Re: Seeking sound designers for a multiplayer FPS project

2015-10-25 Thread AudioGames . net Forum — General Game Discussion : SLJ via Audiogames-reflector


  


Re: Seeking sound designers for a multiplayer FPS project

[[wow]]. Sounds really epic!It would be cool if the sounds of the shots are individuel, so the shots moves like in realtime, and not like Swamp, where they are mixed in the sound files. That would make the game sound much more realistic. [[wow]] I'm looking forward to this...

URL: http://forum.audiogames.net/viewtopic.php?pid=236128#p236128





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Re: Seeking sound designers for a multiplayer FPS project

2015-10-24 Thread AudioGames . net Forum — General Game Discussion : Xoren via Audiogames-reflector


  


Re: Seeking sound designers for a multiplayer FPS project

Hi Ian. I want to ask again: are you employing an encryption method for the multimedia resources in your FPS? If you are, and assuming you haven't already committed yourself to a sound developer, I'd love to devote some of my time to your project. I ask about encryption because, frankly, my sounds are all self purchased and come with strict licensing regulations on my inclusion of them into projects. I need to make sure that we won't have the same fiasco as we did in Swamp. If you're not interested in dealing with encryption and such, of course, I'll happily bow out and just enjoy the finished product. .Also, are you planning to support multiple surfaces? I can design sounds around this model. As an example: Wooden obstacles can absorb impacts, but will quickly deteriorate, as a tradeoff, they should be the most readily available kinds of cover (furnitu
 re, fences, wooden buildings, etc). Metal and concrete obstacles absorb more, but are less frequent (parked vehicles, short brick walls, parking lot safety constructions, etc). Sandbag obstacles offer roughly as much protection as wood, but are portable, allowing people to set up their own barricades.For weapons with burst/full auto firing: Do you want individual shots for the firing sound so you can freely loop them with code, or do you want premixed shots?Do you want varying sounds for each event? I highly recommend this, as it will keep your game from sounding staid -- a gun won't always sound the same on every firing, nor would a melee weapon.Do you want the nature of the munitions to be purely percussive, or are you open to sci-fi elements such as pulse rifles, lasers, blasters, etc?Do you want some kind of tracking sound for the sniper rifles and various other long-range weapons? In sighted FPS games, sniper rifles usually have some kind of tar
 get acquisition indicator -- crossed hairs on the scope, etc. We can replicate this on a limited basis with relevant weapons.Would you be open to more weapon ideas? I can create other weapon types, such as RPG's, railguns, grenades, etc.I know that's a lot of questions to ask, but I don't really like diving into a project without such details. Kai

URL: http://forum.audiogames.net/viewtopic.php?pid=236020#p236020





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Re: Seeking sound designers for a multiplayer FPS project

2015-10-24 Thread AudioGames . net Forum — General Game Discussion : Ian Reed via Audiogames-reflector


  


Re: Seeking sound designers for a multiplayer FPS project

Hi Kai, yes the game employs an encryption method for the multimedia resources.  You can see it for yourself in the dev version I sent you.I actually sent 3 emails to you about 20 days ago, then waited a week before posting on the forum to seek other help.I sent them to 2 different addresses I had for you, from 2 of my own addresses just in case one of my addresses hit your spam folder.Based on your past offers of help, you were certainly my first choice.After a week I figured you just weren't interested anymore.I'm sorry for the misunderstanding, did those emails not reach you?At this point I've received other offers of help and have already engaged with a sound designer.I do appreciate your offer though and will keep it in mind.You might also consider writing a mod for the game once that feature is available.Mod multimedia files will also be encrypted, though people will be able to use sounds from other 
 mods in their own mods by referencing them using mod name and sound name.

URL: http://forum.audiogames.net/viewtopic.php?pid=236025#p236025





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Re: Seeking sound designers for a multiplayer FPS project

2015-10-24 Thread AudioGames . net Forum — General Game Discussion : Xoren via Audiogames-reflector


  


Re: Seeking sound designers for a multiplayer FPS project

My apologies Ian! I didn't get any emails. Thunderbird's a strange beast, though, so I must have missed them. That's all well and good that you did manage to snag yourself a content creator, though.  I'll be eagerly looking forward to the results!Kai

URL: http://forum.audiogames.net/viewtopic.php?pid=236027#p236027





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Re: Seeking sound designers for a multiplayer FPS project

2015-10-24 Thread AudioGames . net Forum — General Game Discussion : Xoren via Audiogames-reflector


  


Re: Seeking sound designers for a multiplayer FPS project

Hi Ian. I want to ask again: are you employing an encryption method for the multimedia resources in your FPS? If you are, and assuming you haven't already committed yourself to a sound developer, I'd love to devote some of my time to your project. I ask about encryption because, frankly, my sounds are all self purchased and come with strict licensing regulations on my inclusion of them into projects. I need to make sure that we won't have the same fiasco as we did in Swamp. If you're not interested in dealing with encryption and such, of course, I'll happily bow out and just enjoy the finished product. .Kai

URL: http://forum.audiogames.net/viewtopic.php?pid=236020#p236020





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Re: Seeking sound designers for a multiplayer FPS project

2015-10-24 Thread AudioGames . net Forum — General Game Discussion : Ian Reed via Audiogames-reflector


  


Re: Seeking sound designers for a multiplayer FPS project

@hadi.gsf, thanks man! I think Tactical Battle's best feature is letting players create their own content.I'd like this game to benefit in the long term from that as well.Unfortunately the modding system will not be in the first release because it still needs a lot of work and time to evolve.@App con, no release date, I think it is better to just release it when I'm ready than to get people excited and then risk disappointing them if I can't make the date.@SLJ, I'm hosting my own server.

URL: http://forum.audiogames.net/viewtopic.php?pid=235979#p235979





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Re: Seeking sound designers for a multiplayer FPS project

2015-10-24 Thread AudioGames . net Forum — General Game Discussion : Socheat via Audiogames-reflector


  


Re: Seeking sound designers for a multiplayer FPS project

HI,@Ian, I'm looking forward to this! Good luck, and keep up your great work!

URL: http://forum.audiogames.net/viewtopic.php?pid=236001#p236001





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Re: Seeking sound designers for a multiplayer FPS project

2015-10-13 Thread AudioGames . net Forum — General Game Discussion : App con via Audiogames-reflector


  


Re: Seeking sound designers for a multiplayer FPS project

hi. This sounds cool but I have one question, do you have any sort of releasee date or an estimate. And the modding part I think is going to be one of the best because of what other people can make up.

URL: http://forum.audiogames.net/viewtopic.php?pid=234778#p234778





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Re: Seeking sound designers for a multiplayer FPS project

2015-10-13 Thread AudioGames . net Forum — General Game Discussion : App con via Audiogames-reflector


  


Re: Seeking sound designers for a multiplayer FPS project

hi. This sounds cool but I have one question, do you have any sort of releasee date or an estimate.

URL: http://forum.audiogames.net/viewtopic.php?pid=234778#p234778





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Re: Seeking sound designers for a multiplayer FPS project

2015-10-13 Thread AudioGames . net Forum — General Game Discussion : SLJ via Audiogames-reflector


  


Re: Seeking sound designers for a multiplayer FPS project

Hi Ian.Are you hosting your own server regarding to online gameplay, or can we create our own servers? I hope we'll not be able to make our own servers, because having all the players at the same place is more social in my opinion. It would be nice if you wanna make language channels for the chat like an english chat and for the other languages.Keep up the awesome job.

URL: http://forum.audiogames.net/viewtopic.php?pid=234785#p234785





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Re: Seeking sound designers for a multiplayer FPS project

2015-10-13 Thread AudioGames . net Forum — General Game Discussion : hadi . gsf via Audiogames-reflector


  


Re: Seeking sound designers for a multiplayer FPS project

Ian, You've done an amazing job on tactical battle, It's a great game and an engine at the same time, letting other users make their own  designs. I really can't wait to see that what you've got for an FPS game.

URL: http://forum.audiogames.net/viewtopic.php?pid=234777#p234777





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Re: Seeking sound designers for a multiplayer FPS project

2015-10-13 Thread AudioGames . net Forum — General Game Discussion : Ian Reed via Audiogames-reflector


  


Re: Seeking sound designers for a multiplayer FPS project

Thanks to all who offered sound design support.It was great to see such a quick response from the community.I believe I've got enough help at this point.I really appreciate the offers, especially as it is a volunteer role, and a time consuming one at that.@RTR_Assassin, the current dev version of the game only lets you do fine grained turning with the mouse, but I am considering adding the option to turn with the keyboard.I do believe that turning with the mouse ultimately leads to more accurate aiming, and I encourage everyone to give it a chance so they can compete on equal terms.Personally I navigate using the snap to cardinal direction keyboard commands, but navigation is different than aiming, at least for me.@nuno69, I don't have a mechanism for translation at this point, but I will ponder this.The game will eventually have a high degree of modding, which significantly complicates and limits translation.One op
 tion is to use the NVDA instant translate and ClipCopy add ons the same way that many English players use them to play Japanese games.I can also add an option to copy speech output to the clipboard to remove the need for the ClipCopy add on.I realize this does not give a translation as nice as a hand written one, but as mentioned, this is complicated when the majority of the content will eventually be player driven.@sneak, the game will be free.@assault_freak and Nocturnus, certainly I want the game to have depth and keep players coming back for more.I have a lot of great ideas for making that happen.Unfortunately it takes me a lot of time to turn ideas into reality.So the game will start off simpler than what I really want it to be, and grow over time.Even Swamp started simply, single player only with a lot of room for improvement; far from where it is today.@momo7807:1. English, see translation comments above.If 
 by chance you meant programming language, feel free to email me that question and I'd be glad to answer it. Though I'm not really sure why it matters unless you are looking for software development advice.  Obviously the important thing is that the game works well and is fun.2. Ask Aprone or Xoren for specifics.3. Not important really, as mentioned before.@pingpong, thanks!It certainly took me a very long time to get to this point.While sound design may just be one of the many hurdles, it is still an important one to overcome, so I am glad people are willing to help.I don't use a pre built FPS engine.I am happy to discuss coding details through email if you have more questions along those lines.

URL: http://forum.audiogames.net/viewtopic.php?pid=234776#p234776





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Re: Seeking sound designers for a multiplayer FPS project

2015-10-13 Thread AudioGames . net Forum — General Game Discussion : RTR_Assassin via Audiogames-reflector


  


Re: Seeking sound designers for a multiplayer FPS project

Here's the thing, RTR is actually quite tactical, so I strongly disagree with Assault Freak. It all depends on how you play the game. If all you do is mash the control key over and over again and hope to get results, you will be disappointed. However, I use various strategies to gain advantages over other players. These may include hiding, using long-range weapons against enemies with short-range weapons, evading attacks by jumping and sidestepping, etc. So, it isn't as some say, a point and shoot game at all.However, I hope this game expands on the ideas of RTR and Swamp. I agree that more mission modes should be included. I would like to see a game mode that allows teams to attack bases and capture them. This would give players a goal to achieve. Also, the ability to call in airstrikes would prove useful against enemies who hide in buildings. These are all aspects of FPS games that are currently missing in RTR. So, including them here would refresh the FPS audio 
 gaming scene.

URL: http://forum.audiogames.net/viewtopic.php?pid=234727#p234727





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Re: Seeking sound designers for a multiplayer FPS project

2015-10-13 Thread AudioGames . net Forum — General Game Discussion : pingpong via Audiogames-reflector


  


Re: Seeking sound designers for a multiplayer FPS project

Respect, being close to publish a MP FPS game for the blinds means that you achieved to manage a lot of serious programming, network timing, spatial audio, navigational and network infrastructure problems - congratulations! The pure audio thing is - in my opinion - one of the smaller part of the whole work to be done. What engine do you use?

URL: http://forum.audiogames.net/viewtopic.php?pid=234753#p234753





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Re: Seeking sound designers for a multiplayer FPS project

2015-10-13 Thread AudioGames . net Forum — General Game Discussion : assault_freak via Audiogames-reflector


  


Re: Seeking sound designers for a multiplayer FPS project

@nocturnus, that's fair enough! I enjoy a good break too, as much of a fighting fan as I am... you're right, there's only so much competetive fighting one can do before it gets dull. lol@rtr assassin, I wasn't the only one who described RTR as a point and shoot. lol But for all that there is hiding, long range weapons and jumping / side stepping, those aren't reallyy elements of tactics or strategy... that could be achieved with any game that has a short and long range weapon, jumping and side stepping and a place on a map to hide. But when push comes to shove and people all run into a room together, it turns into a bout of who can press the control key faster and who can spin around fast enough to center an enemy. I'm not saying RTR isn't fun, I enjoy it as well in short doses. but it is shallow... and as basically a game that seems to have no longer been expanded on for some time, it's lost a bit of its charm. Having said that, if t
 he game was to be worked on again, I definitely wouldn't mind it at all. I'll take any shooters I can get, though honestly, I don't think the term fps can be made with any distinction with audio gaming... since there's no difference between a first and third person view with only audio. At least, none I can think of at the moment. hahaha.

URL: http://forum.audiogames.net/viewtopic.php?pid=234729#p234729





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Re: Seeking sound designers for a multiplayer FPS project

2015-10-13 Thread AudioGames . net Forum — General Game Discussion : RTR_Assassin via Audiogames-reflector


  


Re: Seeking sound designers for a multiplayer FPS project

Ghorthalon is planning to update RTR, but it will take him a while. As far the FPS debate, you're right, it doesn't really matter if you even call it a FPS, or just a shooter. The point is well taken, more tactical elements should be introduced. This is why I suggest allowing maps to be 3d, so that a player could stand on a higher platform and shoot down at enemies using a sniper rifle. In RTR you can't do that as of yet. Again, allowing players to call for backup from the air force would also add more realism to the game.The other idea is to also include vehicles, such  as tanks and armored trucks. This wold allow players to move faster on the battle field and would provide a challenge for other players who don't have vehicles to shoot them down with anti-tank weapons. I know these ideas are going to take a while to implement, but they are something to consider in the future.

URL: http://forum.audiogames.net/viewtopic.php?pid=234745#p234745





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Re: Seeking sound designers for a multiplayer FPS project

2015-10-12 Thread AudioGames . net Forum — General Game Discussion : nuno69 via Audiogames-reflector


  


Re: Seeking sound designers for a multiplayer FPS project

Hey Ian,Can I be a translator of this game?I will translate it to polish if you want me to.My e-mail is:nuno...@poczta.fm

URL: http://forum.audiogames.net/viewtopic.php?pid=234614#p234614





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Re: Seeking sound designers for a multiplayer FPS project

2015-10-12 Thread AudioGames . net Forum — General Game Discussion : assault_freak via Audiogames-reflector


  


Re: Seeking sound designers for a multiplayer FPS project

Looking forward to this as well! It's been a while since we had a new shooter, and I hope this won't be the same as RTR which was, for the most part, point and shoot in a competition to see who could press the control key the fastest. Hope there will be a few more mechanics to make the pvp more tactical! 

URL: http://forum.audiogames.net/viewtopic.php?pid=234643#p234643





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Re: Seeking sound designers for a multiplayer FPS project

2015-10-12 Thread AudioGames . net Forum — General Game Discussion : sneak via Audiogames-reflector


  


Re: Seeking sound designers for a multiplayer FPS project

What kind of license will this be under? I think depending on that will limit what sounds people will be able to use.

URL: http://forum.audiogames.net/viewtopic.php?pid=234641#p234641





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Re: Seeking sound designers for a multiplayer FPS project

2015-10-12 Thread AudioGames . net Forum — General Game Discussion : assault_freak via Audiogames-reflector


  


Re: Seeking sound designers for a multiplayer FPS project

Depends on how deep you dug into them, I suppose. I find endless enjoyment out of them, especially when it comes to testing your wits against other players... because I would say 70% of the thing is your brain power and strategy, and the game itself is only about 30% of the whole experience. The initial buttons and maneuver set up look simple, but dig deep enough and one simple command could have six good uses and six equally bad strategic ones, depending on the situation. lol

URL: http://forum.audiogames.net/viewtopic.php?pid=234685#p234685





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Re: Seeking sound designers for a multiplayer FPS project

2015-10-12 Thread AudioGames . net Forum — General Game Discussion : Nocturnus via Audiogames-reflector


  


Re: Seeking sound designers for a multiplayer FPS project

Methinks I've just played far too many fighting games for them to turn me on as much as FPS titles, starting with stree fighter back when I was like, three?  I don't remember anymore. lol

URL: http://forum.audiogames.net/viewtopic.php?pid=234683#p234683





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Re: Seeking sound designers for a multiplayer FPS project

2015-10-12 Thread AudioGames . net Forum — General Game Discussion : Nocturnus via Audiogames-reflector


  


Re: Seeking sound designers for a multiplayer FPS project

Agree with Assault freak; a game like RTR is fun for a season.  Swamp has continued to thrive years after it was made because it was more than just a point and shoot style game, and while the expansion may be arguably slight, it still exists.  I also have to disagree with the keyboard navigation being better than mouse navigation, particularly in a fast pace FPS.  You can never use a keyboard to snap as quickly and as precisely in a given direction that might possibly be presenting a threat using a keyboard.  Sure, cardinal direction snapping is a thing, but I don't want to be able to snap 90 or 180 degrees in a given direction just to have to keep rotating afterward in small increments, when I can just as easily swipe my mouse once I am used to how fast it moves and have more or less calculated how much of a push in a given direction I have to move.  Oh, this, coming from someone who didn't want to use the mouse whatsoever, by the way; I mean, r
 eally, why hook up that pesky mouse I'll only be using for one friggin game.  Bla.  What a waste of time.  I have to get behind my desk and find a USB port, and then I have to run the wire under my desk and somehow slide it up through some sort of access road or another so I can adjust the mouse to my liking on the desk, and then I have to contort my hand in some strange way because I don't normally use the mouse; I can't stress this enough.  I mean, those sighted people, what were they thinking when they designed this thing?  It makes my hand cramp so badly!  My hand's just not used to that kind of placement!  And then, I have to move my arm!  Oh, my poor arm!  Nah, better stick to keyboard nav.  :dAll joking aside though, I'm sure whatever transpires will be worth at the very least checking out.  FPS has always been my cup of tea, since Perfect Dark in 96.  It's a shame I'll probab
 ly never be able to play it reliably, but goodness knows I'll at least try it.

URL: http://forum.audiogames.net/viewtopic.php?pid=234664#p234664





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Re: Seeking sound designers for a multiplayer FPS project

2015-10-12 Thread AudioGames . net Forum — General Game Discussion : assault_freak via Audiogames-reflector


  


Re: Seeking sound designers for a multiplayer FPS project

And I in turn agree with Nocturnus. Mouse navigation, especially in fps games, will always beat keyboard navigation... keyboard turning is just way too slow. And after fighting games, if I could play shooters, they would certainly be right up my alley too.

URL: http://forum.audiogames.net/viewtopic.php?pid=234670#p234670





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Re: Seeking sound designers for a multiplayer FPS project

2015-10-12 Thread AudioGames . net Forum — General Game Discussion : Nocturnus via Audiogames-reflector


  


Re: Seeking sound designers for a multiplayer FPS project

Nah, too many sighted players in my life, and I've beaten all of them, far too easily for my liking.  Don't get me wrong, I still love me a good round of MK anything, really, and I won't say no to playing against friendly faces on just about any other fighting game, but hack and slash only does so much for me. similar to how RTR only went so far.  After beating  up people for nearly 30 minutes, I need some objectives.

URL: http://forum.audiogames.net/viewtopic.php?pid=234690#p234690





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Re: Seeking sound designers for a multiplayer FPS project

2015-10-12 Thread AudioGames . net Forum — General Game Discussion : momo7807 via Audiogames-reflector


  


Re: Seeking sound designers for a multiplayer FPS project

HiI have 3 questions1. What language has been used for this game?2. I think swamp has a copyright, or at least, a license about files. It's it?3. What is the name of this game?Thanks

URL: http://forum.audiogames.net/viewtopic.php?pid=234691#p234691





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Re: Seeking sound designers for a multiplayer FPS project

2015-10-11 Thread AudioGames . net Forum — General Game Discussion : Aprone via Audiogames-reflector


  


Re: Seeking sound designers for a multiplayer FPS project

Ian, I think I can speak for everyone when I say we're happy and excited to see this game when its ready!  Keep up the good work man!  

URL: http://forum.audiogames.net/viewtopic.php?pid=234514#p234514





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Re: Seeking sound designers for a multiplayer FPS project

2015-10-11 Thread AudioGames . net Forum — General Game Discussion : SLJ via Audiogames-reflector


  


Re: Seeking sound designers for a multiplayer FPS project

Hi.[[wow]], sounds cool. I look forward to try this...

URL: http://forum.audiogames.net/viewtopic.php?pid=234532#p234532





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Re: Seeking sound designers for a multiplayer FPS project

2015-10-11 Thread AudioGames . net Forum — General Game Discussion : samtupy1 via Audiogames-reflector


  


Re: Seeking sound designers for a multiplayer FPS project

Hi. I'll defenatly try my hand at this! I can't have it ready for a couple days probably but I'll see what I can do.

URL: http://forum.audiogames.net/viewtopic.php?pid=234526#p234526





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Re: Seeking sound designers for a multiplayer FPS project

2015-10-11 Thread AudioGames . net Forum — General Game Discussion : defender via Audiogames-reflector


  


Re: Seeking sound designers for a multiplayer FPS project

Unfortunately, right now my Goldwave isn't working for some reason, it's really upsetting, lots of things I can't do that I wish I could be doing, but I have been collecting good, free sounds in this vein for a long time, so if you set up a DB folder or somehting for this project, than I'd be happy to provide sounds that won't get you in hot water at all, and do some cutting on them, which I can probably do at least.I'll defer to Sam on actual mixing, I know how good he is, but I'd love to get on bored with this as much as possible with the current state of my abilities. By the way, love TB and can't wait to see what you come up with for this!

URL: http://forum.audiogames.net/viewtopic.php?pid=234552#p234552





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Re: Seeking sound designers for a multiplayer FPS project

2015-10-11 Thread AudioGames . net Forum — General Game Discussion : Ian Reed via Audiogames-reflector


  


Re: Seeking sound designers for a multiplayer FPS project

@Aprone, thanks for the support.  Believe me when I say it means a lot coming from you.Swamp has been a large inspiration for me.Before I played it I was not sure that any fast paced first person game could really be done for the blind.Swamp had a lot of great ideas for solving accessibility problems and made me feel in control as the player.Hopefully my game can further that a bit.@samtupy1, that would be great.Email me whenever you are ready.

URL: http://forum.audiogames.net/viewtopic.php?pid=234554#p234554





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Re: Seeking sound designers for a multiplayer FPS project

2015-10-11 Thread AudioGames . net Forum — General Game Discussion : defender via Audiogames-reflector


  


Re: Seeking sound designers for a multiplayer FPS project

Unfortunately, right now my Goldwave isn't working for some reason, it's really upsetting, lots of things I can't do that I wish I could be doing, but I have been collecting good, free sounds in this vein for a long time, so if you set up a DB folder or somehting for this project, than I'd be happy to provide sounds that won't get you in hot water at all, and do some cutting on them, which I can probably do at least.I'll defer to Sam on actual mixing, I know how good he is, but I'd love to get on bored with this as much as possible with the current state of my abilities. If you decide to let me at it, then you can send the game to the following address, and if no DB folder is given then I'll just pass sounds off to you, along with attribution info.superfr...@gmail.comBy the way, love TB and can't wait t
 o see what you come up with for this!

URL: http://forum.audiogames.net/viewtopic.php?pid=234552#p234552





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Re: Seeking sound designers for a multiplayer FPS project

2015-10-11 Thread AudioGames . net Forum — General Game Discussion : defender via Audiogames-reflector


  


Re: Seeking sound designers for a multiplayer FPS project

Unfortunately, right now my Goldwave isn't working for some reason, it's really upsetting, lots of things I can't do that I wish I could be, but I have been collecting good, free sounds in this vein for a long time, so if you set up a DB folder or something for this project, than I'd be happy to provide sounds that won't get you in hot water at all, and do some cutting on them, which I can probably do at least.I'll defer to Sam on actual mixing, I know how good he is, but I'd love to get on bored with this as much as possible with the current state of my abilities. If you decide to let me at it, then you can send the game to the following address, and if no DB folder is given then I'll just pass sounds off to you, along with attribution info for who ever is doing final cleanup.superfr...@gmail.comBy the way,
  love TB and can't wait to see what you come up with for this!

URL: http://forum.audiogames.net/viewtopic.php?pid=234552#p234552





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Re: Seeking sound designers for a multiplayer FPS project

2015-10-11 Thread AudioGames . net Forum — General Game Discussion : seal via Audiogames-reflector


  


Re: Seeking sound designers for a multiplayer FPS project

@Ian Reed:Hello Ian. I emailed you right now. If I can help with the full sound design for your project, i'll do my best to deliver really high quality SFX design!Cheers,

URL: http://forum.audiogames.net/viewtopic.php?pid=234577#p234577





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Re: Seeking sound designers for a multiplayer FPS project

2015-10-11 Thread AudioGames . net Forum — General Game Discussion : samtupy1 via Audiogames-reflector


  


Re: Seeking sound designers for a multiplayer FPS project

I've started working on some sounds. If theres anything else you want sounds for in this game, feel free to throw me suggestions. I will give these all to you in wav so you can get the highest quality possible.

URL: http://forum.audiogames.net/viewtopic.php?pid=234578#p234578





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Re: Seeking sound designers for a multiplayer FPS project

2015-10-11 Thread AudioGames . net Forum — General Game Discussion : RTR_Assassin via Audiogames-reflector


  


Re: Seeking sound designers for a multiplayer FPS project

Hi Ian,Does this game have a Title? I am definitely looking forward to it myself, as I am a huge RTR fan, which you can easily tell by my user name.

URL: http://forum.audiogames.net/viewtopic.php?pid=234581#p234581





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Re: Seeking sound designers for a multiplayer FPS project

2015-10-11 Thread AudioGames . net Forum — General Game Discussion : RTR_Assassin via Audiogames-reflector


  


Re: Seeking sound designers for a multiplayer FPS project

Yes, I totally agree. Is the game going to be more similar to Swamp, or RTR? IN other words, does it rely more on mouse navigation than keyboard navigation? It is much easier to use the keyboard to navigate than it is the mouse.

URL: http://forum.audiogames.net/viewtopic.php?pid=234587#p234587





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Re: Seeking sound designers for a multiplayer FPS project

2015-10-11 Thread AudioGames . net Forum — General Game Discussion : Aprone via Audiogames-reflector


  


Re: Seeking sound designers for a multiplayer FPS project

Ian, I'm glad Swamp had that kind of impact for you.  I think we're all working toward the same goals, of making more and more things work in an accessible way, so I also hope you'll be able to further expand on how we do FPS games.  

URL: http://forum.audiogames.net/viewtopic.php?pid=234583#p234583





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Re: Seeking sound designers for a multiplayer FPS project

2015-10-11 Thread AudioGames . net Forum — General Game Discussion : Ian Reed via Audiogames-reflector


  


Re: Seeking sound designers for a multiplayer FPS project

@Aprone, absolutely agreed! It is surprising to me how much room for innovation exists in this area.Ages ago when I made a first attempt at an FPS I duplicated your radar.Then I tweaked little things about it, and eventually, (and to my surprise), I came up with something quite different.It took a long time though, and had I not started with Swamp as a jumping off point I never would have gotten it to its current state.Even recently I had a little epiphany about how I could improve it further, but that will have to wait for a future update as I've got my hands full just trying to get it ready for release.I feel like we can benefit so much by examining each others games and building on the features that worked well.The Japanese games BK3 and ShadowRine have also made great strides in the areas of platformers and top down Zelda lik
 e action RPGS respectively.Even though I'm sticking to first person games right now, it is very cool to see how effective their features are, and some of the ideas cross game genres.It's just amazing to me to realize that even though I've tried to make map navigation and exploration as good as I can, and I can't think of many more ways to improve things at the moment, I know there are ways, just waiting to be discovered.It just takes time, persistence, and learning from each other.Sorry if that came out a bit corny.  I get excited about the long term potential of games for the blind.@Defender, Seal, and Sam, I've sent you all emails.Thanks for your support.@RTR_Assassin, yep, it has a name, but I'll leave that for the release.Names aren't really important anyway, right?I'd rather have a terrible name with great game play over the opposite any day. 

URL: http://forum.audiogames.net/viewtopic.php?pid=234585#p234585





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