Re: I want to make a game, but don't know what language to use or how to g

2015-09-22 Thread AudioGames . net Forum — Developers room : heidicruiz via Audiogames-reflector


  


Re: I want to make a game, but don't know what language to use or how to g

thanks

URL: http://forum.audiogames.net/viewtopic.php?pid=232542#p232542




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Re: Request for Feedback on an accessible 3d audio FPS engine

2015-09-22 Thread AudioGames . net Forum — New releases room : janagirl via Audiogames-reflector


  


Re: Request for Feedback on an accessible 3d audio FPS engine

Hi,what do the beeping and humming sounds mean? Are they only for orientation or have I to do anything with These items?

URL: http://forum.audiogames.net/viewtopic.php?pid=232531#p232531




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Re: Survive the Wild!

2015-09-22 Thread AudioGames . net Forum — New releases room : RTR_Assassin via Audiogames-reflector


  


Re: Survive the Wild!

Hi Sam,I think that these elements you have added are great. As far as turning into a survive the city game, I don't quite agree with that scenario. Think of what this really is. It is a post-apocalyptic world where civilization doesn't exist, at least not anywhere nearby. So, the hospital, gas station, general store, and village are derelict areas. No one occupies them, but despite this, some items still remain in those locations. This is why we don't keep picking up many  items, but one item at a time. I'm sure when the people fled, they took most of their possessions with them, leaving only a few things behind. Those are the items we end up picking up. So, I don't think it is surviving the city. Afterall, most of the items we have we still have to craft anyway.

URL: http://forum.audiogames.net/viewtopic.php?pid=232538#p232538




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Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

2015-09-22 Thread AudioGames . net Forum — New releases room : Wastelander via Audiogames-reflector


  


Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

[ a-t ] Dark, glad you like the new description thing, It definitely makes things more interesting and adds more value to the random junk you findI think things done in the same region would count under one reputation (sort of) but generally speaking it will be as I have planned it, though I am planning to have town's possibly pre-made as you enter a region to allow them to react to eachother and trade/war or w/e.As for leaving and returning, way way way way back when the game was little more than a concept, the idea was you could find a town and mark it as home, then travel around and return home whenever, I may try and re implement it, you would have to make a town as home and once you leave, getting to the end of a region would run a check (if the player had marked a town as home) if this came back true it could offer you two choices, return to town or leave the region. In theory that should work fine, though in a 90 place region where the town was area 1 that may be an issue but we could always work on itI am legit thinking about getting dinner at deviants place now, If I enjoy the way it's written I'll no doubt end up on his other books, just like how Kurt Vonnegut's "Sirens of Titan" lead me to reading tons of his other stuff!I am a huge fan of post-apocalyptic books though! I even wrote my own last year http://www.amazon.co.uk/Tomorrow-Gone-H … ow+is+gone

URL: http://forum.audiogames.net/viewtopic.php?pid=232537#p232537




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Re: youtube converter?

2015-09-22 Thread AudioGames . net Forum — Off-topic room : gamesmaster via Audiogames-reflector


  


Re: youtube converter?

I can't even close cmd prompt after it's opencan you tell me how to work the converter?

URL: http://forum.audiogames.net/viewtopic.php?pid=232540#p232540




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Re: I want to make a game, but don't know what language to use or how to g

2015-09-22 Thread AudioGames . net Forum — Developers room : heidicruiz via Audiogames-reflector


  


Re: I want to make a game, but don't know what language to use or how to g

is this version for windows?

URL: http://forum.audiogames.net/viewtopic.php?pid=232543#p232543




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Re: I want to make a game, but don't know what language to use or how to g

2015-09-22 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector


  


Re: I want to make a game, but don't know what language to use or how to g

Here's a more direct link to the download just in case: Python 2.7.10.

URL: http://forum.audiogames.net/viewtopic.php?pid=232539#p232539




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Re: Paw Prints. A turn-based strategy roleplaying game, by Aprone.

2015-09-22 Thread AudioGames . net Forum — New releases room : Aprone via Audiogames-reflector


  


Re: Paw Prints.  A turn-based strategy roleplaying game, by Aprone.

Dark I love your personality trait idea.    If I weren't putting a few "finishing" touches on a new game so that I can post it, I'd probably run off and work on that right now!If anyone missed my extremely subtle spoiler about an upcoming game then I should say that I'm probably going to be posting a new game today.I do believe those personality traits would add a very fun new level to the game.

URL: http://forum.audiogames.net/viewtopic.php?pid=232541#p232541




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Re: I was surprised when I was playing the game Goddess of war

2015-09-22 Thread AudioGames . net Forum — General Game Discussion : sswwaaiikkee via Audiogames-reflector


  


Re: I was surprised when I was playing the game Goddess of war

himaybe thishttp://gow.joywar.com

URL: http://forum.audiogames.net/viewtopic.php?pid=232498#p232498




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Re: Survive the Wild!

2015-09-22 Thread AudioGames . net Forum — New releases room : SLJ via Audiogames-reflector


  


Re: Survive the Wild!

Awesome that the PK now is gone. I should seriously join this game again. And now, all the playerkilling people starts to complain... Lol. And us who just like a nice place to be keeps quiet. 

URL: http://forum.audiogames.net/viewtopic.php?pid=232503#p232503




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Re: Need help finding the nacama card in BK3

2015-09-22 Thread AudioGames . net Forum — General Game Discussion : SLJ via Audiogames-reflector


  


Re: Need help finding the nacama card in BK3

Maybe someone can help you in the BK3 topic?

URL: http://forum.audiogames.net/viewtopic.php?pid=232500#p232500




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Re: I was surprised when I was playing the game Goddess of war

2015-09-22 Thread AudioGames . net Forum — General Game Discussion : brad via Audiogames-reflector


  


Re: I was surprised when I was playing the game Goddess of war

Hi.I reported the first post because I know it's spam. I looked at the site and there's not a thing about accessible games or anything like that on there.

URL: http://forum.audiogames.net/viewtopic.php?pid=232499#p232499




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Re: Bokurano Daibouken 3 : secondary topic

2015-09-22 Thread AudioGames . net Forum — New releases room : assault_freak via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

Cae, if you read the dialog, Karla is the one who lends it to you. Afterwards, your character gives it back, because he doesn't feel comfortable with a weapon so powerful in his hands.

URL: http://forum.audiogames.net/viewtopic.php?pid=232501#p232501




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Re: I want to make a game, but don't know what language to use or how to g

2015-09-22 Thread AudioGames . net Forum — Developers room : visualstudio via Audiogames-reflector


  


Re: I want to make a game, but don't know what language to use or how to g

hello,you can get python fromherebut, do not think about advanced projects at first, because they fully mix you up

URL: http://forum.audiogames.net/viewtopic.php?pid=232532#p232532




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Re: I want to make a game, but don't know what language to use or how to g

2015-09-22 Thread AudioGames . net Forum — Developers room : heidicruiz via Audiogames-reflector


  


Re: I want to make a game, but don't know what language to use or how to g

thank you where can I get the Python program? I tried to get it but I don't see where to get it

URL: http://forum.audiogames.net/viewtopic.php?pid=232525#p232525




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Re: Paw Prints. A turn-based strategy roleplaying game, by Aprone.

2015-09-22 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


  


Re: Paw Prints.  A turn-based strategy roleplaying game, by Aprone.

@Aprone,  I'd agree with Phil on difficulty, though i confess at the moment I'm not sure whether the trouble I'm having in baby steps is due to the difficulty of the game, or just me being generally distracted these days as I have been.I'm not sure if I'd personally have a "ranger" category of surviver, sinse realistically how many people are actually "Rangers" in real life and could make bows and arrows out of random wood or turn a wolf skin and a couple of twigs into a fully functional habitat .I do like the idea of making characters personalities and relationships a bit more complex, but I'd myself prefer various traits not just a blanket "good" or "evil" thing. Traits could include: Greedy: gets more unhappy if not given a full ration. Entitled: Will be more unhappy if
  someone has something such as a blanket they don't. Intrepid: More likely to make and survive journies alone. Martyr: will be happier when doing dangerous or difficult things. Pragmatic: does not lose happiness from exposure to corpses. Complainer:If unhappy, will reduce others happiness through they're complaints.Caring: Will gain more happiness if left with children, the injured or eldily. Strong back: Will not become as tired from physical jobs. Stick picker: Can keep a fire going with less wood. Clumsy: Will be more likely to be injured doing hard physical jobs. First aider: will be more likely to find medical supplies like bandages and splints. Coward: Will not help if attacked.You see what I'm thinking with these, personality traits that affect how people relate to each other, with each person given a random selection meaning that maybe some people are better suited for some things than others, 
 particularly if people get a couple of traits each.

URL: http://forum.audiogames.net/viewtopic.php?pid=232536#p232536




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Re: That's not fair! problem at Quentin C's playroom

2015-09-22 Thread AudioGames . net Forum — General Game Discussion : Bogdan via Audiogames-reflector


  


Re: That's not fair! problem at Quentin C's playroom

I also tryed to clarify my situation several times but a moderator ironise me and no want to understand. As I says before, I never did something bad, I am in several online games active and never created problems. It was for first time when someone banned me without a reason.

URL: http://forum.audiogames.net/viewtopic.php?pid=232528#p232528




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Re: what do you think of a tts preschool album?

2015-09-22 Thread AudioGames . net Forum — Off-topic room : ammericandad2005 via Audiogames-reflector


  


Re: what do you think of a tts preschool album?

a few of you may be wondering what's going on with this album. Basicly, I had to go through multiple USB adaptors, all of which broke on me. During that time, I had to share a room with someone who doesn't take to kindly to me working on the album. so until I can get a new usb adaptor for my pc, or new USB headphones, or even a new computer, this album is basicly in pergatory.

URL: http://forum.audiogames.net/viewtopic.php?pid=232529#p232529




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Re: Swamp, zombie FPS by Aprone

2015-09-22 Thread AudioGames . net Forum — New releases room : Southpaw via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

Hey folks. I posted this a while ago but it looks like it's time to share it again.Below is a Dropbox link to a file I made a while ago with locations of all the armor and weapons that are specific to certain maps. At this point I'm pretty sure it's all correct but if you see something wrong holler at me.Happy swamping!https://www.dropbox.com/s/j3rqs73i10xm8 … .html?dl=0

URL: http://forum.audiogames.net/viewtopic.php?pid=232535#p232535




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Re: Swamp, zombie FPS by Aprone

2015-09-22 Thread AudioGames . net Forum — New releases room : revan via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

hi?i think that should be coolthat makes game more playable.and that might be exampleif you running in the danger maps?  you may get more higher lootpoints.

URL: http://forum.audiogames.net/viewtopic.php?pid=232530#p232530




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Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

2015-09-22 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


  


Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

@Wastelander, dynamic descriptions are something I'm awlays a huge! fan of, just for the atmosphere alone, so awesome job on that one. As to reputation however, I wasn't thinking so much of global reputation as just the chance of rumours following you. I do accept that the wastes wouldn't have newspapers or the like, but obviously there are still travellers, and I'd be willing to bet all those merchants, slavers, nomads etc don't like a good chinwag about the places they've been to when they stop off at whatever dive in the nearest town for some R A good way to represent this might be to have a chance of events occurring in your current town which changed your standing with that town or faction based on your previous actions. For example, "A carter came into town today and talked about the blood massacre in "insert name of town player had a bad reputation with" or "Rumours are spreading among the slaves a
 bout how good life in "insert name of town player has a good rep with" is"  The chance of these occurring could depend both upon how much impact you had on the last couple of towns you were in (sinse probably nobody would remember a random wanderer who just stopped for the night and moved on), and upon the danger level of the region ie, how hard it was to get to the town. These would also make a difference with one thing which I'm going to be interested to see with the new towns and faction system, how exactly you balance having a game with a potentially infinite area and generation with staying in one place and having to return to that place to collect bounties, spend time in your house, fight against other factions etI'm actually wondering how this will work, sinse I'd not like to lose some of the wandering aspects even if you were wandering on journeys to and from your town out into the wastes to scavenge gear, do quests, fig
 ht in wars etc, as opposed to having to stick in one town and region in order to have any affect, get reputation or buy and manage property, mercs, slaves etc.btw, Tim Powers is awesome all around as an author and I'd recommend most of his books, however Dinner at Devients palace is as far as I know his only post appocalyptic or sf title, most of his books are about various crazier forms of magic usually set in historical times, but are equally good. Devients Palace though is one of the best post apocalyptic I've read generally, sinse like The Wastes it's very colourful, fast pased, and not overly grim, or at least though it has a lot of grim subject matter it deals with it in a rather light hearted, flippent and quite fun way. The devient's palace of the title is a very synister and almost cthulhu like night club, famous for it's mutated food and,  , entertainers.

URL: http://forum.audiogames.net/viewtopic.php?pid=232534#p232534




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Re: dam it netflix, when will you learn your lesson?

2015-09-22 Thread AudioGames . net Forum — Off-topic room : assault_freak via Audiogames-reflector


  


Re: dam it netflix, when will you learn your lesson?

The anime on netflicks, at least some of them, should have the option of the dubs or subtitled episodes... but sometimes, especially nowadays with most streaming services, subtitles are just more convenient, and take les time to produce. they won't produce a dub just for the audiences who can't read them. Sad, as not everyone knows Japanese... and so if you're visually impaired, that makes things a bit of a nightmare.

URL: http://forum.audiogames.net/viewtopic.php?pid=232533#p232533




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Re: Gaming youtube channel

2015-09-22 Thread AudioGames . net Forum — Off-topic room : ammericandad2005 via Audiogames-reflector


  


Re: Gaming youtube channel

I watched the sonic.exe video and it was funny as shit!

URL: http://forum.audiogames.net/viewtopic.php?pid=232524#p232524




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U-Mart. A business strategy game, by Aprone

2015-09-22 Thread AudioGames . net Forum — New releases room : Aprone via Audiogames-reflector


  


U-Mart.  A business strategy game, by Aprone

I don't know if there are already other games of this style floating around the community, but I put together a game centered around running a store.  Because this might not be a type of game people have already played, I really don't know if it will be met with praise or ridicule.  I guess there's no real way to know without posting it.      U-mart is a store managing game which focuses on spotting market trends.  Players must pay utility bills, loan payments, employee wages, and of course keep their store stocked with merchandise.  Spy on your rival stores, pay your market research team to check on new products, and adjust your wages so that everyone wants to come work for you!Enjoy!U-Martwww.kaldobsky.com/audiogames/umart.zip(1.5 MB 
 v0.5c, last updated 9/22/2015 at 4:25 PM EST)

URL: http://forum.audiogames.net/viewtopic.php?pid=232545#p232545




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Re: U-Mart. A business strategy game, by Aprone

2015-09-22 Thread AudioGames . net Forum — New releases room : Phil via Audiogames-reflector


  


Re: U-Mart.  A business strategy game, by Aprone

Aprone,I thought the name was a little generic so I googled it and found:U-Mart The Arizona Student Unions - University of ArizonaU Mart, Grocery Stores Woodside, NY U-Mart Convenience Store  Kearny Mesa San DiegoHow about naming it Aprone-Mart?

URL: http://forum.audiogames.net/viewtopic.php?pid=232546#p232546




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Re: youtube converter?

2015-09-22 Thread AudioGames . net Forum — Off-topic room : brad via Audiogames-reflector


  


Re: youtube converter?

Hi.I'd recommend looking up basic command line commands.Then once you've done that, follow this short guide.I'm sorry but I have no idea how to convert videos once they are downloaded so you'll be stuck with big files. The good thing? You can download up to 1000 videos at once.1. Find the youtube-dl.exe file and put it into the folder where you want your videos to download to.2. find the video, or playlist you want to download and copy the address to the clipboard, then copy it into notepad.3. Open the command line, by going into run then writing cmd and pressing enter.4. Find your folder. For example. cd c:\videos and press enter.Tip! Make sure NVDA is set to report dynamic changes on. This is needed to have NVDA read out what it is seeing on the screen.5. remember or copy and paste this code into the command line window.youtube-dl -o %(title)s.%(ext)sAfter the last S, press spa
 ce and paste your URL and press enter.If all works, youtube-dl will start reading the videos it's found in the URL and once it's done this, it will start downloading them.Tip! I'd recommend alt tabbing away from the window; since listening to NVDA or your screen reader of choice read all that info can get quite tiresome

URL: http://forum.audiogames.net/viewtopic.php?pid=232544#p232544




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U-Mart. A business strategy game, by Aprone

2015-09-22 Thread AudioGames . net Forum — New releases room : Aprone via Audiogames-reflector


  


U-Mart.  A business strategy game, by Aprone

I don't know if there are already other games of this style floating around the community, but I put together a game centered around running a store.  Because this might not be a type of game people have already played, I really don't know if it will be met with praise or ridicule.  I guess there's no real way to know without posting it.      U-mart is a store managing game which focuses on spotting market trends.  Players must pay utility bills, loan payments, employee wages, and of course keep their store stocked with merchandise.  Spy on your rival stores, pay your market research team to check on new products, and adjust your wages so that everyone wants to come work for you!Enjoy!U-Martwww.kaldobsky.com/audiogames/umart.zip(1.5 MB 
 v0.5d, last updated 9/22/2015 at 5:30 PM EST)Changes from 0.5c to 0.5d- Fixed a bug in the loans menu that was listing the loans of your opponents instead of your own loans.

URL: http://forum.audiogames.net/viewtopic.php?pid=232545#p232545




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Re: I want to make a game, but don't know what language to use or how to g

2015-09-22 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector


  


Re: I want to make a game, but don't know what language to use or how to g

If you really want to dive in to game development on the programming end, though, "learn python the hard way" is always popular, BGT comes with a decent manual if you're on Windows, and there are loads of game development tutorials out there for specific languages and libraries (pygame has great tutorials, but they are geared toward sighted developers. I'd suggest understanding how to work with simple text-based games before delving into anything that complex, however.)

URL: http://forum.audiogames.net/viewtopic.php?pid=232443#p232443




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Re: Paw Prints. A turn-based strategy roleplaying game, by Aprone.

2015-09-22 Thread AudioGames . net Forum — New releases room : Aprone via Audiogames-reflector


  


Re: Paw Prints.  A turn-based strategy roleplaying game, by Aprone.

Dark I love your personality trait idea.    If I weren't putting a few "finishing" touches on a new game so that I can post it, I'd probably run off and work on that right now!If anyone missed my extremely subtle spoiler about an upcoming game then I should say that I'm probably going to be posting a new game today.I do believe those personality traits would add a very fun new level to the game.

URL: http://forum.audiogames.net/viewtopic.php?pid=232541#p232541




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Xbox One: Console and Controller guide

2015-09-22 Thread AudioGames . net Forum — Articles Room : Sightless Kombat via Audiogames-reflector


  


Xbox One: Console and Controller guide

***This guide is currently under construction, with the console sections to be added later as well as everything being gradually tidied up***an introductionMicrosoft's Xbox One had a tough launch period, with kinect launch titles like "fighter Within" being panned by critics.  However, it's been a long time since the console first entered the market and now it is still a viable alternative for blind and visually impaired gamers, in spite of it's relative lack of playable games (at least for the former demographic).This article aims to demonstrate that the console's accessibility, whilst not in line with PC standards at the moment,is at least a true testament to the legacy set by it's predecessor, the Xbox 360, released back in 2005.Microsoft accounts and gamertags: debunking a few myths of sortsGamertags have been around as long as XBox Live was in existence.  They are what your friends and other gamers know you by in online lobbies and the like, unless of course you choose to share your real name with your friends - a privacy related debate that I won't get into here.  However, when setting up for the arrival of my Xbox One, I had a few burning questions that I thought other people might benefit from hearing answers to.Can I have an alternative email address for my gamertag?Yes you most certainly can!  This question stems from the fact that the only information I could find about Gamertags was to do with Microsoft accounts.  However, when youmake your microsoft account, you can actually choose to use an alternative email address.  Just enter it in the box and it'll work, there shouldn't be any issues.Can I use SmartGlass without having the console to pair it with? How much functionality will I getout of the app?Definitely.  You don't actually need the console for SmartGlass to work.  Just sign in with your details and you should be good to go!Can I cue downloads before I get the console so that I can get things going as quickly as possible?Yes you can, although what actually happens after sign in is currently uncertain, I will update this section once I know more.SmartGlassWhilst Xbox 360 SmartGlass was a bit of a pain to get working, it did a couple of interesting things that were quite useful, not least of which was allowing you to launch games from a windows 8 compatible device without even touching your controller.The Xbox One counterpart, a separate app in the ITunes App Store and on Android, is a whole new way of looking at the features of the 360 version.  It has several useful features including being able to watch game DVR clips while on the go, viewing in-game help manuals and, perhaps most useful of all, allowing you to purchase items (only free ones have been tested) directly from within the app.***More information to be added***The ControllerThe Xbox One controler, hereafter refered to as the controler, is similar to the xbox 360 version.  The Xbox button has been redesigned into an interesting raised circle of sorts with the logo imprinted into it, which is a lot less strange than the 360.  Actually, I'm going to spend so much time comparing the two that I'll give my first recommendation about this part of the system: if you can, try one.  If you do try one, try it with a game you know.The controler itself is well built, as you'd expect from a first party product.  The buttons are responsive (including the Dpad), with the analogue sticks being smooth and precise.  The triggers, whilst evolved from the X360 equivalent, are still as sharp as ever with the only minor point being the new bumpers.Where you could previously press the bumper anywhere along its length to activate whatever function the game ties it to, those on the next generation controler are more finicky.  Whilst not unusable by any means, they require an element of practice to master, with not pressing in on the edges being the best way I found of making them do as expected.The play and charge kit controllerThe play and charge version of the controller, unlike the standard wireless controler comes with two important things: A lithium-Ion (LI) battery, allowing for long-term recharging without using large numbers of double A batteries, in addition to a micro USB cable.Opening the boxBefore you get access to your new controller, you'll need to open the box.  To do this you'll need a pair of scissors to cut the tape then you'll pretty much be ok, or at least you should be.  Things are packaged in an orderly fashion, with the usual instructional manuals and such included as well.Inserting the LI BatteryThe battery is a kind of long, slightly squashed close to cylindrical shape, like those featured in the 360 version, with a couple of small redesigns.  You simply slide off the back pannel of the controller (which takes a while to get used to, not that you'll do it that often with the play and charge version), push the battery in so that the small contact inserts into the whole in the 

Open Broadcaster Software

2015-09-22 Thread AudioGames . net Forum — Articles Room : Sightless Kombat via Audiogames-reflector


  


Open Broadcaster Software

***Disclaimer.***If this article contravenes the rules of the forum, moderators please let me know***End of disclaimer***I've been using Open Broadcaster software for a while and I've seen many blind and visually impaired users have trouble or just be almost intimidated by the interface.  Therefore, I'll try and give what tips I can here linking to information that I find useful etc.  This won't probably turn into anything, might not even be expanded beyond this point, but we'll have to see.This article is designed to help those wishing to stream games, whether they be audio games with graphics or mainstream content, with the assistance of a screen reader, highlighting pitfalls and interesting quirks that might be encountered.Things you'll needThe software, found here:Download OBS(note:
  It's good if you have both 32 and 64 bit versions of OBS on your PC, for reasons that I'll go into later)A desktop or laptop running an os listed in the system requirements.  Windows 8.1 will be used in this example.If you feel the need, a screen reader.  NVDA will be used in this example as it is the only one that has been tested extensively with twitch and OBS.***Information*** although other screen readers may work, results may vary.***end of information***If you wish to stream your games, you'll need an account with a service such asTwitch.tv, found hereStreaming is not necessarily the main objective this tutorial, just an added step if people want to try it.If you wish to capture gameplay from a console, you'll need a capture card/device. 
  The example used here will be theElgato Game Capture HD.If you wish to commentate during gameplay, some kind of microphone.  Whether that's a voice recorder, headset microphone, or USB audio device, it doesn't really matter.  Set up proceedures may vary for different devices, but a USB microphone will be used in this example.***commentary may not even be covered, but it's a possibility***For those of you wanting to make sure your stream is of the best possible quality with your set up, having a sighted friend/person who is able to check your stream by visiting its page is helpful.  This is especially true for individuals with no vision whatsoever, as the stream might sound fine but the video might have "blocky frames", where movements look very stiff and juddery.  There are those who would say that 
 it doesn't matter, but if you personally want the best looking stream, run a few tests just to check whenever you change things.A word about screen readersOBS is one of those programs that requires a bit of getting used to.  One of the most important things is that you can't actually right click in the boxes (for adding sources and such), you have to use mouse keys (NVDA+left Mouse to root the mouse cursor to the box, then right mouse to get into the menu, e.g. the source menu).Speaking of the source menu, That's probably the only context menu you'll need to use.  The program is, apart from the above minor inconvenience which is just that at best and irritating at worst, fine with NVDA.Initial SetupOnce you've installed OBS (which is relatively straightforward if you've used pretty much any other windows installer), take a look around the window.  You'll see that things can be na
 vigated pretty much with tab, shift tab, and space/enter.If you want to set up OBS for streaming with a service like twitch, I'd recommend this guide, found on the twitch help page.A couple of notes about this guideIt's not exactly up-to-date, from what I can gather.  There are boxes missing in places where it says there should be boxes, and the networks tab isn't actually able to be altered, as far as I can tell.  However, if you just work around those small quirks, the guide gives you all the information you should need.Bitrates:  The recommended bitrate is 3000 KBPS - around that at least.  This is way too high for most people, even twitch partners.  After I did some initial tests and reading on various forums and such, I discovered that around 1800 or so was good for my specific setup.  I'd suggest tai
 ling it back to around 1500/1600 kbps, and then seeing what results you get and running tests.It's fairly obviously designed for people who aren't visually impaired (note the use of screenshots that don't have alt text), but it's easy enough to understand with a little patience.  The settings dialog is activated by a button in the main window, which can be found by using the tab key.  Alternatively, it's probably easier just to use shift+tab and go over to it.I've never had a need for scenes in recording my gameplay, I just select a source I've added (by right clicking as explained above in the sources list and go to the global sources submenu.If you want to add a global source for later use, you can go to the global sources button in the main OBS window and when the dialog appears, click add and follow the instructions.(Note: game capture is generally reserved for 

Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

2015-09-22 Thread AudioGames . net Forum — New releases room : Wastelander via Audiogames-reflector


  


Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

[ a-t ] Dark, glad you like the new description thing, It definitely makes things more interesting and adds more value to the random junk you findI think things done in the same region would count under one reputation (sort of) but generally speaking it will be as I have planned it, though I am planning to have town's possibly pre-made as you enter a region to allow them to react to eachother and trade/war or w/e.As for leaving and returning, way way way way back when the game was little more than a concept, the idea was you could find a town and mark it as home, then travel around and return home whenever, I may try and re implement it, you would have to make a town as home and once you leave, getting to the end of a region would run a check (if the player had marked a town as home) if this came back true it could offer you two choices, return to town or leave the region. In theory that should work fine, though in a 90 place region where the town was area 1 that may be an issue but we could always work on itI am legit thinking about getting dinner at deviants place now, If I enjoy the way it's written I'll no doubt end up on his other books, just like how Kurt Vonnegut's "Sirens of Titan" lead me to reading tons of his other stuff!I am a huge fan of post-apocalyptic books though! I even wrote my own last year http://www.amazon.co.uk/Tomorrow-Gone-H … ow+is+gone

URL: http://forum.audiogames.net/viewtopic.php?pid=232537#p232537




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The builder's guide to building starships

2015-09-22 Thread AudioGames . net Forum — Articles Room : Omar Alvarado via Audiogames-reflector


  


The builder's guide to building starships

As of version 1.5, death match, a new beginning now has a new building system!Here is the proper way to build your very own starship with it!First off, you will need a lot of resources. You can get these resources by asteroid processing. In particular, you will need massive quantities of rare metal and iron.Next, select build a custom starship from the global galactic network menu, and give it a name. The more metals you have, the higher the hull. You need at least, 20, to continue.Next, board the starship you have created. You are now ready to build. Open the galactic network market menu by pressing g, and select add to custom starship.When you do that, a menu of objects you can build will appear. Here are what those options do.Room builds a new room.Door builds a door, obviously.Wall allows you to block off certain sets of coordinates.Airlock (build once), allows you to build an exit out of your ship.Turbolift allows yo
 u to build ways to access and set up multiple decks.With that in mind, let's build a very basic starship that is just a basic 60 by 60 room, and a few doors.First, if you haven't already, go get some materials. rare metals and iron are what is needed for this project.Next, if you haven't done this either, go select build a custom starship from the global galactic network menu.Board it and let's get going.Select add to custom starship once you've done that, and select room.Always start out building a room. Always always always. Never start by building anything else besides a room. If you do that, previous objects in those coordinates will get wiped when you go build the room.Select room from the menu and press enter. For the purposes of this demonstration, enter 0 for the following.Room x. Room y, and room z.When it asks for a roomlength x, enter 60. Enter the same for roomlength y.Next, the room typ
 e. Go through your sounds folder and examine all the step sounds, keeping in mind that there are 2 per type.The types start at 0. This will take some experimentation to get the hang of, but in time, it will become second nature.For now, let's just enter roomtype 5, which is used on most ship bridges.For roomsound, the idea is the same. You can enter any roomsound that is currently in the sounds folder.You have bridge sounds and room ambiances to choose from.Whatever you decide to use, you will enter something like this. Sounds/bridge9.oggOnce that's done, you will be asked to enter a room environment.This will take some experimentation to get the environment you want, but the best way to get it is to create a map in death match project alpha. That way you can preview the environments there and change it if you don't like it.Once you have decided on a room environment, you enter it simply as the room environment alone and
  nothing else.For the purposes of this demonstration, we will enter "room", without the quotes.And now you have a very basic, room set up, though we still need to set up walls, so you don't go wandering outside the boundaries.Let's do that now.Select add to custom starship again, and this time select wall from the menu.Important! If you mess this part up, there is no way to fix it without starting over! Your only real solution will be to ask someone to correct the offending lines of the ship file.Now, let's build the wall that will be on your left (assuming your still standing at 0 0 0).When you are asked for wall x and y, enter -1 here.For wall z, enter 0.For wall length, enter 60.Listen, very, carefully.When it asks for wallside, pay attention to the value you enter. 0 affects the x plane (up and down), And 1 affects the y plane (left to right).For the purposes of this demo, enter 0.
 You have now got a wall that blocks you from going too far left, but we now need to do the same for a wall behind you.Start a wall again entering -1 as x and y and 0 for z, 60 for wall length, and this time however,Enter 1, as the wallside prop.If you did it correctly, you now have a wall behind you.One note, pliz don't be an idiot and stand behind or ahead of where the wall will be created. If you do, you may remain trapped.Now, let's create walls for the other side of the ship.We'll start with the one on the right edge of the ship.Start another wall, and enter 60 as the wall x, 0 as the wall y, and 0 as the wall z.Enter 60 as the wall length, and 0 for wallside.Now, for one last wall. Start another wall.Enter 0 as the wall x, 60 as the wall y, 0 as the wall z, 60 as the wall length, and 1 as the wallside.Congratulations! You now have a very basic, 60 by 60 box shaped ship.If you have stuck
  with me for this long, feel free to keep reading. If your confused, here is a good place to stop.Let's add a few doors now.Keep in mind that doors only block the coordinate they are on, and nothing around it. For this purpose, you need to build walls around, but not directly, where your door is placed.Let's build 1 door at 20, 20, 0, and have a wall 

Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

2015-09-22 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


  


Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

@Wastelander, dynamic descriptions are something I'm awlays a huge! fan of, just for the atmosphere alone, so awesome job on that one. As to reputation however, I wasn't thinking so much of global reputation as just the chance of rumours following you. I do accept that the wastes wouldn't have newspapers or the like, but obviously there are still travellers, and I'd be willing to bet all those merchants, slavers, nomads etc don't like a good chinwag about the places they've been to when they stop off at whatever dive in the nearest town for some R A good way to represent this might be to have a chance of events occurring in your current town which changed your standing with that town or faction based on your previous actions. For example, "A carter came into town today and talked about the blood massacre in "insert name of town player had a bad reputation with" or "Rumours are spreading among the slaves about how good life i
 n "insert name of town player has a good rep with" is"  The chance of these occurring could depend both upon how much impact you had on the last couple of towns you were in (sinse probably nobody would remember a random wanderer who just stopped for the night and moved on), and upon the danger level of the region ie, how hard it was to get to the town. These would also make a difference with one thing which I'm going to be interested to see with the new towns and faction system, how exactly you balance having a game with a potentially infinite area and generation with staying in one place and having to return to that place to collect bounties, spend time in your house, fight against other factions etI'm actually wondering how this will work, sinse I'd not like to lose some of the wandering aspects even if you were wandering on journeys to and from your town out into the wastes to scavenge gear, do quests, fight in wars etc, as opposed to havin
 g to stick in one town and region in order to have any affect, get reputation or buy and manage property, mercs, slaves etc.btw, Tim Powers is awesome all around as an author and I'd recommend most of his books, however Dinner at Devients palace is as far as I know his only post appocalyptic or sf title, most of his books are about various crazier forms of magic usually set in historical times, but are equally good. Devients Palace though is one of the best post apocalyptic I've read generally, sinse like The Wastes it's very colourful, fast pased, and not overly grim, or at least though it has a lot of grim subject matter it deals with it in a rather light hearted, flippent and quite fun way. The devient's palace of the title is a very synister and almost cthulhu like night club, famous for it's mutated food and,  , entertainers.

URL: http://forum.audiogames.net/viewtopic.php?pid=232534#p232534




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An introduction to Star traders

2015-09-22 Thread AudioGames . net Forum — Articles Room : Dark via Audiogames-reflector


  


An introduction to Star traders

Startraders is a highly complex and involved game to play, and the manual is rather in depth, so this is intended as a quick introduction to get people familiar with how the fundamentals of the game work as quickly as possible. It isn't intended to replace the game manual, and it's still recommended you skim through that, or indeed just dip into it to find out information when your more familiar with the game, however obviously when just trying out a new game reading a weighty tome like the game manual isn't particularly what you want, so this is intended to give you enough information to get you up and flying as soon as possible without going into in depth stratogy.To start off, choose a ship, a starting faction, and a profession with the sliders. Also note the difficulties (and be careful sinse Star traders can get very tough). All difficulties above normal have perminant death, however equally you won't see all the enemy ships on lower difficulties.Once you have your ship, you'll have a little story sequence that takes you through your first mission to your factions' capital, devoltus prime if you choose the first faction of Devoltus syndicate. Now, how the game works is you need to survive and make money. Each profession starts you off with skills that pertain to different activities. Navigating your ship is a little different from most space games, you don't just have all the planets on screen to pick one of, rather you set a way point and your ship flies there (use the start button on the main screen once you've set one, ). You can set waypoints either from the planet navigator (use the zoom out screen), which shows the planets around you in order of distance (closest at the top), or when you get a contract you will have a waypoint set. In addition if you use the "status" button in the ship screen you will find listings of contracts, rumours and cargo that you can set way points with. 
 At the top of the screen, there is the date listed and if you've set a waypoint, the number of au (astronomical units), away it is. make sure you have enough water fuel in your hold before you start, plus some luxury rations to keep your crew happy sinse if your crew's morale drops too low they'll mutany. How much water fuel it takes to get anywhere depends upon the ratio of solar sales to hull of your ship, and your captain's piloting skill, but when you start off you have a firstofficer who helps with hints and advice and will tell you if your running low on supplies.The "Bridge" button is used to open the sector menu which is basically the stuff you can do at any sector of deep space or planet, patrol, blockade, surveillance, go to urban zone or land on wild zone. Patrolling, blockading or using survailance are all used for missions or performing actions against enemy factions, while Urban gets you to the various shops and other places. Wi
 lds is where you go exploring.(you will also see the urban and wilds buttons on the main screen if your not zoomed out and docked at a planet).In the urban zone, you can go to the spice hall and hier crew, as well as get spice or entertainment for your crew to keep their morale up. If you've been wounded in combat or mutanies you can visit a doctor, though note that it's more cost effective to get small heals at several doctors than heal everything at one. In the Spice hall you can also get rumours which might tell you something useful about wars going on across the galaxy, locations of special officers to hier, shortages of certain goods etc, (though bare in mind each time you hit the "buy hint" or "next" button it costs you 100 credits. You can also take some miner contracts for the faction like message or cargo contracts.In the stardock you can fix your ship's stats, sales, guns, engines and hull, and buy some upgrades (what upgrades are availa
 ble on any planet will depend upon the faction who owns it and some other things). You can also enter the military base where you will see military ships for sale and repare the guns, torps and armor for your ship, however you have to have enough military rank for a faction to get into the base.In the palace you can talk to the prince and get more major contracts like assassinations or bounty missions, blockade or surveillance contracts, as well as buy a trade permit, military rank or death warrent. Trade permits are needed to trade in weapons, electronics, artifacts and records, and death warrents get you to be a bounty hunter and give you protection when carrying out assassination missions. You can also buy military rank upgrades for a faction, which give you access to the faction's military base and also lower the prices on buying armourments for your ship. The palace also holds the "hall of records" which is where you can go to see the in game awa
 rds, and earn one if you fulfil the conditions. These are not game center awards, and may be earned multiple times for each game, also note that 

Re: Paw Prints. A turn-based strategy roleplaying game, by Aprone.

2015-09-22 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


  


Re: Paw Prints.  A turn-based strategy roleplaying game, by Aprone.

@Aprone,  I'd agree with Phil on difficulty, though i confess at the moment I'm not sure whether the trouble I'm having in baby steps is due to the difficulty of the game, or just me being generally distracted these days as I have been.I'm not sure if I'd personally have a "ranger" category of surviver, sinse realistically how many people are actually "Rangers" in real life and could make bows and arrows out of random wood or turn a wolf skin and a couple of twigs into a fully functional habitat .I do like the idea of making characters personalities and relationships a bit more complex, but I'd myself prefer various traits not just a blanket "good" or "evil" thing. Traits could include: Greedy: gets more unhappy if not given a full ration. Entitled: Will be more unhappy if someone has something such as a blanket
  they don't. Intrepid: More likely to make and survive journies alone. Martyr: will be happier when doing dangerous or difficult things. Pragmatic: does not lose happiness from exposure to corpses. Complainer:If unhappy, will reduce others happiness through they're complaints.Caring: Will gain more happiness if left with children, the injured or eldily. Strong back: Will not become as tired from physical jobs. Stick picker: Can keep a fire going with less wood. Clumsy: Will be more likely to be injured doing hard physical jobs. First aider: will be more likely to find medical supplies like bandages and splints. Coward: Will not help if attacked.You see what I'm thinking with these, personality traits that affect how people relate to each other, with each person given a random selection meaning that maybe some people are better suited for some things than others, particularly if people get a couple of t
 raits each.

URL: http://forum.audiogames.net/viewtopic.php?pid=232536#p232536




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Re: I want to make a game, but don't know what language to use or how to g

2015-09-22 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector


  


Re: I want to make a game, but don't know what language to use or how to g

I am not convinced that starting with programming is the best way to learn how to make games.The important skill is to be able to take resources--be they paper, rocks, Microsoft Word, or full blown programming skill with all the best libraries--and come up with a way to make a game out of that.When you understand the underlying idea of how to represent what you want to make with an arbitrary medium, programming and other tools just become a matter of translation (and the occasional weird technical hickup).Using all the best modern widgets* is great if you want to reach a larger audience, and if you can start with pygame or c++ or Purebasic or BGT or HTML5 and get running quickly and satisfactorally, great!In my experience, though, there is no "one size fits all" approach to game development.* I have no idea what a widget is. I think it's a word for "arbitrary thing made by techies", which just kinda makes it annoying. Eh, language evolves, whet
 her I like it or not.

URL: http://forum.audiogames.net/viewtopic.php?pid=232441#p232441




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Re: accessible space invaders game audio tips, coding tips

2015-09-22 Thread AudioGames . net Forum — Developers room : StarTrekCafe via Audiogames-reflector


  


Re: accessible space invaders game audio tips, coding tips

hi. so, do i go with a menu, like start game, check speakers, beginner, intermediate, advanced, and yes, a canvas for the update game details like score, ships hit, levels, etc, how many players, what sites players are connected.can you help me out. thanks.

URL: http://forum.audiogames.net/viewtopic.php?pid=232561#p232561




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Re: U-Mart. A business strategy game, by Aprone

2015-09-22 Thread AudioGames . net Forum — New releases room : Jeffb via Audiogames-reflector


  


Re: U-Mart.  A business strategy game, by Aprone

[[wow]] this sounds awesome!!! Checking it out now!

URL: http://forum.audiogames.net/viewtopic.php?pid=232565#p232565




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Re: U-Mart. A business strategy game, by Aprone

2015-09-22 Thread AudioGames . net Forum — New releases room : Aprone via Audiogames-reflector


  


Re: U-Mart.  A business strategy game, by Aprone

Thanks guys.Firence, I thought about that, but instead I just made it one of the rival stores you are competing against.Smoothgunner, don't worry, that's still being worked on.

URL: http://forum.audiogames.net/viewtopic.php?pid=232566#p232566




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Re: Keywasful's entombed playthrough.

2015-09-22 Thread AudioGames . net Forum — General Game Discussion : enes via Audiogames-reflector


  


Re: Keywasful's entombed playthrough.

hi,I have the file on my external hddI will upload when I have access to a 100 mbit simetrical fiber connection next week

URL: http://forum.audiogames.net/viewtopic.php?pid=232567#p232567




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Re: Keywasful's entombed playthrough.

2015-09-22 Thread AudioGames . net Forum — General Game Discussion : enes via Audiogames-reflector


  


Re: Keywasful's entombed playthrough.

hi,I have the file on my external hddI will upload when I have access to a 100 mbit simetrical fiber connection next weekor I could seed the torrent on same connection

URL: http://forum.audiogames.net/viewtopic.php?pid=232567#p232567




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Re: U-Mart. A business strategy game, by Aprone

2015-09-22 Thread AudioGames . net Forum — New releases room : staindaddict via Audiogames-reflector


  


Re: U-Mart.  A business strategy game, by Aprone

Hey Aprone,Another great idea. This game is really cool, gives me something to do. lol It'll take some getting used to, but I'm sure I'll get the hang of it. Very cool idea for a game. 

URL: http://forum.audiogames.net/viewtopic.php?pid=232569#p232569




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Re: U-Mart. A business strategy game, by Aprone

2015-09-22 Thread AudioGames . net Forum — New releases room : john via Audiogames-reflector


  


Re: U-Mart.  A business strategy game, by Aprone

This is an awesome little game.One feature request: it'd be nice if we could restock an isle, even if it wasn't totally empty. I'm having a lot of situations pop up where I have less than 10 (out of 100) items on shelves, so I'm losing quite a few sales.

URL: http://forum.audiogames.net/viewtopic.php?pid=232570#p232570




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Re: Edge of Winter - New Castle Adventure Audio Game

2015-09-22 Thread AudioGames . net Forum — General Game Discussion : mr . brunete via Audiogames-reflector


  


Re: Edge of Winter - New Castle Adventure Audio Game

just preordered my coppy! danm yeah!. And no, i'm not worried about the release date, i'll wait for it to come.I'll be out for some time, so, maybe it will be ready by then. if not, no problem. i'll keep waiting until it comes out.

URL: http://forum.audiogames.net/viewtopic.php?pid=232572#p232572




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Re: Abacus

2015-09-22 Thread AudioGames . net Forum — Off-topic room : CAE_Jones via Audiogames-reflector


  


Re: Abacus

*Is thinking of Alice in Wonderland for some reason**Liked making the abacus look like the insides of castles from Super Mario Bros*

URL: http://forum.audiogames.net/viewtopic.php?pid=232573#p232573




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Re: U-Mart. A business strategy game, by Aprone

2015-09-22 Thread AudioGames . net Forum — New releases room : Phil via Audiogames-reflector


  


Re: U-Mart.  A business strategy game, by Aprone

Aprone,I was trying to say that UMart name is already taken and could get you in copyright trouble.So is YouMart and Umart.There is even a JK Mart.However I didn't find any Giion. Mart.Or you could call it Swamp Mart that sells only to zombies.JK

URL: http://forum.audiogames.net/viewtopic.php?pid=232574#p232574




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Re: Survive the Wild!

2015-09-22 Thread AudioGames . net Forum — New releases room : Chris via Audiogames-reflector


  


Re: Survive the Wild!

How do I get to this city everyone is talking about? I heard you had to make a boat but I'm not sure how to do that. I'm stuck outside just fishing and drinking water.

URL: http://forum.audiogames.net/viewtopic.php?pid=232575#p232575




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Re: That's not fair! problem at Quentin C's playroom

2015-09-22 Thread AudioGames . net Forum — General Game Discussion : FabiG94 via Audiogames-reflector


  


Re: That's not fair! problem at Quentin C's playroom

Hello.This is the audio in question:https://dl.dropbox.com/s/7xna4dy8937l15 … e.mp3?dl=0I honestly do not hear anything in this audio recording.Ido not know  of the moderator nor the author of this topic, but I always try to be neutral.I also administer multiple groups or pages.Greetings and thanks.

URL: http://forum.audiogames.net/viewtopic.php?pid=232564#p232564




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Re: U-Mart. A business strategy game, by Aprone

2015-09-22 Thread AudioGames . net Forum — New releases room : smoothgunner via Audiogames-reflector


  


Re: U-Mart.  A business strategy game, by Aprone

aprone im still watin on that tile game multi player lol

URL: http://forum.audiogames.net/viewtopic.php?pid=232563#p232563




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Re: Bokurano Daibouken 3 : secondary topic

2015-09-22 Thread AudioGames . net Forum — New releases room : Aftershock via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

can anyone tell me how to get the magical pieces without destroying the lithorgraphs? every time I destroy it it distroies the magic piece as well.

URL: http://forum.audiogames.net/viewtopic.php?pid=232568#p232568




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Re: 2D Platformer Ultron Edition

2015-09-22 Thread AudioGames . net Forum — New releases room : Chris via Audiogames-reflector


  


Re: 2D Platformer Ultron Edition

What is the Twitter authorization feature used for? I linked my Twitter account with the game but it doesn't appear to do anything.

URL: http://forum.audiogames.net/viewtopic.php?pid=232576#p232576




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Open Broadcaster Software

2015-09-22 Thread AudioGames . net Forum — Articles Room : Sightless Kombat via Audiogames-reflector


  


Open Broadcaster Software

***Disclaimer.***If this article contravenes the rules of the forum, moderators please let me know***End of disclaimer***I've been using Open Broadcaster software for a while and I've seen many blind and visually impaired users have trouble or just be almost intimidated by the interface.  Therefore, I'll try and give what tips I can here linking to information that I find useful etc.  This won't probably turn into anything, might not even be expanded beyond this point, but we'll have to see.This article is designed to help those wishing to stream games, whether they be audio games with graphics or mainstream content, with the assistance of a screen reader, highlighting pitfalls and interesting quirks that might be encountered.Things you'll needThe software, found here:Download OBS(note:
  It's good if you have both 32 and 64 bit versions of OBS on your PC, for reasons that I'll go into later)A desktop or laptop running an os listed in the system requirements.  Windows 8.1 will be used in this example.If you feel the need, a screen reader.  NVDA will be used in this example as it is the only one that has been tested extensively with twitch and OBS.***Information*** although other screen readers may work, results may vary.***end of information***If you wish to stream your games, you'll need an account with a service such asTwitch.tv, found hereStreaming is not necessarily the main objective this tutorial, just an added step if people want to try it.If you wish to capture gameplay from a console, you'll need a capture card/device. 
  The example used here will be theElgato Game Capture HD.If you wish to commentate during gameplay, some kind of microphone.  Whether that's a voice recorder, headset microphone, or USB audio device, it doesn't really matter.  Set up proceedures may vary for different devices, but a USB microphone will be used in this example.***commentary may not even be covered, but it's a possibility***For those of you wanting to make sure your stream is of the best possible quality with your set up, having a sighted friend/person who is able to check your stream by visiting its page is helpful.  This is especially true for individuals with no vision whatsoever, as the stream might sound fine but the video might have "blocky frames", where movements look very stiff and juddery.  There are those who would
  say that it doesn't matter, but if you personally want the best looking stream, run a few tests just to check whenever you change things.A word about screen readersOBS is one of those programs that requires a bit of getting used to.  One of the most important things is that you can't actually right click in the boxes (for adding sources and such), you have to use mouse keys (NVDA+left Mouse to root the mouse cursor to the box, then right mouse to get into the menu, e.g. the source menu).Speaking of the source menu, That's probably the only context menu you'll need to use.  The program is, apart from the above minor inconvenience which is just that at best and irritating at worst, fine with NVDA.Initial SetupOnce you've installed OBS (which is relatively straightforward if you've used pretty much any other windows installer), take a look around the window.  You'll see that things
  can be navigated pretty much with tab, shift tab, and space/enter.If you want to set up OBS for streaming with a service like twitch, I'd recommend this guide, found on the twitch help page.A couple of notes about this guideIt's not exactly up-to-date, from what I can gather.  There are boxes missing in places where it says there should be boxes, and the networks tab isn't actually able to be altered, as far as I can tell.  However, if you just work around those small quirks, the guide gives you all the information you should need.Bitrates:  The recommended bitrate is 3000 KBPS - around that at least.  This is way too high for most people, even twitch partners.  After I did some initial tests and reading on various forums and such, I discovered that around 1800 or so was good for my specific setup.  I'd s
 uggest tailing it back to around 1500/1600 kbps, and then seeing what results you get and running tests.It's fairly obviously designed for people who aren't visually impaired (note the use of screenshots that don't have alt text), but it's easy enough to understand with a little patience.  The settings dialog is activated by a button in the main window, which can be found by using the tab key.  Alternatively, it's probably easier just to use shift+tab and go over to it.I've never had a need for scenes in recording my gameplay, I just select a source I've added (by right clicking as explained above in the sources list and go to the global sources submenu.If you want to add a global source for later use, you can go to the global sources button in the main OBS window and when the dialog appears, click add and follow the instructions.(Note: game capture is generally reserved for 

Mortal Kombat X: A Game Guide

2015-09-22 Thread AudioGames . net Forum — Articles Room : Sightless Kombat via Audiogames-reflector


  


Mortal Kombat X: A Game Guide

NoticeThis version of the guide is no longer being updated.You can find the most current version here.The original contents have been preserved here, partially for posterity and also due to a lack of knowledge on what the policy is for posting newer versions of guides as a link and removing the rest of the text.  If the moderators of this forum wish to clarify what the situation is, please feel free.Guide contentThis guide is a so-called "living document" and currently under construction.  It will hopefully expand as time goes on with resources from various internet sites, which will be credited where possible.***Disclaimer***If the moderators of this forum believe this guide to be in violation of any of the rules or stipulations that govern this forum, please inform me via private message and I will be happy to adjust/take it down as nee
 ded.***end of disclaimer*a note about spoilers**As this guide expands, there will be spoilers.  As a gamer who doesn't actually like things being spoilt (accept in exceptional circumstances), I will put spoiler warnings around these.  These will be presented as follows:SPOILER[spoiler text]endspoiler**end of note**Table of contentsI. Mortal Kombat: The series (mk1-mkvsdcu/mk8).II. Mortal Kombat: New generation, new beginnings (reboot).III. Mortal Kombat X: systems and versions (list of consoles/systems).IV. Input guide.V. Videos.1. Game mechanics.1.01. Variations.1.1. Ground movement.1.2. Jumping.1.3. Blocking.1.4. Running.1.5. Special Moves.1.6. Enhanced special moves.1.7. Throws.1.8. Interactibles.1.9. Brutalities.1
 .10. Fatalities.2. Characters and variations.(sections will be listed here when the full roster is released)3. Starting the game for the first time.3.1. Menu layout.3.2. Accessibility mode.4. Tutorial.5. Kombos.6. Stages.7. Story Mode.8. Practice Mode.9. Alternative control methods.unnumbered: conclusionsI. Mortal Kombat: The Series.Mortal Kombat as a franchise started in the early 90s, around the time of Streetfighter II.  Midway and the team of Ed Boon, John Tobias, John Vogel and Dan Forden created a fighting game that utilised a number of the convensions of traditional fightig games of the era, whilst setting new trends at the same time.Promotional videos, such as this one brought to you curtacy of YourMKArcadeSource on youtubewere sent round to arcade game operators to encourage them to 
 purchase the machines, with a few interesting comments made by the voiceover that it is possible could've sparked off new mini games later in the series (like test your might being refered to as being able to test your strike).At the time of Mortal Kombat's release, a lot of parents were shocked by the violence in the game, something that was uncommon at the time in such open situations as arcades.  The uproar that was mostly caused by the media and the complaints of parents, most notable in America, caused Mortal kombat to be known today as the game that essentially started the ESRB games rating system.II. Mortal Kombat: New generation, new beginningsAfter the bancruptcy of Midway in 2008, the Mortal Kombat franchise was sold off.  It was uncertain as to what would happen, but in 2010, traillers were released showcasing a new Mortal Kombat game.  The sound design had changed from Mortal Kombat VS DC Universe, taking on a g
 rittier edge.  Noone was quite sure whether there'd be a subtitle or a number, but when none was revealed, fans began to call it MK9 or MK 2011.This was the first game by Netherrealm studios and the first game to feature only Mortal Kombat characters on the seventh generation of consoles and it was very much worth the wait, as a number of fans will attest to, in spite of its flaws.  Fatalities were back with a vengence, babalities returned and stage fatalities even put in an appearance.  By far the most distinguishing feature, partially carried over from Midway's last Mortal Kombat related title, was story mode.  It was longer than that included in the previous game, with unlockable characters and two on one fights which, when played on higher difficulty levels seemed almost unfair,.  The thing that made story mode a hassle for some players was a final boss who seems very  reminiscent of his roots in the original games in terms of his c
 heap tactics.III. Mortal Kombat X systems and versions.Mortal Kombat X is due to release for PS4, PS3, Xbox One, Xbox 360 and PC.PS4, Xbox One and PC are due to release on April 14th 2015, but the "last gen" versions aren't due to release until later in the year, some time in June if the speculations are to be believed.IV. Input guidemost fighting game guides have an input key somewhere to help players understand how to input the moves.  What follows is the key for when using a controller - PC commands may be listed at a later time, but as using a controller is recommended for fighting games this is less likely.controller input=in-guide 

Re: I want to make a game, but don't know what language to use or how to g

2015-09-22 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector


  


Re: I want to make a game, but don't know what language to use or how to g

I am not convinced that starting with programming is the best way to learn how to make games.The important skill is to be able to take resources--be they paper, rocks, Microsoft Word, or full blown programming skill with all the best libraries--and come up with a way to make a game out of that.When you understand the underlying idea of how to represent what you want to make with an arbitrary medium, programming and other tools just become a matter of translation (and the occasional weird technical hickup).Using all the best modern widgets* is great if you want to reach a larger audience, and if you can start with pygame or c++ or Purebasic or BGT or HTML5 and get running quickly and satisfactorally, great!In my experience, though, there is no "one size fits all" approach to game development.* I have no idea what a widget is. I think it's a word for "arbitrary thing made by techies", which just kinda makes it annoying. Eh, la
 nguage evolves, whether I like it or not.

URL: http://forum.audiogames.net/viewtopic.php?pid=232441#p232441




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Re: I want to make a game, but don't know what language to use or how to g

2015-09-22 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector


  


Re: I want to make a game, but don't know what language to use or how to g

If you really want to dive in to game development on the programming end, though, "learn python the hard way" is always popular, BGT comes with a decent manual if you're on Windows, and there are loads of game development tutorials out there for specific languages and libraries (pygame has great tutorials, but they are geared toward sighted developers. I'd suggest understanding how to work with simple text-based games before delving into anything that complex, however.)

URL: http://forum.audiogames.net/viewtopic.php?pid=232443#p232443




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Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

2015-09-22 Thread AudioGames . net Forum — New releases room : Wastelander via Audiogames-reflector


  


Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

[ a-t ] Dark, glad you like the new description thing, It definitely makes things more interesting and adds more value to the random junk you findI think things done in the same region would count under one reputation (sort of) but generally speaking it will be as I have planned it, though I am planning to have town's possibly pre-made as you enter a region to allow them to react to eachother and trade/war or w/e.As for leaving and returning, way way way way back when the game was little more than a concept, the idea was you could find a town and mark it as home, then travel around and return home whenever, I may try and re implement it, you would have to make a town as home and once you leave, getting to the end of a region would run a check (if the player had marked a town as home) if this came back true it could offer you two choices, return to town or leave the region. In theory that should work fine, though in a 90 place region where the town was area 1 that may be an issue but we could always work on itI am legit thinking about getting dinner at deviants place now, If I enjoy the way it's written I'll no doubt end up on his other books, just like how Kurt Vonnegut's "Sirens of Titan" lead me to reading tons of his other stuff!I am a huge fan of post-apocalyptic books though! I even wrote my own last year http://www.amazon.co.uk/Tomorrow-Gone-H … ow+is+gone

URL: http://forum.audiogames.net/viewtopic.php?pid=232537#p232537




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Adventure at C: Stage Builder Manual

2015-09-22 Thread AudioGames . net Forum — Articles Room : threeblacknoises via Audiogames-reflector


  


Adventure at C: Stage Builder Manual

Hay all.I've put together a manual for the Adventure at C stage builder.It was going to be packaged with the next version of AAC, but as their is not going to be a next version, I've decided to place it hear so all can read it.Stage builder manualby Threeblacknoises, with some additional material by Aaron bakerPlease note: to build or edit a custom stage, you must have beaten the game on the file you are trying to build  a stage on.To play a stage, you just have to beat the intro level.Getting to the stage builder menu is easy, just press shift s while in the in between levels area.From there select any of the three options. This documentation will cover  stage creation, which in turn, covers editing stages.Playing a custom stage is just like  playing a normal stage.In order to take advantage of the stage builder, you need to have a folder called stages in the same folder you are running aac.e
 xe in.This is where AAC will look for stages, and also where it will save stages to.If you haven't modified the AAC folder, this folder should already be where it needs to be, and should also include  files called example.stg, and neoexamplestage.stg.The game doesn't save stages in the folder you place it in, because the stages  folder needs to be quickly and easily reachable, so you may copy and paste files to it.You may store custom music and sounds in separate folders, as long as they are located in the main Adventure at C folder.You, however, cannot add folders beyond the main folder.So you cant make a folder called music and place folders in that one called main music and boss music, for example.In this example, the main music and boss music folders will be ignored by AAC, and you will only see OGG files located in the music folder.Note that all music and sounds you add to a custom stage will become part of the
  stage file, and thus be encrypted so other people can't get access to them.Because of this, their is no need to distribute music or sound files with your stages.Creating your stageWhen you choose build stage from the stage builder menu, you're presented with several prompts designed to prep your stage for building.First, you must decide how big, or long, you wish your stage to be in tiles.Each tile is one step your character can take.This is represented by a number between 100 to 5000.Please note: you cannot change this later.Next, choose your background music.AAC has 4 built-in tracks, but you can add your ownIf you wish to add your own music and sounds, you'll need an ogg encoder, as Adventure at c only excepts OGG files and doesn't support mp3s at all.if you select one of the built-in tracks, you'll be taken directly into builder mode.If you choose to use custom music, you'll 
 first be asked where you want to get your OGG file from.This must be a folder located within the main AAC folder, You cannot pull music from anywhere else on your PC.Choose a folder from the list provided, or choose to get an OGG file from the main Adventure at C directory.For more information on ogg files and how to encode them, check out Custom music and sounds.Once you choose your background music, you're ready to start building your stage!Please note; under no circumstance can you make a stage with no background music.If you wish for your stage to have no music, you must create an OGG file called silence, and choose it at the background music prompt.Once your stage loads for the first time, you'll be asked if you wish to create a randomly-generated template to build your stage on.If you say yes, AAC will place random obsticals in your stage, and your stage's name will have "(Random)" added to it to show tha
 t you had help creating your stage.Even if you remove all randomly placed obsticals, the game will still add the "(Random)" suffix to your stage's name each time you save it.Learning your building environmentWhen your stage first appears, it's just an empty road of tiles that sound like the ones you've been walking on throughout the main adventure.But an empty stage isn't going to impress anyone, so you'll need to start adding stuff to it.The stage builder consists of two modes, the builder mode, where you place viruses, items and obstacles, and the play test mode, where you see how your stage is working.To switch between modes, press f5. Builder mode is the default mode of operation.Most of the following controls are self-explanatory, but the ones that aren't will be covered in separate sections.Builder mode controls:F5, switch between modesL: sets the starting location.Space: sets the end of level square or unassigns it. (when play testing, the end of level action(s) will not happen. You  must play the stage for them to actually happen.C: checks your location.M: changes the tile you are standing on to a different tile.Shift+M: Brings up the tile creator.Control+M: lets you place a tile within a desired range.I: places an item.E: Places an enemy. (Limit 100 per 

An introduction to Star traders

2015-09-22 Thread AudioGames . net Forum — Articles Room : Dark via Audiogames-reflector


  


An introduction to Star traders

Startraders is a highly complex and involved game to play, and the manual is rather in depth, so this is intended as a quick introduction to get people familiar with how the fundamentals of the game work as quickly as possible. It isn't intended to replace the game manual, and it's still recommended you skim through that, or indeed just dip into it to find out information when your more familiar with the game, however obviously when just trying out a new game reading a weighty tome like the game manual isn't particularly what you want, so this is intended to give you enough information to get you up and flying as soon as possible without going into in depth stratogy.To start off, choose a ship, a starting faction, and a profession with the sliders. Also note the difficulties (and be careful sinse Star traders can get very tough). All difficulties above normal have perminant death, however equally you won't see all the enemy ships on lower difficulties.Once you have your ship, you'll have a little story sequence that takes you through your first mission to your factions' capital, devoltus prime if you choose the first faction of Devoltus syndicate. Now, how the game works is you need to survive and make money. Each profession starts you off with skills that pertain to different activities. Navigating your ship is a little different from most space games, you don't just have all the planets on screen to pick one of, rather you set a way point and your ship flies there (use the start button on the main screen once you've set one, ). You can set waypoints either from the planet navigator (use the zoom out screen), which shows the planets around you in order of distance (closest at the top), or when you get a contract you will have a waypoint set. In addition if you use the "status" button in the ship screen you will find listings of contracts, rumours and cargo that you can set way poi
 nts with. At the top of the screen, there is the date listed and if you've set a waypoint, the number of au (astronomical units), away it is. make sure you have enough water fuel in your hold before you start, plus some luxury rations to keep your crew happy sinse if your crew's morale drops too low they'll mutany. How much water fuel it takes to get anywhere depends upon the ratio of solar sales to hull of your ship, and your captain's piloting skill, but when you start off you have a firstofficer who helps with hints and advice and will tell you if your running low on supplies.The "Bridge" button is used to open the sector menu which is basically the stuff you can do at any sector of deep space or planet, patrol, blockade, surveillance, go to urban zone or land on wild zone. Patrolling, blockading or using survailance are all used for missions or performing actions against enemy factions, while Urban gets you to the various shops 
 and other places. Wilds is where you go exploring.(you will also see the urban and wilds buttons on the main screen if your not zoomed out and docked at a planet).In the urban zone, you can go to the spice hall and hier crew, as well as get spice or entertainment for your crew to keep their morale up. If you've been wounded in combat or mutanies you can visit a doctor, though note that it's more cost effective to get small heals at several doctors than heal everything at one. In the Spice hall you can also get rumours which might tell you something useful about wars going on across the galaxy, locations of special officers to hier, shortages of certain goods etc, (though bare in mind each time you hit the "buy hint" or "next" button it costs you 100 credits. You can also take some miner contracts for the faction like message or cargo contracts.In the stardock you can fix your ship's stats, sales, guns, engines and hull, and buy
  some upgrades (what upgrades are available on any planet will depend upon the faction who owns it and some other things). You can also enter the military base where you will see military ships for sale and repare the guns, torps and armor for your ship, however you have to have enough military rank for a faction to get into the base.In the palace you can talk to the prince and get more major contracts like assassinations or bounty missions, blockade or surveillance contracts, as well as buy a trade permit, military rank or death warrent. Trade permits are needed to trade in weapons, electronics, artifacts and records, and death warrents get you to be a bounty hunter and give you protection when carrying out assassination missions. You can also buy military rank upgrades for a faction, which give you access to the faction's military base and also lower the prices on buying armourments for your ship. The palace also holds the "hall of records
 ; which is where you can go to see the in game awards, and earn one if you fulfil the conditions. These are not game center awards, and may be earned multiple times for each game, also note that 

Xbox One: Console and Controller guide

2015-09-22 Thread AudioGames . net Forum — Articles Room : Sightless Kombat via Audiogames-reflector


  


Xbox One: Console and Controller guide

***This guide is currently under construction, with the console sections to be added later as well as everything being gradually tidied up***an introductionMicrosoft's Xbox One had a tough launch period, with kinect launch titles like "fighter Within" being panned by critics.  However, it's been a long time since the console first entered the market and now it is still a viable alternative for blind and visually impaired gamers, in spite of it's relative lack of playable games (at least for the former demographic).This article aims to demonstrate that the console's accessibility, whilst not in line with PC standards at the moment,is at least a true testament to the legacy set by it's predecessor, the Xbox 360, released back in 2005.Microsoft accounts and gamertags: debunking a few myths of sortsGamertags have been around as long as XBox Live was in existence.  They are what your friends and other gamers know you by in online lobbies and the like, unless of course you choose to share your real name with your friends - a privacy related debate that I won't get into here.  However, when setting up for the arrival of my Xbox One, I had a few burning questions that I thought other people might benefit from hearing answers to.Can I have an alternative email address for my gamertag?Yes you most certainly can!  This question stems from the fact that the only information I could find about Gamertags was to do with Microsoft accounts.  However, when youmake your microsoft account, you can actually choose to use an alternative email address.  Just enter it in the box and it'll work, there shouldn't be any issues.Can I use SmartGlass without having the console to pair it with? How much functionality will I getout of the app?Definitely.  You don't actually need the console for SmartGlass to work.  Just sign in with your details and you should be good to go!Can I cue downloads before I get the console so that I can get things going as quickly as possible?Yes you can, although what actually happens after sign in is currently uncertain, I will update this section once I know more.SmartGlassWhilst Xbox 360 SmartGlass was a bit of a pain to get working, it did a couple of interesting things that were quite useful, not least of which was allowing you to launch games from a windows 8 compatible device without even touching your controller.The Xbox One counterpart, a separate app in the ITunes App Store and on Android, is a whole new way of looking at the features of the 360 version.  It has several useful features including being able to watch game DVR clips while on the go, viewing in-game help manuals and, perhaps most useful of all, allowing you to purchase items (only free ones have been tested) directly from within the app.***More information to be added***The ControllerThe Xbox One controler, hereafter refered to as the controler, is similar to the xbox 360 version.  The Xbox button has been redesigned into an interesting raised circle of sorts with the logo imprinted into it, which is a lot less strange than the 360.  Actually, I'm going to spend so much time comparing the two that I'll give my first recommendation about this part of the system: if you can, try one.  If you do try one, try it with a game you know.The controler itself is well built, as you'd expect from a first party product.  The buttons are responsive (including the Dpad), with the analogue sticks being smooth and precise.  The triggers, whilst evolved from the X360 equivalent, are still as sharp as ever with the only minor point being the new bumpers.Where you could previously press the bumper anywhere along its length to activate whatever function the game ties it to, those on the next generation controler are more finicky.  Whilst not unusable by any means, they require an element of practice to master, with not pressing in on the edges being the best way I found of making them do as expected.The play and charge kit controllerThe play and charge version of the controller, unlike the standard wireless controler comes with two important things: A lithium-Ion (LI) battery, allowing for long-term recharging without using large numbers of double A batteries, in addition to a micro USB cable.Opening the boxBefore you get access to your new controller, you'll need to open the box.  To do this you'll need a pair of scissors to cut the tape then you'll pretty much be ok, or at least you should be.  Things are packaged in an orderly fashion, with the usual instructional manuals and such included as well.Inserting the LI BatteryThe battery is a kind of long, slightly squashed close to cylindrical shape, like those featured in the 360 version, with a couple of small redesigns.  You simply slide off the back pannel of the controller (which takes a while to get used to, not that you'll do it that often with the play and charge version), push the battery in so that the small contact inserts into the whole in the 

Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

2015-09-22 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


  


Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

@Wastelander, dynamic descriptions are something I'm awlays a huge! fan of, just for the atmosphere alone, so awesome job on that one. As to reputation however, I wasn't thinking so much of global reputation as just the chance of rumours following you. I do accept that the wastes wouldn't have newspapers or the like, but obviously there are still travellers, and I'd be willing to bet all those merchants, slavers, nomads etc don't like a good chinwag about the places they've been to when they stop off at whatever dive in the nearest town for some R A good way to represent this might be to have a chance of events occurring in your current town which changed your standing with that town or faction based on your previous actions. For example, "A carter came into town today and talked about the blood massacre in "insert name of town player had a bad reputation with" or "Rumours are spreading among the slaves a
 bout how good life in "insert name of town player has a good rep with" is"  The chance of these occurring could depend both upon how much impact you had on the last couple of towns you were in (sinse probably nobody would remember a random wanderer who just stopped for the night and moved on), and upon the danger level of the region ie, how hard it was to get to the town. These would also make a difference with one thing which I'm going to be interested to see with the new towns and faction system, how exactly you balance having a game with a potentially infinite area and generation with staying in one place and having to return to that place to collect bounties, spend time in your house, fight against other factions etI'm actually wondering how this will work, sinse I'd not like to lose some of the wandering aspects even if you were wandering on journeys to and from your town out into the wastes to scavenge gear, do quests, fig
 ht in wars etc, as opposed to having to stick in one town and region in order to have any affect, get reputation or buy and manage property, mercs, slaves etc.btw, Tim Powers is awesome all around as an author and I'd recommend most of his books, however Dinner at Devients palace is as far as I know his only post appocalyptic or sf title, most of his books are about various crazier forms of magic usually set in historical times, but are equally good. Devients Palace though is one of the best post apocalyptic I've read generally, sinse like The Wastes it's very colourful, fast pased, and not overly grim, or at least though it has a lot of grim subject matter it deals with it in a rather light hearted, flippent and quite fun way. The devient's palace of the title is a very synister and almost cthulhu like night club, famous for it's mutated food and,  , entertainers.

URL: http://forum.audiogames.net/viewtopic.php?pid=232534#p232534




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Re: Paw Prints. A turn-based strategy roleplaying game, by Aprone.

2015-09-22 Thread AudioGames . net Forum — New releases room : Aprone via Audiogames-reflector


  


Re: Paw Prints.  A turn-based strategy roleplaying game, by Aprone.

Dark I love your personality trait idea.    If I weren't putting a few "finishing" touches on a new game so that I can post it, I'd probably run off and work on that right now!If anyone missed my extremely subtle spoiler about an upcoming game then I should say that I'm probably going to be posting a new game today.I do believe those personality traits would add a very fun new level to the game.

URL: http://forum.audiogames.net/viewtopic.php?pid=232541#p232541




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Re: Paw Prints. A turn-based strategy roleplaying game, by Aprone.

2015-09-22 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


  


Re: Paw Prints.  A turn-based strategy roleplaying game, by Aprone.

@Aprone,  I'd agree with Phil on difficulty, though i confess at the moment I'm not sure whether the trouble I'm having in baby steps is due to the difficulty of the game, or just me being generally distracted these days as I have been.I'm not sure if I'd personally have a "ranger" category of surviver, sinse realistically how many people are actually "Rangers" in real life and could make bows and arrows out of random wood or turn a wolf skin and a couple of twigs into a fully functional habitat .I do like the idea of making characters personalities and relationships a bit more complex, but I'd myself prefer various traits not just a blanket "good" or "evil" thing. Traits could include: Greedy: gets more unhappy if not given a full ration. Entitled: Will be more unhappy if
  someone has something such as a blanket they don't. Intrepid: More likely to make and survive journies alone. Martyr: will be happier when doing dangerous or difficult things. Pragmatic: does not lose happiness from exposure to corpses. Complainer:If unhappy, will reduce others happiness through they're complaints.Caring: Will gain more happiness if left with children, the injured or eldily. Strong back: Will not become as tired from physical jobs. Stick picker: Can keep a fire going with less wood. Clumsy: Will be more likely to be injured doing hard physical jobs. First aider: will be more likely to find medical supplies like bandages and splints. Coward: Will not help if attacked.You see what I'm thinking with these, personality traits that affect how people relate to each other, with each person given a random selection meaning that maybe some people are better suited for some things than others, 
 particularly if people get a couple of traits each.

URL: http://forum.audiogames.net/viewtopic.php?pid=232536#p232536




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The builder's guide to building starships

2015-09-22 Thread AudioGames . net Forum — Articles Room : Omar Alvarado via Audiogames-reflector


  


The builder's guide to building starships

As of version 1.5, death match, a new beginning now has a new building system!Here is the proper way to build your very own starship with it!First off, you will need a lot of resources. You can get these resources by asteroid processing. In particular, you will need massive quantities of rare metal and iron.Next, select build a custom starship from the global galactic network menu, and give it a name. The more metals you have, the higher the hull. You need at least, 20, to continue.Next, board the starship you have created. You are now ready to build. Open the galactic network market menu by pressing g, and select add to custom starship.When you do that, a menu of objects you can build will appear. Here are what those options do.Room builds a new room.Door builds a door, obviously.Wall allows you to block off certain sets of coordinates.Airlock (build once), allows you to build an exit out of your ship.Turbolift allows yo
 u to build ways to access and set up multiple decks.With that in mind, let's build a very basic starship that is just a basic 60 by 60 room, and a few doors.First, if you haven't already, go get some materials. rare metals and iron are what is needed for this project.Next, if you haven't done this either, go select build a custom starship from the global galactic network menu.Board it and let's get going.Select add to custom starship once you've done that, and select room.Always start out building a room. Always always always. Never start by building anything else besides a room. If you do that, previous objects in those coordinates will get wiped when you go build the room.Select room from the menu and press enter. For the purposes of this demonstration, enter 0 for the following.Room x. Room y, and room z.When it asks for a roomlength x, enter 60. Enter the same for roomlength y.Next, the room typ
 e. Go through your sounds folder and examine all the step sounds, keeping in mind that there are 2 per type.The types start at 0. This will take some experimentation to get the hang of, but in time, it will become second nature.For now, let's just enter roomtype 5, which is used on most ship bridges.For roomsound, the idea is the same. You can enter any roomsound that is currently in the sounds folder.You have bridge sounds and room ambiances to choose from.Whatever you decide to use, you will enter something like this. Sounds/bridge9.oggOnce that's done, you will be asked to enter a room environment.This will take some experimentation to get the environment you want, but the best way to get it is to create a map in death match project alpha. That way you can preview the environments there and change it if you don't like it.Once you have decided on a room environment, you enter it simply as the room environment alone and
  nothing else.For the purposes of this demonstration, we will enter "room", without the quotes.And now you have a very basic, room set up, though we still need to set up walls, so you don't go wandering outside the boundaries.Let's do that now.Select add to custom starship again, and this time select wall from the menu.Important! If you mess this part up, there is no way to fix it without starting over! Your only real solution will be to ask someone to correct the offending lines of the ship file.Now, let's build the wall that will be on your left (assuming your still standing at 0 0 0).When you are asked for wall x and y, enter -1 here.For wall z, enter 0.For wall length, enter 60.Listen, very, carefully.When it asks for wallside, pay attention to the value you enter. 0 affects the x plane (up and down), And 1 affects the y plane (left to right).For the purposes of this demo, ente
 r 0.You have now got a wall that blocks you from going too far left, but we now need to do the same for a wall behind you.Start a wall again entering -1 as x and y and 0 for z, 60 for wall length, and this time however,Enter 1, as the wallside prop.If you did it correctly, you now have a wall behind you.One note, pliz don't be an idiot and stand behind or ahead of where the wall will be created. If you do, you may remain trapped.Now, let's create walls for the other side of the ship.We'll start with the one on the right edge of the ship.Start another wall, and enter 60 as the wall x, 0 as the wall y, and 0 as the wall z.Enter 60 as the wall length, and 0 for wallside.Now, for one last wall. Start another wall.Enter 0 as the wall x, 60 as the wall y, 0 as the wall z, 60 as the wall length, and 1 as the wallside.Congratulations! You now have a very basic, 60 by 60 box shaped ship.If you 
 have stuck with me for this long, feel free to keep reading. If your confused, here is a good place to stop.Let's add a few doors now.Keep in mind that doors only block the coordinate they are on, and nothing around it. For this purpose, you need to build walls around, but not directly, where your door is placed.Let's build 1 door at 20, 20, 0, and have a wall 

Re: U-Mart. A business strategy game, by Aprone

2015-09-22 Thread AudioGames . net Forum — New releases room : Aprone via Audiogames-reflector


  


Re: U-Mart.  A business strategy game, by Aprone

I just posted a quick patch that fixes a bug in the loans menu.  A bug was causing it to list your opponent's loans instead of your own at times, making it seem like you had bought one loan but had been given a different one.Phil, I originally was going to do You-Mart, but shortened it.  The idea was that it's your store, in a similar way to how they market customized monopoly boards and such (name-your-own-opoly).

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Re: I want to make a game, but don't know what language to use or how to g

2015-09-22 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector


  


Re: I want to make a game, but don't know what language to use or how to g

I am not convinced that starting with programming is the best way to learn how to make games.The important skill is to be able to take resources--be they paper, rocks, Microsoft Word, or full blown programming skill with all the best libraries--and come up with a way to make a game out of that.When you understand the underlying idea of how to represent what you want to make with an arbitrary medium, programming and other tools just become a matter of translation (and the occasional weird technical hickup).Using all the best modern widgets* is great if you want to reach a larger audience, and if you can start with pygame or c++ or Purebasic or BGT or HTML5 and get running quickly and satisfactorally, great!In my experience, though, there is no "one size fits all" approach to game development.* I have no idea what a widget is. I think it's a word for "arbitrary thing made by techies", which just kinda makes it annoying. Eh, la
 nguage evolves, whether I like it or not.

URL: http://forum.audiogames.net/viewtopic.php?pid=232441#p232441




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Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

2015-09-22 Thread AudioGames . net Forum — New releases room : Wastelander via Audiogames-reflector


  


Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

[ a-t ] Dark, glad you like the new description thing, It definitely makes things more interesting and adds more value to the random junk you findI think things done in the same region would count under one reputation (sort of) but generally speaking it will be as I have planned it, though I am planning to have town's possibly pre-made as you enter a region to allow them to react to eachother and trade/war or w/e.As for leaving and returning, way way way way back when the game was little more than a concept, the idea was you could find a town and mark it as home, then travel around and return home whenever, I may try and re implement it, you would have to make a town as home and once you leave, getting to the end of a region would run a check (if the player had marked a town as home) if this came back true it could offer you two choices, return to town or leave the region. In theory that should work fine, though in a 90 place region where the town was area 1 that may be an issue but we could always work on itI am legit thinking about getting dinner at deviants place now, If I enjoy the way it's written I'll no doubt end up on his other books, just like how Kurt Vonnegut's "Sirens of Titan" lead me to reading tons of his other stuff!I am a huge fan of post-apocalyptic books though! I even wrote my own last year http://www.amazon.co.uk/Tomorrow-Gone-H … ow+is+gone

URL: http://forum.audiogames.net/viewtopic.php?pid=232537#p232537




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Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

2015-09-22 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


  


Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

@Wastelander, dynamic descriptions are something I'm awlays a huge! fan of, just for the atmosphere alone, so awesome job on that one. As to reputation however, I wasn't thinking so much of global reputation as just the chance of rumours following you. I do accept that the wastes wouldn't have newspapers or the like, but obviously there are still travellers, and I'd be willing to bet all those merchants, slavers, nomads etc don't like a good chinwag about the places they've been to when they stop off at whatever dive in the nearest town for some R A good way to represent this might be to have a chance of events occurring in your current town which changed your standing with that town or faction based on your previous actions. For example, "A carter came into town today and talked about the blood massacre in "insert name of town player had a bad reputation with" or "Rumours are spreading among the slaves a
 bout how good life in "insert name of town player has a good rep with" is"  The chance of these occurring could depend both upon how much impact you had on the last couple of towns you were in (sinse probably nobody would remember a random wanderer who just stopped for the night and moved on), and upon the danger level of the region ie, how hard it was to get to the town. These would also make a difference with one thing which I'm going to be interested to see with the new towns and faction system, how exactly you balance having a game with a potentially infinite area and generation with staying in one place and having to return to that place to collect bounties, spend time in your house, fight against other factions etI'm actually wondering how this will work, sinse I'd not like to lose some of the wandering aspects even if you were wandering on journeys to and from your town out into the wastes to scavenge gear, do quests, fig
 ht in wars etc, as opposed to having to stick in one town and region in order to have any affect, get reputation or buy and manage property, mercs, slaves etc.btw, Tim Powers is awesome all around as an author and I'd recommend most of his books, however Dinner at Devients palace is as far as I know his only post appocalyptic or sf title, most of his books are about various crazier forms of magic usually set in historical times, but are equally good. Devients Palace though is one of the best post apocalyptic I've read generally, sinse like The Wastes it's very colourful, fast pased, and not overly grim, or at least though it has a lot of grim subject matter it deals with it in a rather light hearted, flippent and quite fun way. The devient's palace of the title is a very synister and almost cthulhu like night club, famous for it's mutated food and,  , entertainers.

URL: http://forum.audiogames.net/viewtopic.php?pid=232534#p232534




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An introduction to Star traders

2015-09-22 Thread AudioGames . net Forum — Articles Room : Dark via Audiogames-reflector


  


An introduction to Star traders

Startraders is a highly complex and involved game to play, and the manual is rather in depth, so this is intended as a quick introduction to get people familiar with how the fundamentals of the game work as quickly as possible. It isn't intended to replace the game manual, and it's still recommended you skim through that, or indeed just dip into it to find out information when your more familiar with the game, however obviously when just trying out a new game reading a weighty tome like the game manual isn't particularly what you want, so this is intended to give you enough information to get you up and flying as soon as possible without going into in depth stratogy.To start off, choose a ship, a starting faction, and a profession with the sliders. Also note the difficulties (and be careful sinse Star traders can get very tough). All difficulties above normal have perminant death, however equally you won't see all the enemy ships on lower difficulties.Once you have your ship, you'll have a little story sequence that takes you through your first mission to your factions' capital, devoltus prime if you choose the first faction of Devoltus syndicate. Now, how the game works is you need to survive and make money. Each profession starts you off with skills that pertain to different activities. Navigating your ship is a little different from most space games, you don't just have all the planets on screen to pick one of, rather you set a way point and your ship flies there (use the start button on the main screen once you've set one, ). You can set waypoints either from the planet navigator (use the zoom out screen), which shows the planets around you in order of distance (closest at the top), or when you get a contract you will have a waypoint set. In addition if you use the "status" button in the ship screen you will find listings of contracts, rumours and cargo that you can set way poi
 nts with. At the top of the screen, there is the date listed and if you've set a waypoint, the number of au (astronomical units), away it is. make sure you have enough water fuel in your hold before you start, plus some luxury rations to keep your crew happy sinse if your crew's morale drops too low they'll mutany. How much water fuel it takes to get anywhere depends upon the ratio of solar sales to hull of your ship, and your captain's piloting skill, but when you start off you have a firstofficer who helps with hints and advice and will tell you if your running low on supplies.The "Bridge" button is used to open the sector menu which is basically the stuff you can do at any sector of deep space or planet, patrol, blockade, surveillance, go to urban zone or land on wild zone. Patrolling, blockading or using survailance are all used for missions or performing actions against enemy factions, while Urban gets you to the various shops 
 and other places. Wilds is where you go exploring.(you will also see the urban and wilds buttons on the main screen if your not zoomed out and docked at a planet).In the urban zone, you can go to the spice hall and hier crew, as well as get spice or entertainment for your crew to keep their morale up. If you've been wounded in combat or mutanies you can visit a doctor, though note that it's more cost effective to get small heals at several doctors than heal everything at one. In the Spice hall you can also get rumours which might tell you something useful about wars going on across the galaxy, locations of special officers to hier, shortages of certain goods etc, (though bare in mind each time you hit the "buy hint" or "next" button it costs you 100 credits. You can also take some miner contracts for the faction like message or cargo contracts.In the stardock you can fix your ship's stats, sales, guns, engines and hull, and buy
  some upgrades (what upgrades are available on any planet will depend upon the faction who owns it and some other things). You can also enter the military base where you will see military ships for sale and repare the guns, torps and armor for your ship, however you have to have enough military rank for a faction to get into the base.In the palace you can talk to the prince and get more major contracts like assassinations or bounty missions, blockade or surveillance contracts, as well as buy a trade permit, military rank or death warrent. Trade permits are needed to trade in weapons, electronics, artifacts and records, and death warrents get you to be a bounty hunter and give you protection when carrying out assassination missions. You can also buy military rank upgrades for a faction, which give you access to the faction's military base and also lower the prices on buying armourments for your ship. The palace also holds the "hall of records
 ; which is where you can go to see the in game awards, and earn one if you fulfil the conditions. These are not game center awards, and may be earned multiple times for each game, also note that 

Re: Paw Prints. A turn-based strategy roleplaying game, by Aprone.

2015-09-22 Thread AudioGames . net Forum — New releases room : Aprone via Audiogames-reflector


  


Re: Paw Prints.  A turn-based strategy roleplaying game, by Aprone.

Dark I love your personality trait idea.    If I weren't putting a few "finishing" touches on a new game so that I can post it, I'd probably run off and work on that right now!If anyone missed my extremely subtle spoiler about an upcoming game then I should say that I'm probably going to be posting a new game today.I do believe those personality traits would add a very fun new level to the game.

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Open Broadcaster Software

2015-09-22 Thread AudioGames . net Forum — Articles Room : Sightless Kombat via Audiogames-reflector


  


Open Broadcaster Software

***Disclaimer.***If this article contravenes the rules of the forum, moderators please let me know***End of disclaimer***I've been using Open Broadcaster software for a while and I've seen many blind and visually impaired users have trouble or just be almost intimidated by the interface.  Therefore, I'll try and give what tips I can here linking to information that I find useful etc.  This won't probably turn into anything, might not even be expanded beyond this point, but we'll have to see.This article is designed to help those wishing to stream games, whether they be audio games with graphics or mainstream content, with the assistance of a screen reader, highlighting pitfalls and interesting quirks that might be encountered.Things you'll needThe software, found here:Download OBS(note:
  It's good if you have both 32 and 64 bit versions of OBS on your PC, for reasons that I'll go into later)A desktop or laptop running an os listed in the system requirements.  Windows 8.1 will be used in this example.If you feel the need, a screen reader.  NVDA will be used in this example as it is the only one that has been tested extensively with twitch and OBS.***Information*** although other screen readers may work, results may vary.***end of information***If you wish to stream your games, you'll need an account with a service such asTwitch.tv, found hereStreaming is not necessarily the main objective this tutorial, just an added step if people want to try it.If you wish to capture gameplay from a console, you'll need a capture card/device. 
  The example used here will be theElgato Game Capture HD.If you wish to commentate during gameplay, some kind of microphone.  Whether that's a voice recorder, headset microphone, or USB audio device, it doesn't really matter.  Set up proceedures may vary for different devices, but a USB microphone will be used in this example.***commentary may not even be covered, but it's a possibility***For those of you wanting to make sure your stream is of the best possible quality with your set up, having a sighted friend/person who is able to check your stream by visiting its page is helpful.  This is especially true for individuals with no vision whatsoever, as the stream might sound fine but the video might have "blocky frames", where movements look very stiff and juddery.  There are those who would
  say that it doesn't matter, but if you personally want the best looking stream, run a few tests just to check whenever you change things.A word about screen readersOBS is one of those programs that requires a bit of getting used to.  One of the most important things is that you can't actually right click in the boxes (for adding sources and such), you have to use mouse keys (NVDA+left Mouse to root the mouse cursor to the box, then right mouse to get into the menu, e.g. the source menu).Speaking of the source menu, That's probably the only context menu you'll need to use.  The program is, apart from the above minor inconvenience which is just that at best and irritating at worst, fine with NVDA.Initial SetupOnce you've installed OBS (which is relatively straightforward if you've used pretty much any other windows installer), take a look around the window.  You'll see that things
  can be navigated pretty much with tab, shift tab, and space/enter.If you want to set up OBS for streaming with a service like twitch, I'd recommend this guide, found on the twitch help page.A couple of notes about this guideIt's not exactly up-to-date, from what I can gather.  There are boxes missing in places where it says there should be boxes, and the networks tab isn't actually able to be altered, as far as I can tell.  However, if you just work around those small quirks, the guide gives you all the information you should need.Bitrates:  The recommended bitrate is 3000 KBPS - around that at least.  This is way too high for most people, even twitch partners.  After I did some initial tests and reading on various forums and such, I discovered that around 1800 or so was good for my specific setup.  I'd s
 uggest tailing it back to around 1500/1600 kbps, and then seeing what results you get and running tests.It's fairly obviously designed for people who aren't visually impaired (note the use of screenshots that don't have alt text), but it's easy enough to understand with a little patience.  The settings dialog is activated by a button in the main window, which can be found by using the tab key.  Alternatively, it's probably easier just to use shift+tab and go over to it.I've never had a need for scenes in recording my gameplay, I just select a source I've added (by right clicking as explained above in the sources list and go to the global sources submenu.If you want to add a global source for later use, you can go to the global sources button in the main OBS window and when the dialog appears, click add and follow the instructions.(Note: game capture is generally reserved for 

The builder's guide to building starships

2015-09-22 Thread AudioGames . net Forum — Articles Room : Omar Alvarado via Audiogames-reflector


  


The builder's guide to building starships

As of version 1.5, death match, a new beginning now has a new building system!Here is the proper way to build your very own starship with it!First off, you will need a lot of resources. You can get these resources by asteroid processing. In particular, you will need massive quantities of rare metal and iron.Next, select build a custom starship from the global galactic network menu, and give it a name. The more metals you have, the higher the hull. You need at least, 20, to continue.Next, board the starship you have created. You are now ready to build. Open the galactic network market menu by pressing g, and select add to custom starship.When you do that, a menu of objects you can build will appear. Here are what those options do.Room builds a new room.Door builds a door, obviously.Wall allows you to block off certain sets of coordinates.Airlock (build once), allows you to build an exit out of your ship.Turbolift allows yo
 u to build ways to access and set up multiple decks.With that in mind, let's build a very basic starship that is just a basic 60 by 60 room, and a few doors.First, if you haven't already, go get some materials. rare metals and iron are what is needed for this project.Next, if you haven't done this either, go select build a custom starship from the global galactic network menu.Board it and let's get going.Select add to custom starship once you've done that, and select room.Always start out building a room. Always always always. Never start by building anything else besides a room. If you do that, previous objects in those coordinates will get wiped when you go build the room.Select room from the menu and press enter. For the purposes of this demonstration, enter 0 for the following.Room x. Room y, and room z.When it asks for a roomlength x, enter 60. Enter the same for roomlength y.Next, the room typ
 e. Go through your sounds folder and examine all the step sounds, keeping in mind that there are 2 per type.The types start at 0. This will take some experimentation to get the hang of, but in time, it will become second nature.For now, let's just enter roomtype 5, which is used on most ship bridges.For roomsound, the idea is the same. You can enter any roomsound that is currently in the sounds folder.You have bridge sounds and room ambiances to choose from.Whatever you decide to use, you will enter something like this. Sounds/bridge9.oggOnce that's done, you will be asked to enter a room environment.This will take some experimentation to get the environment you want, but the best way to get it is to create a map in death match project alpha. That way you can preview the environments there and change it if you don't like it.Once you have decided on a room environment, you enter it simply as the room environment alone and
  nothing else.For the purposes of this demonstration, we will enter "room", without the quotes.And now you have a very basic, room set up, though we still need to set up walls, so you don't go wandering outside the boundaries.Let's do that now.Select add to custom starship again, and this time select wall from the menu.Important! If you mess this part up, there is no way to fix it without starting over! Your only real solution will be to ask someone to correct the offending lines of the ship file.Now, let's build the wall that will be on your left (assuming your still standing at 0 0 0).When you are asked for wall x and y, enter -1 here.For wall z, enter 0.For wall length, enter 60.Listen, very, carefully.When it asks for wallside, pay attention to the value you enter. 0 affects the x plane (up and down), And 1 affects the y plane (left to right).For the purposes of this demo, ente
 r 0.You have now got a wall that blocks you from going too far left, but we now need to do the same for a wall behind you.Start a wall again entering -1 as x and y and 0 for z, 60 for wall length, and this time however,Enter 1, as the wallside prop.If you did it correctly, you now have a wall behind you.One note, pliz don't be an idiot and stand behind or ahead of where the wall will be created. If you do, you may remain trapped.Now, let's create walls for the other side of the ship.We'll start with the one on the right edge of the ship.Start another wall, and enter 60 as the wall x, 0 as the wall y, and 0 as the wall z.Enter 60 as the wall length, and 0 for wallside.Now, for one last wall. Start another wall.Enter 0 as the wall x, 60 as the wall y, 0 as the wall z, 60 as the wall length, and 1 as the wallside.Congratulations! You now have a very basic, 60 by 60 box shaped ship.If you 
 have stuck with me for this long, feel free to keep reading. If your confused, here is a good place to stop.Let's add a few doors now.Keep in mind that doors only block the coordinate they are on, and nothing around it. For this purpose, you need to build walls around, but not directly, where your door is placed.Let's build 1 door at 20, 20, 0, and have a wall 

Adventure at C: Stage Builder Manual

2015-09-22 Thread AudioGames . net Forum — Articles Room : threeblacknoises via Audiogames-reflector


  


Adventure at C: Stage Builder Manual

Hay all.I've put together a manual for the Adventure at C stage builder.It was going to be packaged with the next version of AAC, but as their is not going to be a next version, I've decided to place it hear so all can read it.Stage builder manualby Threeblacknoises, with some additional material by Aaron bakerPlease note: to build or edit a custom stage, you must have beaten the game on the file you are trying to build  a stage on.To play a stage, you just have to beat the intro level.Getting to the stage builder menu is easy, just press shift s while in the in between levels area.From there select any of the three options. This documentation will cover  stage creation, which in turn, covers editing stages.Playing a custom stage is just like  playing a normal stage.In order to take advantage of the stage builder, you need to have a folder called stages in the same folder you are running aac.e
 xe in.This is where AAC will look for stages, and also where it will save stages to.If you haven't modified the AAC folder, this folder should already be where it needs to be, and should also include  files called example.stg, and neoexamplestage.stg.The game doesn't save stages in the folder you place it in, because the stages  folder needs to be quickly and easily reachable, so you may copy and paste files to it.You may store custom music and sounds in separate folders, as long as they are located in the main Adventure at C folder.You, however, cannot add folders beyond the main folder.So you cant make a folder called music and place folders in that one called main music and boss music, for example.In this example, the main music and boss music folders will be ignored by AAC, and you will only see OGG files located in the music folder.Note that all music and sounds you add to a custom stage will become part of the
  stage file, and thus be encrypted so other people can't get access to them.Because of this, their is no need to distribute music or sound files with your stages.Creating your stageWhen you choose build stage from the stage builder menu, you're presented with several prompts designed to prep your stage for building.First, you must decide how big, or long, you wish your stage to be in tiles.Each tile is one step your character can take.This is represented by a number between 100 to 5000.Please note: you cannot change this later.Next, choose your background music.AAC has 4 built-in tracks, but you can add your ownIf you wish to add your own music and sounds, you'll need an ogg encoder, as Adventure at c only excepts OGG files and doesn't support mp3s at all.if you select one of the built-in tracks, you'll be taken directly into builder mode.If you choose to use custom music, you'll 
 first be asked where you want to get your OGG file from.This must be a folder located within the main AAC folder, You cannot pull music from anywhere else on your PC.Choose a folder from the list provided, or choose to get an OGG file from the main Adventure at C directory.For more information on ogg files and how to encode them, check out Custom music and sounds.Once you choose your background music, you're ready to start building your stage!Please note; under no circumstance can you make a stage with no background music.If you wish for your stage to have no music, you must create an OGG file called silence, and choose it at the background music prompt.Once your stage loads for the first time, you'll be asked if you wish to create a randomly-generated template to build your stage on.If you say yes, AAC will place random obsticals in your stage, and your stage's name will have "(Random)" added to it to show tha
 t you had help creating your stage.Even if you remove all randomly placed obsticals, the game will still add the "(Random)" suffix to your stage's name each time you save it.Learning your building environmentWhen your stage first appears, it's just an empty road of tiles that sound like the ones you've been walking on throughout the main adventure.But an empty stage isn't going to impress anyone, so you'll need to start adding stuff to it.The stage builder consists of two modes, the builder mode, where you place viruses, items and obstacles, and the play test mode, where you see how your stage is working.To switch between modes, press f5. Builder mode is the default mode of operation.Most of the following controls are self-explanatory, but the ones that aren't will be covered in separate sections.Builder mode controls:F5, switch between modesL: sets the starting location.Space: sets the end of level square or unassigns it. (when play testing, the end of level action(s) will not happen. You  must play the stage for them to actually happen.C: checks your location.M: changes the tile you are standing on to a different tile.Shift+M: Brings up the tile creator.Control+M: lets you place a tile within a desired range.I: places an item.E: Places an enemy. (Limit 100 per 

Xbox One: Console and Controller guide

2015-09-22 Thread AudioGames . net Forum — Articles Room : Sightless Kombat via Audiogames-reflector


  


Xbox One: Console and Controller guide

***This guide is currently under construction, with the console sections to be added later as well as everything being gradually tidied up***an introductionMicrosoft's Xbox One had a tough launch period, with kinect launch titles like "fighter Within" being panned by critics.  However, it's been a long time since the console first entered the market and now it is still a viable alternative for blind and visually impaired gamers, in spite of it's relative lack of playable games (at least for the former demographic).This article aims to demonstrate that the console's accessibility, whilst not in line with PC standards at the moment,is at least a true testament to the legacy set by it's predecessor, the Xbox 360, released back in 2005.Microsoft accounts and gamertags: debunking a few myths of sortsGamertags have been around as long as XBox Live was in existence.  They are what your friends and other gamers know you by in online lobbies and the like, unless of course you choose to share your real name with your friends - a privacy related debate that I won't get into here.  However, when setting up for the arrival of my Xbox One, I had a few burning questions that I thought other people might benefit from hearing answers to.Can I have an alternative email address for my gamertag?Yes you most certainly can!  This question stems from the fact that the only information I could find about Gamertags was to do with Microsoft accounts.  However, when youmake your microsoft account, you can actually choose to use an alternative email address.  Just enter it in the box and it'll work, there shouldn't be any issues.Can I use SmartGlass without having the console to pair it with? How much functionality will I getout of the app?Definitely.  You don't actually need the console for SmartGlass to work.  Just sign in with your details and you should be good to go!Can I cue downloads before I get the console so that I can get things going as quickly as possible?Yes you can, although what actually happens after sign in is currently uncertain, I will update this section once I know more.SmartGlassWhilst Xbox 360 SmartGlass was a bit of a pain to get working, it did a couple of interesting things that were quite useful, not least of which was allowing you to launch games from a windows 8 compatible device without even touching your controller.The Xbox One counterpart, a separate app in the ITunes App Store and on Android, is a whole new way of looking at the features of the 360 version.  It has several useful features including being able to watch game DVR clips while on the go, viewing in-game help manuals and, perhaps most useful of all, allowing you to purchase items (only free ones have been tested) directly from within the app.***More information to be added***The ControllerThe Xbox One controler, hereafter refered to as the controler, is similar to the xbox 360 version.  The Xbox button has been redesigned into an interesting raised circle of sorts with the logo imprinted into it, which is a lot less strange than the 360.  Actually, I'm going to spend so much time comparing the two that I'll give my first recommendation about this part of the system: if you can, try one.  If you do try one, try it with a game you know.The controler itself is well built, as you'd expect from a first party product.  The buttons are responsive (including the Dpad), with the analogue sticks being smooth and precise.  The triggers, whilst evolved from the X360 equivalent, are still as sharp as ever with the only minor point being the new bumpers.Where you could previously press the bumper anywhere along its length to activate whatever function the game ties it to, those on the next generation controler are more finicky.  Whilst not unusable by any means, they require an element of practice to master, with not pressing in on the edges being the best way I found of making them do as expected.The play and charge kit controllerThe play and charge version of the controller, unlike the standard wireless controler comes with two important things: A lithium-Ion (LI) battery, allowing for long-term recharging without using large numbers of double A batteries, in addition to a micro USB cable.Opening the boxBefore you get access to your new controller, you'll need to open the box.  To do this you'll need a pair of scissors to cut the tape then you'll pretty much be ok, or at least you should be.  Things are packaged in an orderly fashion, with the usual instructional manuals and such included as well.Inserting the LI BatteryThe battery is a kind of long, slightly squashed close to cylindrical shape, like those featured in the 360 version, with a couple of small redesigns.  You simply slide off the back pannel of the controller (which takes a while to get used to, not that you'll do it that often with the play and charge version), push the battery in so that the small contact inserts into the whole in the 

Re: I want to make a game, but don't know what language to use or how to g

2015-09-22 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector


  


Re: I want to make a game, but don't know what language to use or how to g

If you really want to dive in to game development on the programming end, though, "learn python the hard way" is always popular, BGT comes with a decent manual if you're on Windows, and there are loads of game development tutorials out there for specific languages and libraries (pygame has great tutorials, but they are geared toward sighted developers. I'd suggest understanding how to work with simple text-based games before delving into anything that complex, however.)

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Re: Paw Prints. A turn-based strategy roleplaying game, by Aprone.

2015-09-22 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


  


Re: Paw Prints.  A turn-based strategy roleplaying game, by Aprone.

@Aprone,  I'd agree with Phil on difficulty, though i confess at the moment I'm not sure whether the trouble I'm having in baby steps is due to the difficulty of the game, or just me being generally distracted these days as I have been.I'm not sure if I'd personally have a "ranger" category of surviver, sinse realistically how many people are actually "Rangers" in real life and could make bows and arrows out of random wood or turn a wolf skin and a couple of twigs into a fully functional habitat .I do like the idea of making characters personalities and relationships a bit more complex, but I'd myself prefer various traits not just a blanket "good" or "evil" thing. Traits could include: Greedy: gets more unhappy if not given a full ration. Entitled: Will be more unhappy if
  someone has something such as a blanket they don't. Intrepid: More likely to make and survive journies alone. Martyr: will be happier when doing dangerous or difficult things. Pragmatic: does not lose happiness from exposure to corpses. Complainer:If unhappy, will reduce others happiness through they're complaints.Caring: Will gain more happiness if left with children, the injured or eldily. Strong back: Will not become as tired from physical jobs. Stick picker: Can keep a fire going with less wood. Clumsy: Will be more likely to be injured doing hard physical jobs. First aider: will be more likely to find medical supplies like bandages and splints. Coward: Will not help if attacked.You see what I'm thinking with these, personality traits that affect how people relate to each other, with each person given a random selection meaning that maybe some people are better suited for some things than others, 
 particularly if people get a couple of traits each.

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Mortal Kombat X: A Game Guide

2015-09-22 Thread AudioGames . net Forum — Articles Room : Sightless Kombat via Audiogames-reflector


  


Mortal Kombat X: A Game Guide

NoticeThis version of the guide is no longer being updated.You can find the most current version here.The original contents have been preserved here, partially for posterity and also due to a lack of knowledge on what the policy is for posting newer versions of guides as a link and removing the rest of the text.  If the moderators of this forum wish to clarify what the situation is, please feel free.Guide contentThis guide is a so-called "living document" and currently under construction.  It will hopefully expand as time goes on with resources from various internet sites, which will be credited where possible.***Disclaimer***If the moderators of this forum believe this guide to be in violation of any of the rules or stipulations that govern this forum, please inform me via private message and I will be happy to adjust/take it down as nee
 ded.***end of disclaimer*a note about spoilers**As this guide expands, there will be spoilers.  As a gamer who doesn't actually like things being spoilt (accept in exceptional circumstances), I will put spoiler warnings around these.  These will be presented as follows:SPOILER[spoiler text]endspoiler**end of note**Table of contentsI. Mortal Kombat: The series (mk1-mkvsdcu/mk8).II. Mortal Kombat: New generation, new beginnings (reboot).III. Mortal Kombat X: systems and versions (list of consoles/systems).IV. Input guide.V. Videos.1. Game mechanics.1.01. Variations.1.1. Ground movement.1.2. Jumping.1.3. Blocking.1.4. Running.1.5. Special Moves.1.6. Enhanced special moves.1.7. Throws.1.8. Interactibles.1.9. Brutalities.1
 .10. Fatalities.2. Characters and variations.(sections will be listed here when the full roster is released)3. Starting the game for the first time.3.1. Menu layout.3.2. Accessibility mode.4. Tutorial.5. Kombos.6. Stages.7. Story Mode.8. Practice Mode.9. Alternative control methods.unnumbered: conclusionsI. Mortal Kombat: The Series.Mortal Kombat as a franchise started in the early 90s, around the time of Streetfighter II.  Midway and the team of Ed Boon, John Tobias, John Vogel and Dan Forden created a fighting game that utilised a number of the convensions of traditional fightig games of the era, whilst setting new trends at the same time.Promotional videos, such as this one brought to you curtacy of YourMKArcadeSource on youtubewere sent round to arcade game operators to encourage them to 
 purchase the machines, with a few interesting comments made by the voiceover that it is possible could've sparked off new mini games later in the series (like test your might being refered to as being able to test your strike).At the time of Mortal Kombat's release, a lot of parents were shocked by the violence in the game, something that was uncommon at the time in such open situations as arcades.  The uproar that was mostly caused by the media and the complaints of parents, most notable in America, caused Mortal kombat to be known today as the game that essentially started the ESRB games rating system.II. Mortal Kombat: New generation, new beginningsAfter the bancruptcy of Midway in 2008, the Mortal Kombat franchise was sold off.  It was uncertain as to what would happen, but in 2010, traillers were released showcasing a new Mortal Kombat game.  The sound design had changed from Mortal Kombat VS DC Universe, taking on a g
 rittier edge.  Noone was quite sure whether there'd be a subtitle or a number, but when none was revealed, fans began to call it MK9 or MK 2011.This was the first game by Netherrealm studios and the first game to feature only Mortal Kombat characters on the seventh generation of consoles and it was very much worth the wait, as a number of fans will attest to, in spite of its flaws.  Fatalities were back with a vengence, babalities returned and stage fatalities even put in an appearance.  By far the most distinguishing feature, partially carried over from Midway's last Mortal Kombat related title, was story mode.  It was longer than that included in the previous game, with unlockable characters and two on one fights which, when played on higher difficulty levels seemed almost unfair,.  The thing that made story mode a hassle for some players was a final boss who seems very  reminiscent of his roots in the original games in terms of his c
 heap tactics.III. Mortal Kombat X systems and versions.Mortal Kombat X is due to release for PS4, PS3, Xbox One, Xbox 360 and PC.PS4, Xbox One and PC are due to release on April 14th 2015, but the "last gen" versions aren't due to release until later in the year, some time in June if the speculations are to be believed.IV. Input guidemost fighting game guides have an input key somewhere to help players understand how to input the moves.  What follows is the key for when using a controller - PC commands may be listed at a later time, but as using a controller is recommended for fighting games this is less likely.controller input=in-guide 

Re: Shine Plus (Another Talkback Screen Reader)

2015-09-22 Thread AudioGames . net Forum — Off-topic room : afrim via Audiogames-reflector


  


Re: Shine Plus  (Another Talkback Screen Reader)

Hi,To label a button on ShinePlus, simply touch the unlabeled button and open up the command panel by swiping left then right near the centre of the screen, pointing to the left, you should find the label button. Enter the the name you would like to label it as, and then click done.Hope it helps.

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Re: Paw Prints. A turn-based strategy roleplaying game, by Aprone.

2015-09-22 Thread AudioGames . net Forum — New releases room : Aprone via Audiogames-reflector


  


Re: Paw Prints.  A turn-based strategy roleplaying game, by Aprone.

Dark I love your personality trait idea.    If I weren't putting a few "finishing" touches on a new game so that I can post it, I'd probably run off and work on that right now!If anyone missed my extremely subtle spoiler about an upcoming game then I should say that I'm probably going to be posting a new game today.I do believe those personality traits would add a very fun new level to the game.

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The builder's guide to building starships

2015-09-22 Thread AudioGames . net Forum — Articles Room : Omar Alvarado via Audiogames-reflector


  


The builder's guide to building starships

As of version 1.5, death match, a new beginning now has a new building system!Here is the proper way to build your very own starship with it!First off, you will need a lot of resources. You can get these resources by asteroid processing. In particular, you will need massive quantities of rare metal and iron.Next, select build a custom starship from the global galactic network menu, and give it a name. The more metals you have, the higher the hull. You need at least, 20, to continue.Next, board the starship you have created. You are now ready to build. Open the galactic network market menu by pressing g, and select add to custom starship.When you do that, a menu of objects you can build will appear. Here are what those options do.Room builds a new room.Door builds a door, obviously.Wall allows you to block off certain sets of coordinates.Airlock (build once), allows you to build an exit out of your ship.Turbolift allows yo
 u to build ways to access and set up multiple decks.With that in mind, let's build a very basic starship that is just a basic 60 by 60 room, and a few doors.First, if you haven't already, go get some materials. rare metals and iron are what is needed for this project.Next, if you haven't done this either, go select build a custom starship from the global galactic network menu.Board it and let's get going.Select add to custom starship once you've done that, and select room.Always start out building a room. Always always always. Never start by building anything else besides a room. If you do that, previous objects in those coordinates will get wiped when you go build the room.Select room from the menu and press enter. For the purposes of this demonstration, enter 0 for the following.Room x. Room y, and room z.When it asks for a roomlength x, enter 60. Enter the same for roomlength y.Next, the room typ
 e. Go through your sounds folder and examine all the step sounds, keeping in mind that there are 2 per type.The types start at 0. This will take some experimentation to get the hang of, but in time, it will become second nature.For now, let's just enter roomtype 5, which is used on most ship bridges.For roomsound, the idea is the same. You can enter any roomsound that is currently in the sounds folder.You have bridge sounds and room ambiances to choose from.Whatever you decide to use, you will enter something like this. Sounds/bridge9.oggOnce that's done, you will be asked to enter a room environment.This will take some experimentation to get the environment you want, but the best way to get it is to create a map in death match project alpha. That way you can preview the environments there and change it if you don't like it.Once you have decided on a room environment, you enter it simply as the room environment alone and
  nothing else.For the purposes of this demonstration, we will enter "room", without the quotes.And now you have a very basic, room set up, though we still need to set up walls, so you don't go wandering outside the boundaries.Let's do that now.Select add to custom starship again, and this time select wall from the menu.Important! If you mess this part up, there is no way to fix it without starting over! Your only real solution will be to ask someone to correct the offending lines of the ship file.Now, let's build the wall that will be on your left (assuming your still standing at 0 0 0).When you are asked for wall x and y, enter -1 here.For wall z, enter 0.For wall length, enter 60.Listen, very, carefully.When it asks for wallside, pay attention to the value you enter. 0 affects the x plane (up and down), And 1 affects the y plane (left to right).For the purposes of this demo, enter 0.
 You have now got a wall that blocks you from going too far left, but we now need to do the same for a wall behind you.Start a wall again entering -1 as x and y and 0 for z, 60 for wall length, and this time however,Enter 1, as the wallside prop.If you did it correctly, you now have a wall behind you.One note, pliz don't be an idiot and stand behind or ahead of where the wall will be created. If you do, you may remain trapped.Now, let's create walls for the other side of the ship.We'll start with the one on the right edge of the ship.Start another wall, and enter 60 as the wall x, 0 as the wall y, and 0 as the wall z.Enter 60 as the wall length, and 0 for wallside.Now, for one last wall. Start another wall.Enter 0 as the wall x, 60 as the wall y, 0 as the wall z, 60 as the wall length, and 1 as the wallside.Congratulations! You now have a very basic, 60 by 60 box shaped ship.If you have stuck
  with me for this long, feel free to keep reading. If your confused, here is a good place to stop.Let's add a few doors now.Keep in mind that doors only block the coordinate they are on, and nothing around it. For this purpose, you need to build walls around, but not directly, where your door is placed.Let's build 1 door at 20, 20, 0, and have a wall 

Mortal Kombat X: A Game Guide

2015-09-22 Thread AudioGames . net Forum — Articles Room : Sightless Kombat via Audiogames-reflector


  


Mortal Kombat X: A Game Guide

NoticeThis version of the guide is no longer being updated.You can find the most current version here.The original contents have been preserved here, partially for posterity and also due to a lack of knowledge on what the policy is for posting newer versions of guides as a link and removing the rest of the text.  If the moderators of this forum wish to clarify what the situation is, please feel free.Guide contentThis guide is a so-called "living document" and currently under construction.  It will hopefully expand as time goes on with resources from various internet sites, which will be credited where possible.***Disclaimer***If the moderators of this forum believe this guide to be in violation of any of the rules or stipulations that govern this forum, please inform me via private message and I will be happy to adjust/take it down as needed.
 ***end of disclaimer*a note about spoilers**As this guide expands, there will be spoilers.  As a gamer who doesn't actually like things being spoilt (accept in exceptional circumstances), I will put spoiler warnings around these.  These will be presented as follows:SPOILER[spoiler text]endspoiler**end of note**Table of contentsI. Mortal Kombat: The series (mk1-mkvsdcu/mk8).II. Mortal Kombat: New generation, new beginnings (reboot).III. Mortal Kombat X: systems and versions (list of consoles/systems).IV. Input guide.V. Videos.1. Game mechanics.1.01. Variations.1.1. Ground movement.1.2. Jumping.1.3. Blocking.1.4. Running.1.5. Special Moves.1.6. Enhanced special moves.1.7. Throws.1.8. Interactibles.1.9. Brutalities.1.10. Fatal
 ities.2. Characters and variations.(sections will be listed here when the full roster is released)3. Starting the game for the first time.3.1. Menu layout.3.2. Accessibility mode.4. Tutorial.5. Kombos.6. Stages.7. Story Mode.8. Practice Mode.9. Alternative control methods.unnumbered: conclusionsI. Mortal Kombat: The Series.Mortal Kombat as a franchise started in the early 90s, around the time of Streetfighter II.  Midway and the team of Ed Boon, John Tobias, John Vogel and Dan Forden created a fighting game that utilised a number of the convensions of traditional fightig games of the era, whilst setting new trends at the same time.Promotional videos, such as this one brought to you curtacy of YourMKArcadeSource on youtubewere sent round to arcade game operators to encourage them to purchase t
 he machines, with a few interesting comments made by the voiceover that it is possible could've sparked off new mini games later in the series (like test your might being refered to as being able to test your strike).At the time of Mortal Kombat's release, a lot of parents were shocked by the violence in the game, something that was uncommon at the time in such open situations as arcades.  The uproar that was mostly caused by the media and the complaints of parents, most notable in America, caused Mortal kombat to be known today as the game that essentially started the ESRB games rating system.II. Mortal Kombat: New generation, new beginningsAfter the bancruptcy of Midway in 2008, the Mortal Kombat franchise was sold off.  It was uncertain as to what would happen, but in 2010, traillers were released showcasing a new Mortal Kombat game.  The sound design had changed from Mortal Kombat VS DC Universe, taking on a grittier ed
 ge.  Noone was quite sure whether there'd be a subtitle or a number, but when none was revealed, fans began to call it MK9 or MK 2011.This was the first game by Netherrealm studios and the first game to feature only Mortal Kombat characters on the seventh generation of consoles and it was very much worth the wait, as a number of fans will attest to, in spite of its flaws.  Fatalities were back with a vengence, babalities returned and stage fatalities even put in an appearance.  By far the most distinguishing feature, partially carried over from Midway's last Mortal Kombat related title, was story mode.  It was longer than that included in the previous game, with unlockable characters and two on one fights which, when played on higher difficulty levels seemed almost unfair,.  The thing that made story mode a hassle for some players was a final boss who seems very  reminiscent of his roots in the original games in terms of his cheap tacti
 cs.III. Mortal Kombat X systems and versions.Mortal Kombat X is due to release for PS4, PS3, Xbox One, Xbox 360 and PC.PS4, Xbox One and PC are due to release on April 14th 2015, but the "last gen" versions aren't due to release until later in the year, some time in June if the speculations are to be believed.IV. Input guidemost fighting game guides have an input key somewhere to help players understand how to input the moves.  What follows is the key for when using a controller - PC commands may be listed at a later time, but as using a controller is recommended for fighting games this is less likely.controller input=in-guide 

Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

2015-09-22 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


  


Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

@Wastelander, dynamic descriptions are something I'm awlays a huge! fan of, just for the atmosphere alone, so awesome job on that one. As to reputation however, I wasn't thinking so much of global reputation as just the chance of rumours following you. I do accept that the wastes wouldn't have newspapers or the like, but obviously there are still travellers, and I'd be willing to bet all those merchants, slavers, nomads etc don't like a good chinwag about the places they've been to when they stop off at whatever dive in the nearest town for some R A good way to represent this might be to have a chance of events occurring in your current town which changed your standing with that town or faction based on your previous actions. For example, "A carter came into town today and talked about the blood massacre in "insert name of town player had a bad reputation with" or "Rumours are spreading among the slaves about how good life i
 n "insert name of town player has a good rep with" is"  The chance of these occurring could depend both upon how much impact you had on the last couple of towns you were in (sinse probably nobody would remember a random wanderer who just stopped for the night and moved on), and upon the danger level of the region ie, how hard it was to get to the town. These would also make a difference with one thing which I'm going to be interested to see with the new towns and faction system, how exactly you balance having a game with a potentially infinite area and generation with staying in one place and having to return to that place to collect bounties, spend time in your house, fight against other factions etI'm actually wondering how this will work, sinse I'd not like to lose some of the wandering aspects even if you were wandering on journeys to and from your town out into the wastes to scavenge gear, do quests, fight in wars etc, as opposed to havin
 g to stick in one town and region in order to have any affect, get reputation or buy and manage property, mercs, slaves etc.btw, Tim Powers is awesome all around as an author and I'd recommend most of his books, however Dinner at Devients palace is as far as I know his only post appocalyptic or sf title, most of his books are about various crazier forms of magic usually set in historical times, but are equally good. Devients Palace though is one of the best post apocalyptic I've read generally, sinse like The Wastes it's very colourful, fast pased, and not overly grim, or at least though it has a lot of grim subject matter it deals with it in a rather light hearted, flippent and quite fun way. The devient's palace of the title is a very synister and almost cthulhu like night club, famous for it's mutated food and,  , entertainers.

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An introduction to Star traders

2015-09-22 Thread AudioGames . net Forum — Articles Room : Dark via Audiogames-reflector


  


An introduction to Star traders

Startraders is a highly complex and involved game to play, and the manual is rather in depth, so this is intended as a quick introduction to get people familiar with how the fundamentals of the game work as quickly as possible. It isn't intended to replace the game manual, and it's still recommended you skim through that, or indeed just dip into it to find out information when your more familiar with the game, however obviously when just trying out a new game reading a weighty tome like the game manual isn't particularly what you want, so this is intended to give you enough information to get you up and flying as soon as possible without going into in depth stratogy.To start off, choose a ship, a starting faction, and a profession with the sliders. Also note the difficulties (and be careful sinse Star traders can get very tough). All difficulties above normal have perminant death, however equally you won't see all the enemy ships on lower difficulties.Once you have your ship, you'll have a little story sequence that takes you through your first mission to your factions' capital, devoltus prime if you choose the first faction of Devoltus syndicate. Now, how the game works is you need to survive and make money. Each profession starts you off with skills that pertain to different activities. Navigating your ship is a little different from most space games, you don't just have all the planets on screen to pick one of, rather you set a way point and your ship flies there (use the start button on the main screen once you've set one, ). You can set waypoints either from the planet navigator (use the zoom out screen), which shows the planets around you in order of distance (closest at the top), or when you get a contract you will have a waypoint set. In addition if you use the "status" button in the ship screen you will find listings of contracts, rumours and cargo that you can set way points with. 
 At the top of the screen, there is the date listed and if you've set a waypoint, the number of au (astronomical units), away it is. make sure you have enough water fuel in your hold before you start, plus some luxury rations to keep your crew happy sinse if your crew's morale drops too low they'll mutany. How much water fuel it takes to get anywhere depends upon the ratio of solar sales to hull of your ship, and your captain's piloting skill, but when you start off you have a firstofficer who helps with hints and advice and will tell you if your running low on supplies.The "Bridge" button is used to open the sector menu which is basically the stuff you can do at any sector of deep space or planet, patrol, blockade, surveillance, go to urban zone or land on wild zone. Patrolling, blockading or using survailance are all used for missions or performing actions against enemy factions, while Urban gets you to the various shops and other places. Wi
 lds is where you go exploring.(you will also see the urban and wilds buttons on the main screen if your not zoomed out and docked at a planet).In the urban zone, you can go to the spice hall and hier crew, as well as get spice or entertainment for your crew to keep their morale up. If you've been wounded in combat or mutanies you can visit a doctor, though note that it's more cost effective to get small heals at several doctors than heal everything at one. In the Spice hall you can also get rumours which might tell you something useful about wars going on across the galaxy, locations of special officers to hier, shortages of certain goods etc, (though bare in mind each time you hit the "buy hint" or "next" button it costs you 100 credits. You can also take some miner contracts for the faction like message or cargo contracts.In the stardock you can fix your ship's stats, sales, guns, engines and hull, and buy some upgrades (what upgrades are availa
 ble on any planet will depend upon the faction who owns it and some other things). You can also enter the military base where you will see military ships for sale and repare the guns, torps and armor for your ship, however you have to have enough military rank for a faction to get into the base.In the palace you can talk to the prince and get more major contracts like assassinations or bounty missions, blockade or surveillance contracts, as well as buy a trade permit, military rank or death warrent. Trade permits are needed to trade in weapons, electronics, artifacts and records, and death warrents get you to be a bounty hunter and give you protection when carrying out assassination missions. You can also buy military rank upgrades for a faction, which give you access to the faction's military base and also lower the prices on buying armourments for your ship. The palace also holds the "hall of records" which is where you can go to see the in game awa
 rds, and earn one if you fulfil the conditions. These are not game center awards, and may be earned multiple times for each game, also note that 

Re: I want to make a game, but don't know what language to use or how to g

2015-09-22 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector


  


Re: I want to make a game, but don't know what language to use or how to g

If you really want to dive in to game development on the programming end, though, "learn python the hard way" is always popular, BGT comes with a decent manual if you're on Windows, and there are loads of game development tutorials out there for specific languages and libraries (pygame has great tutorials, but they are geared toward sighted developers. I'd suggest understanding how to work with simple text-based games before delving into anything that complex, however.)

URL: http://forum.audiogames.net/viewtopic.php?pid=232443#p232443




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Re: I want to make a game, but don't know what language to use or how to g

2015-09-22 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector


  


Re: I want to make a game, but don't know what language to use or how to g

I am not convinced that starting with programming is the best way to learn how to make games.The important skill is to be able to take resources--be they paper, rocks, Microsoft Word, or full blown programming skill with all the best libraries--and come up with a way to make a game out of that.When you understand the underlying idea of how to represent what you want to make with an arbitrary medium, programming and other tools just become a matter of translation (and the occasional weird technical hickup).Using all the best modern widgets* is great if you want to reach a larger audience, and if you can start with pygame or c++ or Purebasic or BGT or HTML5 and get running quickly and satisfactorally, great!In my experience, though, there is no "one size fits all" approach to game development.* I have no idea what a widget is. I think it's a word for "arbitrary thing made by techies", which just kinda makes it annoying. Eh, language evolves, whet
 her I like it or not.

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Re: Paw Prints. A turn-based strategy roleplaying game, by Aprone.

2015-09-22 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


  


Re: Paw Prints.  A turn-based strategy roleplaying game, by Aprone.

@Aprone,  I'd agree with Phil on difficulty, though i confess at the moment I'm not sure whether the trouble I'm having in baby steps is due to the difficulty of the game, or just me being generally distracted these days as I have been.I'm not sure if I'd personally have a "ranger" category of surviver, sinse realistically how many people are actually "Rangers" in real life and could make bows and arrows out of random wood or turn a wolf skin and a couple of twigs into a fully functional habitat .I do like the idea of making characters personalities and relationships a bit more complex, but I'd myself prefer various traits not just a blanket "good" or "evil" thing. Traits could include: Greedy: gets more unhappy if not given a full ration. Entitled: Will be more unhappy if someone has something such as a blanket
  they don't. Intrepid: More likely to make and survive journies alone. Martyr: will be happier when doing dangerous or difficult things. Pragmatic: does not lose happiness from exposure to corpses. Complainer:If unhappy, will reduce others happiness through they're complaints.Caring: Will gain more happiness if left with children, the injured or eldily. Strong back: Will not become as tired from physical jobs. Stick picker: Can keep a fire going with less wood. Clumsy: Will be more likely to be injured doing hard physical jobs. First aider: will be more likely to find medical supplies like bandages and splints. Coward: Will not help if attacked.You see what I'm thinking with these, personality traits that affect how people relate to each other, with each person given a random selection meaning that maybe some people are better suited for some things than others, particularly if people get a couple of t
 raits each.

URL: http://forum.audiogames.net/viewtopic.php?pid=232536#p232536




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Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

2015-09-22 Thread AudioGames . net Forum — New releases room : Wastelander via Audiogames-reflector


  


Re: New Infinite Apocalpytic Procedural Ascii Game "The Wastes"

[ a-t ] Dark, glad you like the new description thing, It definitely makes things more interesting and adds more value to the random junk you findI think things done in the same region would count under one reputation (sort of) but generally speaking it will be as I have planned it, though I am planning to have town's possibly pre-made as you enter a region to allow them to react to eachother and trade/war or w/e.As for leaving and returning, way way way way back when the game was little more than a concept, the idea was you could find a town and mark it as home, then travel around and return home whenever, I may try and re implement it, you would have to make a town as home and once you leave, getting to the end of a region would run a check (if the player had marked a town as home) if this came back true it could offer you two choices, return to town or leave the region. In theory that should work fine, though in a 90 place region where the town was area 1 that may be an issue but we could always work on itI am legit thinking about getting dinner at deviants place now, If I enjoy the way it's written I'll no doubt end up on his other books, just like how Kurt Vonnegut's "Sirens of Titan" lead me to reading tons of his other stuff!I am a huge fan of post-apocalyptic books though! I even wrote my own last year http://www.amazon.co.uk/Tomorrow-Gone-H … ow+is+gone

URL: http://forum.audiogames.net/viewtopic.php?pid=232537#p232537




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Xbox One: Console and Controller guide

2015-09-22 Thread AudioGames . net Forum — Articles Room : Sightless Kombat via Audiogames-reflector


  


Xbox One: Console and Controller guide

***This guide is currently under construction, with the console sections to be added later as well as everything being gradually tidied up***an introductionMicrosoft's Xbox One had a tough launch period, with kinect launch titles like "fighter Within" being panned by critics.  However, it's been a long time since the console first entered the market and now it is still a viable alternative for blind and visually impaired gamers, in spite of it's relative lack of playable games (at least for the former demographic).This article aims to demonstrate that the console's accessibility, whilst not in line with PC standards at the moment,is at least a true testament to the legacy set by it's predecessor, the Xbox 360, released back in 2005.Microsoft accounts and gamertags: debunking a few myths of sortsGamertags have been around as long as XBox Live was in existence.  They are what your friends and other gamers know you by in online lobbies and the like, unless of course you choose to share your real name with your friends - a privacy related debate that I won't get into here.  However, when setting up for the arrival of my Xbox One, I had a few burning questions that I thought other people might benefit from hearing answers to.Can I have an alternative email address for my gamertag?Yes you most certainly can!  This question stems from the fact that the only information I could find about Gamertags was to do with Microsoft accounts.  However, when youmake your microsoft account, you can actually choose to use an alternative email address.  Just enter it in the box and it'll work, there shouldn't be any issues.Can I use SmartGlass without having the console to pair it with? How much functionality will I getout of the app?Definitely.  You don't actually need the console for SmartGlass to work.  Just sign in with your details and you should be good to go!Can I cue downloads before I get the console so that I can get things going as quickly as possible?Yes you can, although what actually happens after sign in is currently uncertain, I will update this section once I know more.SmartGlassWhilst Xbox 360 SmartGlass was a bit of a pain to get working, it did a couple of interesting things that were quite useful, not least of which was allowing you to launch games from a windows 8 compatible device without even touching your controller.The Xbox One counterpart, a separate app in the ITunes App Store and on Android, is a whole new way of looking at the features of the 360 version.  It has several useful features including being able to watch game DVR clips while on the go, viewing in-game help manuals and, perhaps most useful of all, allowing you to purchase items (only free ones have been tested) directly from within the app.***More information to be added***The ControllerThe Xbox One controler, hereafter refered to as the controler, is similar to the xbox 360 version.  The Xbox button has been redesigned into an interesting raised circle of sorts with the logo imprinted into it, which is a lot less strange than the 360.  Actually, I'm going to spend so much time comparing the two that I'll give my first recommendation about this part of the system: if you can, try one.  If you do try one, try it with a game you know.The controler itself is well built, as you'd expect from a first party product.  The buttons are responsive (including the Dpad), with the analogue sticks being smooth and precise.  The triggers, whilst evolved from the X360 equivalent, are still as sharp as ever with the only minor point being the new bumpers.Where you could previously press the bumper anywhere along its length to activate whatever function the game ties it to, those on the next generation controler are more finicky.  Whilst not unusable by any means, they require an element of practice to master, with not pressing in on the edges being the best way I found of making them do as expected.The play and charge kit controllerThe play and charge version of the controller, unlike the standard wireless controler comes with two important things: A lithium-Ion (LI) battery, allowing for long-term recharging without using large numbers of double A batteries, in addition to a micro USB cable.Opening the boxBefore you get access to your new controller, you'll need to open the box.  To do this you'll need a pair of scissors to cut the tape then you'll pretty much be ok, or at least you should be.  Things are packaged in an orderly fashion, with the usual instructional manuals and such included as well.Inserting the LI BatteryThe battery is a kind of long, slightly squashed close to cylindrical shape, like those featured in the 360 version, with a couple of small redesigns.  You simply slide off the back pannel of the controller (which takes a while to get used to, not that you'll do it that often with the play and charge version), push the battery in so that the small contact inserts into the whole in the 

Adventure at C: Stage Builder Manual

2015-09-22 Thread AudioGames . net Forum — Articles Room : threeblacknoises via Audiogames-reflector


  


Adventure at C: Stage Builder Manual

Hay all.I've put together a manual for the Adventure at C stage builder.It was going to be packaged with the next version of AAC, but as their is not going to be a next version, I've decided to place it hear so all can read it.Stage builder manualby Threeblacknoises, with some additional material by Aaron bakerPlease note: to build or edit a custom stage, you must have beaten the game on the file you are trying to build  a stage on.To play a stage, you just have to beat the intro level.Getting to the stage builder menu is easy, just press shift s while in the in between levels area.From there select any of the three options. This documentation will cover  stage creation, which in turn, covers editing stages.Playing a custom stage is just like  playing a normal stage.In order to take advantage of the stage builder, you need to have a folder called stages in the same folder you are running aac.e
 xe in.This is where AAC will look for stages, and also where it will save stages to.If you haven't modified the AAC folder, this folder should already be where it needs to be, and should also include  files called example.stg, and neoexamplestage.stg.The game doesn't save stages in the folder you place it in, because the stages  folder needs to be quickly and easily reachable, so you may copy and paste files to it.You may store custom music and sounds in separate folders, as long as they are located in the main Adventure at C folder.You, however, cannot add folders beyond the main folder.So you cant make a folder called music and place folders in that one called main music and boss music, for example.In this example, the main music and boss music folders will be ignored by AAC, and you will only see OGG files located in the music folder.Note that all music and sounds you add to a custom stage will become part of the
  stage file, and thus be encrypted so other people can't get access to them.Because of this, their is no need to distribute music or sound files with your stages.Creating your stageWhen you choose build stage from the stage builder menu, you're presented with several prompts designed to prep your stage for building.First, you must decide how big, or long, you wish your stage to be in tiles.Each tile is one step your character can take.This is represented by a number between 100 to 5000.Please note: you cannot change this later.Next, choose your background music.AAC has 4 built-in tracks, but you can add your ownIf you wish to add your own music and sounds, you'll need an ogg encoder, as Adventure at c only excepts OGG files and doesn't support mp3s at all.if you select one of the built-in tracks, you'll be taken directly into builder mode.If you choose to use custom music, you'll 
 first be asked where you want to get your OGG file from.This must be a folder located within the main AAC folder, You cannot pull music from anywhere else on your PC.Choose a folder from the list provided, or choose to get an OGG file from the main Adventure at C directory.For more information on ogg files and how to encode them, check out Custom music and sounds.Once you choose your background music, you're ready to start building your stage!Please note; under no circumstance can you make a stage with no background music.If you wish for your stage to have no music, you must create an OGG file called silence, and choose it at the background music prompt.Once your stage loads for the first time, you'll be asked if you wish to create a randomly-generated template to build your stage on.If you say yes, AAC will place random obsticals in your stage, and your stage's name will have "(Random)" added to it to show that you had 
 help creating your stage.Even if you remove all randomly placed obsticals, the game will still add the "(Random)" suffix to your stage's name each time you save it.Learning your building environmentWhen your stage first appears, it's just an empty road of tiles that sound like the ones you've been walking on throughout the main adventure.But an empty stage isn't going to impress anyone, so you'll need to start adding stuff to it.The stage builder consists of two modes, the builder mode, where you place viruses, items and obstacles, and the play test mode, where you see how your stage is working.To switch between modes, press f5. Builder mode is the default mode of operation.Most of the following controls are self-explanatory, but the ones that aren't will be covered in separate sections.Builder mode controls:F5, switch between modesL: sets the starting location.Space: sets the e
 nd of level square or unassigns it. (when play testing, the end of level action(s) will not happen. You  must play the stage for them to actually happen.C: checks your location.M: changes the tile you are standing on to a different tile.Shift+M: Brings up the tile creator.Control+M: lets you place a tile within a desired range.I: places an item.E: Places an enemy. (Limit 100 per 

Open Broadcaster Software

2015-09-22 Thread AudioGames . net Forum — Articles Room : Sightless Kombat via Audiogames-reflector


  


Open Broadcaster Software

***Disclaimer.***If this article contravenes the rules of the forum, moderators please let me know***End of disclaimer***I've been using Open Broadcaster software for a while and I've seen many blind and visually impaired users have trouble or just be almost intimidated by the interface.  Therefore, I'll try and give what tips I can here linking to information that I find useful etc.  This won't probably turn into anything, might not even be expanded beyond this point, but we'll have to see.This article is designed to help those wishing to stream games, whether they be audio games with graphics or mainstream content, with the assistance of a screen reader, highlighting pitfalls and interesting quirks that might be encountered.Things you'll needThe software, found here:Download OBS(note:
  It's good if you have both 32 and 64 bit versions of OBS on your PC, for reasons that I'll go into later)A desktop or laptop running an os listed in the system requirements.  Windows 8.1 will be used in this example.If you feel the need, a screen reader.  NVDA will be used in this example as it is the only one that has been tested extensively with twitch and OBS.***Information*** although other screen readers may work, results may vary.***end of information***If you wish to stream your games, you'll need an account with a service such asTwitch.tv, found hereStreaming is not necessarily the main objective this tutorial, just an added step if people want to try it.If you wish to capture gameplay from a console, you'll need a capture card/device. 
  The example used here will be theElgato Game Capture HD.If you wish to commentate during gameplay, some kind of microphone.  Whether that's a voice recorder, headset microphone, or USB audio device, it doesn't really matter.  Set up proceedures may vary for different devices, but a USB microphone will be used in this example.***commentary may not even be covered, but it's a possibility***For those of you wanting to make sure your stream is of the best possible quality with your set up, having a sighted friend/person who is able to check your stream by visiting its page is helpful.  This is especially true for individuals with no vision whatsoever, as the stream might sound fine but the video might have "blocky frames", where movements look very stiff and juddery.  There are those who would say that 
 it doesn't matter, but if you personally want the best looking stream, run a few tests just to check whenever you change things.A word about screen readersOBS is one of those programs that requires a bit of getting used to.  One of the most important things is that you can't actually right click in the boxes (for adding sources and such), you have to use mouse keys (NVDA+left Mouse to root the mouse cursor to the box, then right mouse to get into the menu, e.g. the source menu).Speaking of the source menu, That's probably the only context menu you'll need to use.  The program is, apart from the above minor inconvenience which is just that at best and irritating at worst, fine with NVDA.Initial SetupOnce you've installed OBS (which is relatively straightforward if you've used pretty much any other windows installer), take a look around the window.  You'll see that things can be na
 vigated pretty much with tab, shift tab, and space/enter.If you want to set up OBS for streaming with a service like twitch, I'd recommend this guide, found on the twitch help page.A couple of notes about this guideIt's not exactly up-to-date, from what I can gather.  There are boxes missing in places where it says there should be boxes, and the networks tab isn't actually able to be altered, as far as I can tell.  However, if you just work around those small quirks, the guide gives you all the information you should need.Bitrates:  The recommended bitrate is 3000 KBPS - around that at least.  This is way too high for most people, even twitch partners.  After I did some initial tests and reading on various forums and such, I discovered that around 1800 or so was good for my specific setup.  I'd suggest tai
 ling it back to around 1500/1600 kbps, and then seeing what results you get and running tests.It's fairly obviously designed for people who aren't visually impaired (note the use of screenshots that don't have alt text), but it's easy enough to understand with a little patience.  The settings dialog is activated by a button in the main window, which can be found by using the tab key.  Alternatively, it's probably easier just to use shift+tab and go over to it.I've never had a need for scenes in recording my gameplay, I just select a source I've added (by right clicking as explained above in the sources list and go to the global sources submenu.If you want to add a global source for later use, you can go to the global sources button in the main OBS window and when the dialog appears, click add and follow the instructions.(Note: game capture is generally reserved for 

Re: I want to make a game, but don't know what language to use or how to g

2015-09-22 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector


  


Re: I want to make a game, but don't know what language to use or how to g

It's an msi file, so probably.It isn't clear from the URL whether it's the 32 bit or 64 bit version. You can run either on a 64 bit system, but you need to know which it is, if you want to install extra packages later.

URL: http://forum.audiogames.net/viewtopic.php?pid=232549#p232549




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Re: U-Mart. A business strategy game, by Aprone

2015-09-22 Thread AudioGames . net Forum — New releases room : stefan_ilioaica via Audiogames-reflector


  


Re: U-Mart.  A business strategy game, by Aprone

Hey, Aprone.We're waiting more and more games of that kind. I always wanted a complex farming simulator game, or a zoo one, or a resort management one.These kind of games really helps me escaping from the world of shooters, and all these kind of games where all what you have to do is pressing space bar, shooting people and avoiding objects

URL: http://forum.audiogames.net/viewtopic.php?pid=232550#p232550




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Adventure at C: Stage Builder Manual

2015-09-22 Thread AudioGames . net Forum — Articles Room : threeblacknoises via Audiogames-reflector


  


Adventure at C: Stage Builder Manual

Hay all.I've put together a manual for the Adventure at C stage builder.It was going to be packaged with the next version of AAC, but as their is not going to be a next version, I've decided to place it hear so all can read it.Stage builder manualby Threeblacknoises, with some additional material by Aaron bakerPlease note: to build or edit a custom stage, you must have beaten the game on the file you are trying to build  a stage on.To play a stage, you just have to beat the intro level.Getting to the stage builder menu is easy, just press shift s while in the in between levels area.From there select any of the three options. This documentation will cover  stage creation, which in turn, covers editing stages.Playing a custom stage is just like  playing a normal stage.In order to take advantage of the stage builder, you need to have a folder called stages in the same folder you are running aac.e
 xe in.This is where AAC will look for stages, and also where it will save stages to.If you haven't modified the AAC folder, this folder should already be where it needs to be, and should also include  files called example.stg, and neoexamplestage.stg.The game doesn't save stages in the folder you place it in, because the stages  folder needs to be quickly and easily reachable, so you may copy and paste files to it.You may store custom music and sounds in separate folders, as long as they are located in the main Adventure at C folder.You, however, cannot add folders beyond the main folder.So you cant make a folder called music and place folders in that one called main music and boss music, for example.In this example, the main music and boss music folders will be ignored by AAC, and you will only see OGG files located in the music folder.Note that all music and sounds you add to a custom stage will become part of the
  stage file, and thus be encrypted so other people can't get access to them.Because of this, their is no need to distribute music or sound files with your stages.Creating your stageWhen you choose build stage from the stage builder menu, you're presented with several prompts designed to prep your stage for building.First, you must decide how big, or long, you wish your stage to be in tiles.Each tile is one step your character can take.This is represented by a number between 100 to 5000.Please note: you cannot change this later.Next, choose your background music.AAC has 4 built-in tracks, but you can add your ownIf you wish to add your own music and sounds, you'll need an ogg encoder, as Adventure at c only excepts OGG files and doesn't support mp3s at all.if you select one of the built-in tracks, you'll be taken directly into builder mode.If you choose to use custom music, you'll 
 first be asked where you want to get your OGG file from.This must be a folder located within the main AAC folder, You cannot pull music from anywhere else on your PC.Choose a folder from the list provided, or choose to get an OGG file from the main Adventure at C directory.For more information on ogg files and how to encode them, check out Custom music and sounds.Once you choose your background music, you're ready to start building your stage!Please note; under no circumstance can you make a stage with no background music.If you wish for your stage to have no music, you must create an OGG file called silence, and choose it at the background music prompt.Once your stage loads for the first time, you'll be asked if you wish to create a randomly-generated template to build your stage on.If you say yes, AAC will place random obsticals in your stage, and your stage's name will have "(Random)" added to it to show that you had 
 help creating your stage.Even if you remove all randomly placed obsticals, the game will still add the "(Random)" suffix to your stage's name each time you save it.Learning your building environmentWhen your stage first appears, it's just an empty road of tiles that sound like the ones you've been walking on throughout the main adventure.But an empty stage isn't going to impress anyone, so you'll need to start adding stuff to it.The stage builder consists of two modes, the builder mode, where you place viruses, items and obstacles, and the play test mode, where you see how your stage is working.To switch between modes, press f5. Builder mode is the default mode of operation.Most of the following controls are self-explanatory, but the ones that aren't will be covered in separate sections.Builder mode controls:F5, switch between modesL: sets the starting location.Space: sets the e
 nd of level square or unassigns it. (when play testing, the end of level action(s) will not happen. You  must play the stage for them to actually happen.C: checks your location.M: changes the tile you are standing on to a different tile.Shift+M: Brings up the tile creator.Control+M: lets you place a tile within a desired range.I: places an item.E: Places an enemy. (Limit 100 per 

Mortal Kombat X: A Game Guide

2015-09-22 Thread AudioGames . net Forum — Articles Room : Sightless Kombat via Audiogames-reflector


  


Mortal Kombat X: A Game Guide

NoticeThis version of the guide is no longer being updated.You can find the most current version here.The original contents have been preserved here, partially for posterity and also due to a lack of knowledge on what the policy is for posting newer versions of guides as a link and removing the rest of the text.  If the moderators of this forum wish to clarify what the situation is, please feel free.Guide contentThis guide is a so-called "living document" and currently under construction.  It will hopefully expand as time goes on with resources from various internet sites, which will be credited where possible.***Disclaimer***If the moderators of this forum believe this guide to be in violation of any of the rules or stipulations that govern this forum, please inform me via private message and I will be happy to adjust/take it down as needed.
 ***end of disclaimer*a note about spoilers**As this guide expands, there will be spoilers.  As a gamer who doesn't actually like things being spoilt (accept in exceptional circumstances), I will put spoiler warnings around these.  These will be presented as follows:SPOILER[spoiler text]endspoiler**end of note**Table of contentsI. Mortal Kombat: The series (mk1-mkvsdcu/mk8).II. Mortal Kombat: New generation, new beginnings (reboot).III. Mortal Kombat X: systems and versions (list of consoles/systems).IV. Input guide.V. Videos.1. Game mechanics.1.01. Variations.1.1. Ground movement.1.2. Jumping.1.3. Blocking.1.4. Running.1.5. Special Moves.1.6. Enhanced special moves.1.7. Throws.1.8. Interactibles.1.9. Brutalities.1.10. Fatal
 ities.2. Characters and variations.(sections will be listed here when the full roster is released)3. Starting the game for the first time.3.1. Menu layout.3.2. Accessibility mode.4. Tutorial.5. Kombos.6. Stages.7. Story Mode.8. Practice Mode.9. Alternative control methods.unnumbered: conclusionsI. Mortal Kombat: The Series.Mortal Kombat as a franchise started in the early 90s, around the time of Streetfighter II.  Midway and the team of Ed Boon, John Tobias, John Vogel and Dan Forden created a fighting game that utilised a number of the convensions of traditional fightig games of the era, whilst setting new trends at the same time.Promotional videos, such as this one brought to you curtacy of YourMKArcadeSource on youtubewere sent round to arcade game operators to encourage them to purchase t
 he machines, with a few interesting comments made by the voiceover that it is possible could've sparked off new mini games later in the series (like test your might being refered to as being able to test your strike).At the time of Mortal Kombat's release, a lot of parents were shocked by the violence in the game, something that was uncommon at the time in such open situations as arcades.  The uproar that was mostly caused by the media and the complaints of parents, most notable in America, caused Mortal kombat to be known today as the game that essentially started the ESRB games rating system.II. Mortal Kombat: New generation, new beginningsAfter the bancruptcy of Midway in 2008, the Mortal Kombat franchise was sold off.  It was uncertain as to what would happen, but in 2010, traillers were released showcasing a new Mortal Kombat game.  The sound design had changed from Mortal Kombat VS DC Universe, taking on a grittier ed
 ge.  Noone was quite sure whether there'd be a subtitle or a number, but when none was revealed, fans began to call it MK9 or MK 2011.This was the first game by Netherrealm studios and the first game to feature only Mortal Kombat characters on the seventh generation of consoles and it was very much worth the wait, as a number of fans will attest to, in spite of its flaws.  Fatalities were back with a vengence, babalities returned and stage fatalities even put in an appearance.  By far the most distinguishing feature, partially carried over from Midway's last Mortal Kombat related title, was story mode.  It was longer than that included in the previous game, with unlockable characters and two on one fights which, when played on higher difficulty levels seemed almost unfair,.  The thing that made story mode a hassle for some players was a final boss who seems very  reminiscent of his roots in the original games in terms of his cheap tacti
 cs.III. Mortal Kombat X systems and versions.Mortal Kombat X is due to release for PS4, PS3, Xbox One, Xbox 360 and PC.PS4, Xbox One and PC are due to release on April 14th 2015, but the "last gen" versions aren't due to release until later in the year, some time in June if the speculations are to be believed.IV. Input guidemost fighting game guides have an input key somewhere to help players understand how to input the moves.  What follows is the key for when using a controller - PC commands may be listed at a later time, but as using a controller is recommended for fighting games this is less likely.controller input=in-guide 

Re: U-Mart. A business strategy game, by Aprone

2015-09-22 Thread AudioGames . net Forum — New releases room : sneak via Audiogames-reflector


  


Re: U-Mart.  A business strategy game, by Aprone

[[wow]] Aprone, you work fast!Going to give this a try ASAP.

URL: http://forum.audiogames.net/viewtopic.php?pid=232551#p232551




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Re: accessible space invaders game audio tips, coding tips

2015-09-22 Thread AudioGames . net Forum — Developers room : frastlin via Audiogames-reflector


  


Re: accessible space invaders game audio tips, coding tips

Yes, sure!Do what ever you want, it's your game... Just get it done! 

URL: http://forum.audiogames.net/viewtopic.php?pid=232580#p232580




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Re: U-Mart. A business strategy game, by Aprone

2015-09-22 Thread AudioGames . net Forum — New releases room : Viktor via Audiogames-reflector


  


Re: U-Mart.  A business strategy game, by Aprone

Hmm, something seems to bee wrong with the save/loading mechanics, i cannot load a saved game, it only says "error loading game".

URL: http://forum.audiogames.net/viewtopic.php?pid=232581#p232581




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Re: Edge of Winter - New Castle Adventure Audio Game

2015-09-22 Thread AudioGames . net Forum — General Game Discussion : sswwaaiikkee via Audiogames-reflector


  


Re: Edge of Winter - New Castle Adventure Audio Game

hi alljyro22 send for me message in my emailHi,thanks for writing. Sorry for the delay, I had an urgent matter to tend to over the weekend,now I'm back and ready to get things rolling. Thanks for your support and for checking aboutthe game! I'll keep you personally posted tomorrow and the next day about it. Sure thing!

URL: http://forum.audiogames.net/viewtopic.php?pid=232582#p232582




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Re: Bokurano Daibouken 3 : secondary topic

2015-09-22 Thread AudioGames . net Forum — New releases room : assault_freak via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

If you need an exit option, if escape doesn't work... then it will probably be the last option in that menu. Have you reached the level you need to be able to unlock that option?

URL: http://forum.audiogames.net/viewtopic.php?pid=232583#p232583




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Re: 2D Platformer Ultron Edition

2015-09-22 Thread AudioGames . net Forum — New releases room : coltonhill01 via Audiogames-reflector


  


Re: 2D Platformer Ultron Edition

the reason for loading only ogg files is so that maps uploaded to the database will not be huge. they have a size limit, you know.

URL: http://forum.audiogames.net/viewtopic.php?pid=232578#p232578




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