514
 2#p145142

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Re: [Audiogames-reflector] Top Speed 3 source released

2013-08-12 Thread AudioGames.net ForumNew releases room: Sebby


Re: Top Speed 3 source released

Thank you, Leonard, for opening up the source. I appreciate it.Cheers,SabahattinURL: http://forum.audiogames.net/viewtopic.php?pid=144404#p144404

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Re: [Audiogames-reflector] VIPGamesZone: Now with games for Android!

2013-08-08 Thread AudioGames.net ForumNew releases room: Sebby


Re: VIPGamesZone: Now with games for Android!

@Dark: That's great to hear, certainly, though even requesting access is often too much for me to do just to play, which acts as a disincentive. Much of my playing happens in regularly cleaned VMs, so unlike the hardware-based schemes (which are already bloody annoying) I don't have the option of reusing any key I might have previously got for the VM hardware, because it's Internet-authorised. This is a shame, and a bit of an affront.URL: http://forum.audiogames.net/viewtopic.php?pid=143794#p143794

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Re: [Audiogames-reflector] VIPGamesZone: Now with games for Android!

2013-08-06 Thread AudioGames.net ForumNew releases room: Sebby


Re: VIPGamesZone: Now with games for Android!

I, too, loved Lords and Ranger. I actually found Conflict more complicated and annoying; it didn't seem to carry the excitement and action as well as Ranger. Great games, great sounds, terrible anti-piracy measures. The latter is why I console myself with memories of them, rather than actually playing them. URL: http://forum.audiogames.net/viewtopic.php?pid=143639#p143639

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Re: [Audiogames-reflector] Milliways prototypes from infocom

2013-07-31 Thread AudioGames.net ForumNew releases room: Sebby


Re: Milliways prototypes from infocom

That thread was magical when I checked it last (and contributed). I simply can't believe that the stars was so perfectly aligned; loads of Infocom people, fans, the excellent comment system, etc.  Magic.  So much genuine and heartfelt fondness for a great computer games company.Edit: which reminds me that I must listen to the copy of Get Lamp that I purchased soon.URL: http://forum.audiogames.net/viewtopic.php?pid=142974#p142974

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Re: [Audiogames-reflector] Milliways prototypes from infocom

2013-07-31 Thread AudioGames.net ForumNew releases room: Sebby


Re: Milliways prototypes from infocom

That thread was magical when I checked it last (and contributed). I simply can't believe that the stars was so perfectly aligned; loads of Infocom people, fans, the excellent comment system, etc.  Magic.  So much genuine and heartfelt fondness for a great computer games company.URL: http://forum.audiogames.net/viewtopic.php?pid=142974#p142974

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Re: [Audiogames-reflector] The Inquisitor Audio Game for iOS, Windows and Mac

2013-07-31 Thread AudioGames.net ForumNew releases room: Sebby


Re: The Inquisitor Audio Game for iOS, Windows and Mac

Well, this is the first I've heard of it after all this time, and people seem to really like it, so I grabbed it for both iOS and Mac. However, I was a little bit disturbed to find that the Mac version (and presumably the PC version as well) requires you to activate it, and you only get five activations. Does this mean I should suggest people buy the iOS version? Because £15 is a lot to spend on a game you can only activate five times.Looking forward to playing.URL: http://forum.audiogames.net/viewtopic.php?pid=142953#p142953
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Re: [Audiogames-reflector] Top Secret-Classified-DO NOT OPEN!!

2013-07-25 Thread AudioGames.net ForumNew releases room: Sebby


Re: Top Secret-Classified-DO NOT OPEN!!

Whoa Dark, you just made me squander 12 hours of my life on Choose Your Story playing Ground Zero.  Thanks for that. URL: http://forum.audiogames.net/viewtopic.php?pid=142228#p142228

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Re: [Audiogames-reflector] Lost Treasures of Infocom, the app

2013-07-25 Thread AudioGames.net ForumNew releases room: Sebby


Re: Lost Treasures of Infocom, the app

Invisiclues are all now on the IF-archive as plain text files.  You can usually locate the hardcoded values in solutions; just keep looking.  (Unfortunately, the actual text of the various feelies is rather harder to come by.)  The PDFs are sadly almost completely useless even after OCRing the hell out of them, because they just aren't very high-resolution scans.The encrypt/decrypt programs are in the patches directory.  They're DOS executables, so you'll need an x86 (32-bit) Windows box, or a C compiler to compile the source code on some other platform.URL: http://forum.audiogames.net/viewtopic.php?pid=142221#p142221

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