Re: The blind swordsman - a flash audio only game
Hi,What is dynamic about the achievements and the highscores menu?I assume the numbers are dynamic, but it is pretty easy to write something that reads numbers based on prerecorded speech. You will need files from zero to ten, then from twenty
Re: The blind swordsman - a flash audio only game
Hi,[[wow]], a lot of things to comment on! First, welcome on the forums! Thanks for joining and replying, and also for making the game more accessible to us.Regarding blindness, I was never offended by anyone, in fact, I was feeling pity for
Re: The blind swordsman - a flash audio only game
Hi,@Evil-Dog: The classic, 2d audio solution for this is the following:Left and right is represented by the left and right channels, respectively. Back and front is represented by volume, with a lower pitch when the opponent is behind you.
Re: The blind swordsman - a flash audio only game
Kudos to her! What sort of an interface do you have in mind? Just wondering...Oh man, you really got me thinking now How about an infiltration-based, Tom Clancys Ghost Recon-like game, with all the future tech... Id be actually happy with a
Re: The blind swordsman - a flash audio only game
Kudos to her! What sort of an interface do you have in mind? Just wondering...Oh man, you really got me thinking now How about an infiltration-based, Tom Clancys Ghost Recon-like game, with all the future tech... Id be actually happy with a
Re: The blind swordsman - a flash audio only game
Hi,@Evil-Dog: The programming-related help is appreciated! The reason why I was commenting on me needing more devs was not because of programming experience, but rather to be able to roll out complex projects. More people, faster realisation
Re: The blind swordsman - a flash audio only game
Nice! Well be waiting patiently Meanwhile, theres always the original version to play. Im probably going to go through the modified version a number of times, just as I had done with the original one.True. Unfortunately, audio games cannot
Re: game
Hi,Lol, @Fastfinge, why do you think I said that the game is challenging? Perhaps Phonology would have been a better subject... to me, anyways. But at least I am thinking, at least I hope I am, and so everyone should. URL:
Re: game
Hi,This is a very impressive game. Simple, but challenging, and she, we know who Im talking about, is awesome! All those boring number recordings paid off, and theres some humour too, fabulous! I am not really a fan of MLP, but... this game really inherits its spirit. Very nice
Re: game
Hi,This is a very impressive game. Simple, but challenging, and she, we know who Im talking about, is awesome! All those boring number recordings paid off, and theres some humour too, fabulous! I am not really a fan of MLP, but... this game really inherits its spirit. Very nice
Re: SKULLGIRLS - fully accessible mainstream fighting game [PC]
Hi,Unfortunately lag is the only problem in most online fighting games. In SG it is actually handled quite well, if you can find someone under or close to 100 ping, the game should work on 0 ggpo. You should generally raise it for
Re: SKULLGIRLS - fully accessible mainstream fighting game [PC]
Hi,@Tomi: I added you to Steam.1. NVDA modifiers work fine here, under Win 8.1. Many mainstream games, however, grab keyboard and joystick input for various reasons.2. It is not unusual that enter wont work in menus, however, you
Re: SKULLGIRLS - fully accessible mainstream fighting game [PC]
Hi,@Tomi: I added you to Steam.1. NVDA modifiers work fine here, under Win 8.1. Many mainstream games, however, grab keyboard and joystick input for various reasons.2. It is not unusual that enter wont work in menus, however, you
Re: SKULLGIRLS - fully accessible mainstream fighting game [PC]
Hi,If you are using the keyboard, the game will accept db+ak. Forget about the d+db+b, etc.If you are using the controller, however, you need the db. It is the easiest to do via the analog stick: pull down, diagonally left or
Re: SKULLGIRLS - fully accessible mainstream fighting game [PC]
Hi,For one ap or ak special move, db or df is enough. When you have ap+ap or ak+ak blockbusters, use ddb or ddf. So Cerebellas diamond Dinamo should work with ddb+akak.RobURL:
Re: SKULLGIRLS - fully accessible mainstream fighting game [PC]
Hi,As Sneak said, block db all the time, only hold b if you hear your opponent jump. Db blocks crouching and standing attacks.I am positive that we will have a sound when someones airborne in the near future, just its not high
Re: SKULLGIRLS - fully accessible mainstream fighting game [PC]
Sean,You can uninstall a game through Steam by right clicking on the game in your library, and choosing delete local content.I remember SG was recognised as a false positive in some antivirus programs. If the executable still does
Re: SKULLGIRLS - fully accessible mainstream fighting game [PC]
Glad Seans problems fixed now! An antivirus was the most logical thing really.@Jonnyboy1991: I think you might have set your language to eastern or asian during the installation. NVDA wil not announce the selected language, so a
Re: SKULLGIRLS - fully accessible mainstream fighting game [PC]
@Fastfinge: You are right in saying that Steam does not do anything to make their client easier to use. But saying that they make everything to lock us out is a very strong understatement.Steam is by far not the only one company
Re: SKULLGIRLS - fully accessible mainstream fighting game [PC]
@fastfinge: If they know that you are blind from the moment you sign up, and you keep praising their service, donating, sending them emails, then it is indeed a sign of what they are doing is good. At the moment, there is nothing
Re: SKULLGIRLS - fully accessible mainstream fighting game [PC]
Hi all,Heres a treat for you! Me and Seal/Lirin recorded a demo video about how the blind can play mainstream fighting games, focussing on Skullgirls. A bit of explanation, online play, and some serious combos are waiting for
Re: SKULLGIRLS - fully accessible mainstream fighting game [PC]
@James: Yes, updates get pushed to your client automagically. Sometimes this fails to work, but a Steam restart fixes it.RobURL: http://forum.audiogames.net/viewtopic.php?pid=163606#p163606
Re: Dragonflame 0.3a is out!
Hi,@SLJ, this is how it sounded to me as well. While I dont mind suggestions, even corrections, since this is an open source project once we release the code, questioning someones knowledge just because you know something is not going to end well.I still dont
Re: Dragonflame 0.3a is out!
Hi,@SLJ, this is how it sounded to me as well. While I dont mind suggestions, even corrections, since this is an open source project once we release the code, questioning someones knowledge just because you know something is not going to end well.I still dont
Re: Dragonflame 0.3a is out!
Hi Ethin,Ethin wrote:We dont all like byte code because it is slow and has no memory management.This statement on its own really shows that you have hardly any knowledge of these things. You cannot seriously say that Java is slow, and that it has no memory
Re: Dragonflame 0.3a is out!
Hi Ethin,See my answers below.Ethin wrote:You must know assembly language. For instance, you must know what a very simple program is in assembly language.Incorrect. Assembly knowledge is not necessary, not for all compilation types. For bytecode compilers it is
Re: bokurano daiboukenn 3
Hi,The same here, error 7 on 20:4. Im using the latest 1.14 version.RobURL: http://forum.audiogames.net/viewtopic.php?pid=152001#p152001
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Re: bokurano daiboukenn 3
Hi,Okay, the healing kit worked this time on 19:4, Im not sure what was wrong earlier.Now on 20:1, is there a way to finish this level? Lol. It says I have to blow up these walls, but I have absolutely nothing in my inventory, strategy items or collection items which I
Re: bokurano daiboukenn 3
Hi,I figured out 20:x and how to set and detonate things.However, now every time I complete 20:4, I receive an error 7. Yukio, could you check what could be the problem, please? It happens right in the middle of the cutscene, when my character says that this will be
Re: bokurano daiboukenn 3
Hi,@bladestorm, thank you for the help! My problem was that I could not die because of the 5 million hp bug, but now its all good.Any hints for the 19:4 boss please? I can damage him in the first round, but then he comes back and whatever damage I do, his hp wont go
Re: bokurano daiboukenn 3
Hi,My blades are not able to penetrate his armor, even in the first form. I have around 350 attack. Tried with blades like the spin sword, twin daggers, super long blade, long blade, etc.RobURL: http://forum.audiogames.net/viewtopic.php?pid=151796#p151796
Re: bokurano daiboukenn 3
Hi,Ive actually tried that, the problem is it did not really lower his hp in the second form. Ill try again, though. Thanks!RobURL: http://forum.audiogames.net/viewtopic.php?pid=151825#p151825
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Re: bokurano daiboukenn 3
Hi,@Omar Alvarado: any hints for 18:4? How the heck do you hit that battleship? LolRobURL: http://forum.audiogames.net/viewtopic.php?pid=151517#p151517
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Re: bokurano daiboukenn 3
Hi,@bladestorm: Thanks for the hints. The problem is, there is nothing else that I can do. My fighter keeps turning around and crashing into the missiles, either at 0, or two hundred something, where the map ends.RobURL:
Re: bokurano daiboukenn 3
Hi,@Omar, Ive been trying to figure out how to beat 18:4 for at least 2 days now. The problem is that I see no way of increasing your Skyracers attack, thus, even if my missile, or laser hits, it does 0 damage.I also tried the reflector missiles to shoot down the enemy
Re: bokurano daiboukenn 3
Hi,There is a level 40 demon up the tree. Ignore the smaller ones on the ground, until the lvl 40 is destroyed, the small ones will respawn.RobURL: http://forum.audiogames.net/viewtopic.php?pid=151419#p151419
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Re: bokurano daiboukenn 3
Hi all,Yukio, or anyone else, could you please give a hint about how to defeat the battle ship in 18:4? All my weapons fail to damage it, while it does around 5000 damage to my sky racer.RobURL: http://forum.audiogames.net/viewtopic.php?pid=151345#p151345
Re: bokurano daiboukenn 3
Hi,Some more info about 6:1.I believe you have to set your speed and altitude with up down/left and right. Most of the time, you have to be either above or below a certain number, I can do 2 or 3 of those, but the problem is you really dont have much time, and when you
Re: bokurano daiboukenn 3
Hi,Some more info about 6:1.I believe you have to set your speed and altitude with up down/left and right. Most of the time, you have to be either above or below a certain number, I can do 2 or 3 of those, but the problem is you really dont have much time, and when you
Re: bokurano daiboukenn 3
Hi,@Spiraling Wyvern: Unfortunately I am stuck on 5:3 as well. There is a big evil fish at position 98, but I have no idea how to get it off of the tree.@KeyIsFull: Pay attention to the number sequence. The password is the next number that comes after 27.RobURL:
Re: bokurano daiboukenn 3
Hi,There are 3 numbers that the game says when you press enter on the box. 3, 9 and 27. You have to type in the number next in sequence.Hmm, Im still stuck at 5:3. Any hints about how to get that fish unstuck Yukio?RobURL:
Re: bokurano daiboukenn 3
Hi,Thanks! That worked.Now Ive reached stage 6, but this one seems to be a bit hard, as the speed and things are in Japanese, so I am not sure what to set... Hmm, will figure out this eventually.Thanks again!RobURL:
Re: Dragonflame 0.3a is out!
Hi,Do you wait until the exit sound finishes playing?RobURL: http://forum.audiogames.net/viewtopic.php?pid=148889#p148889
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Re: Dragonflame 0.3a is out!
while audio.playing(file) dodfe.sleep(5)--EndURL: http://forum.audiogames.net/viewtopic.php?pid=148943#p148943
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Re: Dragonflame 0.3a is out!
Hi,Of course it would, Im not asking stuff without a reason If you can, please require the module again, but this time try running the script via the DFE version Ive compiled for you (exe + dll). It might be possible that, despite what they say, this module is only
Re: Dragonflame 0.3a is out!
Hi,I am not sure why it wouldnt play sounds, the wtitle module has nothing to do with the audio. Under what OS and architecture are you running DFE?RobURL: http://forum.audiogames.net/viewtopic.php?pid=148272#p148272
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Re: Swamp Campaign Scripting (SCS)
Hi,@aprone I actually dont think SCS is that bad. The only issue I have is the AI, when your npcs constantly try to fire through a wall, or at zombies which are not really visible. Other than that, it is pretty impressive considering how little time you put
Re: Dragonflame 0.3a is out!
Hi,The bug is unfortunately In your code, a DFE reinstall wont fix it. You say:ui.getwtitleYou are supposed to call a function, but this way getwtitle is a variable. Also, you are not handling what it returns properly - the left side is empty. See the previous link
Re: Dragonflame 0.3a is out!
Hi,Right. Now Lua detects it as a proper function call, however you are still not handling the functions return value. The message box just displays a static text, which wont ever change.The function gets called, it returns something which Lua discards, then a
Re: Dragonflame 0.3a is out!
hi,What happens when you try to run it?Also, besides the functions tutorial, to handle return values, you will need to know thisRobURL: http://forum.audiogames.net/viewtopic.php?pid=148064#p148064
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Re: Dragonflame 0.3a is out!
Hi,Youre most welcome! Of course I did not mention the catch... muhahahaha! 3 things:The most important one is that you are checking for the enter key 2 times. The second one will never fire, because the first check clears the buffer.Currently, Lua expects getwtitle
Re: Dragonflame 0.3a is out!
Hi,The two links I posted explain how the pairs function work, and they give you several examples about how they are used.you need to compare 219 to the value the key check functions return. Just plain 219 and 220, not key.219, etc.If you dont have a clibs folder,
Re: Dragonflame 0.3a is out!
Hi,Ah, gotcha. I thought you needed some window ID to limit input, etc.https://dl.dropboxusercontent.com/u/2870116/wtitle.dllThe same principle, getwtitle() in the UI library will either return a string as the window title, or 0 if there was an error.RobURL:
Re: Dragonflame 0.3a is out!
Hi,Check your require. The module is not called getWindowTitle. Its the same as the dll name.RobURL: http://forum.audiogames.net/viewtopic.php?pid=147789#p147789
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Re: Dragonflame 0.3a is out!
the doctor wrote:...how could i easily write a thing that encapsulates only letters, then i can map the things like enter, space etc to different sounds...It actually does answer your question. You can loop through the key table that way, so you dont have to bind
Re: Dragonflame 0.3a is out!
Hello,See the Lua 5.1 reference. In particular http://www.lua.org/manual/5.1/manual.html#pdf-pairs and http://www.lua.org/manual/5.1/manual.html#pdf-ipairs, as well as the matching Lua book chapter http://www.lua.org/pil/7.3.htmlRobURL:
Re: Dragonflame 0.3a is out!
Hi,We have changed this for the next release, and apparently it managed to seep through. Please use setvolume instead of setvol.RobURL: http://forum.audiogames.net/viewtopic.php?pid=146076#p146076
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Re: Dragonflame 0.3a is out!
Hi,Indeed, tables would make your life a lot easier (see the Lua manual). RobURL: http://forum.audiogames.net/viewtopic.php?pid=143801#p143801
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Re: Dragonflame 0.3a is out!
Hi,@TheDoctor: The panning functions work as expected in the version I posted earlier.In your code you subtract only whenif suitobtained==0 and suitfield==1 and xpos==95+(1,5) and key.pushed(key.right) thenThe problem with this is that the players position can be
Re: Dragonflame 0.3a is out!
Hi,@TheDoctor: The panning functions work as expected in the version I posted earlier.In your code you subtract only whenif suitobtained==0 and suitfield==1 and xpos==95+(1,5) and key.pushed(key.right) thenThe problem with this is that the players position can be
Re: Dragonflame 0.3a is out!
Hi,Unfortunately DFE had gone through so many changes that I am unable to give you a reason why that particular function is not working.It is probably one of those functions that got broken because of last minute changes. I am positive that before release it was
Re: Dragonflame 0.3a is out!
Hi,Unfortunately DFE had gone through so many changes that I am unable to give you a reason why that particular function is not working.It is probably one of those functions that got broken because of last minute changes. I am positive that before release it was
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