Re: S.E.A., watercraft simulator

2021-03-07 Thread AudioGames . net Forum — New releases room : shiftBacktick via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

@Fubsepude:Great question. I love itch and will continue to support it for all my games. I plan to use Steam as another distribution method. For the festival I hope to collect feedback so I can prioritize things in the roadmap and understand where to go with pricing.@Dark:Thanks for the feedback about the caves. I'm sorry that you felt boxed in and I understand why. I can tell you more about how the world is generated. There's an ocean floor with various features like hills and trenches carved into it. Anything below it can be carved out by different sorts of structures that form a sort of swiss cheese of pockets and elongated tubes. They don't have reason or always connect. Sometimes you do need to back out and find a new cave.When I originally built this it was purely theoretical and I had to trust my intuition of the math. Now that I have better tools to visualize the structures they form, there could be some opportunities for adjustments. Should I make any changes to terrain in this way, then I will need to implement it in a way that doesn't break saves.One thing I could add without breaking saves is tunnel generation. Occasionally the terrain generator might spawn a worm, which digs a winding path through the terrain. These tunnels would connect the floor to different holes in the swiss cheese. They'd be much easier to follow. Possibly they'd have different sounds or guaranteed treasure. I've added this to my roadmap for the next big update.

URL: https://forum.audiogames.net/post/620765/#p620765




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Re: S.E.A., watercraft simulator

2021-03-07 Thread AudioGames . net Forum — New releases room : Fubsepude via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

@shiftbacktickWill your games be available on boath itch and steam or will this mean the end of getting them on itch?I'm asking because there are accessibility issues on steem wich can turn quite a few people off from using it.

URL: https://forum.audiogames.net/post/620735/#p620735




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Re: S.E.A., watercraft simulator

2021-03-07 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

Cool, I was giving this a try earlier this week with view to creating a db page, accept that I seemed to get lost in a maze of walls, and couldn't find anything specific. I liked the directional sonar sounds when you turned, but While the continuous tones were nice to listen to, and I liked the change between surface and deeper sea, I was a little sad I couldn't find any treasures or major changes in the environment to keep me looking around, so the idea of acquatic ambience sounds nice, especially for helping you realise where you have and haven't been. Are all of the caverns interconnected? or do you sometimes need to just head back up to the surface, travel a bit and go down? and is there an optimum place to dive, or is the idea to just hunt around and see what you find. Again, I have no problem exploring the environment if I feel my exploration is getting somewhere, it was the fact that I felt a bit boxed in which was mildly problematic.

URL: https://forum.audiogames.net/post/620727/#p620727




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Re: S.E.A., watercraft simulator

2021-03-07 Thread AudioGames . net Forum — New releases room : shiftBacktick via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

Hi folks,Today I released a new update that adds a day/night cycle which affects different aspects of the simulation and sound design. Throughout the cycle, the music will evolve alongside synths tracing the positions of the sun and moon. Around noon and midnight you can surf newly added tidal waves, which move west to east and tower above the surface. For this update I included a few enhancements to the movement model so you can move faster with more freedom to jump and spin.Currently I'm working toward submitting the game to the Steam Game Festival. That includes setting up the store page and reaching stability with this release. After that I'll be continuing with my roadmap, which leads us to the Life update, which includes aquatic life and new sounds.Let me know if you encounter any issues. Enjoy!v1.3.0 patch notes

URL: https://forum.audiogames.net/post/620719/#p620719




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Re: S.E.A., watercraft simulator

2021-03-07 Thread AudioGames . net Forum — New releases room : shiftBacktick via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

Hi folks,Today I released a new update that adds a day/night cycle which affects different aspects of the simulation and sound design. Throughout the cycle, the music will evolve alongside synths tracing the positions of the sun and moon. Around noon and midnight you can surf newly added tidal waves, which move west to east and tower above the surface. For this update I included a few enhancements to the movement model so you can move faster with more freedom to jump and spin.Currently I'm working toward submitting the game to the Steam Game Festival. That includes setting up the store page and reaching stability with this release. After that I'll be continuing with my roadmap, which leads us to the Life update, which includes aquatic life and new sounds.Let me know if you encounter any issues. Enjoy!

URL: https://forum.audiogames.net/post/620719/#p620719




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Re: S.E.A., watercraft simulator

2021-03-07 Thread AudioGames . net Forum — New releases room : shiftBacktick via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

Hi folks,Today I released a new update that adds a day/night cycle which affects different aspects of the simulation and sound design. Throughout the cycle, the music will evolve alongside synths tracing the positions of the sun and moon. Around noon and midnight you can surf newly added tidal waves, which move west to east and tower above the surface. For this update I included a few enhancements to the movement model so you can move faster with more freedom to jump and spin.Currently I'm working toward submitting the game to the Steam Summer Festival. That includes setting up the store page and reaching stability with this release. After that I'll be continuing with my roadmap, which leads us to the Life update, which includes aquatic life and new sounds.Let me know if you encounter any issues. Enjoy!

URL: https://forum.audiogames.net/post/620719/#p620719




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Re: S.E.A., watercraft simulator

2021-02-05 Thread AudioGames . net Forum — New releases room : GrannyCheeseWheel via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

I literally fell sleep playing this today lol. When I woke up, there was a treasure near me which I don't remember so either I was playing it in my sleep or I nodded off right after a scan.A few things. I wonder if we could have waves that have motion and volume. You do hear waves if you sit there idle and just listen, but for my purposes, I want to use them to launch off of . When I'm near the surface, I always get a few jumps in, but I think it would be fun to be able to get airborne using waves if you were heading into one.I wonder if it would be useful to put a cooldown on turbo mode? I wouldn't want to have to be forced to go the distance without it, but at the same time, it does make gathering treasures easier. Especially since the most trouble I have is lining up vertically. I can use the doppler effect to help which you don't really get a whole lot without turbo on, so it definitely makes things easier. Plus, if you're using a controller, you can just run in turbo all the time because you can modulate your speed with the analog inputs.

URL: https://forum.audiogames.net/post/613154/#p613154




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Re: S.E.A., watercraft simulator

2021-02-04 Thread AudioGames . net Forum — New releases room : GrannyCheeseWheel via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

@38 It's definitely in stereo.

URL: https://forum.audiogames.net/post/612743/#p612743




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Re: S.E.A., watercraft simulator

2021-02-04 Thread AudioGames . net Forum — New releases room : germanico via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

@37 I hope that in the place of markers, they are stopped in time. Because it happened to me once when with a friend we were playing "el caminador" and we found an arpeggiator that played an incredible melody, and we saved it in a marker. when we loaded the marker, the original melody had disappearedWhen you have the animals ready, you could add animals such as sharks, octopuses or (other types of things according to the roadmap) that cannot kill you but that do give you some sound and visual effect apart from hitting the submarine and making it more difficult to escape from them

URL: https://forum.audiogames.net/post/612688/#p612688




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Re: S.E.A., watercraft simulator

2021-02-03 Thread AudioGames . net Forum — New releases room : ashleygrobler04 via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

I just have one issue:I can here the wonderfull sound scapes, but i can't differentiate between where they are.There is no sterio field in which the sound scapes play...Could this please be improoved appon? it sounds like the sounds are infront of me all the time...

URL: https://forum.audiogames.net/post/612661/#p612661




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Re: S.E.A., watercraft simulator

2021-02-03 Thread AudioGames . net Forum — New releases room : shiftBacktick via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

Many replies below.@33:Haha, I wish I could build my own browser! The desktop build of the game is packaged with Electron, which some folks have affectionately called Flash for the desktop. It's a wrapper for Chromium and can serve web apps as if they're standalone desktop applications, so you get access to all the same Web APIs (like the HTML canvas) and generally only need one codebase for a cross-platform app. Personally I like it, but wish its file size were smaller.I'm still very new to drawing with the Canvas API so I'm studying things like this article on MDN about optimizing canvas. There are some opportunities here for GPU optimization like using multiple canvases as layers above one another so the GPU composites them for you. I made some performance gains in the last few updates, but this might be good to try next.@34:I love the idea of a photography mode! It could work similar to the bookmarks in soundStrider. I do wonder how it would control. Can we look or move around? is it frozen in time? I added it to my wishlist in the roadmap as a possibility.@35, spoiler alert:Coral and things like kelp forests would be interesting additions, but they need shallower water than the world generator currently supports, and I may want to save the shallows for another project.  I do want to add underwater biomes that give more variety to the soundscapes you explore. I'm thinking different musical textures, rhythms, and motifs that play along with the more persistent drones. Perhaps special areas too?@36:Thanks for the report, no need for logs. This is a known issue and one that's proving very difficult to fix. Sometimes when a "certain sound" starts, a filter it's connected to gets into a bad state, which breaks everything else it's connected to, including the main output. Right now I'm using an analyzer to detect when the audio crashes this way and then rebuild whatever I think causes it. The fix isn't quite working right now (it causes an infinite loop of crashing and restarting) but I think I'm on the right track.

URL: https://forum.audiogames.net/post/612656/#p612656




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Re: S.E.A., watercraft simulator

2021-02-03 Thread AudioGames . net Forum — New releases room : shiftBacktick via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

Many replies below.@33:The desktop build of the game is packaged with Electron, which some folks have affectionately called Flash for the desktop. It's a wrapper for Chromium and can serve web apps as if they're standalone desktop applications, so you get access to all the same Web APIs (like the HTML canvas) and generally only need one codebase for a cross-platform app. Personally I like it, but wish its file size were smaller.I'm still very new to drawing with the Canvas API so I'm studying things like this article on MDN about optimizing canvas. There are some opportunities here for GPU optimization like using multiple canvases as layers above one another so the GPU composites them for you. I made some performance gains in the last few updates, but this might be good to try next.@34:I love the idea of a photography mode! It could work similar to the bookmarks in soundStrider. I do wonder how it would control. Can we look or move around? is it frozen in time? I added it to my wishlist in the roadmap as a possibility.@35, spoiler alert:Coral and things like kelp forests would be interesting additions, but they need shallower water than the world generator currently supports, and I may want to save the shallows for another project.  I do want to add underwater biomes that give more variety to the soundscapes you explore. I'm thinking different musical textures, rhythms, and motifs that play along with the more persistent drones. Perhaps special areas too?@36:Thanks for the report, no need for logs. This is a known issue and one that's proving very difficult to fix. Sometimes when a "certain sound" starts, a filter it's connected to gets into a bad state, which breaks everything else it's connected to, including the main output. Right now I'm using an analyzer to detect when the audio crashes this way and then rebuild whatever I think causes it. The fix isn't quite working right now (it causes an infinite loop of crashing and restarting) but I think I'm on the right track.

URL: https://forum.audiogames.net/post/612656/#p612656




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Re: S.E.A., watercraft simulator

2021-02-03 Thread AudioGames . net Forum — New releases room : shiftBacktick via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

Many replies below.@33:The desktop build of the game is packaged with Electron, which some folks have affectionately called Flash for the desktop. It's a wrapper for Chromium and can serve web apps as if they're standalone desktop applications, so you get access to all the same Web APIs (like the HTML canvas) and generally only need one codebase for a cross-platform app. Personally I like it, but wish its file size were smaller.I'm still very new to drawing with the Canvas API so I'm studying things like this article on MDN about optimizing canvas. There are some opportunities here for GPU optimization like using multiple canvases as layers above one another so the GPU composites them for you. I made some performance gains in the last few updates, but this might be good to try next.@34:I love the idea of a photography mode! It could work similar to the bookmarks in soundStrider. I do wonder how it would control. Can we look or move around? is it frozen in time? I added it to my wishlist in the roadmap as a possibility.@35, spoiler alert:Coral and things like kelp forests would be interesting additions, but they need shallower water than the world generator currently supports, and I may want to save the shallows for another project.  I do want to add underwater biomes that give more variety to the soundscapes you explore. I'm thinking different musical textures, rhythms, and motifs that play along the more persistent drones. Perhaps special areas too?@36:Thanks for the report, no need for logs. This is a known issue and one that's proving very difficult to fix. Sometimes when a "certain sound" starts, a filter it's connected to gets into a bad state, which breaks everything else it's connected to, including the main output. Right now I'm using an analyzer to detect when the audio crashes this way and then rebuild whatever I think causes it. The fix isn't quite working right now (it causes an infinite loop of crashing and restarting) but I think I'm on the right track.

URL: https://forum.audiogames.net/post/612656/#p612656




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Re: S.E.A., watercraft simulator

2021-02-03 Thread AudioGames . net Forum — New releases room : shiftBacktick via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

Many replies below.@33:The desktop build of the game is packaged with Electron, which some folks have affectionately called Flash for the desktop. It's a wrapper for Chromium and can serve web apps as if they're a standalone desktop application, so you get access to all the same Web APIs (like the HTML canvas) and generally only need one codebase for a cross-platform app. Personally I like it but wish its file size were smaller.I'm still very new to drawing with the Canvas API so I'm studying things like this article on MDN about optimizing canvas. There are some opportunities here for GPU optimization like using multiple canvases as layers above one another so the GPU composites them for you. I made some performance gains in the last few updates, but this might be good to try next.@34:I love the idea of a photography mode! It could work similar to the bookmarks in soundStrider. I do wonder how it would control. Can we look or move around? is it frozen in time? I added it to my wishlist in the roadmap as a possibility.@35, spoiler alert:Coral and things like kelp forests would be interesting additions, but they need shallower water than the world generator currently supports, and I may want to save the shallows for another project.  I do want to add underwater biomes that give more variety to the soundscapes you explore. I'm thinking different musical textures, rhythms, and motifs that play along the more persistent drones. Perhaps special areas too?@36:Thanks for the report, no need for logs. This is a known issue and one that's proving very difficult to fix. Sometimes when a "certain sound" starts, a filter it's connected to gets into a bad state, which breaks everything it's connected to, including the main output. Right now I'm using an analyzer to detect when the audio crashes this way and then rebuild whatever I think causes it. The fix isn't quite working right now (it causes an infinite loop of crashing and restarting) but I think I'm on the right track.

URL: https://forum.audiogames.net/post/612656/#p612656




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Re: S.E.A., watercraft simulator

2021-02-03 Thread AudioGames . net Forum — New releases room : GrannyCheeseWheel via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

Experienced an odd crash where the sound cut abruptly, followed by a few seconds of a distorted sounding pulse wave, then the game was completely unresponsive. Couldn't find a place where it might store logs. Is there anything I can send along?

URL: https://forum.audiogames.net/post/612648/#p612648




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Re: S.E.A., watercraft simulator

2021-02-02 Thread AudioGames . net Forum — New releases room : GrannyCheeseWheel via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

I like that. If you line it up well, that should be represented equally as if you don't, so things off to the side would still be off to the side as in a real photo.I wonder if we could have coral as well. Something that would slow you down if you entered it, giving a sort of interesting sound, but would have it's own ambient sounds as you just listened to them rather than trying to run through them.

URL: https://forum.audiogames.net/post/612288/#p612288




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Re: S.E.A., watercraft simulator

2021-02-02 Thread AudioGames . net Forum — New releases room : germanico via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

it occurred to me that you could add a photography function together with the animals, and then have a gallery where you can listen to the sound that the animal produced when taking the photoyou would have to name the photo yourself after taking it

URL: https://forum.audiogames.net/post/612274/#p612274




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Re: S.E.A., watercraft simulator

2021-02-02 Thread AudioGames . net Forum — New releases room : GrannyCheeseWheel via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

Hmm, I wonder how much control you will ultimately have over what gets offloaded to the GPU, seeing as how it's HTML. How does the game even run, like did you have to make your own sort of browser? In either case, I wonder if you could set up hardware acceleration on it. That might help even if folks do want the graphics, since the realtime synthesis expects much from the CPU to begin with, then you add drawing the graphics on top of that.I wish I had a good way of mapping what it does to my CPU. Oh sure, I can take a sample before and after the game starts, but I want an average reading and I know that windows has a graphing function inside task manager, but it's not accessible. I could use Charm, but since it's sound based, it would kind of defeat the purpose of playing the game to begin with since it's producing its own sounds to give you a realtime idea of what your CPU, disk I/O and RAM are doing.

URL: https://forum.audiogames.net/post/612232/#p612232




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Re: S.E.A., watercraft simulator

2021-02-02 Thread AudioGames . net Forum — New releases room : shiftBacktick via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

@30:Good question about the graphics. I'll say that my implementation here does not use the GPU much, if at all, and I'm looking into the best way to optimize drawings to the HTML canvas that reduce calls and execution time on the CPU. For something that's seems as simple as drawing rainbow dots on the screen, the FPS drops significantly when it's active in complex scenes. I pride myself in learning how all this works and building my own solutions. It would be nice to fix this because I think it has a really cool, unique look.@31:I love that you enjoy the music. For me this is a musical experience first and a game second.I've definitely thought about a recording feature before. For debugging things and exporting audio for trailers I built such a thing into my engine that outputs WebM files. After exporting I typically fight with ffmpeg to extract the audio into a more usable format. I think I could get it to export to uncompressed WAV if I spent more time on it. After that it'd be relatively simple to expose a UI to players for recording and exporting audio.The biggest reason I haven't already is because I personally think the interactivity and ephemerality of the music is important to its experience. Like Music for Airports, it's a system that's never the same twice. But that's a philosophical matter and I'm happy to explore how to let folks experience it how they want.

URL: https://forum.audiogames.net/post/612215/#p612215




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Re: S.E.A., watercraft simulator

2021-02-02 Thread AudioGames . net Forum — New releases room : Fubsepude via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

I know this will probably go a bit off topic but it does have something todo with this game and all your other awesome games.@shiftbacktickHave you ever conciddered putting a recording feature in your games?The reason I ask is that these games to me litteraly produce ambient music and it would be really cool if one could record themselves playing right from within the games so they could listen to it while on the go.Yeah I know that you could probably set up some other program on your computer to record it but I just thought it would be a nice little miscelainious feature to have in there and I read on your website that you have a degree in computermusic so this probably would be familiar to you right?

URL: https://forum.audiogames.net/post/612168/#p612168




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Re: S.E.A., watercraft simulator

2021-02-02 Thread AudioGames . net Forum — New releases room : GrannyCheeseWheel via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

I wonder what folks are using for PCs. The graphics don't even run up my GPU fan, so they can't be all that tough to render.

URL: https://forum.audiogames.net/post/612157/#p612157




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Re: S.E.A., watercraft simulator

2021-02-02 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

Gotcha, will do.

URL: https://forum.audiogames.net/post/612147/#p612147




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Re: S.E.A., watercraft simulator

2021-02-01 Thread AudioGames . net Forum — New releases room : shiftBacktick via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

@defender:Thanks friend! I probably put in 15 hours over the weekend. I should have spent this week testing first before release because there are some major issues to solve before I can move on to more fun things (like dolphins). Thankfully if you play with graphics disabled you'll avoid the worst issues. This is why I stick to sound design! I'm glad you asked about donations. I recently removed them for all my projects because I'm no longer unemployed. I love the sentiment of folks buying me a beer for my time, but I'd like to support the community in other ways. Such as reducing the price of soundStrider and supporting more content creators with what I've earned from it. One thing you could do is buy a copy when it's on sale, which adds a copy to the community pool, and gift it to a friend.You personally do a wonderful job repping and supporting my work. I'm so grateful for that. The best donation I can ask for from folks is your continued feedback and support so I can get better at this. Let's make cool things together.Edited for: I wasn't thinking.

URL: https://forum.audiogames.net/post/612044/#p612044




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Re: S.E.A., watercraft simulator

2021-02-01 Thread AudioGames . net Forum — New releases room : shiftBacktick via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

@defender:Thanks friend! I probably put in 15 hours over the weekend. I should have spent this week testing first before release because there are some major issues to solve before I can move on to more fun things (like dolphins). Thankfully if you play with graphics disabled you'll avoid the worst issues. This is why I stick to sound design! I'm glad you asked about donations. I recently disabled them for all my projects because I'm no longer unemployed. I love the sentiment of folks buying me a beer for my time, but I'm beginning to reinvest earnings from my projects into content creators and community members here. If I don't return to making soundStrider updates, which becomes harder the longer I'm away from it, then I'm also going to reduce its price and expand its community copy program. If you need to support me, then buy that game when it's on sale, otherwise put money in a cause of your choice.You personally do a wonderful job repping and supporting my work. I'm so grateful for that (even when I'm super unavailable). The best donation I can ask for from folks is your continued feedback, discussion, and emotional support. Let's make cool things together.

URL: https://forum.audiogames.net/post/612044/#p612044




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Re: S.E.A., watercraft simulator

2021-02-01 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

Nice one!  That was a fast patch!This should make S.E.A available to many more people.Any chance you could enable donations on the itch page?

URL: https://forum.audiogames.net/post/611877/#p611877




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Re: S.E.A., watercraft simulator

2021-02-01 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

Nice one!  That was a fast patch!

URL: https://forum.audiogames.net/post/611877/#p611877




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Re: S.E.A., watercraft simulator

2021-01-31 Thread AudioGames . net Forum — New releases room : shiftBacktick via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

Hi folks,Update for those who don't follow the itch page. A new v1.2.0 build is live. It adds the performance settings and access hotkeys we discussed as well as several smaller changes and fixes. No need to update unless the patch notes interest you.If you were encountering performance issues, I'd recommend tweaking the new settings. The graphics have an adjustable draw distance and can be disabled entirely for a performance boost. For audio issues, I'd recommend disabling reverb or lowering the object limit for the best performance boost. The audio render distance slider is provided for completeness and can be left at maximum or adjusted to taste.https://shiftbacktick.itch.io/sea/devlo … e-settingsEnjoy!

URL: https://forum.audiogames.net/post/611730/#p611730




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Re: S.E.A., watercraft simulator

2021-01-31 Thread AudioGames . net Forum — New releases room : shiftBacktick via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

Hi folks,Update for those who don't follow the itch page. A new v1.2.0 build is live. It adds the performance settings and access hotkeys we discussed as well as several smaller changes and fixes. No need to update unless the patch notes interest you.If you were encountering performance issues, I'd recommend tweaking the new settings. The graphics have an adjustable draw distance and can be disabled entirely for a slight performance boost. For audio issues, I'd recommend disabling reverb or lowering the object limit for the biggest performance boost. The audio render distance slider is provided for completeness and can be left at maximum or adjusted to taste.https://shiftbacktick.itch.io/sea/devlo … e-settingsEnjoy!

URL: https://forum.audiogames.net/post/611730/#p611730




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Re: S.E.A., watercraft simulator

2021-01-30 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

S.E.A ftw

URL: https://forum.audiogames.net/post/611300/#p611300




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Re: S.E.A., watercraft simulator

2021-01-30 Thread AudioGames . net Forum — New releases room : shiftBacktick via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

@23:I apologize about the confusion about the controls listed on the game page and manual. That is indeed a longstanding error because I oddly get left and right confused. I'll get that fixed right away.I hadn't put much thought into the compass headings. After minimal research I've learned that you're correct and I'd like to adjust that in the next release. Thanks for pointing this out! I'm sure these things happen all the time when pedestrians like me try to make games about things they don't use or understand. This weekend I'm working on adding those performance settings, so I'll incorporate both fixes in that update.Overall I'm very pleased with how much you love the sound design and physics. I spent a lot of time trying to get the little interactions right. Always things to improve. Thanks so much for the nice feedback!

URL: https://forum.audiogames.net/post/611212/#p611212




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Re: S.E.A., watercraft simulator

2021-01-30 Thread AudioGames . net Forum — New releases room : GrannyCheeseWheel via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

There are still things I don't understand, like what's the difference between the two scans. I would have thought the lower one would be for behind you and the higher would be for in front. Also I don't know why the controls are mislabeled on the page, in case it's deliberatepotentialspoilerThe left stick doesn't turn you. The best I can figure is it's akin to strafing if on foot, or side to side movement. The right stick will turn you though. This is confirmed not only by the directional indicators, but your facing direction in the status menu.I found it odd that directions were expressed in mathematical terms rather than compass directions. I'm probably not using the correct terminology, so in an attempt to clear things up, basically it's showing north as 90 degrees rather than 0 degrees like you'd see on a compass or heading indicator of an aircraft.I do love the physics though. How your vehicle has momentum and you can't just reverse and start going right away. If you have a controller, it respects analog input rather than treating it as digital. So when you press lightly, you will hear the sound of the engine. It will be low if not turbo and high on turbo, but either way, the more you press, the faster the burbles become. Same for turning and movement.When you hit a wall or the floor, you bounce off of it until you just end up losing all your velocity. When you pass by something, you get that doppler effect, but it also works when you pull away from something or climb / dive higher / lower than it. Also, the use of occlusion to denote things that are behind you is - well, I don't want to say brilliant, because it's 2021 and we've had this tech forever, but - at any rate, I'm glad it's being used that way.I love how you can come to the surface and jump the vehicle out of the water. It sounds so good, and the splash when it hits is satisfying. Can we also talk about the way the sound becomes muffled when you dive and clear when you rise to the surface? That's a hard thing to get right, nevermind the fact that it's synthesized. As a sound designer, I've spent time trying to get that effect just right, and it involves filtering and automation. Sometimes blending two different sounds together, one for the surface layer, and another for the underwater layer.Also, if you just want to fire it up and chill, it's good for that. Whether you're on the surface or down deep, you'll find interesting harmonies that will make you relax.

URL: https://forum.audiogames.net/post/611179/#p611179




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Re: S.E.A., watercraft simulator

2021-01-29 Thread AudioGames . net Forum — New releases room : JayJay via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

Funny such a relaxing game is named after an exam which causes so much stress to folks in my country lol. Will give it a shot in the morning, keep it up chap.

URL: https://forum.audiogames.net/post/611099/#p611099




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Re: S.E.A., watercraft simulator

2021-01-29 Thread AudioGames . net Forum — New releases room : GrannyCheeseWheel via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

Oh man the sound when you hit a wall or the floor on turbo, you almost feel bad for it.

URL: https://forum.audiogames.net/post/611037/#p611037




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Re: S.E.A., watercraft simulator

2021-01-28 Thread AudioGames . net Forum — New releases room : azure via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

hello friend, I liked this game, I haven't seen a game that casual in a while.I must make some reservations.1it would be nice to add a mode where you swim in the sea without the boat, exploring the soundscapes.twothere’s no ocean sound, it would be nice to add one.a way to explore the sea in first person, without needing a boat.I loved the game and keep up the great work

URL: https://forum.audiogames.net/post/610651/#p610651




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Re: S.E.A., watercraft simulator

2021-01-28 Thread AudioGames . net Forum — New releases room : Sam Smith via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

hello and, your game looks promising, fat, i'm using the windows 8, so i think this is not surprising, your game does not run, it is played on the sand, this app can not run on your computer.

URL: https://forum.audiogames.net/post/610642/#p610642




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Re: S.E.A., watercraft simulator

2021-01-28 Thread AudioGames . net Forum — New releases room : shiftBacktick via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

@17:There are two ways to check your direction. First you can escape to the game menu and go to the Status screen. There you'll find your direction listed under Heading (for example: "East (zero degrees)"). You may also hear some audio cues while you turn. They are positioned in stereo, with North being a high pitch and South being a low pitch.This raises an interesting concern that I'd like to explore in a future update: hotkeys. For example, pressing Alt+H could announce your current heading to a screen reader with an aria-live region. I'll add these to my roadmap. Thanks!

URL: https://forum.audiogames.net/post/610629/#p610629




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Re: S.E.A., watercraft simulator

2021-01-27 Thread AudioGames . net Forum — New releases room : ashleygrobler04 via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

I just got a question:But first the feedback.I love this game, please do keep it up.I don't think there was ever an audio game where you could choose to boat around above and under water.But my question is: how do i know whitch direction i am facing?

URL: https://forum.audiogames.net/post/610447/#p610447




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Re: S.E.A., watercraft simulator

2021-01-27 Thread AudioGames . net Forum — New releases room : Robokop via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

I just love this game to like a sound straddle! It is very awesome one problem I have this my computer is very old and it is a bit lag lag lagging lag lag lag,! By the way it’s really really awesome awesome awesome awesome awesome awesome!

URL: https://forum.audiogames.net/post/610441/#p610441




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Re: S.E.A., watercraft simulator

2021-01-27 Thread AudioGames . net Forum — New releases room : shiftBacktick via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

@12Thank you so much for your kind words. I will say that I have a roadmap for upcoming releases, and that aquatic creatures are a major part of it. This includes dolphins, gulls, and whales. Ideally weather and time of day effects as well. This will add to the variety of the sounds you hear while boating around. They will sound just as synthesized as everything else. Ideally I'd like to create an entity system so each individual creature has its own unique behavior.To answer your question about a spoiler, for now you may want to check this reply I made to friend asking the same thing. Hope this helps!

URL: https://forum.audiogames.net/post/610423/#p610423




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Re: S.E.A., watercraft simulator

2021-01-27 Thread AudioGames . net Forum — New releases room : Omar Alvarado via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

SPOILERIt's the same keystroke you use to silence screen reader speech. If you want more of a spoiler, it's either of the control keys. The space bar ascends.

URL: https://forum.audiogames.net/post/610419/#p610419




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Re: S.E.A., watercraft simulator

2021-01-27 Thread AudioGames . net Forum — New releases room : stewie via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

How do you dive though? I see forward back and left/right controls which I assume means it's first person movement? That's about all I can figure out though.

URL: https://forum.audiogames.net/post/610406/#p610406




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Re: S.E.A., watercraft simulator

2021-01-27 Thread AudioGames . net Forum — New releases room : Omar Alvarado via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

I, love, love, love love love this game. It's everything I've ever wanted in a simulation. Well, nearly everything.The sound design is a bitweird. I get that your going for a purely synthetic soundscape and for that I applaud you. I was just kind of expecting a bit more in terms of mechanical sounds from the boat. And other sounds from the sea. And sea creatures.The Doppler in this game is stunning. At times when heading towards a something I actually have to take my headphones off for just a brief second sometimes because I feel like I'm actually there.Also, thank you for an open world game where you can pretty much bump and crash into things at high speed with immunity. It really makes a game like this really, really fun.There's one thing I'm still trying to figure out! The radar. How on earth does this thing work. I hear a series of descending tones that seem to move... back? I don't know! They clearly mean something though, I just haven't figured it out. Can somebody drop a hint?And now for someSPOILERSFor those who have downloaded this and found a lot of nothing, you have to dive a really long while, 3 minutes on turbo.Once you do though, you'll see just why I love this game so much.End spoilers.With that being said, I've neglected my college assignments long enough. Keep it up!

URL: https://forum.audiogames.net/post/610400/#p610400




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Re: S.E.A., watercraft simulator

2021-01-27 Thread AudioGames . net Forum — New releases room : shiftBacktick via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

Hi folks,Thanks for checking this out! I admit it's a weird one. I expect it to be polarizing and I absolutely love that about this. We have so many great shooters, platformers, and RPGs here to enjoy. Did anyone really ask for an open-world game with no objectives where all you do is drive a boat? I apologize to those who are experiencing issues with performance once the soundscapes get rather dense. The audio is indeed synthesized in real-time and requires a bit from the CPU to sound good. This is a known issue with older hardware. There are a few optimizations I can make in a future update similar to what I did during the soundStrider beta. Mainly, I can add render distance and object limit sliders, and the ability to disable reverb post-processing. I will add this to my roadmap for the next release so more of you can enjoy this. Thanks for your understanding.Please keep up the feedback as I'll be watching this space.Cheers!

URL: https://forum.audiogames.net/post/610371/#p610371




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Re: S.E.A., watercraft simulator

2021-01-27 Thread AudioGames . net Forum — New releases room : shiftBacktick via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

Hi folks,Thanks for checking this out! I admit it's a weird one. I expect it to be polarizing and I absolutely love that about it. We have so many great shooters, platformers, and RPGs here to enjoy. Did anyone really ask for an open-world game with no objectives where all you do is drive a boat? I apologize to those who are experiencing issues with performance once the soundscapes get rather dense. The audio is indeed synthesized in real-time and requires a bit from the CPU to sound good. This is a known issue with older hardware. There are a few optimizations I can make in a future update similar to what I did during the soundStrider beta. Mainly, I can add render distance and object limit sliders, and the ability to disable reverb post-processing. I will add this to my roadmap for the next release so more of you can enjoy this. Thanks for your understanding.Please keep up the feedback as I'll be watching this space.Cheers!

URL: https://forum.audiogames.net/post/610371/#p610371




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Re: S.E.A., watercraft simulator

2021-01-27 Thread AudioGames . net Forum — New releases room : shiftBacktick via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

Hi folks,Thanks for checking this out! I admit it's a weird one. I expect it to be polarizing and I absolutely love that about it. We have so many great shooters, platformers, and RPGs here to enjoy. Did anyone really ask for an open-world game with no objectives where all you do is drive a boat? I apologize to those who are experiencing issues with performance once the soundscapes get rather dense. The audio is indeed synthesized in real-time and requires a bit of the CPU to sound good. This is a known issue with older hardware. There are a few optimizations I can make in a future update similar to what I did during the soundStrider beta. Mainly, I can add render distance and object limit sliders, and the ability to disable reverb post-processing. I will add this to my roadmap for the next release so more of you can enjoy this. Thanks for your understanding.Please keep up the feedback as I'll be watching this space.Cheers!

URL: https://forum.audiogames.net/post/610371/#p610371




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Re: S.E.A., watercraft simulator

2021-01-27 Thread AudioGames . net Forum — New releases room : brad via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

Hi.Yeah, I get the crackleing too but my pc is bad so I can't play this game.

URL: https://forum.audiogames.net/post/610340/#p610340




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Re: S.E.A., watercraft simulator

2021-01-27 Thread AudioGames . net Forum — New releases room : GrannyCheeseWheel via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

One of his games says it does realtime synthesis and needs a CPU of at least 3GHz. I don't know if this one is the same, though I have tried it on itch a while back. If so, that'll be the issue for a lot of people. Mine handles it fine but mine also runs at 3.9GHz boosting to 4.1 when it needs to.

URL: https://forum.audiogames.net/post/610338/#p610338




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Re: S.E.A., watercraft simulator

2021-01-27 Thread AudioGames . net Forum — New releases room : titan_of_war via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

@6 same i'm not sure what that's supposed to be or any of the other sounds. lol

URL: https://forum.audiogames.net/post/610320/#p610320




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Re: S.E.A., watercraft simulator

2021-01-27 Thread AudioGames . net Forum — New releases room : JasonBlaze via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

ah also I just realize that audio crackling also happends on your other games, I think it's my pc's?

URL: https://forum.audiogames.net/post/610309/#p610309




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Re: S.E.A., watercraft simulator

2021-01-27 Thread AudioGames . net Forum — New releases room : stewie via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

I tried playing this but the sounds don't seem to correspond to anything. I get the pseudo-not-really-engine sound when moving forward but that's about it, I spent a few minutes turning/etc but found nothing.

URL: https://forum.audiogames.net/post/610302/#p610302




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Re: S.E.A., watercraft simulator

2021-01-27 Thread AudioGames . net Forum — New releases room : JasonBlaze via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

so yeah, after playing for  sometimes, I am using the downloadable version by the way, when I reach the ahem (spoiler)cave(end spoiler)The sounds would crackle badly to the point it's painful and no longer playable. will be nice if there is more background info about the things that you get, though, such as description.

URL: https://forum.audiogames.net/post/610294/#p610294




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Re: S.E.A., watercraft simulator

2021-01-27 Thread AudioGames . net Forum — New releases room : gorvachov13 via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

Oh, this is an interesting thing, i haven't even downloaded it yet, but is it free?

URL: https://forum.audiogames.net/post/610292/#p610292




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Re: S.E.A., watercraft simulator

2021-01-27 Thread AudioGames . net Forum — New releases room : titan_of_war via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

I don't get it lol. it's just abunch of sounds, i don't hear any ocean sounds or enjan sounds.

URL: https://forum.audiogames.net/post/610283/#p610283




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Re: S.E.A., watercraft simulator

2021-01-27 Thread AudioGames . net Forum — New releases room : JasonBlaze via Audiogames-reflector


  


Re: S.E.A., watercraft simulator

woo, sounds fun, will give a try right away 

URL: https://forum.audiogames.net/post/610282/#p610282




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S.E.A., watercraft simulator

2021-01-27 Thread AudioGames . net Forum — New releases room : shiftBacktick via Audiogames-reflector


  


S.E.A., watercraft simulator

You lie prone in your S.E.A., an experimental military watercraft that's fully enclosed. Moments before, you were dropped off in the middle of the Pacific. There's no land for days. It's just you and the sounds of the open sea. Your mission is to test its capabilities.Play in browserS.E.A. on itch.io (desktop builds available)Source codeSpoiler warningThis discussion may contain spoilers. Please be respectful of first-time players. Spoilers are hidden by default on the game page and in its manual. Please expand them at your own pace if you get stuck.How to playThe ocean is endless. Listen and relax. Surf the waves. Experiment.ControlsS.E.A. supports multiple control schemes for keyboard, mouse, and gamepad that are described in-depth on the game page and in its manual. In general, they are very similar to my other games. For best results, try playing a desktop build with a supported gamepad.Thanks for playing!This game was originally developed in 15 days for No Video Jam with the theme "waves". This post celebrates its first major update with many optimizations and improvements. I'm excited to finally share this and future updates with you. There will be more to share soon. Dive in and let me know what you think!

URL: https://forum.audiogames.net/post/610258/#p610258




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