Re: Scarlet Shells, concept demo 1!

2020-12-13 Thread AudioGames . net Forum — New releases room : dennybuster via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

also, but this might just be my crap comp, in stage 1 3, the first times i played it, when you had an overload of soldiers between the trucks, you would get down and the thing would start lagging as hell. is it possible to add a max amount of soldiers that can spawn in a small area? i got that lag after getting something like 30 guys with guns i think... generally i think it isn't the soldiers that make the thing but the huge ass amount of bullets flying around...

URL: https://forum.audiogames.net/post/598221/#p598221




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Re: Scarlet Shells, concept demo 1!

2020-12-13 Thread AudioGames . net Forum — New releases room : dennybuster via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

ok, little suggestion here, hope you could consider it.what about adding some rambdom stuf you can pick up and use to kill those soldiers? to say, in the area with crates, you could take a rambdom bar of metal lieing around and smash your whay through with it, or just add some improvised melee weapons that you can get.explosives... why not? maybe not the classic big ass grenade or stuf like that, but an explosive that you throw and explodes with one of the enemies it hits? for some sort of insta kill?an other idea i had is. if the clips in stage 1 1 are clips that can go for any weapon, if i pick them up while i'm holding the pistol thing, then get the other laser pistol, they're general clips, from the name of it it looks like they would fit any weapon. so possibly finding around clips that can go for any weapon that remain in your inv might be a thing.

URL: https://forum.audiogames.net/post/598219/#p598219




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Re: Scarlet Shells, concept demo 1!

2020-12-13 Thread AudioGames . net Forum — New releases room : BlindNinja via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

Thanks for the clarification! So I assume it's been playtested and actually can be done... this is gonna be interesting and possibly terrifying. Edit: What do ya know... right after I say this I actually made it... with about 2 seconds to spare if my sense of time is any good.

URL: https://forum.audiogames.net/post/598213/#p598213




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Re: Scarlet Shells, concept demo 1!

2020-12-13 Thread AudioGames . net Forum — New releases room : BlindNinja via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

Thanks for the clarification! So I assume it's been playtested and actually can be done... this is gonna be interesting and possibly terrifying. 

URL: https://forum.audiogames.net/post/598213/#p598213




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Re: Scarlet Shells, concept demo 1!

2020-12-13 Thread AudioGames . net Forum — New releases room : PhantomCreations via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

Heya,Lauren here. I've actually looked at the code and very few sections of it are.What you've got are the large structural beams near the very end that can appear in random locations.The speed of the wheel is also semi-randomized.Other than that, the general layout is usually the same across restarts.3.1 is the most random of any current map, although even that has a fairly consistent layout, 3.2 ever since the redesign is always the same.Keep on smashing it Blind Ninja!Best,The Phantom Creations Team.

URL: https://forum.audiogames.net/post/598212/#p598212




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Re: Scarlet Shells, concept demo 1!

2020-12-13 Thread AudioGames . net Forum — New releases room : BlindNinja via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

Yes, it does... lol make sure you're right on top of what you're trying to pick up.So back on 3-3... the read me says this stage is randomized... but I'm curious, how much of it is random? Because my travel point is at like 1200 something, and I apparently have 3 minutes. lol even spamming constant jumps, not sure I can make that with the wheels, ladders, trying not to fall through gaps and one of the first sections I have which needs me to drop down several platforms like in the previous level. Unless there's something I'm not seeing?

URL: https://forum.audiogames.net/post/598193/#p598193




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Re: Scarlet Shells, concept demo 1!

2020-12-13 Thread AudioGames . net Forum — New releases room : bgt lover via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

hy guys!does anyone know how to use the sonar? the readme didn't say.and, how to pick up an item? enter doesn't work.

URL: https://forum.audiogames.net/post/598189/#p598189




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Re: Scarlet Shells, concept demo 1!

2020-12-12 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

Honestly though the story and tutorial needs reworking at the very least, so I can't agree that the game is just fine by it's self.  A good dev can pick and choose which player suggestions they think would fit with their main idea anyway.As long as people aren't forcing the issue I think it's totally fine to suggest things as long as people consider how well it would fit into the game and how much work it would be before posting (as always).

URL: https://forum.audiogames.net/post/597984/#p597984




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Re: Scarlet Shells, concept demo 1!

2020-12-12 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

Honestly though the story and tutorial needs reworking, so I can't agree that the game is just fine by it's self.  A good dev can pick and choose which player suggestions they think would fit with their main idea anyway.As long as people aren't forcing the issue I think it's totally fine to suggest things as long as people consider how well it would fit into the game and how much work it would be before posting (as always).

URL: https://forum.audiogames.net/post/597984/#p597984




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Re: Scarlet Shells, concept demo 1!

2020-12-12 Thread AudioGames . net Forum — New releases room : BlindNinja via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

So uh... how many people have actually finished 3-3? lolI think I can do it with practice, but man... this is gonna sck.  No complaints from me, though. It's fun.

URL: https://forum.audiogames.net/post/597982/#p597982




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Re: Scarlet Shells, concept demo 1!

2020-12-12 Thread AudioGames . net Forum — New releases room : Wilson via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

This might have been forgotten, as most people don't have this issue. For some of us, alt tabbing out of the window meens the window disappearence. Which meens we won't be able to go back to the game unless  we did something. Like going in to task manager for example. And no, the game isn't in the system tray if your wandering. Don't mind if this post is a little bit messi, write this when I'm just awake so yeah, Parden me.

URL: https://forum.audiogames.net/post/597979/#p597979




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Re: Scarlet Shells, concept demo 1!

2020-12-12 Thread AudioGames . net Forum — New releases room : burak via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

Personally, this game should remain as it is with the added content of course, but boss levels should definitely save and death sequence should be skippable. Yes it sounds interesting when I first heard it but the thousandth time, no it's just boring me at this point.

URL: https://forum.audiogames.net/post/597974/#p597974




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Re: Scarlet Shells, concept demo 1!

2020-12-12 Thread AudioGames . net Forum — New releases room : titan_of_war via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

I  agree with 223. If we let this comunaty change this game from what it already is. then there's gonna be alot of fighting of what should and shouldn't be added and ya no.

URL: https://forum.audiogames.net/post/597970/#p597970




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Re: Scarlet Shells, concept demo 1!

2020-12-12 Thread AudioGames . net Forum — New releases room : PhantomCreations via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

Hello all,There's a new update available, adding a feature that is long overdo.Unlockable difficulties. Once you complete the game, you can select one when you resume a game from the main menu.The update is available on our games page

URL: https://forum.audiogames.net/post/597965/#p597965




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Re: Scarlet Shells, concept demo 1!

2020-12-12 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

@FantomI really like the electrical wiring part by the way, it was fun.Though I do think that adding a hazard sound to the camera would be nice.

URL: https://forum.audiogames.net/post/597918/#p597918




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Re: Scarlet Shells, concept demo 1!

2020-12-12 Thread AudioGames . net Forum — New releases room : PhantomCreations via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

Hello all,So this post might be a little disorganized. Here goes.At this time, full voiced cut scenes aren't on the development list. It was very briefly considered, but we never got responses back from the representatives responsible for the voice actress who voiced Dahlia.The current actress works really well, and it is very unlikely we would find another.Re male only soldiers. Amusingly, one of the testers brought up a similar point. This will be addressed once we start working on the game after the campaign.Adjustments are being made to some of the maps, particularly level 2, area 2.For those struggling to cross the live electric wiring in area 1, remember to make good use of your camera. For that particular area, your platforms are never anymore than 5 tiles above or below you, with a maximum horizontal platform distance of 8 tiles.Also, re mines on weapons. That is extremely rare these days, in fact area 2 of level 2 is programmed in such a way that will never happen. That being said, weapons can be placed dangerously close, though not usually in range of triggering them.This game is not programmed in blastbay game toolkit. The reason we started compiling 32 bit was for those who wanted to use 32 bit text to speech voices.Lauren just suggested a thing long overdo. Difficulty selection.In terms of difficulty, the one thing we had in mind was how little challenge a lot of recent audiogames provide. That being said, there's absolutely nothing wrong with loading up a game to blow up enemies and make noise. Hell, I and a friend were responsible for the table flipper, if that says anything.We'll get to work on the difficulty selector and post when it's ready.Kind regards,The Phantom creations Team.

URL: https://forum.audiogames.net/post/597895/#p597895




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Re: Scarlet Shells, concept demo 1!

2020-12-12 Thread AudioGames . net Forum — New releases room : BlindNinja via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

I'm inclined to agree with 223 to an extent... because at the end of the day, you want people to play your game. So it depends what you want, really.If you, say... have your own vision for a game that makes it a super hard one by design, you're gonna have players, sure. But not nearly as many as you would otherwise. But yes, there should be a line there IMO. Not every feature request needs to be implemented, and not all the parts people complain about need to be toned down.

URL: https://forum.audiogames.net/post/597881/#p597881




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Re: Scarlet Shells, concept demo 1!

2020-12-12 Thread AudioGames . net Forum — New releases room : giorgi elbaqidze via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

@223 so ya mean dev should never listen to comunity? accept it's suggestions or advices?

URL: https://forum.audiogames.net/post/597880/#p597880




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Re: Scarlet Shells, concept demo 1!

2020-12-12 Thread AudioGames . net Forum — New releases room : Vulcan via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

I hope this game does not become one shaped by the community. I hope the dev sticks to their idea. To form a game around the communities ideas fully is meh. I like what you have so far.  The challenge, the vision, the timing of thngs, its been a while since we have seen a game not shaped by this community

URL: https://forum.audiogames.net/post/597877/#p597877




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Re: Scarlet Shells, concept demo 1!

2020-12-12 Thread AudioGames . net Forum — New releases room : giorgi elbaqidze via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

well my opinion and suggestions about the game:1: this thing in sidescroller, is a bit bad. Like why police should walk only from left to right?2: When I press on number 1, it tells me melee but i am using fists. As i understand the word melee, it means you use knifes, swords, spikes or other weapons.3: combos with space or arrows, are really really uncomftable. Real combos, whitch i know are usually installed on keys like a,s, d, or w or other keys. If I were you, I would reright combos fully.4: To be honest i wouldn't be against rerighting, or completely removing rage combo thingy.5: this game's a bit unbalanced for me. I would chose 10 enemies with good deffence and etc other than hole squod battleing with me, also with real holly ass weapons. Also i don't know I've never played but level 3 as i understand, is realy, really unbalanced. Really? dodging drawns and avoiding mines? Also weapon and mine on same step? that's a bit ridiculous. If something or someone touched mine, it should explode but how weapon is on mine i don't know.6: Story would be totally amazingly cool if you use voice acters, i can give you website if off course you want to.7: healling more faster, using bandaids and etc. regenaration is too slow, so it would be cool if ya add those things.8: adding blocking, dodging, also bullet proove vests in game.9: I have other teammates too, why the hell only I have to fight with those soldiers? I really don't understand.10: Why soldiers are only males? I think, as i know female soldiers are exists too .11: as i know it's written on BGT. I think bgt era has ended, windows off course deleting when you download it.Well half of suggestion is from my close friend blindgamer, half of it from me. Hopefully not every, but some of it you can add. This game has really good potential, Wish you very good luck.Bye the way sounds and music are amazing! Nothing have to say about them 

URL: https://forum.audiogames.net/post/597869/#p597869




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Re: Scarlet Shells, concept demo 1!

2020-12-12 Thread AudioGames . net Forum — New releases room : giorgi elbaqidze via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

well my opinion and suggestions about the game:1: this thing in sidescroller, is a bit bad. Like why police should walk only from left to right?2: When I press on number 1, it tells me melee but i am using fists. As i understand the word melee, it means you use knifes, swords, spikes or other weapons.3: combos with space or arrows, are really really uncomftable. Real combos, whitch i know are usually installed on keys like a,s, d, or w or other keys. If I were you, I would reright combos fully.4: To be honest i wouldn't be against rerighting, or completely removing rage combo thingy.5: this game's a bit unbalanced for me. I would chose 10 enemies with good deffence and etc other than hole squod battleing with me, also with real holly ass weapons. Also i don't know I've never played but level 3 as i understand, is realy, really unbalanced. Really? dodging drawns and avoiding mines? Also weapon and mine on same step? that's a bit ridiculous. If something or someone touched mine, it should explode but how weapon is on mine i don't know.6: Story would be totally amazingly cool if you use voice acters, i can give you website if off course you want to.7: healling more faster, using bandaids and etc. regenaration is too slow, so it would be cool if ya add those things.8: adding blocking, dodging, also bullet proove vests in game.9: I have other teammates too, why the hell only I have to fight with those soldiers? I really don't understand.10: Why soldiers are only males? I think, as i know female soldiers are exists too .11: as i know it's written on BGT. I think bgt era has ended, windows off course deleting when you download it.Well half of suggestion is from my close friend blindgamer, half of it from me. Hopefully not every, but some of it you can add. This game has really good potential, Wish you very good luck.

URL: https://forum.audiogames.net/post/597869/#p597869




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Re: Scarlet Shells, concept demo 1!

2020-12-12 Thread AudioGames . net Forum — New releases room : giorgi elbaqidze via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

well my opinion and suggestions about the game:1: this thing in sidescroller, is a bit bad. Like why police should walk only from left to right?2: When I press on number 1, it tells me melee but i am using fists. As i understand the word melee, it means you use knifes, swords, spikes or other weapons.3: combos with space or arrows, are really really uncomftable. Real combos, whitch i know are usually installed on keys like a,s, d, or w or other keys. If I were you, I would reright combos fully.4: To be honest i wouldn't be against rerighting, or completely removing rage combo thingy.5: this game's a bit unbalanced for me. I would chose 10 enemies with good deffence and etc other than hole squod battleing with me, also with real holly ass weapons.6: Story would be totally amazingly cool if you use voice acters, i can give you website if off course you want to.7: healling more faster, using bandaids and etc. regenaration is too slow, so it would be cool if ya add those things.8: adding blocking, dodging, also bullet proove vests in game.9: I have other teammates too, why the hell only I have to fight with those soldiers? I really don't understand.10: Why soldiers are only males? I think, as i know female soldiers are exists too .11: as i know it's written on BGT. I think bgt era has ended, windows off course deleting when you download it.Well half of suggestion is from my close friend blindgamer, half of it from me. Hopefully not every, but some of it you can add. This game has really good potential, Wish you very good luck.

URL: https://forum.audiogames.net/post/597869/#p597869




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Re: Scarlet Shells, concept demo 1!

2020-12-12 Thread AudioGames . net Forum — New releases room : giorgi elbaqidze via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

well my oppinion about the game:1: this thing in sidescroller, is a bit bad. Like why police should walk only from left to right?2: When I press on number 1, it tells me melee but i am using fists. As i understand the word melee, it means you use knifes, swords, spikes or other weapons.3: combos with space or arrows, are really really uncomftable. Real combos, whitch i know are usually installed on keys like a,s, d, or w or other keys. If I were you, I would reright combos fully.4: To be honest i wouldn't be against rerighting, or completely removing rage combo thingy.5: this game's a bit unbalanced for me. I would chose 10 enemies with good deffence and etc other than hole squod battleing with me, also with real holly ass weapons.6: Story would be totally amazingly cool if you use voice acters, i can give you website if off course you want to.7: healling more faster, using bandaids and etc. regenaration is too slow, so it would be cool if ya add those things.8: adding blocking, dodging, also bullet proove vests in game.9: I have other teammates too, why the hell only I have to fight with those soldiers? I really don't understand.10: Why soldiers are only males? I think, as i know female soldiers are exists too .11: as i know it's written on BGT. I think bgt era has ended, windows off course deleting when you download it.Well half of suggestion is from my close friend blindgamer, half of it from me. Hopefully not every, but some of it you can add. This game has really good potential, Wish you very good luck.

URL: https://forum.audiogames.net/post/597869/#p597869




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Re: Scarlet Shells, concept demo 1!

2020-12-12 Thread AudioGames . net Forum — New releases room : GrannyCheeseWheel via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

Left and right are unchanged, up and down make you go higher and lower on the screen, but that's related to like sidewalks and streets. If you've played Way of the passive Fist, it's like that. I don't own the game, but from Liam's playing of it, I can tell that's how it is. Also jump is still jump, except they give the illusion of height in graphics using shrinking shadows under you.

URL: https://forum.audiogames.net/post/597862/#p597862




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Re: Scarlet Shells, concept demo 1!

2020-12-12 Thread AudioGames . net Forum — New releases room : mojsior via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

Hi I think that you should add a sound which indicates when dahlia stats are leveled higher and when bar meter has reached max level.I dont like a way which you can load meter bar.Attacking with slow sequences is not always good way when you are surounded by large group of soldierss.Also combo system is really really hard to understand and execute.But I like the concept and story line, which is really well written.

URL: https://forum.audiogames.net/post/597836/#p597836




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Re: Scarlet Shells, concept demo 1!

2020-12-12 Thread AudioGames . net Forum — New releases room : Muhammad Hajjar via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

This game to me is rather frustrating for the exaggerated amount of difficulty. Yes, we all enjoy challenging games but not to the point of boiling out your nerves in order to beat a level or 2. To me gaming is a relaxing activity at free time, and yes, with some set of various challenges on the board, but actually, not to this point when you compare with other games. I know it's a fast paste game, so sorry it's not my cup of tea, while I wished that I've been one of this game's backers and supporters. Maybe that's just me, as I know some others would probably enjoy this drastic difficulty.

URL: https://forum.audiogames.net/post/597834/#p597834




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Re: Scarlet Shells, concept demo 1!

2020-12-12 Thread AudioGames . net Forum — New releases room : burak via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

I agree, the same for level 3.

URL: https://forum.audiogames.net/post/597822/#p597822




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Re: Scarlet Shells, concept demo 1!

2020-12-12 Thread AudioGames . net Forum — New releases room : connor142 via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

There really, really needs to be save points before the boss stages. Especially after 2-2. Replaying that again and again if you happen to fail in 2-3 is just... meh.

URL: https://forum.audiogames.net/post/597818/#p597818




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Re: Scarlet Shells, concept demo 1!

2020-12-11 Thread AudioGames . net Forum — New releases room : catfish1953 via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

Hello. for some reason i still can not get pass the live electric wires without falling in in to them. I went to the top of the bridge or what ever that was and went over to the live wires and still went in to them and got fried. So am i suppose to come down from the ladder to go passed them or what. please help. I really appreciate if someone can give me a hint or something thanks.

URL: https://forum.audiogames.net/post/597797/#p597797




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Re: Scarlet Shells, concept demo 1!

2020-12-11 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

@GrannyCheeseWheelI was under the impression that 2.5D only referred to 3D images used in a 2D game, so how would that work in audio.Do you mean HRTF?

URL: https://forum.audiogames.net/post/597795/#p597795




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Re: Scarlet Shells, concept demo 1!

2020-12-11 Thread AudioGames . net Forum — New releases room : singing butterfly via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

Dumb question...is this new update a concept demo or a full build?

URL: https://forum.audiogames.net/post/597766/#p597766




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Re: Scarlet Shells, concept demo 1!

2020-12-11 Thread AudioGames . net Forum — New releases room : GrannyCheeseWheel via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

I was hoping this game would be two and a half D when I saw it for the first time.

URL: https://forum.audiogames.net/post/597737/#p597737




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Re: Scarlet Shells, concept demo 1!

2020-12-11 Thread AudioGames . net Forum — New releases room : BlindNinja via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

The trick I found to that level is to constantly be running, and to use the object menu to your advantage. Mainly, its knowledge of exactly how far away the next mine is. You can basically ignore everything else.

URL: https://forum.audiogames.net/post/597733/#p597733




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Re: Scarlet Shells, concept demo 1!

2020-12-11 Thread AudioGames . net Forum — New releases room : aaron via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

@Maranatà the key here is your object locater. If Dalia and the weapon are at the same position, you can press enter to pick it up.

URL: https://forum.audiogames.net/post/597734/#p597734




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Re: Scarlet Shells, concept demo 1!

2020-12-11 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

@fantomThe fact that you can't destroy either the turrets or the drones on 2/2 is a bit much IMO.Even with allot of save scumming I still can't manage it. If this was hard mode or something I would understand, and I'm not suggesting we should be able to destroy both enemies, but having to jump the mines safely while being bombed is bad enough, the turrets just make things ridiculous.Besides, having to jump and shoot the drones or wait for a timing gap in a force field/chew through armor on the turrets would be neat anyway.And maybe other people can deal with it but between the footsteps, drones, turrets firing, items and sometimes mines going off I really struggled to focus even with the music off.At the least I think that turret shot speed and especially turret bombing speed could be reduced.I don't mind having to try something quite a few times to perfect it, especially when the game saves at level start, because it lets me build my skill and feel more accomplishment, and if I've been away from the game for a while it can add replay value.But I think this is more of a spam issue than a skill issue.

URL: https://forum.audiogames.net/post/597731/#p597731




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Re: Scarlet Shells, concept demo 1!

2020-12-11 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

The fact that you can't destroy either the turrets or the drones on 2/2 is a bit much IMO.Even with allot of save scumming I still can't manage it. If this was hard mode or something I would understand, and I'm not suggesting we should be able to destroy both enemies, but having to jump the mines safely while being bombed is bad enough, the turrets just make things ridiculous IMO.Besides, having to jump and shoot the drones or wait for a timing gap in a force field/chew through armor on the turrets would be neat anyway.And maybe other people can deal with it but between the footsteps, drones, turrets firing, items and sometimes mines going off I really struggled to focus even with the music off.At the least I think that turret shot speed and especially turret bombing speed could be reduced.

URL: https://forum.audiogames.net/post/597731/#p597731




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Re: Scarlet Shells, concept demo 1!

2020-12-11 Thread AudioGames . net Forum — New releases room : titan_of_war via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

You can track the weapon useing the key D

URL: https://forum.audiogames.net/post/597683/#p597683




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Re: Scarlet Shells, concept demo 1!

2020-12-11 Thread AudioGames . net Forum — New releases room : Maranatà via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

Does this also apply to muni 

URL: https://forum.audiogames.net/post/597682/#p597682




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Re: Scarlet Shells, concept demo 1!

2020-12-11 Thread AudioGames . net Forum — New releases room : catfish1953 via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

hello. How do you get passed those live electrick things wighout falling down in to them. can't figure that out.

URL: https://forum.audiogames.net/post/597670/#p597670




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Re: Scarlet Shells, concept demo 1!

2020-12-11 Thread AudioGames . net Forum — New releases room : titan_of_war via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

@204 You half to push enter on the same tile as the weapon is on to pick it up. ANd then i also agree with @205  about the healing items. but the slow gen systom should be used as a  last rezort not the only option, I'm sure you gi's have already figgerd out a  healing systom for the final version. But please for god sakes please don't add antibiotics as a  healing item because that's not what they do lol. Mabey if you add some diffrent types of ammo for example a  poizan bullet then sure. but there not ment to heal woonds lol.

URL: https://forum.audiogames.net/post/597668/#p597668




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Re: Scarlet Shells, concept demo 1!

2020-12-11 Thread AudioGames . net Forum — New releases room : fatih via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

I think we need items to regenerate hp, even if rarely, for especially for 2.3. And game should definitely save after passing 2.2.

URL: https://forum.audiogames.net/post/597654/#p597654




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Re: Scarlet Shells, concept demo 1!

2020-12-11 Thread AudioGames . net Forum — New releases room : Maranatà via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

Sorry, I didn't quite understand how I have to do to collect the weapons, nothing happens when I step on them.

URL: https://forum.audiogames.net/post/597652/#p597652




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Re: Scarlet Shells, concept demo 1!

2020-12-11 Thread AudioGames . net Forum — New releases room : sightlessHorseman via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

Something that would be good to have is multiple save slots in case you have more than 1 player at the same computer or you want to do some experimentation and not mess up your existing save.Greetings Moritz.

URL: https://forum.audiogames.net/post/597639/#p597639




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Re: Scarlet Shells, concept demo 1!

2020-12-11 Thread AudioGames . net Forum — New releases room : PhantomCreations via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

Hello all,New update available, bringing in a new ending section to level 2, area 1. Instead of having to run across a ladder to get past a mine, the layout has changed.Also in the update are adjustments to mines. Mines can beep faster now. We've also made minor adjustments to a few maps and tweaked weapons slightly.As usual, the update is live on our games page.

URL: https://forum.audiogames.net/post/597611/#p597611




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Re: Scarlet Shells, concept demo 1!

2020-12-11 Thread AudioGames . net Forum — New releases room : connor142 via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

The only way I've found to deal with drones is constant motion. If there are drones coming after you, don't stop moving, and move in the opposite direction they're coming at you from. They basically dive bomb you and explode at a recent location you were at, so you need to always stay moving.

URL: https://forum.audiogames.net/post/597546/#p597546




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Re: Scarlet Shells, concept demo 1!

2020-12-10 Thread AudioGames . net Forum — New releases room : catfish1953 via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

Hello. I tried to stand still and jump but i still got killed. Is thaire a certain place i need to be to jump when they pass and am i supposed to jum-p up or to eather side. i am not sure how to do this. can someone tell me a better way to do this or am i missing something thanks.

URL: https://forum.audiogames.net/post/597463/#p597463




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Re: Scarlet Shells, concept demo 1!

2020-12-10 Thread AudioGames . net Forum — New releases room : aaron via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

@catfish1953 I think you might be able to be still,and just jump in the air as they pass.

URL: https://forum.audiogames.net/post/597421/#p597421




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Re: Scarlet Shells, concept demo 1!

2020-12-10 Thread AudioGames . net Forum — New releases room : catfish1953 via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

Hello. I can't pass the drones. How do you pass them without getting killed thanks. this game is awesome.

URL: https://forum.audiogames.net/post/597308/#p597308




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Re: Scarlet Shells, concept demo 1!

2020-12-10 Thread AudioGames . net Forum — New releases room : assault_freak via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

Or, stats can be based on xp, like in 90% of other games.. lol

URL: https://forum.audiogames.net/post/597227/#p597227




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Re: Scarlet Shells, concept demo 1!

2020-12-10 Thread AudioGames . net Forum — New releases room : mastodont via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

Hi guys. This game is really amazing, I am having so much fun playing it. I am stuck in 2.2 however, any help would be appreciated. Specifically, I am having problems with the second part of the stage, where you are in the middle of a lot of turrets, soldiers, turrets and drones fire at you. Nomatter how many soldiers I kill I end up dying because the drones and turrets can not be destroyed so if I move out of that space I get blasted away eventually. Any tips on passing this stage? Is there anything I must do in order to pass it?

URL: https://forum.audiogames.net/post/597147/#p597147




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Re: Scarlet Shells, concept demo 1!

2020-12-10 Thread AudioGames . net Forum — New releases room : mastodont via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

Hi guys. This game is really amazing, I am having so much fun playing it. I am stuck in 2.2 however, any help would be appreciated. Specifically, I am having problems with the second part of the stage, where you are in the middle of a lot of turrets and soldiers, turrets and drones fire at you. Nomatter how many soldiers I kill I end up dying because the drones and turrets can not be destroyed so if I move out of that space I get blastered away eventually. Any tips on passing this stage? Is there anything I must do in order to pass it?

URL: https://forum.audiogames.net/post/597147/#p597147




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Re: Scarlet Shells, concept demo 1!

2020-12-10 Thread AudioGames . net Forum — New releases room : dennybuster via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

thot would work too. as you continue doing combos in general, be it the rage it self, the 6 punches kick or the flying kick you build up the rage meter, and lets say, after 4 combos more if you do the flying kick, you get your stat increase.but then again, this makes you use just melee instead of guns, cause guns don't raise your stats.a cool thing would be ducking, if you do it on grass or stuf like that you would be allmost invisible, if you do it on concrete or whatever tile you would avoid just a small burst, to say 1.5 seconds? just an idea of some sort.also, there should be a whay in wich, if you jump and are one tile lower than the platform, you can grab on to it... would make things more realistic.

URL: https://forum.audiogames.net/post/597144/#p597144




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Re: Scarlet Shells, concept demo 1!

2020-12-09 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

@FantomI actually like the rage meter, I just wish it worked more like your average fighting game where it builds up slowly and different hits/combos contribute to the meter in different amounts until it fills up, or you can use small amounts of it for special moves (for instance jump kicks)

URL: https://forum.audiogames.net/post/597016/#p597016




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Re: Scarlet Shells, concept demo 1!

2020-12-09 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

I actually like the rage meter, I just wish it worked more like your average fighting game where different hits/combos contribute to the meter in different amounts until it fills up, or you can use small amounts of it for special moves (for instance jump kicks)

URL: https://forum.audiogames.net/post/597016/#p597016




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Re: Scarlet Shells, concept demo 1!

2020-12-09 Thread AudioGames . net Forum — New releases room : dennybuster via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

or you get stat points that you can place where you want at the end of the stage, to say 1 1 2 and 3 give you 1 statpoint, 2 1 2 3 give you 2 and so on.

URL: https://forum.audiogames.net/post/597005/#p597005




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Re: Scarlet Shells, concept demo 1!

2020-12-09 Thread AudioGames . net Forum — New releases room : dennybuster via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

FOR THE STAT INCREASE, I WOULD SUGGEST, INSTEAD OF JUST THE RAGE METER, You could make it so if you do any combo such as the bie bie flight kick or the jump kick, although not as much as the other combo, but as you do combo's you earn something like a value. ones you get it up to 10 you earn a stat point that you can place where you want. i think it would get your char to be more customizable, to say if you're good at dodging enemie fire you go in with attack only, or with high defense if you aren't good at dodging shots and want to tank your whay through

URL: https://forum.audiogames.net/post/597002/#p597002




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Re: Scarlet Shells, concept demo 1!

2020-12-09 Thread AudioGames . net Forum — New releases room : GrannyCheeseWheel via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

Nope, PB.

URL: https://forum.audiogames.net/post/596998/#p596998




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Re: Scarlet Shells, concept demo 1!

2020-12-09 Thread AudioGames . net Forum — New releases room : Jasmin via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

Quick question. Is this written in bgt, my av program flags it since 20h2 updating.

URL: https://forum.audiogames.net/post/596996/#p596996




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Re: Scarlet Shells, concept demo 1!

2020-12-09 Thread AudioGames . net Forum — New releases room : PhantomCreations via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

Hello,The testing branch will open sometime in February. Those of you who sign up for the testing branch will receive a notification during the month of February when the testing environment is ready.

URL: https://forum.audiogames.net/post/596835/#p596835




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Re: Scarlet Shells, concept demo 1!

2020-12-09 Thread AudioGames . net Forum — New releases room : TheTrueSwampGamer via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

it says it will be given after the compaign ends.

URL: https://forum.audiogames.net/post/596832/#p596832




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Re: Scarlet Shells, concept demo 1!

2020-12-09 Thread AudioGames . net Forum — New releases room : sightlessHorseman via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

Hi.At Phantom is there already a date when we will receive the link to the testing branch discord? I donated my 20 dollars but haven't received further info. Will we get access when the kickstarter has ended or how is this planned out?Greetings Moritz.

URL: https://forum.audiogames.net/post/596802/#p596802




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Re: Scarlet Shells, concept demo 1!

2020-12-09 Thread AudioGames . net Forum — New releases room : PhantomCreations via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

Hello,@174, nope, we don't mind. It's public material, after all.So for those struggling with 2.1 as it stands.spoilersThere's a guard up there in the sniping deck, If you can activate Dahlia's rage meeter and very quickly run down and activate the mine while still invincible, it will explode harmlessly.So one thing Lauren and I have agreed upon based on user feedback is the rage meter combo is going to go. It's clunky, it's impractical and it's purpose is kind of lost on the game.That being said, we will be working closely with the testing team to come up with an alternative. We're also working to figure out a system that allows your stats to improve gradually as you use weapons. It won't be much, though it would be far better than the current nothing.Best,The Phantom Creations Team.

URL: https://forum.audiogames.net/post/596799/#p596799




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Re: Scarlet Shells, concept demo 1!

2020-12-09 Thread AudioGames . net Forum — New releases room : Juliantheaudiogamer via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

OK, thanks.

URL: https://forum.audiogames.net/post/596796/#p596796




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Re: Scarlet Shells, concept demo 1!

2020-12-09 Thread AudioGames . net Forum — New releases room : bhanuponguru via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

@183just punch the enimys with a with a timing. like, 1 punch per second lke that.

URL: https://forum.audiogames.net/post/596793/#p596793




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Re: Scarlet Shells, concept demo 1!

2020-12-09 Thread AudioGames . net Forum — New releases room : Juliantheaudiogamer via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

Hi,I didn't read the whole thread, and so I don't know if this was already asked:How does the ragemeter thing exactlya work?

URL: https://forum.audiogames.net/post/596780/#p596780




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Re: Scarlet Shells, concept demo 1!

2020-12-09 Thread AudioGames . net Forum — New releases room : connor142 via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

Here's an interesting question that I hope Phantom reads. How much do you plan the main game to differ from the concept demo that is out right now? Are you guys flexible enough to make major gameplay changes if they are suggested by the ks testing branch?

URL: https://forum.audiogames.net/post/596766/#p596766




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Re: Scarlet Shells, concept demo 1!

2020-12-09 Thread AudioGames . net Forum — New releases room : bhanuponguru via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

friends, i can't pass level 2. any help? i am trying to get that gun which is at 75, 25. i managed to reach up to 80 to 90 but after that i am falling down.any help?

URL: https://forum.audiogames.net/post/596759/#p596759




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Re: Scarlet Shells, concept demo 1!

2020-12-08 Thread AudioGames . net Forum — New releases room : JasonBlaze via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

uh I hate stage 3, lol.So for what I also have observed from mainstream beat em up is those games usually created for everyone, what I mean is that you can either hack away through stages for fun, or for those who would like to use strategy can also find their place by learning enemy patern etc. currently for scarlet shells I think it's more bias toward players who think and those who are good at timing and such. it's not nesecerryly a bad thing, but it is a mager knockback for those who just would like to have fun. look at stage 2.2 beyond for example, you could easily feel frustrated by the level. I love challanges but if is it up to the point that basicly like, "haha I can do this because I am better than you", and those who cannot complete stuck there hopelessly, that is too much for me.

URL: https://forum.audiogames.net/post/596717/#p596717




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Re: Scarlet Shells, concept demo 1!

2020-12-08 Thread AudioGames . net Forum — New releases room : jimmy69 via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

Disclaimer: I have not read any of this topic other than the first few posts to get the game.Honestly, I’m seriously underwhelmed. I know this is a concept demo but it feels much more like an audio drama with scrolling text that just reeks of man a man. The grammar is not perfect, and neither is the spelling which isn’t the end of the world but really should be polished up in a concept demo if you’re releasing it to the public.Additionally, the combat just feels slow, very clunky, and not all that different than some thing like scrolling battles. You run, you jump, you hit. There are way too many enemies to actually have some sort of strategy. You’re expected to clear all of them, and yet by the time you clear the first level you are usually down to about 40% health.The  Momentum system is a good idea, but implemented very poorly. It doesn’t feel realistic. Probably a better point of the game at least in concept thoughI stopped playing a little bit after whatever that bomb thing was. According to my friend, and the object menu, it’s a mine. According to what the game gave me an impression of, it is a ticking bomb. It is a slow, rhythmic eat at the beginning of the level that is very reminiscent of a timed bomb going off. You might want to change the sound to something a little less recognizable.Why does it feel like I get the most underwhelming gun? My comrade gets an A.R. 10 and my other comrade gets an Uzi. I get a pistol. And especially with some of the enemies having automatic weapons, it almost feels unfair.Sound design is quite good, my favorite part about the game as a whole. It’s very cinematic and very bad ass. You feel powerful.Overall, somewhat of a mediocre start but I really hope you can pull it a little more back on track and make this thing awesome

URL: https://forum.audiogames.net/post/596650/#p596650




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Re: Scarlet Shells, concept demo 1!

2020-12-08 Thread AudioGames . net Forum — New releases room : kratos via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

well, this game needs one improvement. the mines should beep quicklyer, because it is very but very hard to run and jump like when you are runing before drones.

URL: https://forum.audiogames.net/post/596632/#p596632




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Re: Scarlet Shells, concept demo 1!

2020-12-08 Thread AudioGames . net Forum — New releases room : GrannyCheeseWheel via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

It's like you have to be at a certain Y as you pass over it. Too low, you land on it and die, too high, you fly over and it doesn't go off. Same thing with platforming. I figured out what I was doing wrong, with the help of someone else's example, namely stepping back and taking a run at it, but if you don't do it right, you can actually whack your face into the side of the platform.

URL: https://forum.audiogames.net/post/596625/#p596625




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Re: Scarlet Shells, concept demo 1!

2020-12-08 Thread AudioGames . net Forum — New releases room : connor142 via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

I wish I could consistently reproduce the mine explosion thing without dieing. There must be a way.

URL: https://forum.audiogames.net/post/596567/#p596567




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Re: Scarlet Shells, concept demo 1!

2020-12-08 Thread AudioGames . net Forum — New releases room : dennybuster via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

huge, ass, spoiler, carrier truck, ahead!1.3, how to finish it with out getting even touched4 stepsstep 1.go to the left truck, build some rage. 2 or 3 succesfull combo things work2. get the minigun kind of thing.3. jump off the truck, and start shooting till you cleared all out.4. stand in the middle of the stage, shooting left and right till there's no more enemies.tips1. what if you're out of ammo? usually there's the bigger gun with scatter shot around, and there's some enemies dropping it.2. what if i get swarmed?in that case, just run backwards, spray and pray till it's all cleared out and there ya go again.about mines, the blow up some times when you jump them, not sure how it works though.

URL: https://forum.audiogames.net/post/596524/#p596524




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Re: Scarlet Shells, concept demo 1!

2020-12-08 Thread AudioGames . net Forum — New releases room : Naruto via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

@PhantomCreations, I was wondering, may I make a recording of me playing the concept demo?

URL: https://forum.audiogames.net/post/596481/#p596481




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Re: Scarlet Shells, concept demo 1!

2020-12-08 Thread AudioGames . net Forum — New releases room : TheBlindSaiyan via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

Does this game plan to have an endless mode or replay value?The plot sounds amazing and I'm about the try the demo now.Keep up the good work! 

URL: https://forum.audiogames.net/post/596453/#p596453




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Re: Scarlet Shells, concept demo 1!

2020-12-07 Thread AudioGames . net Forum — New releases room : titan_of_war via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

@169 i mean if your under the truck. and you half to reload you can't doj the bullets if your under there.

URL: https://forum.audiogames.net/post/596389/#p596389




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Re: Scarlet Shells, concept demo 1!

2020-12-07 Thread AudioGames . net Forum — New releases room : GrannyCheeseWheel via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

You can clip them yeah.

URL: https://forum.audiogames.net/post/596364/#p596364




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Re: Scarlet Shells, concept demo 1!

2020-12-07 Thread AudioGames . net Forum — New releases room : aaron via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

Hi,Can anyone give any hints on mines?spoilerI've heard you can set them off without dying, because I've done it, but I have no idea how it happened.

URL: https://forum.audiogames.net/post/596363/#p596363




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Re: Scarlet Shells, concept demo 1!

2020-12-07 Thread AudioGames . net Forum — New releases room : sightlessHorseman via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

Why would you need to charge the MG? Just rage through the enemys and take the weapon when it's almost over, well, if you raised your stats before that is.Greetings Moritz.

URL: https://forum.audiogames.net/post/596354/#p596354




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Re: Scarlet Shells, concept demo 1!

2020-12-07 Thread AudioGames . net Forum — New releases room : titan_of_war via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

Yeah but then you can't really doj bullets so you bettor be carfull wen your loading that mg. takes abit

URL: https://forum.audiogames.net/post/596349/#p596349




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Re: Scarlet Shells, concept demo 1!

2020-12-07 Thread AudioGames . net Forum — New releases room : sightlessHorseman via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

Yeah you can sorta go under them, if you run to the right and try jumping, you will notice that you jump against the truck, so you can stay there, enemys can just attack from the left then.Greetings Moritz.

URL: https://forum.audiogames.net/post/596332/#p596332




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Re: Scarlet Shells, concept demo 1!

2020-12-07 Thread AudioGames . net Forum — New releases room : Naruto via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

hold on. you can go under them to?

URL: https://forum.audiogames.net/post/596325/#p596325




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Re: Scarlet Shells, concept demo 1!

2020-12-07 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

@NarutoStart1.3SpoilersWhat I do is sit on the left truck and shoot some enemies with what ever gun I have before picking up the MG, then when I run out of ammo I pick that up, load it, and start building rage by hitting anyone who jumps up there with me while not wasting any ammo. I let my meter build quite a bit, then I jump down and hose the enemies on the ground with the XJ.Then I just repeat that, only picking up new guns from the trucks/ground when I'm almost out of ammo, and building rage before moving to the ground so I don't die instantly.Sometimes it can be tricky because later in the stage almost all enemies have guns so building rage safely can be hard and fewer enemies jump on the right hand truck, but thankfully they do have to load them first which gives you a head start on the fistycuffs.Also, make sure to use bursts on the ground, so you aren't just spraying the sides of the trucks and wasting your bullets.End1.3Spoilers

URL: https://forum.audiogames.net/post/596302/#p596302




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Re: Scarlet Shells, concept demo 1!

2020-12-07 Thread AudioGames . net Forum — New releases room : sightlessHorseman via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

Ok, little help for 1.3. When the level starts, go to the right truck,jump on it and clear the thing. If truck is clear, jump down and eliminate the people standing there. Then hide under the truck so the enemys can only come from the left.Build up rage and continue in the rage rhythm so the bullets cant hit you. do that till you have no more enemys, so the level ends. If you want, check the object scanner and if you have only one enemy left, get out of your hiding place, run over to the left truck, get the machine gun and punch out the last soldier.Greetings Moritz.

URL: https://forum.audiogames.net/post/596300/#p596300




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Re: Scarlet Shells, concept demo 1!

2020-12-07 Thread AudioGames . net Forum — New releases room : Naruto via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

still can't get past 1.3. do I have to blow up the trucks?

URL: https://forum.audiogames.net/post/596289/#p596289




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Re: Scarlet Shells, concept demo 1!

2020-12-07 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

@FantomThanks for the reply, I just put in 10 bucks.So after playing the game a bit more, I do have a couple of comments.1. I think the jump kick feature is pretty unbalanced.First, you can kick as fast as you want while in the air, but your kicks do extra damage up there so you can just move back and forth killing people while barely being touched your self.  It doesn't actually seem like you need to speed up fully first and you don't have any sort of cooldown time.I think ideally the way that jump kicks should work is that you need to get up to full speed first and have the ctrl key held while doing it, and then you can only use the kick every 5 seconds or something.  I wouldn't even mind if the damage was further increased so that it was almost always a foolproof kill, or if enemies behind the first one took some damage as well to simulate them  being thrown into each other.2. Waiting for HP to regen just isn't fun. If the regen rate was increased I wouldn't mind nearly as much, but as it stands having this be the only way to regain it really puts a damper on things, and I think health items would probably work better.3.  If only enemies could climb I think it would really help make things feel more dynamic.  Sitting at Z2 watching them all flail at you uselessly, or listening to them all trying to follow you on the ground while you're in the trees just makes me feel bad for the little guys... And I love the idea of throwing people off high platforms with the super kick thing or having a shootout in the trees and getting distracted to the point I fall off into a sea of enemies below.4. I think that end of level sub bosses with interesting attributes might make things allot more engaging. Even if you don't arbitrarily limit it to every level and just base it on how much grinding the player has been doing lately, it would still really help to break up the routine and add some more strategy.5. Having as many unique pitches for mine beeps as possible or even writing some kind of algorithm which prevents them from being too close to each other on the pitch scale would definitely help to avoid them blending into each other.6. Panning can update slowly sometimes. This can result in things like coming up on a mine way too fast or having an enemy death sound play in the center when they were killed to the right of you.7. Some of the firearm stats don't really make sense from a realism point of view, but I understand that game mechanics take priority.  If this wasn't purposeful though than maybe someone like me or Ironcross could help with that. Otherwise, I definitely don't mind much.

URL: https://forum.audiogames.net/post/596280/#p596280




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Re: Scarlet Shells, concept demo 1!

2020-12-07 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

@FantomThanks for the reply, I just put in 10 bucks.So after playing the game a bit more, I do have a couple of comments.1. I think the jump kick feature is pretty unbalanced.First, you can kick as fast as you want while in the air, but your kicks do extra damage up there so you can just move back and forth killing people while barely being touched your self.  It doesn't actually seem like you need to speed up fully first and you don't have any sort of cooldown time.I think ideally the way that jump kicks should work is that you need to get up to full speed first and have the ctrl key held while doing it, and then you can only use the kick every 5 seconds or something.  I wouldn't even mind if the damage was further increased so that it was almost always a foolproof kill, or if enemies behind the first one took some damage as well to simulate them  being thrown into each other.2. Waiting for HP to regen just isn't fun. If the regen rate was increased I wouldn't mind nearly as much, but as it stands having this be the only way to regain it really puts a damper on things, and I think health items would probably work better.3.  If only enemies could climb I think it would really help make things feel more dynamic.  Sitting at Z2 watching them all flail at you uselessly, or listening to them all trying to follow you on the ground while you're in the trees just makes me feel bad for the little guys... And I love the idea of throwing people off high platforms with the super kick thing or having a shootout in the trees and getting distracted to the point I fall off into a sea of enemies below.4. I think that end of level sub bosses with interesting attributes might make things allot more engaging. Even if you don't arbitrarily limit it to every level and just base it on how much grinding the player has been doing lately, it would still really help to break up the routine and add some more strategy.5. Having as many unique pitches for mine beeps as possible or even writing some kind of algorithm which prevents them from being too close to each other on the pitch scale would really help to avoid them blending into each other.6. Panning can update slowly sometimes. This can result in things like coming up on a mine way too fast or having an enemy death sound play in the center when they were killed to the right of you.7. Some of the firearm stats don't really make sense from a realism point of view, but I understand that game mechanics take priority.  If this wasn't purposeful though than maybe someone like me or Ironcross could help with that. Otherwise, I definitely don't mind much.

URL: https://forum.audiogames.net/post/596280/#p596280




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Re: Scarlet Shells, concept demo 1!

2020-12-07 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

@FantomThanks for the reply, I just put in 10 bucks.So after playing the game a bit more, I do have a couple of comments.1. I think the jump kick feature is pretty unbalanced.First, you can kick as fast as you want while in the air, but your kicks do extra damage up there so you can just move back and forth killing people while barely being touched your self.  It doesn't actually seem like you need to speed up fully first and you don't have any sort of cooldown time.I think ideally the way that jump kicks should work is that you need to get up to full speed first and have the ctrl key held while doing it, and then you can only use the kick every 3 seconds or something.  I wouldn't even mind if the damage was further increased so that it was almost always a foolproof kill, or if enemies behind the first one took some damage as well to simulate them  being thrown into each other.2. Waiting for HP to regen just isn't fun. If the regen rate was increased I wouldn't mind nearly as much, but as it stands having this be the only way to regain it really puts a damper on things, and I think health items would probably work better.3.  If only enemies could climb I think it would really help make things feel more dynamic.  Sitting at Z2 watching them all flail at you uselessly, or listening to them all trying to follow you on the ground while you're in the trees just makes me feel bad for the little guys... And I love the idea of throwing people off high platforms with the super kick thing or having a shootout in the trees and getting distracted to the point I fall off into a sea of enemies below.4. I think that end of level sub bosses with interesting attributes might make things allot more engaging. Even if you don't arbitrarily limit it to every level and just base it on how much grinding the player has been doing lately, it would still really help to break up the routine and add some more strategy.5. Having as many unique pitches for mine beeps as possible or even writing some kind of algorithm which prevents them from being too close to each other on the pitch scale would really help to avoid them blending into each other.6. Panning can update slowly sometimes. This can result in things like coming up on a mine way too fast or having an enemy death sound play in the center when they were killed to the right of you.7. Some of the firearm stats don't really make sense from a realism point of view, but I understand that game mechanics take priority.  If this wasn't purposeful though than maybe someone like me or Ironcross could help with that. Otherwise, I definitely don't mind much.

URL: https://forum.audiogames.net/post/596280/#p596280




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Re: Scarlet Shells, concept demo 1!

2020-12-07 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

@FantomThanks for the replySo after playing the game a bit more, I do have a couple of comments.1. I think the jump kick feature is pretty unbalanced.First, you can kick as fast as you want while in the air, but your kicks do extra damage up there so you can just move back and forth killing people while barely being touched your self.  It doesn't actually seem like you need to speed up fully first and you don't have any sort of cooldown time.I think ideally the way that jump kicks should work is that you need to get up to full speed first and have the ctrl key held while doing it, and then you can only use the kick every 3 seconds or something.  I wouldn't even mind if the damage was further increased so that it was almost always a foolproof kill, or if enemies behind the first one took some damage as well to simulate them  being thrown into each other.2. Waiting for HP to regen just isn't fun. If the regen rate was increased I wouldn't mind nearly as much, but as it stands having this be the only way to regain it really puts a damper on things, and I think health items would probably work better.3.  If only enemies could climb I think it would really help make things feel more dynamic.  Sitting at Z2 watching them all flail at you uselessly, or listening to them all trying to follow you on the ground while you're in the trees just makes me feel bad for the little guys... And I love the idea of throwing people off high platforms with the super kick thing or having a shootout in the trees and getting distracted to the point I fall off into a sea of enemies below.4. I think that end of level sub bosses with interesting attributes might make things allot more engaging. Even if you don't arbitrarily limit it to every level and just base it on how much grinding the player has been doing lately, it would still really help to break up the routine and add some more strategy.5. Having as many unique pitches for mine beeps as possible or even writing some kind of algorithm which prevents them from being too close to each other on the pitch scale would really help to avoid them blending into each other.6. Panning can update slowly sometimes. This can result in things like coming up on a mine way too fast or having an enemy death sound play in the center when they were killed to the right of you.7. Some of the firearm stats don't really make sense from a realism point of view, but I understand that game mechanics take priority.  If this wasn't purposeful though than maybe someone like me or Ironcross could help with that. Otherwise, I definitely don't mind much.

URL: https://forum.audiogames.net/post/596280/#p596280




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Re: Scarlet Shells, concept demo 1!

2020-12-07 Thread AudioGames . net Forum — New releases room : assault_freak via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

On the contrary. I think if there's enough left over, voiced cutscenes would definitely fit well in a game like this. Shank, for all its crappy voice acting, was a game that was enhanced by the voiced scenes instead of just scrolling dialogue which would've made it a different game. Same with Bladed fury, another favourite of mine in this genre.

URL: https://forum.audiogames.net/post/596260/#p596260




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Re: Scarlet Shells, concept demo 1!

2020-12-07 Thread AudioGames . net Forum — New releases room : kratos via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

absolutelly great game. I hope that we will have full game soon.

URL: https://forum.audiogames.net/post/596256/#p596256




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Re: Scarlet Shells, concept demo 1!

2020-12-07 Thread AudioGames . net Forum — New releases room : BlindNinja via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

Remember... more buttons does not always equal better.

URL: https://forum.audiogames.net/post/596254/#p596254




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Re: Scarlet Shells, concept demo 1!

2020-12-07 Thread AudioGames . net Forum — New releases room : dennybuster via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

and by the whay, i forgot to say, in the 1 2 3 keys idea, while in melee 1 could be left punch, 2 could be right punch and 3 could be left kick, 4 right kick and idk, you could throw 5 as the grab key? with that you could do a combo sistem to say a 5 1 3 would grab the enemie, punch it and then kicks it in the air? just an idea that i hope ya can pick up

URL: https://forum.audiogames.net/post/596240/#p596240




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Re: Scarlet Shells, concept demo 1!

2020-12-07 Thread AudioGames . net Forum — New releases room : dennybuster via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

tryed this thing out, and gosh!awesome music, nice combos, a bit easy going a i but i'm sure ya can fix it.ok, now, here comes the idea cargo:1. combos. combos could be done with the combination of the numbers 1 2 3 to say, while tab switches to fire arm mode or what ever, and 1 2 and 3 become something like, one shot, small burst and full magazine, wich you could stop by pressing again the 3 key for example.about clips and such, soldiers should probably drop more loot, to say, ammo, medkits so you can heal up, or just rambdom stuf that you could hurl / throw / whatever.2. more possibities in melee. you could get some weapons that would break after a while... idk, a baseball bath with wich you could do a upper swing or a low swing? a knife or sword that could insta kill somebody if you are in rage mode?3. invincibility: instead of having full invincibility so you can fight a whole freakin swarm of a 200 enemies, you could have a maximum amount of enemies that can swarm you, and ya could either jump or duck / dive and slide dowards your enemie to trip it, or disarm it, wich would be really cool.4. explosives: we all know that something like this, where ya find soldiers, trucks, machineguns and lots of fast patched action, has to get  something that goes boom. be it a grenade, a bomb, a mine, or a tank of noss. even making the crates, or some of them have explosive material and when you shoot them they explode and throw shrapnel around? or have the old good beer bottle with alcohol and a cloth, ya all know where i'm going.5. stage 1.3: in stage 1.3 the swarming and need of rage combo is more prominent. instead of having the enemies spawning like crazy wich gets the lag up to crazy levels sometimes, you could have a limit of mobs that can be on screen, cause after a bit while i was on the first truck fending of those poor unarmed buddys down from that the situation was basically crazy witha  crazy amount of lag... talking about 400 ms, 250 at best.6. grappling, throwing, making things go airborn to their death: i know there's that kick thing that goes after 6 hits. but would be fun having a tackle ability, if you run and as soon as you're in range of an enemie you punch it and the momentum you have sends it sky high, that could be a thing. or, making it like in bk where there was friendly fire among the enemies. i mean, having a 2d thing can be difficult to improove, but have enemie fire occasionally hit the enemies them selfes... i mean, 30 people fireing at the same time can hit each other by mistake...8. an idea for something that probably anibody would like: human shield. yes, i've sayd it, human shield. how nice was in those bar fights where you usually see the guy take an other and use it to basically knock the other down? in other words, hurling an enemie against an other to possibly kill the hurled one and knock the other down, could be a nice whay of making melee combat more interesting.9. the punching the air noises. if possible, would like to have some louder swing noises, would make the o crap i just messed up a combo more clear.and finally,10 the enemie sight range. no, not like in b z where it was like enemie saw me, ki, enemie out of sight range, o there's nobody in this world lets just stand here. basically, enemies after you're out of sight range start patrolling the area or something. of course we could talk about a 70 / 80 tiles for sight range, so it isn't just your stereo field.and after that shipment of ideas that i have...11? or not... this is the end of the post acttually.feel free to tell me if this stuf was good, or if my ideas were useless. and best of all, good luck with s s, i'm liking what i heared till now!good day to ya all

URL: https://forum.audiogames.net/post/596235/#p596235




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Re: Scarlet Shells, concept demo 1!

2020-12-07 Thread AudioGames . net Forum — New releases room : dennybuster via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

tryed this thing out, and gosh!awesome music, nice combos, a bit easy going a i but i'm sure ya can fix it.ok, now, here comes the idea cargo:1. combos. combos could be done with the combination of the numbers 1 2 3 to say, while tab switches to fire arm mode or what ever, and 1 2 and 3 become something like, one shot, small burst and full magazine, woch you could stop by pressing again the 3 key for example.about clips and such, soldiers should probably drop more loot, to say, ammo, medkits so you can heal up, or just rambdom stuf that you could hurl / throw / whatever.2. more possibities in melee. you could get some weapons that would break after a while... idk, a baseball bath with wich you could do a upper swing or a low swing? a knife or sword that could insta kill somebody if you are in rage mode?3. invincibility: instead of having full invincibility so you can fight a whole freakin swarm of a 200 enemies, you could have a maximum amount of enemies that can swarm you, and ya could either jump or duck / dive and slide dowards your enemie to trip it, or disarm it, wich would be really cool.4. explosives: we all know that something like this, where ya find soldiers, trucks, machineguns and lots of fast patched action, has to get  something that goes boom. be it a grenade, a bomb, a mine, or a tank of noss. even making the crates, or some of them have explosive material and when you shoot them they explode and throw shrapnel around? or have the old good beer bottle with alcohol and a cloth, ya all know where i'm going.5. stage 1.3: in stage 1.3 the swarming and need of rage combo is more prominent. instead of having the enemies spawning like crazy wich gets the lag up to crazy levels sometimes, you could have a limit of mobs that can be on screen, cause after a bit while i was on the first truck fending of those poor unarmed buddys down from that the situation was basically crazy witha  crazy amount of lag... talking about 400 ms, 250 at best.6. grappling, throwing, making things go airborn to their death: i know there's that kick thing that goes after 6 hits. but would be fun having a tackle ability, if you run and as soon as you're in range of an enemie you punch it and the momentum you have sends it sky high, that could be a thing. or, making it like in bk where there was friendly fire among the enemies. i mean, having a 2d thing can be difficult to improove, but have enemie fire occasionally hit the enemies them selfes... i mean, 30 people fireing at the same time can hit each other by mistake...8. an idea for something that probably anibody would like: human shield. yes, i've sayd it, human shield. how nice was in those bar fights where you usually see the guy take an other and use it to basically knock the other down? in other words, hurling an enemie against an other to possibly kill the hurled one and knock the other down, could be a nice whay of making melee combat more interesting.9. the punching the air noises. if possible, would like to have some louder swing noises, would make the o crap i just messed up a combo more clear.and finally,10 the enemie sight range. no, not like in b z where it was like enemie saw me, ki, enemie out of sight range, o there's nobody in this world lets just stand here. basically, enemies after you're out of sight range start patrolling the area or something. of course we could talk about a 70 / 80 tiles for sight range, so it isn't just your stereo field.and after that shipment of ideas that i have...11? or not... this is the end of the post acttually.feel free to tell me if this stuf was good, or if my ideas were useless. and best of all, good luck with s s, i'm liking what i heared till now!good day to ya all

URL: https://forum.audiogames.net/post/596235/#p596235




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Re: Scarlet Shells, concept demo 1!

2020-12-07 Thread AudioGames . net Forum — New releases room : titan_of_war via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

@154i think if you loop them any faster they will just mix in to won beeping sound. next, what's your defense, you should make sure that's hi, wen i get to this part it's like 40. and then what i did was. if you no ware the first mine is jump to the next.and then use d to see how far the other one is, and then just walk close to it and jump over it, and repete

URL: https://forum.audiogames.net/post/596209/#p596209




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Re: Scarlet Shells, concept demo 1!

2020-12-07 Thread AudioGames . net Forum — New releases room : black_dog via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

I think that breaking weapons is unnecessary

URL: https://forum.audiogames.net/post/596206/#p596206




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Re: Scarlet Shells, concept demo 1!

2020-12-07 Thread AudioGames . net Forum — New releases room : fatih via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

I think those mines should definitely be tweaked, like you can make it loop a little faster or something. Because 2.2 is really frustrating because either I step on a mine while trying to move and die, or eventually the drones are killing me. I cannot concentrate both the mines and the drones and the turrets this way. I believe we need a little bit tweaking for this

URL: https://forum.audiogames.net/post/596205/#p596205




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Re: Scarlet Shells, concept demo 1!

2020-12-07 Thread AudioGames . net Forum — New releases room : Vulcan via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

weapons beeing able to break sounds like a cool idea. whether it be the enemies doing it, or you from falling from great heights, or beeing blown up in a mine.

URL: https://forum.audiogames.net/post/596204/#p596204




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Re: Scarlet Shells, concept demo 1!

2020-12-07 Thread AudioGames . net Forum — New releases room : Lirin via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

Cadillacs and Dinosaurs used guns and it worked like there's was limited ammo. You have just one round for example and when it is over it is over and your attack is changing from this weapon to the normal attack. That worked pretty great and this is why I love old capcom beat em ups: Simple mechanics but great gameplay and balance.

URL: https://forum.audiogames.net/post/596200/#p596200




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