Re: Possibly Seeking Code Help

2014-08-31 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: Possibly Seeking Code Help

@Jayde, how quickly would you like to have this ready? I am asking because if you dont mind starting next year, I can be your man. I would like to have this fully voiced and the best quality we can get, simply because the audio games community really needs a good turn-based real rpg. This of course means that we will need a lot of people, but I am positive we can make it, especially if we can receive some sort of funding for semi-professional voice actors and actresses. But I am getting ahead of myself Let me know what you think.

URL: http://forum.audiogames.net/viewtopic.php?pid=187333#p187333




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Re: Possibly Seeking Code Help

2014-08-31 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: Possibly Seeking Code Help

Im happy with this. I was thinking of Shadow Line-based rooms with room/area ambience, etc to help the player out, to add to your map design. But these are things that can be taken care of later. Game design is much more important for now.Right now, I have some projects to take care of, Im definitely finishing one this year. I am definitely available from next year onwards, luckily my schedule wont be as tight then.Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=187346#p187346




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Re: Possibly Seeking Code Help

2014-09-01 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: Possibly Seeking Code Help

At a first glance this seems reasonable and robust enough. It is relatively easy to code, too.Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=187422#p187422




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Re: How to Turn on Accessibility in Skullgirls

2014-07-11 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: How to Turn on Accessibility in Skullgirls

Hi,Check the first post hereHth,Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=180394#p180394




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Re: skullgirls

2014-05-27 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


Re: skullgirls

Hi,When you press a button to start the search, NVDA will not speak because the game is searching for an opponent. If it finds someone, and that should happen fairly quickly if there is someone else also searching, itll bring up a menu.The beta has the story mode locked, for various reasons. It is great when a character comes out and you still have something to look forward to in the regular game.URL: http://forum.audiogames.net/viewtopic.php?pid=175232#p175232

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Re: Help us develop! Questionnaire about your preferences

2015-02-25 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: Help us develop! Questionnaire about your preferences

Hi,Radwin Island, though short, was amazing. Ive filled in the questionaire.@Aaron: The radio buttons are in a table, from left to right. Use your table navigation function to move left and right and check the one in the appropriate column.Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=206236#p206236




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Re: Help us develop! Questionnaire about your preferences

2015-02-25 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: Help us develop! Questionnaire about your preferences

Hi,Radwin Island, though short, was amazing. Ive filled in the questionaire.@Aaron: The radio buttons are in a table, from left to right. Use your table navigation function to move left and right and check the one in the appropriate column.Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=206236#p206236




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A petition to urge Valve Corp to make Steam more accessible!

2015-04-06 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


A petition to urge Valve Corp to make Steam more accessible!

Hi all,As the subject says. If youd like more and more games appear on an accessible platform, please sign this. Every signature counts! We have reached out to game developers, its now time to do the same with Valve Corporation!https://www.change.org/p/valve-corporat … red-peopleRob

URL: http://forum.audiogames.net/viewtopic.php?pid=211214#p211214




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Re: An appology to all

2015-06-18 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: An appology to all

Hi all,@Dark, I am sorry to say this, but none appointed you judge and jury either. This is a public forum, and @guilevi has done nothing to break the rules of this community, there is no reason to ban anyone, as this is not related to audio games.net at all.While you are right, he might have overstepped what we may call acceptable behaviour in life, this does not concern a public forum moderated by volunteers. If he had logged in with Masons account, then I would understand your reaction, but I really think that at the moment this is really uncalled for.@Guilevi, as he said earlier, logged in via Skype and Twitter. Source code distribution or any other activity that might have happened had nothing to do with him.Guilevi could have done a lot of harm, yet he chose not to. He simply wanted to call Masons attention to a serious risk in his security measures, as he was constantly ignoring the advice of a lot of people. This would have happened even
 tually and believe me, power is very easy to abuse. Especially when money is involved.Mason, please change your passwords instead of creating new accounts (see Twitter), use at least hashed passwords when you store other peoples passwords in your games and use a password manager like MacPass or Keepass. Most importantly, please pay attention to people you consider friends, especially when they point out that this is a very concerning issue.I understand why Guilevi was so desperate to do this, even though it might not have been the best option.We learn from experience and I believe this is a positive one, despite all the negativity Guilevi received. Always look the bright side o life!Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=220444#p220444




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Re: An appology to all

2015-06-18 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: An appology to all

All right.First of all, I believe he told you multiple times that he did not log in here, as, for one, he does not know your password. If it was the same as what got leaked out with your username, then someone else might have found it and used it.Masons password still works. Anyone who knows it, as it was once visible in his mood message on Skype, can most likely access whatever he is using. Accusing someone just because you think he logged in with your account is really not going to help, it will just generate issues.I have mentioned 4 easy steps to follow to end all of this.Informing people to change their password, if they happened to use the same leaked passwords elsewhere as well, is also a good idea.Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=220446#p220446




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Re: An appology to all

2015-06-18 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: An appology to all

@Ethin, this is unfortunately how a crowd works. If something is clearly done by multiple people, the one who steps forward and admits doing a tiny portion of it will be blamed for the rest as well. Maturity is most likely involved, but for now, pointless panic rules.What really saddens me though is that instead of accusing people, passwords could be changed to avoid further damage, people could be informed, even Guilevi could be talked to, but none of this is happening. More and more people are getting involved (see Dark or myself), which of course means that more and more people will blow this up, eventually to a point where it becomes unmanageable.Communication is essential, please do talk, in public if you really must, since people chose to involve this community, but keep in mind that the only ones who can solve it are not us, the community, but all the people who were villains or victims.I personally think that this is far from being
  a public issue, but it cannot be helped now, only contained. Please do try.Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=220454#p220454




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Re: My view on audio games and a DFE announcement

2015-07-17 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: My view on audio games and a DFE announcement

@Victorious: I have nothing against OpenAL Soft, it is certainly the way forward, however, essentially, it is the same as OpenAL, with the exception of audio being rendered in software. It still has all the shortcomings of OpenAL.@Ian: Thank you very much for enlightening us. I believe Camlorn is not designing his audio library strictly for audio games.Callbacks would be quite useful in even not too extreme cases, such as beat detection for a rhythm game, dynamic music mixing, etc.@Daigonite: Well said.Unity is perfectly fine if you are sighted, since accessibility issues emerge only at design time.@Victorious: I have no problems with low level things, however if you do something as a freetime project, it will take considerably more time, which you could use to create games instead. This is where I am, at the moment.@CAE_Jones: WebAudio is now mature enough, unfortunately I havent seen an easier language which could communicate with JS. Th
 ere is a Lua VM, but it is extremely slow in non-Firefox browsers.A html 5-based DFE could have been a possibility, but at the moment it is far from reality.Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=224495#p224495




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Re: My view on audio games and a DFE announcement

2015-07-14 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: My view on audio games and a DFE announcement

Hi,FreeSL is a wrapper for OpenAL, which does not have 3d support on Vista and above, due to Microsoft dropping Hardware acceleration layer support.The sad fact is that we really do not have anything that comes close to what we had in XP, except OpenAL and Unity. There is an audio library called 3dception https://twobigears.com/3dception.php, however it does ont have a non-unity version yet.Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=224074#p224074




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Re: My view on audio games and a DFE announcement

2015-07-14 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: My view on audio games and a DFE announcement

Hi,OpenAl does not work on Vista and above, however, as you pointed out, OpenAL soft does.FreeSL, which is an OpenAL wrapper, will not work with OpenALSoft. FreeSL would be a nice choice, as it has password protected zip file support, EAX, 3d audio, however it breaks with OpenALSoft.Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=224126#p224126




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My view on audio games and a DFE announcement

2015-07-13 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


My view on audio games and a DFE announcement

Hi all,I just finished writing a hopefully interesting blog post about my views on audio gaming. Feel free to read and comment.http://erion.tdrealms.com/agdevelopmenttodayRob

URL: http://forum.audiogames.net/viewtopic.php?pid=223948#p223948




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Re: New Playable Action Side scroller: Icey

2017-08-11 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: New Playable Action Side scroller: Icey

Hi all,To answer a few questions:1. The game is not available outside Steam, other than for the PS4.2. The sound design is not groundbreaking, but it is brilliant for the game. You can hear the enemies in stereo, your attacks have unique sounds, etc. The only thing we need is sound clues for objects that we can pick up, plus the menus and the scrolling text to speak. But even without those, the game is playable.3. The game has English narration, which happens as you advance on the stage.Hope this helps.

URL: http://forum.audiogames.net/viewtopic.php?pid=323923#p323923





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Re: New Playable Action Side scroller: Icey

2017-08-11 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: New Playable Action Side scroller: Icey

@Orko, I'd rather use a non-Steam version as well, but the majority of the PC games are coming out on this platform these days. This basically means that you won't be able to play almost any mainstream game.Apart from making Steam cooperate with a screen reader, I find it quite stable, for the years that I've been using it for, anyways.Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=323943#p323943





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Re: New Playable Action Side scroller: Icey

2017-08-12 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: New Playable Action Side scroller: Icey

@Orko You mention in post #24 that you are not interested in games that are not written with the vision impaired in mind. I think this is what Lirin is referring to.

URL: http://forum.audiogames.net/viewtopic.php?pid=324047#p324047





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New Playable Action Side scroller: Icey

2017-08-11 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


New Playable Action Side scroller: Icey

This is an interesting combination of story driven narration and a hack and slash side scroller, for Steam and PS4, coming from an indie dev team. A brilliant find, Lirin (Aka Seal111)!ICEY is a 2D side-scrolling action game and a META game in disguise. As you follow the narrator's omnipresent voice, you will see through ICEY's eyes and learn the truth about her world. The narrator will constantly urge you in one direction, but you must ask, "Why? Why am I following his directions?“ Obey? Rebel?The game has a female protagonist, and the developer team is open and friendly! The soundtrack is amazing, they did include a lossless version for free (which is extremely rare).The sound design is brilliant, and the narration helps a lot during gameplay. Not to mention that it is extremely humorous.There is a high chance that our suggestions for enhancements will be incorporated into the game, but even without it, the game is playable, though quite challenging.This is the Steam link: https://www.google.hu/url?sa=t= … UZ8zEYVMaQCheck it out and have fun with those combos!Game on!Rob

URL: http://forum.audiogames.net/viewtopic.php?pid=323858#p323858





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Re: The Vale Announcement

2019-08-27 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: The Vale Announcement

I was excited about this ever since the demo, especially knowing that more advanced features were planned afterwards. The two posted youtube videos are the proof. I am not worried for a second that this is going to be another ABL.6 hours seems like a bit too short, but I am definitely picking this up the moment it is released, to be honest, I would have even without the advanced features, just because of the story. I really like how everything stays in character, even the tutorial is a flashback. Keep up the great work!Regarding difficulty, I noticed that enemies only attack after they are done with their windup. It would be very nice if they'd do this shortly after the windup starts, which would certainly require a bit faster reaction than what we have now. Having multiple enemies, and also having to block arrows and thrown weapons thrown in (no pun intended) will certainly add a bit of challenge.I also noticed that the main character does not get tired, even after doing multiple blocks and counters, It would be a bit more realistic hearing the main character's breathing increase, especially against multiple enemies, so it would really matter what you block and when.Just a few ideas.Rob

URL: https://forum.audiogames.net/post/457951/#p457951




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Re: The Vale Demo

2019-09-13 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: The Vale Demo

@Jayde, I am not exactly sure what the developers wanted to achieve with the shepherd's word correction, and I agree, he is indeed out of character with this line. On the other hand, a lot of people could look at this as being disrespectful, when the writers meant exactly the opposite. This is why I said that overdoing political correctness is a trend, to a point that nobody dares to say anything in fear of being politically incorrect. We pay too much attention to the social connotations of words, rather than the actual meaning of a speaker. As an example, your previous message, just relying on textuality alone, could be interpreted as slightly sarcastic, even though I am sure nobody will do so.My previous message, perhaps a bit clumsily, tried to shed light on both sides.

URL: https://forum.audiogames.net/post/461623/#p461623




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Re: The Vale Demo

2019-09-13 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: The Vale Demo

@Jayde, I am not exactly sure what the developers wanted to achieve with the shepherd's word correction, and I agree, he is indeed out of character with this line. On the other hand, a lot of people could look at this as being disrespectful, when the writers meant exactly the opposite. This is why I said that overdoing political correctness is a trend, to a point that nobody dares to say anything in fear of being politically incorrect. We pay too much attention to the social connotations of words, rather than the actual meaning of a speaker. As an example, your previous message, just relying on textuality alone, could be interpreted as slightly sarcastic.My previous message, perhaps a bit clumsily, tried to shed light on both sides.

URL: https://forum.audiogames.net/post/461623/#p461623




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Re: The Vale Demo

2019-09-13 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: The Vale Demo

#37: If "listening" is more politically correct, then wouldn't a correction of "have a look" mean that the shepherd is just trying to be politically correct and respectful? To me, it seems that some of your sentences contradict each other.A blind person listening to a movie is as natural as a blind person watching a movie. Technically, you are listening to it, so to you, watching and listening mean the same thing, because to you, the sense that does the watching is your hearing. The semantic meaning refers to your senses, watching or hearing, while the pragmatic meaning also refers to the context, the fact that your main sense is hearing. Both of them are just as natural and correct. Add to this the social aspect, and things might change a bit: do you prefer to use "watching," because that's the social norm, do you feel that using one term over the other is more inclusive, etc.This, however, is not, and was not, my point. See post #34.For Honor is not exactly the most realistic game to represent medieval combat. Knights aside, the samurai, vikings and wu lin are known to fight predominantly on foot, as history tells us. That is not to say that horses were never involved, many moves in Chinese martial arts for example were originally meant to forcibly dismount your opponent.Modern games would be unimaginable without movement, just as Chinese martial arts games would be unimaginable without mystical elements like flying, fire, healing, etc.There are a number of reasons why this is so, and why game designers usually opt to be unrealistic, but this is for another day, if anyone is interested.I am not sure how much experience you have of, besides martial arts, medieval combat. Movement is understandably not emphasised as much as it is in modern games. While there was definitely footwork, especially while wearing light or medium-sized armor, what was important is your strength versus the opponent's. The heavier the armor was, the more difficult it became to dodge, but naturally, you could trust your armor more to block enemy blows. This was nothing like the elegance of hand-to-hand combat, the use of a katana or spear, or even a staff. With martial arts, movement is crucial, and if you are wearing light armor, such as robes or leather, this is certainly not a problem.No matter how much training you receive, once you fall in heavy armor, you are very likely not going to get back up.Don't get me wrong, even with what @FallingSquirrelGames said, namely that they would like to emphasise weapon and shield use, movement would be certainly a good addition to an extent. But as I said, at the moment, with the current game mechanics, even if movement was added it would make very little difference.Rob

URL: https://forum.audiogames.net/post/461710/#p461710




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Re: The Vale Demo

2019-09-13 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: The Vale Demo

No worries, inarticulateness happens to me too in the morning, post 30 is a good example My grandmother, who used to tell me, "How can you watch a movie, when you can only listen to it," is a typical example of what you said about word use standing out and what is really natural to each individual. She certainly did not mean disrespect.I am still not sure what the writers intended with this correction, whether it was meant as a joke, or just showing respect, hence my reluctance to accept it as politically correct or incorrect. I personally don't mind either way, but I always make it clear that to me, watching and listening mean the same thing. This might not be the same for everyone else.As it stands, I don't see any harm in this correction, that was the reason why I pointed out earlier that while being politically correct is certainly great, people tend to overdo it to a point where others choose not to speak, in fear of being politically incorrect. I could not really argue for either side at this point, my intentions were purely to show both sides as it were.In any mainstream game, combat mechanics like this would not go down well in history, even if the game designers had to add some sort of area sense skill. Realistically, I don't think any blind person would be too comfortable fighting sighted opponents in an unfamiliar environment, especially in armor, but I would have been happier if this was overlooked. Considering A Blind Legend, and other audio games, however, I still think that this is a step up, as far as combat is concerned, which is what I meant to say when I said that the combat aspect makes up for movement.Here's me hoping that your thirst for good combat in audio games will be perhaps satisfied in Angel Gift 2  But we have a long way to go still, and I digress.Rob

URL: https://forum.audiogames.net/post/461716/#p461716




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Re: The Vale Demo

2019-09-12 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: The Vale Demo

Some feedback regarding the demo, which I really love:Menus have an empty option at the topHeavy melee attack has a reference to the controller in the keyboard controls menuSelecting a menu item in keyboard or controller help produces a continuous select sound, as long as the key is held down, space bar for the keyboard.The shepherd is mentioned as a woman during the intro of the fur quest: A blind girl and a cloaked womanYou continuously prove me right with each subsequent release that there's a huge potential for this game. Awesome sound design as always. Thank you!Oh and extra thanks for the difficulty levels, completing the Raiders and Knight tutorials on hard is incredibly fun and satisfying. Thank you for listening to our feedback.Edit: Agree with #10, hard is not as hard as it should be. Projectiles should be really annoying and make you lose your rhythm, which they currently don't. Bring 'em on Edit 2: Forgot to add: Could you please make sure that keyboard/controller hints are only spoken once? Hearing what to press to select and to go back in menus when you select a menu item, for example, is a bit too much in my humble opinion.Rob

URL: https://forum.audiogames.net/post/461507/#p461507




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Re: The Vale Demo

2019-09-12 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: The Vale Demo

Some feedback regarding the demo, which I really love:Menus have an empty option at the topHeavy melee attack has a reference to the controller in the keyboard controls menuSelecting a menu item in keyboard or controller help produces a continuous select sound, as long as the key is held down, space bar for the keyboard.The shepherd is mentioned as a woman during the intro of the fur quest: A blind girl and a cloaked womanYou continuously prove me right with each subsequent release that there's a huge potential for this game. Awesome sound design as always. Thank you!Oh and extra thanks for the difficulty levels, completing the Raiders and Knight tutorials on hard is incredibly fun and satisfying.Rob

URL: https://forum.audiogames.net/post/461507/#p461507




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Re: The Vale Demo

2019-09-12 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: The Vale Demo

Some feedback regarding the demo, which I really love:Menus have an empty option at the topHeavy melee attack has a reference to the controller in the keyboard controls menuSelecting a menu item in keyboard or controller help produces a continuous select sound, as long as the key is held down, space bar for the keyboard.The shepherd is mentioned as a woman during the intro of the fur quest: A blind girl and a cloaked womanYou continuously prove me right with each subsequent release that there's a huge potential for this game. Awesome sound design as always. Thank you!Oh and extra thanks for the difficulty levels, completing the Raiders and Knight tutorials on hard is incredibly fun and satisfying. Thank you for listening to our feedback.Edit: Agree with #10, hard is not as hard as it should be. Projectiles should be really annoying and make you lose your rhythm, which they currently don't. Bring 'em on Rob

URL: https://forum.audiogames.net/post/461507/#p461507




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Re: Eurofly registration

2019-09-17 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: Eurofly registration

Hi,I haven't played Eurofly in a long time, but I don't think it requires an internet connection to register your profile.Try running it as an administrator, via the context menu. I suspect that for some reason it is unable to write to its directory.

URL: https://forum.audiogames.net/post/462433/#p462433




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Re: The Inquisitor: Episode 4 "The Demon" - Coming Soon

2019-09-07 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: The Inquisitor: Episode 4 "The Demon" - Coming Soon

This is a long-standing bug that never got fixed.Click anywhere in the game window via the mouse to examine more corpses. Your screen reader's mouse functions might work, otherwise you'll have to use a real mouse.

URL: https://forum.audiogames.net/post/460210/#p460210




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Re: The Vale Demo

2019-09-13 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: The Vale Demo

There is a reason why there was not much movement in old times, you would definitely not want to prance around in heavy armor or circle someone on a horse a lot  When survival is the most important thing, you want to preserve your strength for your attacks.Having said that, while I see how movement could be fun, the way combat mechanics work, there would be little to no effect in moving around. I think combat strategy makes up for this.Regarding being politically correct, I really think that society has a tendency to overdo it these days. For example, there is a type of candy in Hungary called Negro. Someone coming from the US had a dislike to it, thinking that it is disrespectful towards black Americans. In actuality, Negro is the last name of the person who invented this candy, and absolutely no disrespect was meant.What people tend to forget these days is that language is a tool to communicate, to share known or unknown information with each other. If you look at language use, shorter words become longer, because people have this notion that they communicate respect via longer words. Blind vs visually impaired, deaf vs hearing impaired, shellshock vs post-traumatic stress disorder, etc.The dreaded swastika comes from swastik, which, among many things means auspicious, and going further, swasti is the root, the stem, which was used as a greeting. Even in Hinduism, swastik can represent luck, prosperity and success.The easy way out is to forget words that had a negative connotation, and more often than not, the pragmatic meaning, i.e. what the speaker means, is disregarded."Describe it for me," is a bit problematic, I personally would not ask anyone to describe something this way, I would rather ask, "What can you see?", but that's just nitpicking on my part.Even if you are familiar with someone, because they are family, there are times when the information they give you is just not enough, so you want to ask for more. The uncle could not always know how much information you need. I don't really see harm in this. His tone is also acceptable, he wants you to be ready when you need to be, and you can't really do that kindly all the time. This is something like martial arts vs street fights, or learning to ride a bike or to swim. Others can't really share experiences with you. This is why you can't learn to write from a text book, or learn to play an instrument, you have to read books and listen to music alongside your studies.The shepherd, being a simple person, should not have elegant manners, in his environment, being direct is what counts. He simply wants to be tactful, because in his mind, telling you that you see something means disrespect. If we must mirror this to our own world, something similar is going on in many sighted person's head.Being politically correct and respecting each other is a must, but we should really draw the line when people don't know how to talk to you, because they don't know what would be politically correct to you. We are unfortunately heading this way.We are all human beings, and honest mistakes can be and will be made, no matter what. In the end, I think we are all capable of deciding on word use or meaning.

URL: https://forum.audiogames.net/post/461614/#p461614




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Re: The Vale Demo

2019-09-13 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: The Vale Demo

There is a reason why there was not much movement in old times, you would definitely not want to prance around in heavy armor or circle someone on a horse a lot  When survival is the most important thing, you want to preserve your strength for your attacks.Having said that, while I see how movement could be fun, the way combat mechanics work, there would be little to no effect in moving around. I think combat strategy makes up for this.Regarding being politically correct, I really think that society has a tendency to overdo it these days. For example, there is a type of candy in Hungary called Negro. Someone coming from the US had a dislike to it, thinking that it is disrespectful towards black Americans. In actuality, Negro is the last name of the person who invented this candy, and absolutely no disrespect was meant.What people tend to forget these days is that language is a tool to communicate, to share known or unknown information with each other. If you look at language use, shorter words become longer, because people have this notion that they communicate respect via longer words. Blind vs visually impaired, deaf vs hearing impaired, shellshock vs post-traumatic stress disorder, etc.The dreaded swastika comes from swastik, which, among many things means auspicious, and going further, swasti is the root, the stem, which was used as a greeting. Even in Hinduism, swastik can represent luck, prosperity and success.The easy way out is to forget words that had a negative connotation, and more often than not, the pragmatic meaning, i.e. what the speaker means, is disregarded."Describe it for me," is a bit problematic, I personally would not ask anyone to describe something this way, I would rather ask, "What can you see?", but that's just nitpicking on my part.Even if you are familiar with someone, because they are family, there are times when the information they give you is just not enough, so you want to ask for more. The uncle could not always know how much information you need. I don't really see harm in this. His tone is also acceptable, he wants you to be ready when you need to be, and you can't really do that kindly all the time. This is something like martial arts vs street fights, or learning to ride a bike or to swim. Others can't really share experiences with you. This is why you can't learn to write from a text book, or learn to play an instrument, you have to read books and listen to music alongside your studies.The shepherd, being a simple person, should not have elegant manners, in his environment, being direct is what counts. He simply wants to be tactful, because in his mind, telling you that you see something means disrespect. If we must mirror this to our own world, something similar is going on in many sighted person's head.Being politically correct and respecting each other is a must, but we should really draw the line when people don't know how to talk to you, because they don't know what would be politically correct to you. We are unfortunately heading this way.We are all human beings, and honest mistakes can be and will be made, no matter what. In the end, I think we are all capable of deciding on word use or meaning, and focus on what was meant, rather than find insult or disrespect. Tactfulness goes both ways.

URL: https://forum.audiogames.net/post/461614/#p461614




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Re: Echoes from Levia: Soulbound is now FREE

2019-12-22 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: Echoes from Levia: Soulbound is now FREE

Hi,I am sorry to hear about your difficulties.While I personally think that the game does not provide enough complexity for me, I would like to thank you for releasing the game for free.As far as I am aware, this was your first audio game project, I hope you were able to gain helpful experience from the community, should you wish to release other audio-based games in the future.Similarly to others before me, I also wish you best of luck for the future. As always, please let us know if there's anything we can do to help, if needed.

URL: https://forum.audiogames.net/post/487595/#p487595




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Re: Help for the game AngelGivt

2020-02-26 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: Help for the game AngelGivt

Thank you very much @Dragons.As unbelievable as it is, I am looking forward to the new episode as well 

URL: https://forum.audiogames.net/post/504334/#p504334




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Re: Help for the game AngelGivt

2020-02-24 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: Help for the game AngelGivt

Hi @Maranatà,Thank you very much for your kind words.Unless serious bugs surface, Angel Gift will not receive future updates, as that story is complete.A new episode is currently in the works, albeit in the planning phase as of now. The story will take place directly after Angel Gift, with a quite fascinating system that can be used both offensively and defensively, based on your past actions. Without revealing too much, I can say that there has been no audio game where you could influence the world around you as much as you will be able to. For many games, your goal is to reach the end, and hope that what you have achieved so far will be enough to beat the final boss. With Angel Gift 2, the end is just the beginning. Literally.

URL: https://forum.audiogames.net/post/503807/#p503807




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Re: Help for the game AngelGivt

2020-02-24 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: Help for the game AngelGivt

Hi @Maranatà,Thank you very much for your kind words.Unless serious bugs surface, Angel Gift will not receive future updates, as that story is complete.A new episode is currently in the works, albeit in the planning phase as of now. The story will take place directly after Angel Gift, with a quite fascinating system that can be used both offensively and defensively, based on your past actions. Without revealing too much, I can say that there has been no audio game where you could influence the world around you as much as you will be able to. For many games, your goal is to reach the end, and hope that what you have achieved so far will be enough to beat the final boss. With Angel Gift 2, the end is just the beginning. Literally.Rob

URL: https://forum.audiogames.net/post/503807/#p503807




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Re: Looking for Treasure Mania

2020-02-04 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: Looking for Treasure Mania

Thank you for the kind words, @Jack.To be honest, a comeback was never out of the question. Unfortunately, this is not as easy as it sounds. We could not focus on making audio games with the same passion anymore, life got in the way, you might say. If we developed something now, it would be considerably different. We would probably bicker more about making the perfect soundtrack, rather than finding new ways to innovate in code, as was customary with our generation of devs. Knowing us, however, we always have a project or two shelved, so if we decide that its time for a comeback, which is unplanned at this time, you might see two space stations fighting against hordes of alien space ships and creatures at the same time, step into the shoes of an archeologist or become the hero of a paintball match, or even meet a gentleman with a mind trick or two.I wish we had time and more developers 

URL: https://forum.audiogames.net/post/498499/#p498499




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Re: Input needed for planned audio football project

2020-04-13 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: Input needed for planned audio football project

While this would increase costs, I really like the numbered approach, as it does not interrupt the game flow by switching to a different voice/screen reader.Announcing player names is going to be a priority. It will probably take us some time to fine-tune what is more important in a given situation, player names or the actions, e.g. "A good chance here!" instead of announcing the player name, but this is why we'll have testers.Feedback and comments are incredibly useful, thanks everyone! Let me know if anything is not clear or you are not sure about how we might go about implementing something and I'll try to explain the way I'm planning to implement it, so we can discuss bad and good. Keep them coming! 

URL: https://forum.audiogames.net/post/519049/#p519049




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Re: Input needed for planned audio football project

2020-04-13 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: Input needed for planned audio football project

Hi,Unfortunately, since licensing official teams and players is something that is definitely out of the question for various reasons, such as high royalties that I would rather spend on game audio and updating the commentary, or compensate people who put in time and effort to make the game better in any way.I am not sure how commentary would work for custom teams and players, I think our best option is to have a mix of dynamically generated speech and recorded speech, but we'll see.To report some good news, I've just fully implemented the referee, including the rule that if the referee touches the ball in any way, the game will be stopped and a referee ball will be used to continue.

URL: https://forum.audiogames.net/post/518979/#p518979




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Re: Input needed for planned audio football project

2020-04-14 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: Input needed for planned audio football project

This is very interesting to read, and it is incredibly useful. I will have to make slight modifications, but based on what you explained, I think Fifa and PES did the right decision to make a formation database.If I whipped up a quick formation database editor, do you think people would contribute formations? I essentially need a defense and an attack formation, for example for 4 4 2, 4 3 4, 4 3 2 1, etc.It would make my life a lot easier, because then I could just send players to their destination depending on whether a team is playing defensive or offensive. The editor would be a grid, where you could define a position for the 10 field players for both attack and defense and of course name the formation, so nothing really fancy.Besides this, players would still have their instructions, for example as a forward stay on the left wing position, wait inside the box, etc. Furthermore, you would be able to overwrite the built-in formation via moving players back and forward in-game.

URL: https://forum.audiogames.net/post/519486/#p519486




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Re: Input needed for planned audio football project

2020-04-14 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: Input needed for planned audio football project

You just shortened development time by about a month or two, thank you very much!For international matches, I think the dimensions are from 64 to 75 meters for the goal line, and 100 to 110 for the touch line. We could go with something like 70 and 105 for the grid, we could always change dimensions and convert the existing data later, if we need to.Writing a simple editor is not a big deal to me, so whatever's comfortable for you will work. What we need are just player numbers and positions, for example p1 5, 5 for the left defender, meaning 5 meters from the touch line and 5 meters from the goal line when defending, etc. This is what the editor would save in a file as well. If you think this would be easier to define in a grid-based editor, I'll create one.The nice thing about the formation database is that you can literally position everyone the way the formations normally work. For example, because you positioned the defenders apart, the opponent forward will be able to stay in-between as needed.Thanks once again, this information is indispensable and I definitely see why mainstream games would do it this way as well.Regarding marking players, I think assigning the closest opponent as your marker is a good idea, so it can change dynamically, but I am also open to ideas in this area if you feel we can do something better.

URL: https://forum.audiogames.net/post/519494/#p519494




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Re: Input needed for planned audio football project

2020-04-14 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: Input needed for planned audio football project

You just shortened development time by about a month or two, thank you very much!For international matches, I think the dimensions are from 64 to 75 meters for the goal line, and 100 to 110 for the touch line. We could go with something like 70 and 105 for the grid, we could always change dimensions and convert the existing data later, if we need to.Writing a simple editor is not a big deal to me, so whatever's comfortable for you will work. What we need are just player numbers and positions, for example p1 5, 5 for the left defender, meaning 5 meters from the touch line and 5 meters from the goal line when defending, etc. This is what the editor would save in a file as well. If you think this would be easier to define in a grid-based editor, I'll create one.The nice thing about the formation database is that you can literally position everyone the way the formations normally work. For example, because you positioned the defenders apart, the opponent forward will be able to stay in-between as needed.Thanks once again, this information is indispensable and I definitely see why mainstream games would do it this way as well.Regarding marking players, I think assigning the closest opponent as your marker is a good idea, so it can change dynamically, but I am also open to ideas in this area if you feel we can do something better.Edit: I forgot to add, regarding attack formations, we only need to define those if they differ from their defensive counterparts, as otherwise I can just instruct the players to move forward. By the way, I am also planning to add a feature to the pause menu, where you will be able to review the entire pitch, in case you would like to determine the starter formation of your opponent, etc.

URL: https://forum.audiogames.net/post/519494/#p519494




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Re: Input needed for planned audio football project

2020-04-14 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: Input needed for planned audio football project

@hadi.gsf Yes, I meant this exactly.So in the case of 4 2 3 1, this would be something like:p1 5 5 p2 25 5p3 45 5p4 65 5p5 5 25p6 65 25p7 5 50p8 35 50p9 70 50p10 35 70In defense position. Defenders are 20 meters apart, on the 5th meter of the pitch in front of the goal keeper. The next row has the two midfielders on the left and right side. The next row has the three players and the one forward is in the middle.This is probably not correct, so I am just trying to illustrate the representation. Then, p1 and p4, the two backs move up, so there would be an additional row with just those two players, probably at 5 45 and 65 45, if I understood your description correctly.But if it is easier, we can do this via the editor, or you could just describe the changes after the initial, defensive setup.What is important is the actual positions on the pitch, because these will be the positions where all the players move to when there's a kickoff, after a goal, etc.As always, I am open to suggestions, in case this approach is flawed. Thanks again for your help!@techmaster20 Thank you very much for your offer. I feel that we're not going to have issues with sounds at the moment, but I will keep you in mind. Everything counts, no matter how small or big the help is, because I can focus more on the coding part, and if there is a project where this counts, it's definitely going to be an audio remake of football You guys are great!

URL: https://forum.audiogames.net/post/519582/#p519582




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Re: Input needed for planned audio football project

2020-04-14 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: Input needed for planned audio football project

@hadi.gsf Yes, I meant this exactly.So in the case of 4 2 3 1, this would be something like:p1 5 5 p2 25 5p3 45 5p4 65 5p5 5 25p6 65 25p7 5 50p8 35 50p9 70 50p10 35 70In defense position. Defenders are 20 meters apart, on the 5th meter of the pitch in front of the goal keeper. The next row has the two midfielders on the left and right side. The next row has the three players and the one forward is in the middle.This is probably not correct, so I am just trying to illustrate the representation. Then, p1 and p4, the two backs move up, so there would be an additional row with just those two players, probably at 5 45 and 65 45, if I understood your description correctly.But if it is easier, we can do this via the editor, or you could just describe the changes after the initial, defensive setup.What is important is the actual positions on the pitch, because these will be the positions where all the players move to when there's a kickoff, after a goal, etc. The moment you get the ball, players will have their attack formation instructions to move to.This reminds me, do I remember correctly that players are not allowed to stay on the opponent's third, or on the midfield, when they have a kickoff? For example after they received a goal. Because this would mean that they would need to move back to defend, only to change into attack formation the moment the kickoff is happening, since it is very likely that they are still in control afterwards.As always, I am open to suggestions, in case this approach is flawed. Thanks again for your help!@techmaster20 Thank you very much for your offer. I feel that we're not going to have issues with sounds at the moment, but I will keep you in mind. Everything counts, no matter how small or big the help is, because I can focus more on the coding part, and if there is a project where this counts, it's definitely going to be an audio remake of football You guys are great!

URL: https://forum.audiogames.net/post/519582/#p519582




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Re: Input needed for planned audio football project

2020-04-15 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: Input needed for planned audio football project

Technically, the exact middle of the pitch is, you are right, tiny. In this case I am just thinking in thirds, which will allow the commentary to be more interesting, for example announce player names differently, based on which third the ball is on.So in practice, this would mean that the middle region consists of an area on your half, as well as the same amount on the opponent's. In this regard, the half line would be where the third row of regions end.We can certainly make players come close or keep their distance, so I don't think that this is going to be a problem. How close do the players need to be, for instance in a 4-4-2 formation? On a 5 by 6 pitch, if we make life easy and have a 70 wide and 108 tall one, we have identical 14 meters wide and 18 meters long regions.

URL: https://forum.audiogames.net/post/519803/#p519803




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Re: Input needed for planned audio football project

2020-04-15 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: Input needed for planned audio football project

you could just reference the horizontal and vertical positions, for example from 1 to 5 and 1 to 6, so for example 3 6 would be the middle of the opponent's box and penalty area, while 3 1 would be yours. Whenever there are more than 2 players on one region, some extra notes would be nice, just to know the initial position, e.g. a rough distance, or whether I should put the players in the corner of the region, etc. With two players, I think it makes sense to move them to the top middle and bottom middle of the region, unless we have distance requirements, in which case players will make sure they keep the appropriate distance.Regarding markings, you mentioned that sometimes an attacker can draw away defenders, which is something I was thinking about adding, however I am not sure about how you as a gamer would accomplish this. Does this work in Fifa, e.g. having two markers drawn away by one person?

URL: https://forum.audiogames.net/post/519847/#p519847




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Re: Input needed for planned audio football project

2020-04-15 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: Input needed for planned audio football project

@hadi.gsf I see what the problem is.How about we divide up the pitch into 18 regions? Left middle and right horizontally, and 6 vertical rows. So basically, each third has two halves and 3 regions in each half, 6 regions in a third. This way, I can change pitch dimensions easily, and we don't need exact meters to know where a player should stand, since I can just move a player to the edge of the region that is closest to the goal line. To estimate, these 18 regions would be about 25 meters wide and almost 19 meters tall, but you wouldn't need to worry about the exact numbers. Would this make it easier, or should I just create an editor so you can forget about the numbers altogether?If we use regions, and the formation is exactly the same, you could just say something like in normal play, move every player one row up.@simba Yes, this is exactly how player abilities will work from the start. Later on, you will be able to upgrade stats in-game for coins that you receive after matches, and of course you will be able to create/edit your own custom players and teams as well.

URL: https://forum.audiogames.net/post/519687/#p519687




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Re: Input needed for planned audio football project

2020-04-15 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: Input needed for planned audio football project

The problem I am seeing with a 5x5 distribution is that the midfield region will have to be twice as big as the other regions, so I think six vertical regions would make more sense. Say, if you are facing the opponent's goal, the first row of regions would be your box and penalty area, the second row would be the area between your box and the midfield, the third and fourth rows of regions for the midfield, one row for your opponent's area between their box and the midfield, and finally the opponent's penalty area and the box. Horizontally, if it is easier to distribute formations this way, I think dividing it into 5 regions is okay. I can make it so that they would move to the middle of the region horizontally, and maybe a bit up vertically, so they wouldn't stand near the edge. This way it would be easier to move in any direction if the ball is in a player's region, for both of the teams. What do you think?

URL: https://forum.audiogames.net/post/519714/#p519714




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Re: Input needed for planned audio football project

2020-04-15 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: Input needed for planned audio football project

Sure, let me know how it goes and if it's confusing in any way, I can whip up a quick editor for you.Ah, this makes sense now. We can put this in too, I think, once the basics are done. This is probably going to be communication on the player level, so I'll need to track the closest player of the opponent, as well as the closest teammate, which I have to do anyway because of potential pass targets. Thank you for your explanation!

URL: https://forum.audiogames.net/post/519855/#p519855




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Re: Input needed for planned audio football project

2020-04-18 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: Input needed for planned audio football project

Thanks @animal metal.

URL: https://forum.audiogames.net/post/520495/#p520495




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Re: Input needed for planned audio football project

2020-04-13 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: Input needed for planned audio football project

Just for giggles, I've contacted FIFPro, to inquire about player name licensing. Since we are not interested in player likeness, as the game will not contain graphics, I can obtain a license for current players in Europe for 25000 dollars for a year. So no, unfortunately real players will not make an appearance, at least officially. There are online sources and the editor will be available, so this can be done via custom teams.@FabiG94 Any time.Yes, you will be able to change strategies during a match. I am imagining a pause menu with a tactics option, where you will have team tactics (applied to all players), or individual tactics (applied to a single player). With team tactics, the game will be divided up into 4 regions, so you will be able to instruct everybody to have a tighter defense. This, of course, means that when you are attacking or coming back to defend, your midfielders and forwards will have a lot more running to do. As for individual player instructions, more regions will be available (not sure about the exact number right now), so you can easily change formation from a 4 4 2 to a 3 4 3 or even 4 3 2 1 if you like.Regarding updates, there are multiple reasons why I would like to do it. The most important one is that not every planned game mode will be available in the initial release. Upcoming updates will address this. This allows me to release the game faster and tweak things that need tweaking. This ideally means that we will have new and improved sounds, the gameplay might change slightly, the AI can hopefully get smarter with each release as well.The other thing is that the player database needs to be updated as well. Players age, their skills might get better or worse, we can introduce new players and teams, etc.@visualstudio Thanks for explaining what you mean. Yes, this is going to be a factor when shooting as well.Wavenet is a good idea, unfortunately it is quite costly, at least from my past experiences with Google. I think the best option is to use a TTS or a screen reader for the prototype, so that I can show something for what I am asking funding for  I don't think it would be fair to anyone if I asked for financial support now.@cyco I don't think there is any TTS voice at the moment that can convey the excitement of a football match in a way that I would be happy with. Even if recorded speech is repetitive, I would definitely love to have a real human commentating, if we can make it possible.Regarding stadiums, I was just looking into dimensions and where certain markings are on the pitch. Because we cannot include real ones, I was thinking about having international minimum and maximum values and randomize for each stadium. What other features do you imagine editing, if we make creation and editing available?And lastly, we have a candidate for the commentary. Here's a reel he has done. I personally think that it's incredibly good, but I'm interested about your opinion. https://soundcloud.com/voiceoverguy/set … ommentator

URL: https://forum.audiogames.net/post/519130/#p519130




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Re: Input needed for planned audio football project

2020-04-13 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: Input needed for planned audio football project

Just for giggles, I've contacted FIFPro, to inquire about player name licensing. Since we are not interested in player likeness, as the game will not contain graphics, I can obtain a license for current players in Europe for 25 dollars for a year. So no, unfortunately real players will not make an appearance, at least officially. There are online sources and the editor will be available, so this can be done via custom teams.@FabiG94 Any time.Yes, you will be able to change strategies during a match. I am imagining a pause menu with a tactics option, where you will have team tactics (applied to all players), or individual tactics (applied to a single player). With team tactics, the game will be divided up into 4 regions, so you will be able to instruct everybody to have a tighter defense. This, of course, means that when you are attacking or coming back to defend, your midfielders and forwards will have a lot more running to do. As for individual player instructions, more regions will be available (not sure about the exact number right now), so you can easily change formation from a 4 4 2 to a 3 4 3 or even 4 3 2 1 if you like.Regarding updates, there are multiple reasons why I would like to do it. The most important one is that not every planned game mode will be available in the initial release. Upcoming updates will address this. This allows me to release the game faster and tweak things that need tweaking. This ideally means that we will have new and improved sounds, the gameplay might change slightly, the AI can hopefully get smarter with each release as well.The other thing is that the player database needs to be updated as well. Players age, their skills might get better or worse, we can introduce new players and teams, etc.@visualstudio Thanks for explaining what you mean. Yes, this is going to be a factor when shooting as well.Wavenet is a good idea, unfortunately it is quite costly, at least from my past experiences with Google. I think the best option is to use a TTS or a screen reader for the prototype, so that I can show something for what I am asking funding for  I don't think it would be fair to anyone if I asked for financial support now.@cyco I don't think there is any TTS voice at the moment that can convey the excitement of a football match in a way that I would be happy with. Even if recorded speech is repetitive, I would definitely love to have a real human commentating, if we can make it possible.Regarding stadiums, I was just looking into dimensions and where certain markings are on the pitch. Because we cannot include real ones, I was thinking about having international minimum and maximum values and randomize for each stadium. What other features do you imagine editing, if we make creation and editing available?And lastly, we have a candidate for the commentary. Here's a reel he has done. I personally think that it's incredibly good, but I'm interested about your opinion. https://soundcloud.com/voiceoverguy/set … ommentator

URL: https://forum.audiogames.net/post/519130/#p519130




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Input needed for planned audio football project

2020-04-12 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Input needed for planned audio football project

Hi all,For people in the US, football here refers to soccer. Buckle up, this is going to be a long post. Any input is appreciated, in fact, I am posting this here to spur a healthy discussion.Being a long-time Fifa player myself, I stopped playing around 2005, because the complexity of the game got to a point where it was not possible to play properly. I am aware that EA is looking for accessibility feedback regarding this, but that's for another discussion.I looked at Fifa 21, and quite frankly, I am not really impressed. The commentary is very repetitive, we don't get information about squad movement, player positions, etc. Repetition is something that is always going to be an issue, as there's only so much you can do with recorded speech, but I am hoping to try and address the other shortcomings in AF. Game audio could also use some tweaking, as the crowd chants for example are unnaturally loud and do not melt into the general crowd ambience.Let me address a few questions you might have by now:I am at a very early planning stage. The game is likely not going to be out for a while, for at least a few years to be precise. There are a few reasons why.1. While I'd love to work on this full-time, Unless I receive funding, I am unfortunately unable to do so.2. I can state without a doubt that AF is going to have the most complex AI ever written for an audio game. Perfecting this is very likely going to take up most of my time until the initial version is out. I'm going to explain game AI in a bit more detail.Players will have their individual AI, which will react to events, for example if a pass is coming from another player, they will try to move to the best position to be able to receive. On the other hand, if you are defending, you would want the player to move to the best position to intercept a pass. How well these instructions are executed depends on the individual player skill level in that area, for example speed, passing, shooting, tackling, dribbling, etc. Eventually, this is something that you will be able to influence via coins or via other means, but probably not in the first release.Then comes team tactics. If your team is leading by one goal, faults are going to be a bit more common, generally players will be defending more aggressively. This also depends on game time, at the end, for example, it is very common for most players to move back to defend and to head balls away, or just try and block in general.Then of course there's offside tactics, the importance of the match (is this a world cup?), whether it's their home venue (impressing fans), etc.For squad tactics, I will have predefined formations, e.g. 4, 3, 2, 1 or 4, 4, 2, but you will be able to set positions for each player as well. During a match, players will try to stick to these positions, and you will be able to change formations at will during a match. This is very similar to how Fifa and Pro Evolution Soccer does it, with multiple defined regions and a formation database.The complexity of designing an AI like this comes from the facts that there are a lot of parameters that can influence player and squad behavior on multiple levels, as well as making the AI semi-realistic and believable enough. If it is too realistic and perfect, players will find it frustrating, if it is the opposite, it will not pose a challenge at all.3. How much is ready?About 5000 lines of AI code, not including headers, corner kicks, off side, throw ins, player or squad pressure. Formations generally work, and the AI is able to decide to pass to the most obvious open player. This is not always what you want, as the AI will become predictable, so I am also looking into reinforced learning strategies per match. Later on, it would be nice to add strategies learnt from previous matches, i.e. if you play against the same team in a world cup.What is planned?At first, I am planning to release a prototype with just a few teams, Microsoft SAPI being the commentator.Regarding teams and players, there won't be any real football players included, and I am not sure I can include existing team names either without a license.Advanced features, such as multiplayer, upgradable skills, manager mode are features I'd love to have, but they are probably not going to be in the final version. As I am planning to refine gameplay and game audio based on feedback in upcoming iterations (possibly yearly), they will be added in.When the prototype version is ready, I am planning to start a project funding campaign, mainly to get funding for game assets (recorded commentary, game audio including crowd ambience, ball sounds, music, etc).Depending on how this goes, and on the release date of the first final version, I can start working on the next version, with slight changes to player stats, possibly new players, and other additions. I will have to prioritize at this point.GameplayPerhaps it is a bit too early to talk about this, 

Re: Input needed for planned audio football project

2020-04-14 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: Input needed for planned audio football project

Thanks guys for your trust and encouragement, it really means a lot. I'm currently putting in about 8 to 10 hours a day to research tactics, work on the AI and whenever I have a break, I'm looking for extras, such as candidates for commentary voices. The reason why I am putting this much time into the project right now is that once things get back to normal, I won't be able to work as much on the game, due to my job. I'd like to do as much as I can until then. This was one of the reasons why I said in my first post that this is going to take a few years and I don't really have a release date yet. If things go well, the prototype can be ready by next year, but we'll see.@crashmaster: No worries. Even if it's just designing a website, it's one less thing for me to do. I was serious when I said that everything counts  We'll find something.@cyco I think it is likely that the game will not be free, however, I would like to keep it at a reasonable price, something like 20 dollars if possible. The price of the first version really depends on the funding campaign, it might be possible that it's going to be released as freeware. Subsequent, hopefully yearly, updates will have a small fee, mainly to cover the new commentator additions and to compensate the hard work of the editors. This is really one of those projects that requires a lot of work, especially from a single developer (doing the task of 50 professional developers who are still working on the AI after 20 years or so in a mainstream game), and financially there's not much compensation as the cost of producing game content is very high.For example, apart from the commentary cost, imagine that for every added national team, the national anthem, or at least part of it, should be included as well. No wonder I question my sanity so many times, haha.Nothing is set in stone at the moment, and I am sure a lot of things will change by the time we have a final 1.0. But I am really looking forward to it.I am not sure about the MLS rules at the moment, but I don't see why they cannot be added, especially if we decide to add the MLS league.

URL: https://forum.audiogames.net/post/519324/#p519324




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Re: Input needed for planned audio football project

2020-04-12 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: Input needed for planned audio football project

@crashmaster Luckily, I am in a position where I have a very good sound designer and we're probably going to spend hours going through what we need and how things should sound like in the game mix. As long as you have legal rights to the sound libraries you use, there is no reason for me to refuse your help, thank you very much! We are unfortunately far away from the sound design stage for now, but it's going to be very important later on.Regarding compensation, I'd love to compensate any substantial help. For now, I cannot promise much, as it's too early to do so, but if things go well, especially at the funding stage, it's very likely going to happen.The commentator, just like in other football games, will be scripted. This means having player names recorded at least 9 times, three variants of intonations for three different distances from the goal line. Other lines include, position info, comments on various actions, e.g. "Good pass," "He attempts to pass it through,", "Team name is putting on the pressure here," etc. At best, we are looking at 6-7 hours of initial audio, which we can add to later on, when new players, game modes, etc, are added. Just like players, the commentator is going to have new added lines, even if not yearly, but at least every 2-3 years.I hope that joining the project will not be a disappointment for you @Moritz, Awesome! Any help is greatly appreciated. Knowing rules will definitely help when you are testing the game, however, I am planning to include a training mode and I am dreading writing documentation already @Juliantheaudiogamer Thank you for your kind words. I am hoping that this will become something big as well. Don't feel bad about not being able to contribute, encouragement counts as contributing and I am definitely happy about it  Besides, Austria will be included as a team, since I am planning to include national teams first, which means that you can actually contribute first and last names if you like.

URL: https://forum.audiogames.net/post/518722/#p518722




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Re: Input needed for planned audio football project

2020-04-12 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: Input needed for planned audio football project

Thank you very much in advance, @nidza07.You are right, making your game translatable from the start is a must, and it makes a developer's life a lot easier in the long run.In the case of this project, this is even more important, as the game UI, the commentary and to an extent the stadium announcer should be translatable. Later on, we'll have even more things, for example generic audio scenes for news reports, interviews, etc. It all comes down to how detailed we want this game to be. I'll try and do my best so that adding new languages will be as painless as possible.Regarding the player and team editor, yes and no. Extending the game, especially by fans is always great, as long as the game does not become unbalanced. It is very likely that the game will eventually include an editor, however, custom players and teams will not be available for multiplayer matches.Having said that, as long as the players and teams are well-designed, I am open to adding them in new versions, possibly off-season. Ideally, I would like to have an editor community, so that this is managed properly.

URL: https://forum.audiogames.net/post/518659/#p518659




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Re: Input needed for planned audio football project

2020-04-12 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: Input needed for planned audio football project

Thank you very much in advance, @nidza07.You are right, making your game translatable from the start is a must, and it makes a developer's life a lot easier in the long run.In the case of this project, this is even more important, as the game UI, the commentary and to an extent the stadium announcer should be translatable. Later on, we'll have even more things, for example generic audio scenes for news reports, interviews, etc. It all comes down to how detailed we want this game to be. I'll try and do my best so that adding new languages will be as painless as possible.Regarding the player editor, yes and no. Extending the game, especially by fans is always great, as long as the game does not become unbalanced. It is very likely that the game will eventually include an editor, however, custom players will not be available for multiplayer matches.Having said that, as long as the players are well-designed, I am open to adding them in new versions, possibly off-season. Ideally, I would like to have a player editor community, so that this is managed properly.

URL: https://forum.audiogames.net/post/518659/#p518659




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Re: Input needed for planned audio football project

2020-04-12 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: Input needed for planned audio football project

Thanks @vojvoda. I'm glad to hear that there is interest, knowing that headaches are worth it is definitely motivation that I need right now.  Not to mention your generous offer.Any info or technical help is useful. Knowing the probability of fouls for example is going to be useful when fine-tuning the AI when it is ready. Past Fifa or PES experience is also indispensable. While I definitely do not wish to clone existing games, there are standards and parts of the game that were never conveyed to me, having not been able to see in-game graphics.I'm definitely going to add you. In case there are more people (hopefully there will be), would it be okay to add you to a group?

URL: https://forum.audiogames.net/post/518669/#p518669




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Re: Input needed for planned audio football project

2020-04-12 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: Input needed for planned audio football project

Thanks @visualstudio.Defense at the moment works in a way that the following actions can happen. They are rated based on a few factors, such as formation (i.e. how close you are to your set position when defending in your third of the pitch), what's the score, etc. Just to clarify, this is the state when your opponent has the ball:1. Try to take the ball, if possible.2. Guard a player. This is important for blocking forwards from receiving the ball from midfielders, for example.3. Guard an area. This is the same as 2, except there is no player in your area, and your team mates do not need help. If they do, risk is calculated, i.e. what happens if your position is left open. Score is also checked here, because if you are leading by 2 goals, for example, the player will be more likely to leave the set position if a teammate needs help.4. Block. In this state, the player will attempt to position itself so that passes or shots can bounce back. This is also the position when heading the ball back can happen.These all have priorities during a defensive situation, and its up to the player AI to choose one and at the same time not ignore squad tactics, i.e. leave a set position.The offensive state, when you have the ball, is a bit easier, as the goal is either to get the ball, i.e. run after it with the closest player, or if you already have it, your team mates will try to get in a supportive position. Suppose, for example, that you are playing 4, 2, 2 and one of your forwards has the ball. Since you are close to scoring a goal, the other forward is either going to run with you, following the play, or if you are surrounded by opponent players, will try to run into an open position, where he can receive the ball from you, using the player in control to open up the field for a shot.If you are on the midfield, and have the ball via a midfielder, forwards or attacking midfielders will follow you, get into a receive position so that you can pass, or they will try to draw the opponent's players onto them, so that they can open up the field for you. This is when you usually pass to one of the wing players. When your forwards detect this, they will move into a position for a header, or open the field for a cross. In either case, your team will always try to create multiple options to play with, and it is up to you how you open up your opponent's defense.Regarding losing control, would this mean that the ball is not under your control anymore and you would need to run after it? How exactly do you lose control?

URL: https://forum.audiogames.net/post/518809/#p518809




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Re: Input needed for planned audio football project

2020-04-13 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: Input needed for planned audio football project

@FabiG94 Thank you very much. The Spanish community was actually one of the reasons why I am going to put a lot of emphasis on making the game translatable.Regarding player skills, you are absolutely right. Internally, this is going to be a percentage, which in later versions you will be able to upgrade.The AI always calculates the best angle and power for a shot. This means that without opponent players to block the ball, and without a goal keeper, the AI shot would always go in. In a match, however, there are a lot of things that can influence a shot. The player's stamina, for example influences the power behind a shot, while the shooting skill influences the aim and how well the ball is controlled during a shot. Besides these, even if a shot is perfect, opponent players can still head the ball away, or run in to block, and of course the goal keeper will also try and follow, either catching it, punching it out for a corner, etc.Yes, the climate will also influence gameplay. Rain, for example, will be able to make the ball harder to control, as well as making players slide in to tackle faster. Fog will make it more difficult to detect players.The referee is making perfect decisions at the moment, but this is going to change. If players are obscuring a foul, the referee may not see it all the time. With offsides, there is a chance that the referee will not stop the game. This includes goals scored from off-side positions, etc. There is going to be a setting to control how perfect the referee is, by default, it will be balanced.Manager mode is, similarly to multiplayer, something that will be definitely added, but it is very likely that it will happen a few versions later, since after the national teams, I'll have to implement seasons which is going to bring in a lot of new players and teams, whichever league I implement.@cyco I agree. This will be very important for adding in league teams, or just making your own dream team. It's definitely going to be part of the editor.

URL: https://forum.audiogames.net/post/518944/#p518944




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Re: Input needed for planned audio football project

2020-04-26 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: Input needed for planned audio football project

Awesome. We'll see how pricing and availability turns out later on, but he is definitely a candidate for me.@hadi.gsf Any luck with the formations? I am not trying to hurry you, take as much time as you need, especially these days. I was just wondering if you need me to do anything at the moment.

URL: https://forum.audiogames.net/post/522964/#p522964




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Re: Input needed for planned audio football project

2020-04-14 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: Input needed for planned audio football project

Regarding updates, I think what you are suggesting is what I was planning to implement. If I can avoid it, I'd rather not pressure people into buying new versions, and support the project when they feel it deserves it. While this might affect the frequency of new versions, since I might not have enough funding to put out a new version, I believe it's the best option to stay faithful to gamers.Regarding the initial release having basic tactics, I am not sure what would save me more time, adding more advanced tactics later on, which might require me to modify or even rewrite the AI, or to spend more time on it now and release the best quality I can. The perfectionist in me votes for the latter.So the idea about staying formations, and please let me know if I am wrong, is that no matter the formation, the entire team tries to follow the player in control. This is obviously going to be imperfect, since player speeds will vary.So in any position, if you have the ball in the middle, the entire team will move up the pitch with you, while non-controlling team players will try and cut off players by blocking their position to the ball. Does this sound right to you as a basic strategy for squad movement?

URL: https://forum.audiogames.net/post/519419/#p519419




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Re: Input needed for planned audio football project

2020-04-14 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: Input needed for planned audio football project

Regarding updates, I think what you are suggesting is what I was planning to implement. If I can avoid it, I'd rather not pressure people into buying new versions, and support the project when they feel it deserves it. While this might affect the frequency of new versions, since I might not have enough funding to put out a new version, I believe it's the best option to stay faithful to gamers.Regarding the initial release having basic tactics, I am not sure what would save me more time, adding more advanced tactics later on, which might require me to modify or even rewrite the AI, or to spend more time on it now and release the best quality I can. The perfectionist in me votes for the latter.So the idea about staying formations, and please let me know if I am wrong, is that no matter the formation, the entire team tries to follow the player in control. This is obviously going to be imperfect, since player speeds will vary.So in any position, if you have the ball in the middle, the entire team will move up the pitch with you, while non-controlling team players will try and cut off players by blocking their position to the ball. Does this sound right to you as a basic strategy for squad movement?To add to this, we can probably add individual instructions. Since the pitch is broken up into 18 regions at the moment, you can specify what region to stay in when attacking or defending. Besides this, I think we will also need a left middle or right instruction.What I am not sure about is if this should be relative to the controlling player, or relative to the pitch, so would players always go to the same position when attacking or defending.

URL: https://forum.audiogames.net/post/519419/#p519419




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Re: Input needed for planned audio football project

2020-04-14 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: Input needed for planned audio football project

@Lettsee Thank you!I am currently investigating what option would be the best playing against, when it comes to positions. I know that Fifa and PES use a formation database, but I am looking into whether dynamic positioning, e.g. still a 4 4 2 if you have that as your global formation, but relative to the player controlling the ball, would be better. If not, I might come up with a quick formation editor and in that case having default formations by experienced FIFA or PES players would be very nice to have by default in the game. Essentially, what I am looking for is attack and defense formations and as many as we can have.

URL: https://forum.audiogames.net/post/519367/#p519367




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Re: Input needed for planned audio football project

2020-04-14 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: Input needed for planned audio football project

@hadi.gsf This is exactly what I need at the AI development stage, thank you so much!For example, if a forward has the ball, in a 4 4 2 formation, the other forward would either move to an open position to receive a pass (if support is requested), try and pressure the opponent's goal keeper if the forward in control is open to take a shot, or draw away opponent defenders, e.g. try to stretch the defender line of the opponent and thus try to open up the field.It would be very nice to have a solution-based approach, e.g. have tactics for the various situations that can happen in the game, which is one of my difficulties as without vision, tactics can be a bit hard to get into at first.

URL: https://forum.audiogames.net/post/519372/#p519372




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Re: Input needed for planned audio football project

2020-04-14 Thread AudioGames . net ForumGeneral Game Discussion : robjoy via Audiogames-reflector


  


Re: Input needed for planned audio football project

Updating player stats is actually one of the reasons why I'd like to release a new version every year, if possible. That is, of course, if I have enough new content.Unless I absolutely have to, I will try to not break backward compatibility of the database, so people who only wish to update the roster without upgrading to a newer version can still do it.I am getting so many requests to be able to edit in-game content that I am probably going to give access to the internal editors eventually. I will have to disable customizations for multiplayer games still, but I don't see why it could not work offline. Not to mention that dedicated people can also contribute to the improvement of the game, via new or edited content.

URL: https://forum.audiogames.net/post/519375/#p519375




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