Re: basketball manager 2016 free for android

2015-12-15 Thread AudioGames . net Forum — New releases room : FabiG94 via Audiogames-reflector


  


Re: basketball manager 2016 free for android

hi again.thanks by the information.greetings.

URL: http://forum.audiogames.net/viewtopic.php?pid=242865#p242865





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Re: Monthly chat December 2015

2015-12-15 Thread AudioGames . net Forum — Off-topic room : Dark via Audiogames-reflector


  


Re: Monthly chat December 2015

Sorry to hear about the circumstances Game creator, just don't take it out on your students sinse you know what happens to nasty teachers, they end up betraying their head masters to dark lords, leading double lives as spies and finally getting bitten to death by big evil snakes,  , sorry, Harry Potter moment.As to me things have been hechtic. I got a lovely phone call on Thursday morning telling me I couldn't fly, sinse Bermingham airport wasn't authorized to carry assistance dogs outside of Europe. They could do europe, but not anywhere outside which was bloody stupid! needless to say I panicked, particularly because not being with my lady is pretty painful right now. After yelling a lot, several phone calls to united airlines and Defra, the department of environment, food and raural affairs (who also handle animal immigration), it eventually turned out to be a stupid situation. United believed that Defra were being obstructive delibera
 tely andnot letting anyone! fly out of bermingham. Defra however said they'd be happy to, all that was needed was for Bermingham to submit the application, the problem is said application seemed to have been lost in the filing system of doom and nobody could find it for Bermingham airport staff to do. The original solution to this was going to involve me getting two hours coach journey to heathro airport ontop of about 12 hours flying. However, it turns out Bermingham actually have! authorized me to travel, and more than that, have now got the bloody form so other people with assistance dogs can travel outside Europe from Bermingham, and apparently soon enough (sinse it's owned by the same administration), from Manchester as well.Honestly! this was a situation where everyone thought the other person was saying no and nobody talked to each other, I actually did tell Defra (who were surprisingly helpful for a government department), that I wished I could bang p
 eople's heads together! What is really! extra silly is that during my panic I got very officious (something I don't do often but seeing my lady was at stake), and introduced myself as "doctor! so and so, disability advocate" all of which is broadly speaking true. However, this then resulted in them having a panic of their own and saying "We have to sort this out" Oh for goodness sake! The moral of this story is, George R R Martin is still right, people are impressed by titles for no readily apparent reason . In other news, everything is getting sorted for the trip. before I go, as well as the starwars premier I'm doing a choral thing on wednesday where I am singing a couple of peaces on stage at Nottingham theatre in a choire with the haly orchestra at their christmas concert. i'm not really a choire perso
 n, but hay it's chance to sing in front of a propper audience, though I wish we were singing something a little more interesting than "chestnuts roasting on an open fire", and "It's beginning to look a lot like christmas" The really crazy thing is though I was sent a couple of sound files to download with the tenor part I didn't get chance to look at them, so just turned up at the rehearsal and learnt the part anyway, still it keeps the old brain box busy . So lots of fun, though I am working on the Blindfold Breakout description which hopefully should be done before I go. I don't know if there will be a big Crimbo eeve updates this yearas there has tended to be,  previously each year, for which I appologise in advance.

URL: http://forum.audiogames.net/viewtopic.php?pid=242880#p242880





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Re: ace fire

2015-12-15 Thread AudioGames . net Forum — General Game Discussion : 1008jmd via Audiogames-reflector


  


Re: ace fire

thank you.I love this game!it brings me back to when I had it in my old dell

URL: http://forum.audiogames.net/viewtopic.php?pid=242879#p242879





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Re: My first game written in BGT, Fast Word!

2015-12-15 Thread AudioGames . net Forum — Developers room : Figment via Audiogames-reflector


  


Re: My first game written in BGT, Fast Word!

I will try it. But what you are doing, is, in my opinion, the best way to learn. Reading a manual helps, but you'll learn more and learn faster by attempting to do something useful with what you are trying to learn. And in this context, a game is something useful.The biggest challenge, at least for me, isn't the technology or the skills needed to write the game, it's the creativity and imagination to come up with a game that's new and unique.

URL: http://forum.audiogames.net/viewtopic.php?pid=242864#p242864





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Re: Where do you get your music?

2015-12-15 Thread AudioGames . net Forum — Off-topic room : Dark via Audiogames-reflector


  


Re: Where do you get your music?

@Figment, Sebby has indeed tried Itunes on a pc and is not unsympathetic to the idea that it's a pain, (Sebby was one of the people who first recommended the Victor to me), he just happens to like the way Apple does things on their own devices, which is intrinsically not a problem. heck I am stil considering getting a mac myself being as there will come a point that Xp and the internet won't cooperate and I would be happier moving my net browsing over to Apple than the significantly more annoying versions of post Xp windows.Might I suggest letting that part of the conversation laps sinse there's not really all that much else to say. I've done The apple purge. it was annoying to get rid of everything, but I think I got most of it accept the registry, then again sinse my main pc had to be reformatted I can be certain it's all gone anyhow, and there doesn't seem to be anything else on this laptop even if there is the odd unused reg key some
 where (I don't like to go poking around the registry for obvious reasons).@Sebby, yep, the degradation in quality is also the reason I don't bother with the hole bluetooth headset thing for serious stuff, if I want to play on speakers I have my very good logitech quad speakers attached to my pc with a custom created Winamp Eq file, and for just standard audiobooks when it's just the narrator's voice I find the Victor's own speaker more than adequate anyway. For headphones, I have the momentum ones for amazingly good stuff, while for travel I use a set of sanheisa earbuds. I can't recall the serial number, but they're without a doubt the best quality thing you can get for about thirty quid, (I got them for twenty last time on offer).Actually I have a miner peve with Apple on this, sinse last time I bought some new earbuds, I found a slightly better pare for fourty quid, and didn't realize after I bought them that they were o
 f that annoying Apple specific type, luckily the nice hifi shop exchanged them for me when i explained that no, I didn't just want to use them on my Iphone which at that point I was still using for music.I did used to have a rather nice set of sanheisa wireless ones with a charger. Amusingly enough sinse because of the slope of the hill the Colidge entrance where I lived was above me two floors up, I could actually set something goin in my room and hop upstairs to get pizza delivered all without leaving my music/audio drama, I even got a very early experience of mobile computer use back in the early 2000's between those headphones and my wireless keyboard (people said it was very weerd to see me sitting on the bench outside by the lake typing away with my headphones on).To be honest though, it's easier to take the player and a wire than mess around with something that needs it's own charger anyway, indeed I've got quite adept at wandering aroun
 d my flat doing housework,  or even going outside with my dog with a pare of headphones on and my Victor in my breast pocket. Needless to say between my Victor and my Iphone, I don't think I'm going to get board on my flight to the states, though for the first time I'll need to use Aeroplane mode for it's intended purpose on both devices .This actuallybrings me to another function of the Victor I've found myself using more these days. I know you can take voice memos on the Iphone, but for some reason I find it a slightly more clunky process in general, especially deleting them, and when you just want something you can quickly pick up and pull information off, eg, what gate to go to, what your seat numbers on a plane are, all the times etc, then I find the Victor's notes function rather more convenient for just snapping on an
 d checking and then deleting when your done,  I've used it on trains this way several times already.I also find that if I want to take down a person's contact details, it's easier to point the victor at them, ask them to speak their name rank and cerial number, then add those details to the Iphone when there is time. Again, another reason it's nice to have different devices.

URL: http://forum.audiogames.net/viewtopic.php?pid=242873#p242873





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Re: garbage collection in bgt

2015-12-15 Thread AudioGames . net Forum — Developers room : audiogamer21 via Audiogames-reflector


  


Re: garbage collection in bgt

I think he may be looking for someone to maintain bgt, if I remember correctly, he said so in a blastbay forum post a while back. His choice of angelscript is pretty curious though; arguably, any one of the other popular game scripting languages would be better because of their much larger communities. I've never written a game before and this is my first, so I'm pretty new to the idea of ECS and have been researching it. The main attraction for me was the ease of adding in new behaviour and avoiding deep inheritence hierarchies; I doubt I'll be having so many entities and components for performance to be a concern.There're some annoying things I haven't figured out yet for the ECS, such as how to invalidate references to an entity when its killed. For that reason, each system has no internal state and doesn't keep references to entities. It just queries the entity manager for entities with components it is interested in on every update.
  I was also thinking about how to implement different levels, and thought that maybe having different entity managers, 1 per level might work. Then level transition would be copying the player's state into the new world, but some entities have references to other entities which would break if the ID had to change.Using an existing ECS would be a nice benefit of leaving BGT.No shared global state? Isn't the entity manager technically shared global state?Backed by an SQL database? Is that just what's being used for the server? There are a series of interesting posts on ECS by Adam Martin, which relates ECS to databases and doing relation oriented programming. I'm curious to see how well using an sql database for this works in practice.

URL: http://forum.audiogames.net/viewtopic.php?pid=242859#p242859





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Re: Best Bookshare app for Windows?

2015-12-15 Thread AudioGames . net Forum — Off-topic room : Figment via Audiogames-reflector


  


Re: Best Bookshare app for Windows?

For QRead, I believe is that the trial version is the full verson that will quit working after something like 30 days.

URL: http://forum.audiogames.net/viewtopic.php?pid=242863#p242863





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Re: My first game written in BGT, Fast Word!

2015-12-15 Thread AudioGames . net Forum — Developers room : Hrvoje via Audiogames-reflector


  


Re: My first game written in BGT, Fast Word!

Yes, you're right. That's how I learned coding in Python 6 years ago as well. I realized that reading a manual is just a half way to knowing the programming language. Trying to write something, and learning on your own mistakes is what makes you experienced programmer .However, learning BGT was far easier to me, since it's much easier to transition from one programming language to another than learning to program from scratch. I also had some basic experience with coding in C++ and C#, whose syntax is quite similar to BGT. I'm now trying to experiment with more advanced stuff, such as spawning enemies, creating obstacles on the game board and such. This will make me possible to write my first action game, that I always wanted to do.I hope this Fast Word game will be a good example for some of the beginners out there.

URL: http://forum.audiogames.net/viewtopic.php?pid=242878#p242878





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Re: a clarification about the blind side

2015-12-15 Thread AudioGames . net Forum — Site and forum feedback : Figment via Audiogames-reflector


  


Re: a clarification about the blind side

That's kind of old news. I heard about Blindside for the PC back in June, and even then it was old news, since the program was two years old.The most annoying thing about the game is that nowhere do they tell you that this is only the first chapter in a much longer story. You find that out when the game suddenly ends after only two or three hours of game play.And after more than two years, with no sign of the second chapter, the impression is that there won't be any more chapters released. The game is basically dead.My recommendation is to save your money and go look on youtube for an audio walkthrough of the game.

URL: http://forum.audiogames.net/viewtopic.php?pid=242860#p242860





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Re: garbage collection in bgt

2015-12-15 Thread AudioGames . net Forum — Developers room : audiogamer21 via Audiogames-reflector


  


Re: garbage collection in bgt

I think he may be looking for someone to maintain bgt, if I remember correctly, he said so in a blastbay forum post a while back. His choice of angelscript is pretty curious though; arguably, any one of the other popular game scripting languages would be better because of their much larger communities. I've never written a game before and this is my first, so I'm pretty new to the idea of ECS and have been researching it. The main attraction for me was the ease of adding in new behaviour and avoiding deep inheritence hierarchies; I doubt I'll be having so many entities and components for performance to be a concern.There're some annoying things I haven't figured out yet for the ECS, such as how to invalidate references to an entity when its killed. For that reason, each system has no internal state and doesn't keep references to entities. It just queries the entity manager for entities with components it is interested in on every update.
  Using an existing ECS would be a nice benefit of leaving BGT.No shared global state? Isn't the entity manager technically shared global state?Backed by an SQL database? Is that just what's being used for the server? There are a series of interesting posts on ECS by Adam Martin, which relates ECS to databases and doing relation oriented programming. I'm curious to see how well using an sql database for this works in practice.

URL: http://forum.audiogames.net/viewtopic.php?pid=242859#p242859





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Re: Good news on Space Encounter - Updated version, at 14,90€

2015-12-15 Thread AudioGames . net Forum — New releases room : FabiG94 via Audiogames-reflector


  


Re: Good news on Space Encounter - Updated version, at 14,90€

Hello again.thanks by your help.Now if I have the download link.greetings.

URL: http://forum.audiogames.net/viewtopic.php?pid=242870#p242870





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Re: Upcoming Stream of a new game called, "Undead Assault"

2015-12-15 Thread AudioGames . net Forum — General Game Discussion : connor142 via Audiogames-reflector


  


Re: Upcoming Stream of a new game called, "Undead Assault"

hello manual, I also sent you an email.

URL: http://forum.audiogames.net/viewtopic.php?pid=242872#p242872





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Re: garbage collection in bgt

2015-12-15 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: garbage collection in bgt

I should have said world state, my bad.A lot of this just falls out if you don't ever cache anything, and trust me when I say that you'll still be quite fast enough for anything single-player.  When entities die, they just don't show up when you do the query for the next tick or whatever.  As long as your arrays are on the order of hundreds or the low thousands of items, the CPU is your friend and everything will be pretty much fine in terms of performance.  I really wouldn't worry about it.You can solve the problem of systems needing to know about various events with the publish-subscribe pattern.  Either finding a library or rolling your own works, it's not hard to code.  You can just have all the systems inherit from an event responder class that does nothing for all the events you want to support and then just call it blindly every time something important happens.And, imho, don't be afraid of inheritance
 .  For some games it solves problems.  For some games it doesn't.  For a simple FPS inheritance is probably the right way.  For an online FPS that you want to add RPG mechanics to later and who knows what else, I'd start reaching for ECS.Choose working over fast, too.  Bitsets and avoiding full collections and stuff are all very nice, except now you don't have a game even if what you do have is clever.  I don't know if you've ever seen big-O notation.  If you haven't, you should look at it, or I can try to explain it here.  But if the algorithm you have and the algorithm that's more complicated that you want to replace it with are both going to have the same complexity, hold off and choose the simpler one.  Gains are no longer found primarily in micro-optimizations; gains are now found in improving complexities in the big-O sense.  Besides, a lot of the optimizations you'll read about opt
 imize for space, not time: since ram is now basically free as compared to the 90s, using a char per flag instead of a char per 8 flags is usually not such a huge deal, and you get to avoid the extraction logic.  Your time is more valuable than the computer's time, and fast enough is good enough.As for BGT, I don't know.  I don't follow those forums.  But he can totally throw it at GitHub and be done.  He should; there's nothing in there that's super secret or only available in BGT or anything really, it's all available in other languages.  I doubt he'll find a long-term maintainer anyway.  Maybe a short-term one, but not a long-term one.  The people capable of maintaining it will just use other, more capable tools for their projects.  The entire thing could have been done as libraries  and a book, though.  Grab a mainstream language, write the supporting libraries, say install x y and z. 
  I could do all the coding for a mostly API-compatible Python equivalent, including DRM, in a week.  I stopped caring a long time ago; this is just one of those things that will have to keep making me quietly sad.

URL: http://forum.audiogames.net/viewtopic.php?pid=242874#p242874





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Re: trying to track down a bunch of games please.

2015-12-15 Thread AudioGames . net Forum — General Game Discussion : FabiG94 via Audiogames-reflector


  


Re: trying to track down a bunch of games please.

Hianother question, whats it is the story of Dueling Swords?what is the game?greetings and thanks.

URL: http://forum.audiogames.net/viewtopic.php?pid=242866#p242866





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Re: Where do you get your music?

2015-12-15 Thread AudioGames . net Forum — Off-topic room : Dark via Audiogames-reflector


  


Re: Where do you get your music?

@Figment, Sebby has indeed tried Itunes on a pc and is not unsympathetic to the idea that it's a pain, (Sebby was one of the people who first recommended the Victor to me), he just happens to like the way Apple does things on their own devices, which is intrinsically not a problem. heck I am stil considering getting a mac myself being as there will come a point that Xp and the internet won't cooperate and I would be happier moving my net browsing over to Apple than the significantly more annoying versions of post Xp windows.Might I suggest letting that part of the conversation laps sinse there's not really all that much else to say. @Sebby, yep, the degradation in quality is also the reason I don't bother with the hole bluetooth headset thing for serious stuff, if I want to play on speakers I have my very good logitech quad speakers attached to my pc with a custom created Winamp Eq file, and for just standard audiobooks when it's just the nar
 rator's voice I find the Victor's own speaker more than adequate anyway. For headphones, I have the momentum ones for amazingly good stuff, while for travel I use a set of sanheisa earbuds. I can't recall the serial number, but they're without a doubt the best quality thing you can get for about thirty quid, (I got them for twenty last time on offer).Actually I have a miner peve with Apple on this, sinse last time I bought some new earbuds, I found a slightly better pare for fourty quid, and didn't realize after I bought them that they were of that annoying Apple specific type, luckily the nice hifi shop exchanged them for me when i explained that no, I didn't just want to use them on my Iphone which at that point I was still using for music.I did used to have a rather nice set of sanheisa wireless ones with a charger. Amusingly enough sinse because of the slope of the hill the Colidge entrance where I lived was above me two floors u
 p, I could actually set something goin in my room and hop upstairs to get pizza delivered all without leaving my music/audio drama, I even got a very early experience of mobile computer use back in the early 2000's between those headphones and my wireless keyboard (people said it was very weerd to see me sitting on the bench outside by the lake typing away with my headphones on).To be honest though, it's easier to take the player and a wire than mess around with something that needs it's own charger anyway, indeed I've got quite adept at wandering around my flat doing housework,  or even going outside with my dog with a pare of headphones on and my Victor in my breast pocket. Needless to say between my Victor and my Iphone, I don't think I'm going to get board on my flight to the states, though for the first time I'll need to use Aeroplane mode for it's intended purpose on both devices .This actuallybrings me to another function of the Victor I've found myself using more these days. I know you can take voice memos on the Iphone, but for some reason I find it a slightly more clunky process in general, especially deleting them, and when you just want something you can quickly pick up and pull information off, eg, what gate to go to, what your seat numbers on a plane are, all the times etc, then I find the Victor's notes function rather more convenient for just snapping on and checking and then deleting when your done,  I've used it on trains this way several times already.I also find that if I want to take down a person's contact details, it's easier to point the victor at them, ask them to speak their name rank and cerial number, then add those details to the Iphone when there is time. Again, another reason it's nice to have different devi
 ces.

URL: http://forum.audiogames.net/viewtopic.php?pid=242873#p242873





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Re: Scrolling Battles Pro

2015-12-15 Thread AudioGames . net Forum — New releases room : cruiser destroyer via Audiogames-reflector


  


Re: Scrolling Battles Pro

huge huge lag when playing, enemies taking very big damage

URL: http://forum.audiogames.net/viewtopic.php?pid=242882#p242882





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Re: garbage collection in bgt

2015-12-15 Thread AudioGames . net Forum — Developers room : audiogamer21 via Audiogames-reflector


  


Re: garbage collection in bgt

I think he may be looking for someone to maintain bgt, if I remember correctly, he said so in a blastbay forum post a while back. His choice of angelscript is pretty curious though; arguably, any one of the other popular game scripting languages would be better because of their much larger communities. I've never written a game before and this is my first, so I'm pretty new to the idea of ECS and have been researching it. The main attraction for me was the ease of adding in new behaviour and avoiding deep inheritence hierarchies; I doubt I'll be having so many entities and components for performance to be a concern.There're some annoying things I haven't figured out yet for the ECS, such as how to invalidate references to an entity when its killed. For that reason, each system has no internal state and doesn't keep references to entities. It just queries the entity manager for entities with components it is interested in on every update.
  Using an existing ECS is a nice benefit of leaving BGT.No shared global state? Isn't the entity manager technically shared global state?Backed by an SQL database? Is that just what's being used for the server? There are a series of interesting posts on ECS by Adam Martin, which relates ECS to databases and doing relation oriented programming. I'm curious to see how well using an sql database for this works in practice.

URL: http://forum.audiogames.net/viewtopic.php?pid=242859#p242859





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Re: Any suggestions for a pdf reader?

2015-12-15 Thread AudioGames . net Forum — Off-topic room : hhurstseth405 via Audiogames-reflector


  


Re: Any suggestions for a pdf reader?

With-q-read can you convert pdf's to forms?

URL: http://forum.audiogames.net/viewtopic.php?pid=242871#p242871





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Re: Scrolling Battles Pro

2015-12-15 Thread AudioGames . net Forum — New releases room : jesseleivo via Audiogames-reflector


  


Re: Scrolling Battles Pro

Hi! @post 49, this might be a little tricky, but you have to delete a certain file in your user config to do it. Hit wondows + r to get into the run dialog and type %appdata%, then you have to go to a folder called sbp and delete the data.dat from there. It should now be gone.

URL: http://forum.audiogames.net/viewtopic.php?pid=242876#p242876





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Re: Heroes of the Clan

2015-12-15 Thread AudioGames . net Forum — New releases room : blindncool via Audiogames-reflector


  


Re: Heroes of the Clan

Sounds interesting.

URL: http://forum.audiogames.net/viewtopic.php?pid=242868#p242868





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Re: Swamp, zombie FPS by Aprone

2015-12-15 Thread AudioGames . net Forum — New releases room : Ace_3000 via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

Aprone,Just posting about the no zombie respawning bug again, which is still present in the game.There seem to be conflicting reports from people about when it's happening, since some people say that they seem to be respawning alright at that moment, on whatever map they're on.In my experience, however, it seems to only happen if you're the only player on the map. If there's nobody else on the map with you, the zombies don't respawn (and there seems to be noticeably less of them to start off with, as well).Certainly in the case of sub 1, that's what happens, and other maps seem to follow suit, including warehouse missions.As nobody has seen any sign of you lately, I do hope all's well with you, and that you can fix the problem soonish! All the best

URL: http://forum.audiogames.net/viewtopic.php?pid=242877#p242877





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Re: Accessible youtube playlist or channel downloader, please

2015-12-15 Thread AudioGames . net Forum — Off-topic room : ammericandad2005 via Audiogames-reflector


  


Re: Accessible youtube playlist or channel downloader, please

thanks blademan, hopefully you can actually get it to work.

URL: http://forum.audiogames.net/viewtopic.php?pid=242861#p242861





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Re: Scrolling Battles Pro

2015-12-15 Thread AudioGames . net Forum — New releases room : Giovani via Audiogames-reflector


  


Re: Scrolling Battles Pro

Hello!I have one question.How to delete a data file, which countains my character?Because, when I started, It dead automatically.

URL: http://forum.audiogames.net/viewtopic.php?pid=242867#p242867





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Re: online votrax synth!

2015-12-15 Thread AudioGames . net Forum — Off-topic room : ammericandad2005 via Audiogames-reflector


  


Re: online votrax synth!

yeah, that's right. now if only there was a similar service for the ti ms5210, I'd golden.

URL: http://forum.audiogames.net/viewtopic.php?pid=242862#p242862





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Re: Best Bookshare app for Windows?

2015-12-15 Thread AudioGames . net Forum — Off-topic room : Figment via Audiogames-reflector


  


Re: Best Bookshare app for Windows?

For QRead, I believe that the trial is the full version that quits working after something like 30 days.

URL: http://forum.audiogames.net/viewtopic.php?pid=242863#p242863





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Re: Victor Reader Stream New Generation Firmware 4.6 Released

2015-12-15 Thread AudioGames . net Forum — Off-topic room : Chris via Audiogames-reflector


  


Re: Victor Reader Stream New Generation Firmware 4.6 Released

It's not horribly slow, just noticeably slower than my computer. Have you guys found that the Stream appears to download faster when you don't touch it and it's not playing content. I'd love to know how fast it's transferring data.

URL: http://forum.audiogames.net/viewtopic.php?pid=242869#p242869





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Re: Scrolling Battles Pro

2015-12-15 Thread AudioGames . net Forum — New releases room : pelantas via Audiogames-reflector


  


Re: Scrolling Battles Pro

hi all,I have bought the online multiplayer time for this game, and i have to say this is a really awsome experience.I have shot down one of the players multiple times and the multiplayer mode made me laugh pretty loudly when that player and myself shot down each other exactly at the same time twice.It probably contains still some bugs, but i haven't noticed them yet on multiplayer myself.I can recommend it to anyone liking this kind of games.greetz mike

URL: http://forum.audiogames.net/viewtopic.php?pid=242875#p242875





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Re: Where do you get your music?

2015-12-15 Thread AudioGames . net Forum — Off-topic room : Figment via Audiogames-reflector


  


Re: Where do you get your music?

I feel the same way regarding how I'll listen to the Victor Reader Stream, if its just talking books or podcasts, the built in speaker is more than adequate for the job. For music, I have a pair of J4 JBuds that I really like that have excellent sound quality, even for bass, which is hard to find in earbuds. Most that I've tried had a rather tinny sound.

URL: http://forum.audiogames.net/viewtopic.php?pid=242881#p242881





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Re: Scrolling Battles Pro

2015-12-15 Thread AudioGames . net Forum — New releases room : jesseleivo via Audiogames-reflector


  


Re: Scrolling Battles Pro

not sure why, but for some odd reason, the game sometimes does not respond to key commands. Such as when i try to shoot by pressing spacebar, it simply won't work

URL: http://forum.audiogames.net/viewtopic.php?pid=242884#p242884





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Re: Scrolling Battles Pro

2015-12-15 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: Scrolling Battles Pro

Well, I discovered some things recently that are a bit silly, however accept in the case of 1 or 2 of them, aren't much of an issue at this time, but I thought I'd put them out there for future reference.Firstly, for some reason, weapon range is determined by TOBD range, no matter what weapon it is, which is why you can kill enemies from 50 feet away with your fists...Next, it doesn't seem to be items that slow down the playing experience, at least offline, but AI's shooting at each other instead, aside from the tap dancing effect which is another issue, so when you pass over a bunch of AI's staging a miniature WWIII near the waterfall on the bridge above, it lags movement enormously, though this may also be determined by TOBD range trying to see everything at once.Also, feet is kind of a silly measurement for this game, considering that the average grenade has a rated confirmed kill radius of 5 to 10 meters, about 16 to 32 and a h
 alf feet, depending on the type, with a large danger zone beyond that, and it seems odd to shoot someone with a light machine gun, which is usually 4 and a half to 5 and a half feet long, from such close range.While I'm on the subject, cartridges are just a more specific word for any kind of bullet that isn't used in a shotgun, often used to refer to rifle rounds, E.G. a shell, that still has it's casing on, E.G. still hasn't been fired, so a more accurate catch all term would be clips, which should still technically be magazines, but what ever that's nitpicking, it would be cool to see ammunition types based on the weapon that uses them eventually anyway, I just thought I'd mention it encase you cared.And speaking of grenades, while the way they work right now is undoubtedly awesome, it doesn't really make sense, they basically work exactly like a smaller version of the bomb, when they should actually explode at a set distance from the
  point of fire if they don't hit another item or person first, and do damage to anything within a few tiles in both directions of the impact point, which would require better planning on the part of the person using the launcher.I sorta wish the grenade launcher would slow you down a bit while walking just like the mg does, the real things are pretty heavy, especially pump action or semi automatic versions.Has anyone else noticed that the water fall has a bridge over it and how weird that is? My friend pointed that out yesterday, and he's right, that can't really happen...We're getting some invisible fires in this update, which may be do too in part because of the sound buffer overloads from so many enemies firing at each other, dieing, and jumping on ladders at the same time, maybe limiting the max AI's to like 10 would help this issue for the time being?I'm sorry for laying so much on you at once Mason, but I wouldn'
 ;t mention it if I didn't think it was important or could become important later, and this helps me get input from others who may have different ideas about how to fix these issues.

URL: http://forum.audiogames.net/viewtopic.php?pid=242885#p242885





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Re: How to check if a class instance has a null value

2015-12-15 Thread AudioGames . net Forum — Developers room : sneak via Audiogames-reflector


  


Re: How to check if a class instance has a null value

Thanks, I figured another way to do what I was trying to do without this, but it's useful to know for the future.

URL: http://forum.audiogames.net/viewtopic.php?pid=242893#p242893





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Re: simulators and games archive

2015-12-15 Thread AudioGames . net Forum — General Game Discussion : prajwal via Audiogames-reflector


  


Re: simulators and games archive

how to go there

URL: http://forum.audiogames.net/viewtopic.php?pid=242895#p242895





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Re: Abandonware games

2015-12-15 Thread AudioGames . net Forum — General Game Discussion : prajwal via Audiogames-reflector


  


Re: Abandonware games

how can i find dk z games

URL: http://forum.audiogames.net/viewtopic.php?pid=242897#p242897





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Re: Scrolling Battles Pro

2015-12-15 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: Scrolling Battles Pro

Well, I discovered some things recently that are a bit silly, however accept in the case of 1 or 2 of them, aren't much of an issue at this time, but I thought I'd put them out there for future reference.Firstly, for some reason, weapon range is determined by TOBD range, no matter what weapon it is, which is why you can kill enemies from 50 feet away with your fists...Next, it doesn't seem to be items that slow down the playing experience, at least offline, but AI's shooting at each other instead, aside from the tap dancing effect which is another issue, so when you pass over a bunch of AI's staging a miniature WWIII near the waterfall on the bridge above, it lags movement enormously, though this may also be determined by TOBD range trying to see everything at once.Also, feet is kind of a silly measurement for this game, considering that the average grenade has a rated confirmed kill radius of 5 to 10 meters, about 16 to 32 and a h
 alf feet, depending on the type, with a large danger zone beyond that, and it seems odd to shoot someone with a light machine gun, which is usually 4 and a half to 5 and a half feet long, from such close range.While I'm on the subject, cartridges are just a more specific word for any kind of bullet that isn't used in a shotgun, often used to refer to rifle rounds, E.G. a 12  gauge shotgun shell VS a 30 aught 6 rifle cartridge, that still has it's casing on, E.G. still hasn't been fired, so a more accurate catch all term would be clips, which should still technically be magazines, but what ever that's nitpicking, it would be cool to see ammunition types based on the weapon that uses them eventually anyway, I just thought I'd mention it encase you cared.And speaking of grenades, while the way they work right now is undoubtedly awesome, it doesn't really make sense, they basically work exactly like a smaller version of the bomb, when 
 they should actually explode at a set distance from the point of fire if they don't hit another item or person first, and do damage to anything within a few tiles in both directions of the impact point, which would require better planning on the part of the person using the launcher.I sorta wish the grenade launcher would slow you down a bit while walking just like the mg does, the real things are pretty heavy, especially pump action or semi automatic versions.Has anyone else noticed that the water fall has a bridge over it and how weird that is? My friend pointed that out yesterday, and he's right, that can't really happen...We're getting some invisible fires in this update, which may be do too in part because of the sound buffer overloads from so many enemies firing at each other, dieing, and jumping on ladders at the same time, maybe limiting the max AI's to like 10 would help this issue for the time being?I'm sorry for
  laying so much on you at once Mason, but I wouldn't mention it if I didn't think it was important or could become important later, and this helps me get input from others who may have different ideas about how to fix these issues.Jesileevo, you seem to still have version 1.0, check your changelog to make sure, you need to download the new version, which fixed that bug, from the first post in this topic.

URL: http://forum.audiogames.net/viewtopic.php?pid=242885#p242885





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Re: Griff! Sidescrolling Platformer Fantasy Game

2015-12-15 Thread AudioGames . net Forum — General Game Discussion : simba via Audiogames-reflector


  


Re: Griff! Sidescrolling Platformer Fantasy Game

Hi.Well, where are your great games exactly? I havent seen at leased one of them next to erric the clerric, which had a strange sound design if you ask me, Kind of royalty free stuff.BTW, your points dont make sense in the leased?All these menus and submenus? Umm, every programmer can go such far and do that.And story whise, If I put some drinks in to my throat, I can surely think of a story like you put out on here.Ok, enough with that, I'll get hated on in the next few posts I guess but well, this was to be expected.Greetings Moritz.

URL: http://forum.audiogames.net/viewtopic.php?pid=242891#p242891





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Re: Pokémon Crystal Access

2015-12-15 Thread AudioGames . net Forum — New releases room : Leowyatt via Audiogames-reflector


  


Re: Pokémon Crystal Access

Hi,Here's some instructions to get to Blaire:Blackthorn gym instructions:Get to 2f using path finder.Go to the fourth boulder:Move it up twice:Reach the second boulder that will stand one on the left:press up then 1 left;Move the boulder twice down;Reach the cooltrainer fPress two down and five right to reach the last boulder;Move it 3 times down;Press 1 left, 1 down, 1 left to get to another boulderMove it 9 times up;Press 1 left, 1 up;Move the boulder 2 to the right;Reach the Cooltrainer M;Move the boulder that is at one step to the right by 3 on the right;Move the boulder that is one step down by 1 down;Press down twice to fall, it is faster; To reach Claire:Press 1 Down, two on the right, press up Untill you get to a trainer;After you defeat that trainer, use the path finder to find Claire

URL: http://forum.audiogames.net/viewtopic.php?pid=242892#p242892





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Re: UltraPower (new topic!)

2015-12-15 Thread AudioGames . net Forum — New releases room : luiscarlosgm via Audiogames-reflector


  


Re: UltraPower (new topic!)

póterpoter OK, maybee I will respond the oppinions of the eople since they don't like UP like me, because I'm banned!luiscarlosgm: bad language you motherfucker!The intelligence is strong with this one...Excuse me Deffender, but the reazon that I'm telling this is to Colton, not you! I sincerely hope you're understanding mi amor.luiscarlosgm again: Iven, you are a non american person who didn't live in the US, but in latin american countries! Understand?No? o wait, your being a racist asshole? Now I understand perfectly!No, the reason is that I know many names, american and or English names like John, Michael, ETC. But I don't know if Iven is an american or English name. You are inrespecting me Def!Vlad25: my opinion is to get back to custom servers and to host the server list on another site where i could have the access and i could help managing  the server list.Do I sense some personal ambition rearing it's ugly head here?Hey! Respect him because I want multiple servers at once!coltonhill01: SO you can shut the fuck up. I, also had personal issues with you, which I am not going to bring into this forum.Ah, so that's why your acting like a 6 year old who's overdo for a nap on this forum instead...No, because I want this and that and this and that and... OK, this is crazy when I see it. Colton, you canot develop this and that because didn't or you didn't like this and that and... who knows.Defender: Even if you are the new holder of the rites to UP Blink Wizard, you already sound like a terrible excuse for one by the things you post.Harsh much?  Maybe I've started to get jaded... O com on, com on, com on! you're quotting or maybe answering yourself?luiscarlosgm, yet again, what can I say, he's special: Hel Hel hel, thí teminator í getting crazy. you're a fucker teminator, sory for bad languageWell I'm glad your "sory" but that's really not how you use the word hell, especially with only one l, you may also consider finding out how to actually spell the names of your mortal enemies next time?Hey! why are you saying me that I'm so special that you didn't see me, and I canot see you? what what what's the difference between seeing and not seing? I'm so innocent... Yes, I'm starting to be crazy.the terminator, to be honest, sometimes I just look at the newest posts for this one if I want a good laugh: merry christmas son of bitch. What you think about this? know the time I posted this, now compare the messages time. You all go ask mason, don't let yourselves been earlicked by coltons and ivan's pussys.Nice opening line, would have gone well with the sound of a shotgun being pumped, but I'm confused Comfuced of what? Mister. MR. MR. You are takeng me down?All wright, So let's stop this discussion now, so all people delete the game inmediately! it's imminent!

URL: http://forum.audiogames.net/viewtopic.php?pid=242898#p242898





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Re: Griff! Sidescrolling Platformer Fantasy Game

2015-12-15 Thread AudioGames . net Forum — General Game Discussion : severestormsteve1 via Audiogames-reflector


  


Re: Griff! Sidescrolling Platformer Fantasy Game

Hey all, will you please paste links to all of Jyro's great, "games", that are found on Steam and Android and PC and IPhone, and even Facebook? I really really wanna see them, I'm super excited to play his numerous games. And curse ye oh mods for not putting links to all of those great titles!  Oh wait, never mind. Mods, you're forgiven. I understand, you don't put links to audio recordings on audio games.net. Jyro, the confirmation emails were nice, but did you seriously have to make people pay $15 to read fiction? Okay, I understand that's plausible, but people usually pay for books, not 2 or 3 paragraphs. Just a tip.

URL: http://forum.audiogames.net/viewtopic.php?pid=242883#p242883





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Re: Scrolling Battles Pro

2015-12-15 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: Scrolling Battles Pro

Well, I discovered some things recently that are a bit silly, however accept in the case of 1 or 2 of them, aren't much of an issue at this time, but I thought I'd put them out there for future reference.Firstly, for some reason, weapon range is determined by TOBD range, no matter what weapon it is, which is why you can kill enemies from 50 feet away with your fists...Next, it doesn't seem to be items that slow down the playing experience, at least offline, but AI's shooting at each other instead, aside from the tap dancing effect which is another issue, so when you pass over a bunch of AI's staging a miniature WWIII near the waterfall on the bridge above, it lags movement enormously, though this may also be determined by TOBD range trying to see everything at once.Also, feet is kind of a silly measurement for this game, considering that the average grenade has a rated confirmed kill radius of 5 to 10 meters, about 16 to 32 and a h
 alf feet, depending on the type, with a large danger zone beyond that, and it seems odd to shoot someone with a light machine gun, which is usually 4 and a half to 5 and a half feet long, from such close range.While I'm on the subject, cartridges are just a more specific word for any kind of bullet that isn't used in a shotgun, often used to refer to rifle rounds, E.G. a shell, that still has it's casing on, E.G. still hasn't been fired, so a more accurate catch all term would be clips, which should still technically be magazines, but what ever that's nitpicking, it would be cool to see ammunition types based on the weapon that uses them eventually anyway, I just thought I'd mention it encase you cared.And speaking of grenades, while the way they work right now is undoubtedly awesome, it doesn't really make sense, they basically work exactly like a smaller version of the bomb, when they should actually explode at a set distance from the
  point of fire if they don't hit another item or person first, and do damage to anything within a few tiles in both directions of the impact point, which would require better planning on the part of the person using the launcher.I sorta wish the grenade launcher would slow you down a bit while walking just like the mg does, the real things are pretty heavy, especially pump action or semi automatic versions.Has anyone else noticed that the water fall has a bridge over it and how weird that is? My friend pointed that out yesterday, and he's right, that can't really happen...We're getting some invisible fires in this update, which may be do too in part because of the sound buffer overloads from so many enemies firing at each other, dieing, and jumping on ladders at the same time, maybe limiting the max AI's to like 10 would help this issue for the time being?I'm sorry for laying so much on you at once Mason, but I wouldn'
 ;t mention it if I didn't think it was important or could become important later, and this helps me get input from others who may have different ideas about how to fix these issues.Jesileevo, you seem to still have version 1.0, check your changelog to make sure, you need to download the new version, which fixed that bug, from the first post in this topic.

URL: http://forum.audiogames.net/viewtopic.php?pid=242885#p242885





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Re: How to check if a class instance has a null value

2015-12-15 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector


  


Re: How to check if a class instance has a null value

Pretty much that, except you need to put the at sign in front of it.if(@objects[0]==null)Though personally, order of operations when it comes to brackets and dots always makes me nervous enough that I'd put parentheses around it, like:if([ a-t ](objects[0])==null)But I don't know if that's necessary or if I'm just paranoid.

URL: http://forum.audiogames.net/viewtopic.php?pid=242886#p242886





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Re: Scrolling Battles Pro

2015-12-15 Thread AudioGames . net Forum — New releases room : pelantas via Audiogames-reflector


  


Re: Scrolling Battles Pro

hi i also experienced something weird now, i activated this game on another laptop of mine, and now i can't log in to my character what i created and played on this afternoon. I get the message:"key invalid" when i want to create a new char it won't let me, since i get the same message.What's wrong? just curious.i am going to play on my first laptop where i activated the game on at first. seeing if this same issue occurs.greetz mike

URL: http://forum.audiogames.net/viewtopic.php?pid=242887#p242887





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Re: how to start out with making a game

2015-12-15 Thread AudioGames . net Forum — Developers room : Orin via Audiogames-reflector


  


Re: how to start out with making a game

Has anyone read and completed the LPHW tutorial using Python 3X? If so, that'd probably be the prefered version I'd like to use.

URL: http://forum.audiogames.net/viewtopic.php?pid=242888#p242888





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Re: Scrolling Battles Pro

2015-12-15 Thread AudioGames . net Forum — New releases room : ultrocity_audio via Audiogames-reflector


  


Re: Scrolling Battles Pro

Your key is still valid, I checked

URL: http://forum.audiogames.net/viewtopic.php?pid=242889#p242889





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Re: Swamp, zombie FPS by Aprone

2015-12-15 Thread AudioGames . net Forum — New releases room : Southpaw via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

Chris88 I suppose I can help you. Personally I have no love for ducks but I can put those aside for the time being.Also I can confirm what Ace said. Every time I'm the only player on a map zombies are rare and once I kill the few I'm able to track down they don't re spawn. This has happened on all the sub maps as well as maps 4 and 5. It's safe to assume it's happening everywhere but maps 1, 2, and 3 aren't as empty as the others.Have a swell day folks.

URL: http://forum.audiogames.net/viewtopic.php?pid=242890#p242890





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Re: Griff! Sidescrolling Platformer Fantasy Game

2015-12-15 Thread AudioGames . net Forum — General Game Discussion : severestormsteve1 via Audiogames-reflector


  


Re: Griff! Sidescrolling Platformer Fantasy Game

Hey all, will you please paste links to all of Jyro's great, "games", that are found on Steam and Android and PC and IPhone, and even Facebook? I really really wanna see them, I'm super excited to play his numerous games. And curse ye oh mods for not putting links to all of those great titles!  Oh wait, never mind. Mods, you're forgiven. I understand, you don't put links to audio recordings on audio games.net. Jyro, the confirmation emails were nice, but did you seriously have to make people pay $15 to read fiction? Okay, I understand that's plausible, but people usually pay for books, not 2 or 3 paragraphs. Just a tip.  But to end on a positive note, you're one heck of a sound designer. Keep it up!

URL: http://forum.audiogames.net/viewtopic.php?pid=242883#p242883





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Re: Upcoming Stream of a new game called, "Undead Assault"

2015-12-15 Thread AudioGames . net Forum — General Game Discussion : prajwal via Audiogames-reflector


  


Re: Upcoming Stream of a new game called, "Undead Assault"

manval  i  dlc content can bye anny one person? includeing indian roopi plese note that   i will by

URL: http://forum.audiogames.net/viewtopic.php?pid=242894#p242894





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Re: Griff! Sidescrolling Platformer Fantasy Game

2015-12-15 Thread AudioGames . net Forum — General Game Discussion : simba via Audiogames-reflector


  


Re: Griff! Sidescrolling Platformer Fantasy Game

Hi.Well, where are your great games exactly? I havent seen at leased one of them next to erric the clerric, which had a strange sound design if you ask me, Kind of royalty free stuff.While I am at it, let me quickly check the appstore, wait, I will be back.tick, tick, tick, tick, ok, nothing there under breaker box gamesBTW, your points dont make sense in the leasedAll these menus and submenus? Umm, every programmer can go such far and do that.And storie whise, If you have a good storie, that doesnt mean that you are a good developer.I know many people who are no developers of any kind of software, but have great ideas for stories.Ok, enough with that, I'll get hated on in the next few posts I guess but well, this was to be expected.Greetings Moritz.

URL: http://forum.audiogames.net/viewtopic.php?pid=242891#p242891





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Re: Scrolling Battles Pro

2015-12-15 Thread AudioGames . net Forum — New releases room : pelantas via Audiogames-reflector


  


Re: Scrolling Battles Pro

hi,Yeah i also thought that, otherwise i wasn't able to see the sign in option in the multiplayer section. but what happened is stated in my previous post.But i logged in successfully on the laptop i registered the game at first. and i am pretty lonely now Hopefully this will be figured out. not that i am demanding this, but i speak out my hope.greetz mike

URL: http://forum.audiogames.net/viewtopic.php?pid=242896#p242896





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Inform7 IDE with NVDA?

2015-12-15 Thread AudioGames . net Forum — Developers room : Orin via Audiogames-reflector


  


Inform7 IDE with NVDA?

Hi everyone,How do I access the different tabs in the Inform7 IDE? Do I have no choice but to use the review curser?The Mac app is much more accessible in this regard.Thanks.

URL: http://forum.audiogames.net/viewtopic.php?pid=242899#p242899





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Re: online votrax synth!

2015-12-15 Thread AudioGames . net Forum — Off-topic room : guilevi via Audiogames-reflector


  


Re: online votrax synth!

I think part of the reason is to avoid spam. This is a random person who randomly has a Votrax and an Arduino wired up,  not a company with multiple machines working 24/7 to convert text to speech. And it's very hard to find Votrax chips right now.

URL: http://forum.audiogames.net/viewtopic.php?pid=242824#p242824





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Re: UltraPower (new topic!)

2015-12-15 Thread AudioGames . net Forum — New releases room : PrometheusMOO via Audiogames-reflector


  


Re: UltraPower (new topic!)

Is this what the AudioGames.net forum has become nowadays? A bunch of people cussing each other out because that's what they're the best at?I may not be the developer, no, but I have been a custom server host. If there's one thing I can agree  upon, it's the fact that I totally hate when my work, or my staff's work in that matter, is screwed. I've also been reading all the posts of all the UP topics (yup, even the bad ones) just to see what is going on, but it seems that the truth is not wanted to be discovered, to be completely honest with you.I guess what I'm trying to say is, if custom server come bak, great, I'll put mine up for people to enjoy. If not, well then I'm outta this.

URL: http://forum.audiogames.net/viewtopic.php?pid=242827#p242827





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Re: Good news on Space Encounter - Updated version, at 14,90€

2015-12-15 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


  


Re: Good news on Space Encounter - Updated version, at 14,90€

@Fabi, have you tried just copying the text into your browser and using ctrl o or ctrl L or whatever your open url command is?  Eg, you just hold shift and select the text that reads h t t p colon slash slash double you double you double you dot this is an address dot com (I wrote it this way to make my point). I've had to do that on several occasions with e-mails and it usually works fine so long as the links themselves are okay, and so long as I make sure to copy all the text.

URL: http://forum.audiogames.net/viewtopic.php?pid=242828#p242828





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Re: Prometheus: The Eternal Wars

2015-12-15 Thread AudioGames . net Forum — New releases room : PrometheusMOO via Audiogames-reflector


  


Re: Prometheus: The Eternal Wars

Hello!It seems to me that you have not followed one little instruction step. You have to enable power titles in starship rooms. Found in ship options.We have just added damage to other ship when a ship is destroyed! Let me know if you want weapons to be damaged too (currently only components), and also let me know if you want the damage to be higher/lower.Enjoy!

URL: http://forum.audiogames.net/viewtopic.php?pid=242829#p242829





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Re: Bk1 problem

2015-12-15 Thread AudioGames . net Forum — General Game Discussion : yukionozawa via Audiogames-reflector


  


Re: Bk1 problem

I've found the bug yesterday, and already recompressed the full installer. Please download it again.

URL: http://forum.audiogames.net/viewtopic.php?pid=242825#p242825





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Re: trying to track down a bunch of games please.

2015-12-15 Thread AudioGames . net Forum — General Game Discussion : goshawk on horseback via Audiogames-reflector


  


Re: trying to track down a bunch of games please.

same here. seemingly braillesoft also made a monopoly pc game as well, which it would be nice to get hold of, to compare it to the jim kitchen one. as with the other braillesoft games however, same problem, non working download link, and Louis Bryant doesn't have it either. Simon

URL: http://forum.audiogames.net/viewtopic.php?pid=242826#p242826





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Re: My first game written in BGT, Fast Word!

2015-12-15 Thread AudioGames . net Forum — Developers room : ogomez92 via Audiogames-reflector


  


Re: My first game written in BGT, Fast Word!

will check it out. 

URL: http://forum.audiogames.net/viewtopic.php?pid=242832#p242832





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Re: Victor Reader Stream New Generation Firmware 4.6 Released

2015-12-15 Thread AudioGames . net Forum — Off-topic room : Sebby via Audiogames-reflector


  


Re: Victor Reader Stream New Generation Firmware 4.6 Released

Well, good. Glad to hear it. Perhaps try re-upgrading the firmware again, and see if that actually improves your situation. I'm not seeing any issues at home with a home-made router and Apple AirPort providing Wi-Fi, so I imagine something just upset your router. They aren't generally well-made, unfortunately, especially the cheaper stuff one might get from one's ISP.

URL: http://forum.audiogames.net/viewtopic.php?pid=242834#p242834





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Re: Scrolling Battles Pro

2015-12-15 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: Scrolling Battles Pro

Thumbs up for releasing 1.1 so quickly!I really like that the commands sometimes not working stuff was figured out, and that the glider no longer stays activated when switching to another window, but I think that for the next release, even if it takes a bit to finish, you should focus extensively on the issues that currently make the game not worth paying for.In my opinion, the order of importance really needs to go like this, before people lose interest:1. Fix issues with the server. While I don't own SBP online my self, a friend of mine does and often reports difficulties with playing the game, such as not being able to tell who is shooting you, being just as fast and powerful as you were after dieing as you were before dieing, long reaction times to things done to one player by another, ETC, which is why I haven't gotten the game yet, because that isn't stable in any sense of the word.2. Squash the bug in offline mode which I
  now refer to as the tap dancing effect, where AI's reach the top of the ladder and jump for ever, lagging the game enormously and causing the hole progression of the AI's to fail spectacularly.3. Put reasonable caps on things, this was a massive problem that faced Ultrapower, HP, running speed and jumping distance, stored ammunition, TOBD range, and glider fuel have no business being in the hundreds or thousands respectively.  If you have everything, what is the point of going out and getting more and actually playing the game to survive, and vice versa, if you are a new player, how can you ever hope to get what you need to stand even a slight chance of not dieing instantly if the only way you can collect items is by being bored and playing while no one else is on the server?4. Limit the number of bonus items that can be on a map at the same time, it slows everything down and makes things too easy otherwise.5. Make adjustments to weapons so that the
 y are more fare and skill based instead of power based, E.G. reduce range on the machine gun, increase power of the laser, and reduce range of blast waves.6. If you can look up and down, make it so you can fire up and down as well, this was one of my favorite parts of UP, and a number of other people's as well.7. Make it so that when you fall, you lose HP based on distance, otherwise, what's the point of not trying to fall?In my opinion, the first 3 of these suggestions are absolutely vital if you want people to take SBP seriously, and insuring better testing before the update will reduce the amount of possible issues arising from these changes.Good luck!

URL: http://forum.audiogames.net/viewtopic.php?pid=242837#p242837





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Re: Scrolling Battles Pro

2015-12-15 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: Scrolling Battles Pro

Thumbs up for releasing 1.1 so quickly!I really like that the commands sometimes not working stuff was figured out, and that the glider no longer stays activated when switching to another window, as well as the addition of the auto updater, but I think that for the next release, even if it takes a bit to finish, you should focus extensively on the issues that currently make the game not worth paying for for the average person.In my opinion, the order of importance really needs to go like this, before people lose interest:1. Fix issues with the server. While I don't own SBP online my self, a friend of mine does and often reports difficulties with playing the game, such as not being able to tell who is shooting you, being just as fast and powerful as you were after dieing as you were before dieing, long reaction times to things done to one player by another, ETC, which is why I haven't gotten the game yet, because that isn't stable in a
 ny sense of the word.2. Squash the bug in offline mode which I now refer to as the tap dancing effect, where AI's reach the top of the ladder and jump for ever, lagging the game enormously and causing the hole progression of the AI's to fail spectacularly.3. Put reasonable caps on things, this was a massive problem that faced Ultrapower, HP, running speed and jumping distance, stored ammunition, TOBD range, and glider fuel have no business being in the hundreds or thousands respectively.  If you have everything, what is the point of going out and getting more and actually playing the game to survive, and vice versa, if you are a new player, how can you ever hope to get what you need to stand even a slight chance of not dieing instantly if the only way you can collect items is by being bored and playing while no one else is on the server?4. Add to the current map so that people have more places to play, and consider adapting the environment suite so t
 hat people can submit maps for possible addition to the game.  This would save you from making an integrated solution, and it would take a portion of the work off of your back if the community could pull it's own weight in this matter.5. Limit the number of bonus items that can be on a map at the same time, it slows everything down and makes things too easy otherwise.6. Make adjustments to weapons so that they are more fare and skill based instead of power based, E.G. reduce range on the machine gun, increase power of the laser, and reduce range of blast waves.7. If you can look up and down, make it so you can fire up and down as well, this was one of my favorite parts of UP, and a number of other people's as well.8. Make it so that when you fall, you lose HP based on distance, otherwise, what's the point of not trying to fall?In my opinion, the first 4 of these suggestions are absolutely vital if you want people to take
  SBP seriously, and insuring better testing before the update will reduce the amount of possible issues arising from these changes.Good luck!  I really want this game to work out, for your sake as well as the communities.

URL: http://forum.audiogames.net/viewtopic.php?pid=242837#p242837





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Re: Scrolling Battles Pro

2015-12-15 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: Scrolling Battles Pro

Thumbs up for releasing 1.1 so quickly!I really like that the commands sometimes not working stuff was figured out, and that the glider no longer stays activated when switching to another window, as well as the addition of the auto updater, but I think that for the next release, even if it takes a bit to finish, you should focus extensively on the issues that currently make the game not worth paying for.In my opinion, the order of importance really needs to go like this, before people lose interest:1. Fix issues with the server. While I don't own SBP online my self, a friend of mine does and often reports difficulties with playing the game, such as not being able to tell who is shooting you, being just as fast and powerful as you were after dieing as you were before dieing, long reaction times to things done to one player by another, ETC, which is why I haven't gotten the game yet, because that isn't stable in any sense of the word.2. Squash the bug in offline mode which I now refer to as the tap dancing effect, where AI's reach the top of the ladder and jump for ever, lagging the game enormously and causing the hole progression of the AI's to fail spectacularly.3. Put reasonable caps on things, this was a massive problem that faced Ultrapower, HP, running speed and jumping distance, stored ammunition, TOBD range, and glider fuel have no business being in the hundreds or thousands respectively.  If you have everything, what is the point of going out and getting more and actually playing the game to survive, and vice versa, if you are a new player, how can you ever hope to get what you need to stand even a slight chance of not dieing instantly if the only way you can collect items is by being bored and playing while no one else is on the server?4. Add to the current map so that people have more places to play, and consider adapting the environment suite so that people can submit m
 aps for possible addition to the game.  This would save you from making an integrated solution, and it would take a portion of the work off of your back if the community could pull it's own weight in this matter.5. Limit the number of bonus items that can be on a map at the same time, it slows everything down and makes things too easy otherwise.6. Make adjustments to weapons so that they are more fare and skill based instead of power based, E.G. reduce range on the machine gun, increase power of the laser, and reduce range of blast waves.7. If you can look up and down, make it so you can fire up and down as well, this was one of my favorite parts of UP, and a number of other people's as well.8. Make it so that when you fall, you lose HP based on distance, otherwise, what's the point of not trying to fall?In my opinion, the first 4 of these suggestions are absolutely vital if you want people to take SBP seriously, and ins
 uring better testing before the update will reduce the amount of possible issues arising from these changes.Good luck!

URL: http://forum.audiogames.net/viewtopic.php?pid=242837#p242837





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Re: Scrolling Battles Pro

2015-12-15 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: Scrolling Battles Pro

Thumbs up for releasing 1.1 so quickly!I really like that the commands sometimes not working stuff was figured out, and that the glider no longer stays activated when switching to another window, as well as the addition of the auto updater, but I think that for the next release, even if it takes a bit to finish, you should focus extensively on the issues that currently make the game not worth paying for for the average person.In my opinion, the order of importance really needs to go like this, before people lose interest:1. Fix issues with the server. While I don't own SBP online my self, a friend of mine does and often reports difficulties with playing the game, such as not being able to tell who is shooting you, being just as fast and powerful as you were after dieing as you were before dieing, long reaction times to things done to one player by another, ETC, which is why I haven't gotten the game yet, because that isn't stabl
 e in any sense of the word.2. Put reasonable caps on things, this was a massive problem that faced Ultrapower, HP, running speed and jumping distance, stored ammunition, TOBD range, and glider fuel have no business being in the hundreds or thousands respectively.  If you have everything, what is the point of going out and getting more and actually playing the game to survive, and vice versa, if you are a new player, how can you ever hope to get what you need to stand even a slight chance of not dieing instantly if the only way you can collect items is by being bored and playing while no one else is on the server?3. Add to the current map so that people have more places to play, and consider adapting the environment suite so that people can submit maps for possible addition to the game.  This would save you from making an integrated solution, and it would take a portion of the work off of your back if the community could pull it's own weight in this matter.
 4. Squash the bug in offline mode which I now refer to as the tap dancing effect, where AI's reach the top of the ladder and jump for ever, lagging the game enormously and causing the hole progression of the AI's to fail spectacularly.5. Make adjustments to weapons so that they are more fare and skill based instead of power based, E.G. reduce range on the machine gun, increase power of the laser, reduce damage of fire, and reduce range of blast waves.6. Limit the number of bonus items that can be on a map at the same time, it slows everything down and makes things too easy otherwise.7. If you can look up and down, make it so you can fire up and down as well, this was one of my favorite parts of UP, and a number of other people's as well.8. Make it so that when you fall, you lose HP based on distance, otherwise, what's the point of not trying to fall?In my opinion, the first 4 of these suggestions are absolutely vital if 
 you want people to take SBP seriously, and insuring better testing before the update will reduce the amount of possible issues arising from these changes.Good luck!  I really want this game to work out, for your sake as well as the communities.

URL: http://forum.audiogames.net/viewtopic.php?pid=242837#p242837





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Re: Accessible youtube playlist or channel downloader, please

2015-12-15 Thread AudioGames . net Forum — Off-topic room : Hrvoje via Audiogames-reflector


  


Re: Accessible youtube playlist or channel downloader, please

Hello,It's here: https://bitbucket.org/HKatic/nvda-addon-youtubedlHere you can read the documentation which also includes a download link for the latest build that I've created.

URL: http://forum.audiogames.net/viewtopic.php?pid=242833#p242833





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Re: Victor Reader Stream New Generation Firmware 4.6 Released

2015-12-15 Thread AudioGames . net Forum — Off-topic room : Sebby via Audiogames-reflector


  


Re: Victor Reader Stream New Generation Firmware 4.6 Released

Well, good. Perhaps try re-upgrading the firmware again, and see if that actually improves your situation. I'm not seeing any issues at home with a home-made router and Apple AirPort providing Wi-Fi, so I imagine something just upset your router. They aren't generally well-made, unfortunately, especially the cheaper stuff one might get from one's ISP.

URL: http://forum.audiogames.net/viewtopic.php?pid=242834#p242834





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Re: This isn't for attention

2015-12-15 Thread AudioGames . net Forum — Off-topic room : Dark via Audiogames-reflector


  


Re: This isn't for attention

@Ghostrider,  Gelman has posted on this subject before, to be honest I don't think his views are really about "you!" specifically, he just saw something about suicide and wanted to ride off on his righteous hobby horse, hence the moderation warning and request to decist. I'd have said the same if he'd posted a huge long religious sermon on the "Sin" of suicide, indeed as I said I remember once having to ban a member for that very thing. There is a huge difference between theory and practice in ethics, indeed in one ethical lecture I was in on the subject of euthanasia, the lecturer (a very vile woman who hated anyone with a y Chromosome), actually said after delivering a similar polemic "Of course don't say! this to anyone who's really thinking about suicide?" She was quite shocked when I stood up and admited that I'd been in the position of considering suicide myself at one time and found her views far too si
 mplistic.Then again, she was not a nice person at all (we used to refer to her as Satan's mother), (even towards women, and let alone if you were male).  Btw Ghost rider, how are things with you currently? I gather not good, which is a shame. Feel free to post us an update as to how your doing, sinse at least saying how your feeling is better than not doing so and hopefully on this forum you can say whatever you want.@Turtlepower, your understanding is appreciated, but as I said, in this case it's not really about "owning this corner of the web", actually I don't own the forum, I am just responsable for people's safety. The fact here is that Ghostrider has presented a topic where he explains the bad situation he's in currently. Firstly, I'd be pretty much a scumbag if I didn't try to help at least by listening, and even more so if I actively let something harmful occur, eg, insensative ranting of one sort o
 r another. Secondly, I do! actually feel slightly responsable for member's safety and wellbeing here, sinse even though this is obviously a forum about games, it's also supposed to be a decent and welcoming community, hence why the only time that rules tend to get inforced is to avoid unpleasantness of one sort or another, and Ghostrider's circumstances definitely qualify as "unpleasant" . I suggest now  however that we drop the subject of the discussion of suicide or self harm in general, zealous, theoretical terms, and move back to the much more personal circumstances Ghostrider mentions here.

URL: http://forum.audiogames.net/viewtopic.php?pid=242831#p242831





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Re: sink entire music library checkbox

2015-12-15 Thread AudioGames . net Forum — Off-topic room : Sebby via Audiogames-reflector


  


Re: sink entire music library checkbox

There's a control that shows if your iPhone is connected. You can press space to open a pop-over with the settings for your device. The "Summary" tab should be the first to open, and you should eventually be able to find or tab to the box you're after. If you're phone is freshly restored, you may have to jump a couple of extra hoops first to do the activation, but once that's done you should be on the settings page to change all the settings for what gets synced and which items to sync over.

URL: http://forum.audiogames.net/viewtopic.php?pid=242835#p242835





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Re: Prometheus: The Eternal Wars

2015-12-15 Thread AudioGames . net Forum — New releases room : cw via Audiogames-reflector


  


Re: Prometheus: The Eternal Wars

I am matthew johnson there. Yes, houses. They were just added a few days ago. As for thoughs questions ask in the post right beforemine, I will have to think about it.

URL: http://forum.audiogames.net/viewtopic.php?pid=242836#p242836





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Re: Scrolling Battles Pro

2015-12-15 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: Scrolling Battles Pro

Thumbs up for releasing 1.1 so quickly!I really like that the commands sometimes not working stuff was figured out, and that the glider no longer stays activated when switching to another window, but I think that for the next release, even if it takes a bit to finish, you should focus extensively on the issues that currently make the game not worth paying for.In my opinion, the order of importance really needs to go like this, before people lose interest:1. Fix issues with the server. While I don't own SBP online my self, a friend of mine does and often reports difficulties with playing the game, such as not being able to tell who is shooting you, being just as fast and powerful as you were after dieing as you were before dieing, long reaction times to things done to one player by another, ETC, which is why I haven't gotten the game yet, because that isn't stable in any sense of the word.2. Squash the bug in offline mode which I
  now refer to as the tap dancing effect, where AI's reach the top of the ladder and jump for ever, lagging the game enormously and causing the hole progression of the AI's to fail spectacularly.3. Put reasonable caps on things, this was a massive problem that faced Ultrapower, HP, running speed and jumping distance, stored ammunition, TOBD range, and glider fuel have no business being in the hundreds or thousands respectively.  If you have everything, what is the point of going out and getting more and actually playing the game to survive, and vice versa, if you are a new player, how can you ever hope to get what you need to stand even a slight chance of not dieing instantly if the only way you can collect items is by being bored and playing while no one else is on the server?4. Add to the current map so that people have more places to play, and consider adapting the environment suite so that people can submit maps for possible addition to the game.  
 This would save you from making an integrated solution, and it would take a portion of the work off of your back if the community could pull it's own weight in this matter.5. Limit the number of bonus items that can be on a map at the same time, it slows everything down and makes things too easy otherwise.6. Make adjustments to weapons so that they are more fare and skill based instead of power based, E.G. reduce range on the machine gun, increase power of the laser, and reduce range of blast waves.7. If you can look up and down, make it so you can fire up and down as well, this was one of my favorite parts of UP, and a number of other people's as well.8. Make it so that when you fall, you lose HP based on distance, otherwise, what's the point of not trying to fall?In my opinion, the first 4 of these suggestions are absolutely vital if you want people to take SBP seriously, and insuring better testing before the update will r
 educe the amount of possible issues arising from these changes.Good luck!

URL: http://forum.audiogames.net/viewtopic.php?pid=242837#p242837





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Re: Scrolling Battles Pro

2015-12-15 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: Scrolling Battles Pro

Thumbs up for releasing 1.1 so quickly!I really like that the commands sometimes not working stuff was figured out, and that the glider no longer stays activated when switching to another window, as well as the addition of the auto updater, but I think that for the next release, even if it takes a bit to finish, you should focus extensively on the issues that currently make the game not worth paying for for the average person.In my opinion, the order of importance really needs to go like this, before people lose interest:1. Fix issues with the server. While I don't own SBP online my self, a friend of mine does and often reports difficulties with playing the game, such as not being able to tell who is shooting you, being just as fast and powerful as you were after dieing as you were before dieing, long reaction times to things done to one player by another, ETC, which is why I haven't gotten the game yet, because that isn't stabl
 e in any sense of the word.2. Add to the current map so that people have more places to play, and consider adapting the environment suite so that people can submit maps for possible addition to the game.  This would save you from making an integrated solution, and it would take a portion of the work off of your back if the community could pull it's own weight in this matter.3. Put reasonable caps on things, this was a massive problem that faced Ultrapower, HP, running speed and jumping distance, stored ammunition, TOBD range, and glider fuel have no business being in the hundreds or thousands respectively.  If you have everything, what is the point of going out and getting more and actually playing the game to survive, and vice versa, if you are a new player, how can you ever hope to get what you need to stand even a slight chance of not dieing instantly if the only way you can collect items is by being bored and playing while no one else is on the server?
 4. Squash the bug in offline mode which I now refer to as the tap dancing effect, where AI's reach the top of the ladder and jump for ever, lagging the game enormously and causing the hole progression of the AI's to fail spectacularly.5. Limit the number of bonus items that can be on a map at the same time, it slows everything down and makes things too easy otherwise.6. Make adjustments to weapons so that they are more fare and skill based instead of power based, E.G. reduce range on the machine gun, increase power of the laser, and reduce range of blast waves.7. If you can look up and down, make it so you can fire up and down as well, this was one of my favorite parts of UP, and a number of other people's as well.8. Make it so that when you fall, you lose HP based on distance, otherwise, what's the point of not trying to fall?In my opinion, the first 4 of these suggestions are absolutely vital if you want people t
 o take SBP seriously, and insuring better testing before the update will reduce the amount of possible issues arising from these changes.Good luck!  I really want this game to work out, for your sake as well as the communities.

URL: http://forum.audiogames.net/viewtopic.php?pid=242837#p242837





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Re: Scrolling Battles Pro

2015-12-15 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: Scrolling Battles Pro

Thumbs up for releasing 1.1 so quickly!I really like that the commands sometimes not working stuff was figured out, and that the glider no longer stays activated when switching to another window, as well as the addition of the auto updater, but I think that for the next release, even if it takes a bit to finish, you should focus extensively on the issues that currently make the game not worth paying for for the average person.In my opinion, the order of importance really needs to go like this, before people lose interest:1. Fix issues with the server. While I don't own SBP online my self, a friend of mine does and often reports difficulties with playing the game, such as not being able to tell who is shooting you, being just as fast and powerful as you were after dieing as you were before dieing, long reaction times to things done to one player by another, ETC, which is why I haven't gotten the game yet, because that isn't stabl
 e in any sense of the word.2. Put reasonable caps on things, this was a massive problem that faced Ultrapower, HP, running speed and jumping distance, stored ammunition, TOBD range, and glider fuel have no business being in the hundreds or thousands respectively.  If you have everything, what is the point of going out and getting more and actually playing the game to survive, and vice versa, if you are a new player, how can you ever hope to get what you need to stand even a slight chance of not dieing instantly if the only way you can collect items is by being bored and playing while no one else is on the server?3. Add to the current map so that people have more places to play, and consider adapting the environment suite so that people can submit maps for possible addition to the game.  This would save you from making an integrated solution, and it would take a portion of the work off of your back if the community could pull it's own weight in this matter.
 4. Squash the bug in offline mode which I now refer to as the tap dancing effect, where AI's reach the top of the ladder and jump for ever, lagging the game enormously and causing the hole progression of the AI's to fail spectacularly.5. Limit the number of bonus items that can be on a map at the same time, it slows everything down and makes things too easy otherwise.6. Make adjustments to weapons so that they are more fare and skill based instead of power based, E.G. reduce range on the machine gun, increase power of the laser, and reduce range of blast waves.7. If you can look up and down, make it so you can fire up and down as well, this was one of my favorite parts of UP, and a number of other people's as well.8. Make it so that when you fall, you lose HP based on distance, otherwise, what's the point of not trying to fall?In my opinion, the first 4 of these suggestions are absolutely vital if you want people t
 o take SBP seriously, and insuring better testing before the update will reduce the amount of possible issues arising from these changes.Good luck!  I really want this game to work out, for your sake as well as the communities.

URL: http://forum.audiogames.net/viewtopic.php?pid=242837#p242837





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Re: How to create pygame menus

2015-12-15 Thread AudioGames . net Forum — Developers room : Hrvoje via Audiogames-reflector


  


Re: How to create pygame menus

Hello,There's a game_utils Python module for simplified making of audio game stuff including menus. It hasn't been updated since 2013 though. It's made by Q-Continuum also known as Accessible Apps. It's using sound_lib, a simplified BASS library wrapper, also made by Q-Continuum, as well as accessible_output for speech output.http://hg.q-continuum.net/game_utils/archive/tip.zipAlthough I'm programming in Python by default, I decided to try making my games with BGT. Of course, both making games in Python and BGT has advantages and disadvantages.Python syntax is far easier to read, but you have to care about indentation.In BGT, game executables are smaller in size, and work faster. In Python, you will get a larger game distribution, and will work slower, especially if we talk about loading a game.In Python, you can make cross-platform games with not too man
 y modifications. In BGT, you can make only Windows games.In BGT, you can easily pack and encrypt your sounds, which makes hackers much harder to get access to them. In Python, I think the only way to protect your sound files is by putting them inside the password-protected zip file, which can still be easier to hack, in my opinion.Correct me if I'm wrong though.

URL: http://forum.audiogames.net/viewtopic.php?pid=242830#p242830





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Re: Scrolling Battles Pro

2015-12-15 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: Scrolling Battles Pro

Thumbs up for releasing 1.1 so quickly!I really like that the commands sometimes not working stuff was figured out, and that the glider no longer stays activated when switching to another window, as well as the addition of the auto updater, but I think that for the next release, even if it takes a bit to finish, you should focus extensively on the issues that currently make the game not worth paying for for the average person.In my opinion, the order of importance really needs to go like this, before people lose interest:1. Fix issues with the server. While I don't own SBP online my self, a friend of mine does and often reports difficulties with playing the game, such as not being able to tell who is shooting you, being just as fast and powerful as you were after dieing as you were before dieing, long reaction times to things done to one player by another, ETC, which is why I haven't gotten the game yet, because that isn't stabl
 e in any sense of the word.2. Put reasonable caps on things, this was a massive problem that faced Ultrapower, HP, running speed and jumping distance, stored ammunition, TOBD range, and glider fuel have no business being in the hundreds or thousands respectively.  If you have everything, what is the point of going out and getting more and actually playing the game to survive, and vice versa, if you are a new player, how can you ever hope to get what you need to stand even a slight chance of not dieing instantly if the only way you can collect items is by being bored and playing while no one else is on the server?3. Add to the current map so that people have more places to play, and consider adapting the environment suite so that people can submit maps for possible addition to the game.  This would save you from making an integrated solution, and it would take a portion of the work off of your back if the community could pull it's own weight in this matter.
 4. Squash the bug in offline mode which I now refer to as the tap dancing effect, where AI's reach the top of the ladder and jump for ever, lagging the game enormously and causing the hole progression of the AI's to fail spectacularly.5. Limit the number of bonus items that can be on a map at the same time, it slows everything down and makes things too easy otherwise.6. Make adjustments to weapons so that they are more fare and skill based instead of power based, E.G. reduce range on the machine gun, increase power of the laser, and reduce range of blast waves.7. If you can look up and down, make it so you can fire up and down as well, this was one of my favorite parts of UP, and a number of other people's as well.8. Make it so that when you fall, you lose HP based on distance, otherwise, what's the point of not trying to fall?In my opinion, the first 4 of these suggestions are absolutely vital if you want people to take
  SBP seriously, and insuring better testing before the update will reduce the amount of possible issues arising from these changes.Good luck!  I really want this game to work out, for your sake as well as the communities.

URL: http://forum.audiogames.net/viewtopic.php?pid=242837#p242837





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Re: Scrolling Battles Pro

2015-12-15 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: Scrolling Battles Pro

Thumbs up for releasing 1.1 so quickly!I really like that the commands sometimes not working stuff was figured out, and that the glider no longer stays activated when switching to another window, but I think that for the next release, even if it takes a bit to finish, you should focus extensively on the issues that currently make the game not worth paying for.In my opinion, the order of importance really needs to go like this, before people lose interest:1. Fix issues with the server. While I don't own SBP online my self, a friend of mine does and often reports difficulties with playing the game, such as not being able to tell who is shooting you, being just as fast and powerful as you were after dieing as you were before dieing, long reaction times to things done to one player by another, ETC, which is why I haven't gotten the game yet, because that isn't stable in any sense of the word.2. Squash the bug in offline mode which I
  now refer to as the tap dancing effect, where AI's reach the top of the ladder and jump for ever, lagging the game enormously and causing the hole progression of the AI's to fail spectacularly.3. Put reasonable caps on things, this was a massive problem that faced Ultrapower, HP, running speed and jumping distance, stored ammunition, TOBD range, and glider fuel have no business being in the hundreds or thousands respectively.  If you have everything, what is the point of going out and getting more and actually playing the game to survive, and vice versa, if you are a new player, how can you ever hope to get what you need to stand even a slight chance of not dieing instantly if the only way you can collect items is by being bored and playing while no one else is on the server?4. Limit the number of bonus items that can be on a map at the same time, it slows everything down and makes things too easy otherwise.5. Make it so that when you fall, you lose
  HP based on distance, otherwise, what's the point of not trying to fall?6. If you can look up and down, make it so you can fire up and down as well, this was one of my favorite parts of UP, and a number of other people's as well.7. Make adjustments to weapons so that they are more fare and skill based instead of power based, E.G. reduce range on the machine gun, increase power of the laser, and reduce range of blast waves.In my opinion, the first 3 of these suggestions are absolutely vital if you want people to take SBP seriously, and insuring better testing before the update will reduce the amount of possible issues arising from these changes.Good luck!

URL: http://forum.audiogames.net/viewtopic.php?pid=242837#p242837





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Re: Scrolling Battles Pro

2015-12-15 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: Scrolling Battles Pro

I really like that the commands sometimes not working stuff was figured out, and that the glider no longer stays activated when switching to another window, but I think that for the next release, even if it takes a bit to finish, you should focus extensively on the issues that currently make the game not worth paying for.In my opinion, the order of importance really needs to go like this, before people lose interest:1. Fix issues with the server. While I don't own SBP online my self, a friend of mine does and often reports difficulties with playing the game, such as not being able to tell who is shooting you, being just as fast and powerful as you were after dieing as you were before dieing, long reaction times to things done to one player by another, ETC, which is why I haven't gotten the game yet, because that isn't stable in any sense of the word.2. Squash the bug in offline mode which I now refer to as the tap dancing effect, where AI's re
 ach the top of the ladder and jump for ever, lagging the game enormously and causing the hole progression of the AI's to fail spectacularly.3. Put reasonable caps on things, this was a massive problem that faced Ultrapower, HP, running speed and jumping distance, stored ammunition, TOBD range, and glider fuel have no business being in the hundreds or thousands respectively.  If you have everything, what is the point of going out and getting more and actually playing the game to survive, and vice versa, if you are a new player, how can you ever hope to get what you need to stand even a slight chance of not dieing instantly if the only way you can collect items is by being bored and playing while no one else is on the server?4. Limit the number of bonus items that can be on a map at the same time, it slows everything down and makes things too easy otherwise.5. Make it so that when you fall, you lose HP based on distance, otherwise, what's the point of 
 not trying to fall?6. If you can look up and down, make it so you can fire up and down as well, this was one of my favorite parts of UP, and a number of other people's as well.7. Make adjustments to weapons so that they are more fare and skill based instead of power based, E.G. reduce range on the machine gun, increase power of the laser, and reduce range of blast waves.In my opinion, the first 3 of these suggestions are absolutely vital if you want people to take SBP seriously, and insuring better testing before the update will reduce the amount of possible issues arising from these changes.Good luck!

URL: http://forum.audiogames.net/viewtopic.php?pid=242837#p242837





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Re: Scrolling Battles Pro

2015-12-15 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: Scrolling Battles Pro

Thumbs up for releasing 1.1 so quickly!I really like that the commands sometimes not working stuff was figured out, and that the glider no longer stays activated when switching to another window, as well as the addition of the auto updater, but I think that for the next release, even if it takes a bit to finish, you should focus extensively on the issues that currently make the game not worth paying for for the average person.In my opinion, the order of importance really needs to go like this, before people lose interest:1. Fix issues with the server. While I don't own SBP online my self, a friend of mine does and often reports difficulties with playing the game, such as not being able to tell who is shooting you, being just as fast and powerful as you were after dieing as you were before dieing, long reaction times to things done to one player by another, ETC, which is why I haven't gotten the game yet, because that isn't stabl
 e in any sense of the word.2. Add to the current map so that people have more places to play, and consider adapting the environment suite so that people can submit maps for possible addition to the game.  This would save you from making an integrated 3. Put reasonable caps on things, this was a massive problem that faced Ultrapower, HP, running speed and jumping distance, stored ammunition, TOBD range, and glider fuel have no business being in the hundreds or thousands respectively.  If you have everything, what is the point of going out and getting more and actually playing the game to survive, and vice versa, if you are a new player, how can you ever hope to get what you need to stand even a slight chance of not dieing instantly if the only way you can collect items is by being bored and playing while no one else is on the server?solution, and it would take a portion of the work off of your back if the community could pull it's own weight in this m
 atter.4. Squash the bug in offline mode which I now refer to as the tap dancing effect, where AI's reach the top of the ladder and jump for ever, lagging the game enormously and causing the hole progression of the AI's to fail spectacularly.5. Limit the number of bonus items that can be on a map at the same time, it slows everything down and makes things too easy otherwise.6. Make adjustments to weapons so that they are more fare and skill based instead of power based, E.G. reduce range on the machine gun, increase power of the laser, and reduce range of blast waves.7. If you can look up and down, make it so you can fire up and down as well, this was one of my favorite parts of UP, and a number of other people's as well.8. Make it so that when you fall, you lose HP based on distance, otherwise, what's the point of not trying to fall?In my opinion, the first 4 of these suggestions are absolutely vital if you want pe
 ople to take SBP seriously, and insuring better testing before the update will reduce the amount of possible issues arising from these changes.Good luck!  I really want this game to work out, for your sake as well as the communities.

URL: http://forum.audiogames.net/viewtopic.php?pid=242837#p242837





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Re: Scrolling Battles Pro

2015-12-15 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: Scrolling Battles Pro

Thumbs up for releasing 1.1 so quickly!I really like that the commands sometimes not working stuff was figured out, and that the glider no longer stays activated when switching to another window, as well as the addition of the auto updater, but I think that for the next release, even if it takes a bit to finish, you should focus extensively on the issues that currently make the game not worth paying for for the average person.In my opinion, the order of importance really needs to go like this, before people lose interest:1. Fix issues with the server. While I don't own SBP online my self, a friend of mine does and often reports difficulties with playing the game, such as not being able to tell who is shooting you, being just as fast and powerful as you were after dieing as you were before dieing, long reaction times to things done to one player by another, ETC, which is why I haven't gotten the game yet, because that isn't stabl
 e in any sense of the word.2. Put reasonable caps on things, this was a massive problem that faced Ultrapower, HP, running speed and jumping distance, stored ammunition, TOBD range, and glider fuel have no business being in the hundreds or thousands respectively.  If you have everything, what is the point of going out and getting more and actually playing the game to survive, and vice versa, if you are a new player, how can you ever hope to get what you need to stand even a slight chance of not dieing instantly if the only way you can collect items is by being bored and playing while no one else is on the server?3. Add to the current map so that people have more places to play, and consider adapting the environment suite so that people can submit maps for possible addition to the game.  This would save you from making an integrated solution, and it would take a portion of the work off of your back if the community could pull it's own weight in this matter.
 4. Squash the bug in offline mode which I now refer to as the tap dancing effect, where AI's reach the top of the ladder and jump for ever, lagging the game enormously and causing the hole progression of the AI's to fail spectacularly.5. Make adjustments to weapons so that they are more fare and skill based instead of power based, E.G. reduce range on the machine gun, increase power of the laser, reduce damage of fire, and reduce range of blast waves.6. Limit the number of bonus items that can be on a map at the same time, it slows everything down and makes things too easy otherwise.7. If you can look up and down, make it so you can fire up and down as well, this was one of my favorite parts of UP, and a number of other people's as well.8. Make it so that when you fall, you lose HP based on distance, otherwise, what's the point of not trying to fall?In my opinion, the first 3 of these suggestions are absolutely vital if 
 you want people to take SBP online seriously enough to buy it, and insuring better testing before the update will reduce the amount of possible issues arising from these changes.Good luck!  I really want this game to work out, for your sake as well as the communities.

URL: http://forum.audiogames.net/viewtopic.php?pid=242837#p242837





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Re: Abandonware games

2015-12-15 Thread AudioGames . net Forum — General Game Discussion : ammericandad2005 via Audiogames-reflector


  


Re: Abandonware games

links for tarzan jr and the regestration patch are broken.

URL: http://forum.audiogames.net/viewtopic.php?pid=242901#p242901





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Re: Bokurano daiboukenn questions and tips

2015-12-15 Thread AudioGames . net Forum — General Game Discussion : janagirl via Audiogames-reflector


  


Re: Bokurano daiboukenn questions and tips

How can i get access to that rocket launcher? I only had one in the sky racer.

URL: http://forum.audiogames.net/viewtopic.php?pid=242907#p242907





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python audio game-related libraries and docs

2015-12-15 Thread AudioGames . net Forum — Developers room : keyIsFull via Audiogames-reflector


  


python audio game-related libraries and docs

Hi, I want to start messing aorund with python to make audio games, but I am unsure of where to get all the libraries I need, and where to get documentation for those libraries. For python developers out there, I'd like a list of audio/keyboard/screen reader/gui/physics libraries you use, along with documentation for them if not included, and download links, so that it's all in one place, instead of having to search all over for them. I want to move away from BGT. Thanks!

URL: http://forum.audiogames.net/viewtopic.php?pid=242911#p242911





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Re: Scrolling Battles Pro

2015-12-15 Thread AudioGames . net Forum — New releases room : 1008jmd via Audiogames-reflector


  


Re: Scrolling Battles Pro

I would love to see that kind of stuff in the ofline version to. I don't no if my parents will let me buy sb online. hang on I'l go ask them. but, my [parnets havenn't set up a pay pal account. h.

URL: http://forum.audiogames.net/viewtopic.php?pid=242913#p242913





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Re: Monthly chat December 2015

2015-12-15 Thread AudioGames . net Forum — Off-topic room : Mirage via Audiogames-reflector


  


Re: Monthly chat December 2015

HAHAHAHAHAHAHAHAHA!  *clapping* Introducing yourself as Dr., that's great! Don't you just adore bureaucracy?I'm sorry you had all that hastle though. Best wishes for a smooth trip from here on out.

URL: http://forum.audiogames.net/viewtopic.php?pid=242914#p242914





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Re: Scrolling Battles Pro

2015-12-15 Thread AudioGames . net Forum — New releases room : ultrocity_audio via Audiogames-reflector


  


Re: Scrolling Battles Pro

Ah yes. The ambience bug. It's because I forgot to update some sound code. Have fixed for the new ver!

URL: http://forum.audiogames.net/viewtopic.php?pid=242917#p242917





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Re: Griff! Sidescrolling Platformer Fantasy Game

2015-12-15 Thread AudioGames . net Forum — General Game Discussion : avidgamer via Audiogames-reflector


  


Re: Griff! Sidescrolling Platformer Fantasy Game

but gyro why did you take our money knowing you could not meet the deadline? no wonder we don't trust you. no news on clocktower chronicles or steampunk yet you said oh yes here soon very soon, back soon update, back today guys, and then six months later oh game no date release but thank you all for your money

URL: http://forum.audiogames.net/viewtopic.php?pid=242904#p242904





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Re: Accessible youtube playlist or channel downloader, please

2015-12-15 Thread AudioGames . net Forum — Off-topic room : assault_freak via Audiogames-reflector


  


Re: Accessible youtube playlist or channel downloader, please

Question about youtube DL for nvda. Does it download playlists and pull the names of the actual videos properly? Just wanting to confirm. 

URL: http://forum.audiogames.net/viewtopic.php?pid=242903#p242903





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Re: Let's talk about audiogame development environments

2015-12-15 Thread AudioGames . net Forum — Developers room : Hrvoje via Audiogames-reflector


  


Re: Let's talk about audiogame development environments

Hello,My first serious attempts to do programming was in late 2003 when I've learned BASIC programming language for Blazie notetakers when I've used Braille 'n Speak. And I wrote two little apps and one game with it. I was trying to find a BASIC-like language for Windows programming, but all Windows BASIC compilers including VB6 were shareware on that time, and I was unable to buy them. I tried coding stuff in C++, but I found it too hard for my needs, so in late 2009 I found Lua scripting language and I liked it, though I gave up quickly because I didn't find enough additional libraries for it that I wanted. So I started learning Python, and that's where I'm now. My apps such as SkypeTalking and not yet released PrintList are all written in Python. I've also used autoHotKey for one of my apps, though it's not for game development. I even didn't know anything about BlastBay and BGT until mid 2015, so I've decided to give it a
  try as well for writing my games.Regarding other programming languages:I've tried C# with Visual Studio 2008 express, but I didn't feel so good with it like I am with Python.I found Pure Basic very interesting and easy, but unfortunately I can't buy it at this time, since 79 euros is currently for me, well, too much.Also, one of quite interesting programming languages to me is Pascal, and there are free compilers for it as well, and there are even Pascal libraries for making games. I think Pascal is also good for a beginner.The biggest problem for me is that in my country there are just a fiew blind people who really know programming, and what they're doing are mainly JAWS scripts, so I've learned everything on my own by using online tutorials and books.Currently Python is the most satisfactory to me, since I wrote the most of my code in this language, but I always like to try other languages as well.

URL: http://forum.audiogames.net/viewtopic.php?pid=242906#p242906





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Re: UltraPower (new topic!)

2015-12-15 Thread AudioGames . net Forum — New releases room : vlad25 via Audiogames-reflector


  


Re: UltraPower (new topic!)

luis, go and die in to the fucking hell!excuse me for this bad language but i'm sickoff this atitude. dude. i if you don't like it just delete from the computer and don't encourage the rest to do so. if i would have the source code it would be nice because i would work on it to make it a bit more complex

URL: http://forum.audiogames.net/viewtopic.php?pid=242909#p242909





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Re: ace fire

2015-12-15 Thread AudioGames . net Forum — General Game Discussion : austingrace via Audiogames-reflector


  


Re: ace fire

Hello. Would you happen to have the older version of ace fire? That was a good test of the speed of your computer. If the music intro played shorter than that meant you had a faster computer. My friend and I used to have computer races using that stuff. LOL

URL: http://forum.audiogames.net/viewtopic.php?pid=242905#p242905





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Re: Where do you get your music?

2015-12-15 Thread AudioGames . net Forum — Off-topic room : Dark via Audiogames-reflector


  


Re: Where do you get your music?

I don't know if I've seen the j4 ones there Figment, of all the models I tried Sanheisa's earbuds were best for that sort of price, though actually earbuds aren't expensive anyway, not compared to something like the momentums, but equally they're for a different job. I also have a rather cool tin to keep them in in my shoulder bag. It looks like a tobacco tin, accept it's got a purple dragon on the front, it also keeps them really safe from being squashed or damaged, plus I keep some spare rubbers in there too.

URL: http://forum.audiogames.net/viewtopic.php?pid=242920#p242920





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Re: Monthly chat December 2015

2015-12-15 Thread AudioGames . net Forum — Off-topic room : Dark via Audiogames-reflector


  


Re: Monthly chat December 2015

Actually Mirage, the Dr. bit is not a lie, or at least not entirely albeit I'm waiting for one final set of corrections on my thesis to finish. I have however written a doctoral thesis on disability, had it be accepted, done a viva etc, it's just they decided they wanted more corrections than they planned after I finished the previous corrections, the scuzbags. So while it was a miner stretch of the truth, it wasn't too much of one.Also btw, my new review for cat who walks through walls by Robert Heinlein is done, find it on www.fantasybookreview.co.uk. A recommendation by my lady, and an interesting one. I'm now reading daughter of the forest by juliet marillier, which is proving good, albeit a trifle rough in places. I'll see if I can get a review for this done when I'm finished too, though again no promises.Anyway, before I go to bed I need to upload the page for Blindfold 
 Breakout, and that'll be another game in the db, hurrah!

URL: http://forum.audiogames.net/viewtopic.php?pid=242922#p242922





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Re: simulators and games archive

2015-12-15 Thread AudioGames . net Forum — General Game Discussion : ammericandad2005 via Audiogames-reflector


  


Re: simulators and games archive

it should be called "dragonapps bsc and other abanwhare games" and is on this forum.

URL: http://forum.audiogames.net/viewtopic.php?pid=242900#p242900





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Re: Scrolling Battles Pro

2015-12-15 Thread AudioGames . net Forum — New releases room : Niklas via Audiogames-reflector


  


Re: Scrolling Battles Pro

Cool Mason, that's great to see. I still don't know what causes the problem that the game isn't working here on my laptop, but on another computer it worked fine. It is fantastic that the game is portable and can be played from a pendrive, i tryeed it on an old one and it still worked well. Just a question, is the game endless in single player or can it be beaten? If it is beatable, a few bosses could be included. Or another mode with different levels and boss fights. Some other suggestions:- What about some commands you can give your allies like Cover me, follow me, spread out, need help and such? - Another thing could be places where you and your allies can hide, like houses, trees or depending on the environment caves and such. So you could plan and start surprising attacs.It could be made possible to set ambushes and to build and place trabs. That would make the fights a bit more strategically.And the characters could talk, like in unreal
  turnament and such games. Just my ideas. The game so far is cool and the sounds are great.

URL: http://forum.audiogames.net/viewtopic.php?pid=242908#p242908





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Re: UltraPower (new topic!)

2015-12-15 Thread AudioGames . net Forum — New releases room : vlad25 via Audiogames-reflector


  


Re: UltraPower (new topic!)

ok guys. so i received the source code. i will change the host aswell as soon as possible.

URL: http://forum.audiogames.net/viewtopic.php?pid=242919#p242919





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Re: How to create pygame menus

2015-12-15 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: How to create pygame menus

In order from most to least important, this is everything I see wrong with it.  Some of it is opinionated and some of it doesn't matter in terms of getting it running.  This is merely how I would fix and improve the code:Drop the parentheses on the functions.  That's the first thing I see.  game() means the value of executing the function game, whereas game means the function game itself.The counter can go past the end of the list or to negative values.  You need if statements that protect it from this case, otherwise you're going to blow up with IndexError if you start the menu and hit up.Making the inner elements tuples (use () instead of []) is both more efficient and better documenting: tuples cannot be accidentally or purposefully modified in-place.Stylistically, you might want to read PEP8.  Style doesn't matter, not really, but Python does go so far as to suggest a standard.  This may not matter 
 to you; it matters to me.Something is wrong with the indentation.  The forum is choosing to insert non-breaking spaces "for" you, which means that cutting and pasting this will probably blow up unless you remove them.  I have no idea why this is happening, but I'm totally about to go file against NVDA because we should be handling them like normal indentation.  Put another way, all software is hopelessly broken and welcome to the world of programming.

URL: http://forum.audiogames.net/viewtopic.php?pid=242924#p242924





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Re: Scrolling Battles Pro

2015-12-15 Thread AudioGames . net Forum — New releases room : ultrocity_audio via Audiogames-reflector


  


Re: Scrolling Battles Pro

Hi all,SBP version 1.2 is now released, with fixes for many of the bugs you've been reporting, as well as a few new things!

URL: http://forum.audiogames.net/viewtopic.php?pid=242902#p242902





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Re: Scrolling Battles Pro

2015-12-15 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: Scrolling Battles Pro

Awesome update Mason, great job!I'm sure you've been working pretty hard based on how fast these updates are coming out, so I, and I'm sure others as well, really appreciate it.I love that the climbing bug is gone, and the pitch change on items was a good idea, also very happy about being able to fire and look up and down.Only having a few problems here that haven't already been documented.A new bug is that somehow the ambiance for the water got moved to the very end of the map... Seems like the way enemies stalk you is a bit strange, they literally stay on the same exact square as you without attacking, and the only way you can get them off your tail is by jumping several times or using the glider to get far enough away to shoot them, kinda weird, but amusing.I'm not able to hit people at range when firing up and dow
 n for some reason, fists work fine though, it seems like the enemies location on TOBD isn't the same as their position in terms of left to right when looking straight up or down at them.This is understandable though, this system is quite new.The ladder on the other end of the bridge still isn't flush with the ground, it has an extra grass tile there, that doesn't keep enemies from using it though, it's just a little weird that's all.The AI's however don't seem to want to go up the ladder on the other side of the bridge though, just the first one.When clearing your data, the game freezes and has to be restarted, though it does do it's job.It would be nice if enemies fired more randomly instead of just as fast as possible, and reloaded a bit slower, or at least waited an instant after reloading to start firing again, that would make them seem allot more human, the same goes for bombs, they often drop all of them at 
 once instead of just a few, and usually don't run away before they explode! Hoping for caps and better weapon balancing in the next update, that should make online play allot more fun.Thumbs up for your effort, this looks like it's starting to turn around in a good way, and your the one that's making it happen, so you should be proud of what you've accomplished so far. (highfive)

URL: http://forum.audiogames.net/viewtopic.php?pid=242915#p242915





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Re: This isn't for attention

2015-12-15 Thread AudioGames . net Forum — Off-topic room : ghost rider via Audiogames-reflector


  


Re: This isn't for attention

I had improved but after to much time to think and insecurity I fell right back into my depression. It's not as terrible as before yet but I... I find myself... I don't know. I'm not afraid of death honestly... I welcome it by now.

URL: http://forum.audiogames.net/viewtopic.php?pid=242921#p242921





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Re: Ultrocity Sound Library

2015-12-15 Thread AudioGames . net Forum — Off-topic room : defender via Audiogames-reflector


  


Re: Ultrocity Sound Library

Nice sounding library, and I appreciate the demo, but a full track listing, packaged with the library as well as one able to be viewed on the site would be great.Reasonable price too, I may just get this for my self for Christmas... Some of the sounds, mostly the claps and snaps, have base drum like notes in them that nearly overshadow the clip, is that purposeful?I really like the synths though.Based on the demo I give this library a 4 out of 5 stars, with 5 being the professionally produced libraries soled by large companies like Sound Ideas, BBC, and Hollywood Edge, that can run into the thousands of dollars.

URL: http://forum.audiogames.net/viewtopic.php?pid=242918#p242918





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Re: Scrolling Battles Pro

2015-12-15 Thread AudioGames . net Forum — New releases room : Niklas via Audiogames-reflector


  


Re: Scrolling Battles Pro

And a last suggestion of mine: Different weather conditions, day and night scenes and various environments and Backgrounds like swamp, water or Darkness at night, fog on the weather side etc. could be added and maybe used by you and your enemies advantages or disadvantages. This way, the elements that could be strategic can get a little deeper. I know several mainstream shooters are using such elements, so I thought I post this and the suggestions in the earlier post. Maybe you like some of the ideas, would be cool to see some of them implemented.

URL: http://forum.audiogames.net/viewtopic.php?pid=242923#p242923





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Re: Upcoming Stream of a new game called, "Undead Assault"

2015-12-15 Thread AudioGames . net Forum — General Game Discussion : manuelcortez via Audiogames-reflector


  


Re: Upcoming Stream of a new game called, "Undead Assault"

hey @prajual, sorry, what do you mean?

URL: http://forum.audiogames.net/viewtopic.php?pid=242928#p242928





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Re: How to create pygame menus

2015-12-15 Thread AudioGames . net Forum — Developers room : TJ . Breitenfeldt via Audiogames-reflector


  


Re: How to create pygame menus

All right, sorry, a couple things. First I did realize that my indentations were off, I was consistent so my program ran fine and I wasn't paying close attention. Second thanks for the tip for the functions I didn't know that. I Changed that in my list and I am still getting weird output. It is different though. Also, I did not right a condition for the case of the item number being larger or smaller yet. I did know that it was an issue, sorry for not making that clear in the previous post, I just wanted to get this working first.Can you explain more about why i should use tuples?Also, I actually try and follow Pep8 when I am righting nontesting python, but here I am just trying to get this working for my own knowledge base. What standards am I not following other than doc strings and comments? I have not read the standards for classes yet sinse I just learned them recently. I am probably going to do that right now.I was able to use a find and replace 
 on my tabs to convert them to spaces to make it more readable to NVDA and Jaws. I forget that when pasting code into forms you have to account for tabs converting.Also I forgot to mention a couple other things to clarify. The game() and rules() functions just output accessible_output, and the function spk I am using I created to simplify accessible_output.def spk(text):    speech.Speaker().output(text)calling and passing in:mainMenu = [["Start Game", game], ["Start Rules", rules], ["Exit", "Exit"]]main = Menu()main.run(mainMenu, "Main Menu")class Menu():    def run(self, items, title):        itemNumber = 0        itemsLength = len(items)        currentItem = items[itemNumber]        closeMenu = False        spk(title)
        spk(currentItem)        while closeMenu == False:            for event in pygame.event.get():                key = pygame.key.get_pressed()                if key[pygame.K_t]:                    spk(title)                if key[pygame.K_RETURN] or key[pygame.K_ENTER]:                    return currentItem[1]                if key[pygame.K_DOWN]:                    itemNumber += 1                        spk(currentItem)                if ke y[pygame.K_UP]:                    itemNumber -= 1                    spk(currentItem)                if key[pygame.K_x]:                    spk("closing menu")                    closeMenu = True URL: http://forum.audiogames.net/viewtopic.php?pid=242931#p242931 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: How to create pygame menus

2015-12-15 Thread AudioGames . net Forum — Developers room : TJ . Breitenfeldt via Audiogames-reflector


  


Re: How to create pygame menus

All right, sorry, a couple things. First I did realize that my indentations were off, I was consistent so my program ran fine and I wasn't paying close attention. Second thanks for the tip for the functions I didn't know that. I Changed that in my list and I am still getting weird output. It is different though. Also, I did not right a condition for the case of the item number being larger or smaller yet. I did know that it was an issue, sorry for not making that clear in the previous post, I just wanted to get this working first.Can you explain more about why i should use tuples?Also, I actually try and follow Pep8 when I am righting nontesting python, but here I am just trying to get this working for my own knowledge base. What standards am I not following other than doc strings and comments? I have not read the standards for classes yet sinse I just learned them recently. I am probably going to do that right now.I actually found a couple other error
 s too. I didn't include the index number when I was refering to the currentItem to access the sublist.That actually helpd quite a bit, however now I am not able to change to the next item in the list.My new output is something like main menu start game. like it should be, but when I press down errow it does nothing, or it is just lagging a lot I noticed I was having a problem with lag earlier.I was able to use a find and replace on my tabs to convert them to spaces to make it more readable to NVDA and Jaws. I forget that when pasting code into forms you have to account for tabs converting.Also I forgot to mention a couple other things to clarify. The game() and rules() functions just output accessible_output, and the function spk I am using I created to simplify accessible_output.def spk(text):    speech.Speaker().output(text)calling and passing in:mainMenu = [["Start Game", game], ["Start Rules&
 quot;, rules], ["Exit", "Exit"]]main = Menu()main.run(mainMenu, "Main Menu")class Menu():    def run(self, items, title):        itemNumber = 0        itemsLength = len(items)        currentItem = items[itemNumber]        closeMenu = False        spk(title)        spk(currentItem[0])        while closeMenu == False:            for event in pygame.event.get():                key = pygame.key.get_pressed()                if key[pygame.K_t]:                    spk(title)                if key[pygame.K_RETURN]:
 bsp;                   return currentItem[1]                if key[pygame.K_DOWN]:                    itemNumber += 1                        spk(currentItem[0])                if key[pygame.K_UP]:                    itemNumber -= 1                    spk(currentItem[0])                if key[pygame.K_x]:                    spk("closing menu")                    closeMenu = True

URL: http://forum.audiogames.net/viewtopic.php?pid=242931#p242931





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