Re: Swamp, zombie FPS by Aprone

2015-12-17 Thread AudioGames . net Forum — New releases room : buu420 via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

[[wow]] a ton has happened to this game since I quit playing. I would play but I get way to angry when I die hahaha.

URL: http://forum.audiogames.net/viewtopic.php?pid=243111#p243111





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Re: good muds

2015-12-17 Thread AudioGames . net Forum — General Game Discussion : jenni via Audiogames-reflector


  


Re: good muds

I love aardwolf and it does have a soundpack my now deceased friend put it together borrowing from the altar sounds and others he found and he and i recorded. I will try and find a place to put it since its rather large coming in at close to 700 mb the updater is obviously broken and will throw an error but don't worry about it I may learn to code and update it myself and fix the updater but right now i just don't have the time. give me some time and remind me in a couple days via email and i will get to putting it in dropbox or something I just have to find a place to put it where others can download it and cant afford a website right now. Let me talk to my husband and we will see what we can do about that.

URL: http://forum.audiogames.net/viewtopic.php?pid=243114#p243114





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Re: Bokurano daiboukenn questions and tips

2015-12-17 Thread AudioGames . net Forum — General Game Discussion : janagirl via Audiogames-reflector


  


Re: Bokurano daiboukenn questions and tips

hmm, although in the game it said I have to search for it. very strange. But I wondered myself that I never found any key.

URL: http://forum.audiogames.net/viewtopic.php?pid=243115#p243115





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Re: Finally a solution for Instant translate

2015-12-17 Thread AudioGames . net Forum — Off-topic room : muhammad gagah via Audiogames-reflector


  


Re: Finally a solution for Instant translate

yeah instant translate do not work

URL: http://forum.audiogames.net/viewtopic.php?pid=243112#p243112





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Kodi on the new Apple TV

2015-12-17 Thread AudioGames . net Forum — Off-topic room : the player via Audiogames-reflector


  


Kodi on the new Apple TV

Hello guys!As some of you might know, Apple has released the new Apple TV 4 recently. The new Set-Top-Box Comes with an Appstore now. There already are some useful apps available.A few days ago, a Long expected Version of Kodi was released too. For those of you, who are not familiar with it, Kodi, formerly known as XBMC, is a mediacenter. It lets you Play Videos and audiofiles and gives you the ability, to stream Pictures onto your TV. On the Computer, Kodi is available for a Long while now, and is well known for the huge amount of plugins, which are available for this program. On the app for the Apple TV, you are not able to install any plugins. Now, I don't know, how you see it. But I would love it, to have a way of accessing my media through one device without having to be at the Computer all the time. Unfortunately, this app called MRMC is not accessible yet. But sinse the app is still pretty new, and the Team of developers seems to be small
 , maybe we can talk to them, so they would make the app accessible. So, if you are interessed in having an accessible Version of Kodi on the new Apple TV, please tell the developers.I have already created a Topic in their ForumThanks for reading this Long post :-).

URL: http://forum.audiogames.net/viewtopic.php?pid=243113#p243113





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Re: good muds

2015-12-17 Thread AudioGames . net Forum — General Game Discussion : jenni via Audiogames-reflector


  


Re: good muds

Hey does anyone know of a modern day mud besides the night i played there and just dont like it but am looking for something like it.

URL: http://forum.audiogames.net/viewtopic.php?pid=243116#p243116





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Accessible Windows Image restore?

2015-12-17 Thread AudioGames . net Forum — Off-topic room : David via Audiogames-reflector


  


Accessible Windows Image restore?

Hey all, I'm trying to restore a Windows Image backup that I made, and I have no idea how to accessibly do this. Any ideas out there? Thanks everyone.

URL: http://forum.audiogames.net/viewtopic.php?pid=243127#p243127





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Re: How to create pygame menus

2015-12-17 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector


  


Re: How to create pygame menus

I'm not all that familiar with the pygame event loop, so i'm not entirely sure what may be causing it. I've dug through a few examples so you could try writing it like this:class Menu():
def run(self, items, title):
itemNumber = 0
itemsLength = len(items)
closeMenu = False
spk(title)
spk(items[itemNumber][0])
while closeMenu == False:
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_t:
spk(title)
if event.key == pygame.K_RETURN:
return items[itemNumber][1]
if event.key == pygame.K_DOWN:
itemNumber += 1   
if itemNumber > len(items)-1:
itemNumber = 0
spk(items[itemNumber][0])
if event.key == pygame.K_UP:
itemNumber -= 1
if itemNumber < 0:
itemNumber = len(items)-1
spk(items[itemNumber][0])
if event.key == pygame.K_x:
spk("closing menu")
closeMenu = TrueIf that doesn't work then someone more familiar with pygame may have to chime in, either that or i'd have to take some time to install and familiarize myself with it.

URL: http://forum.audiogames.net/viewtopic.php?pid=242980#p242980





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Adventure at C: Stage Builder Manual

2015-12-17 Thread AudioGames . net Forum — Articles Room : threeblacknoises via Audiogames-reflector


  


Adventure at C: Stage Builder Manual

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

Re: Can't stay logged in

2015-12-17 Thread AudioGames . net Forum — Site and forum feedback : Dark via Audiogames-reflector


  


Re: Can't stay logged in

Hmmm, most odd, and no ideas on this one sinse it's not a problem I've ever had, indeed I regularly clear my browser's cash and history and need to sign in again myself and tick the "remember me" It's always been fine.

URL: http://forum.audiogames.net/viewtopic.php?pid=242071#p242071





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Re: list of all accesibles veb brovser space strategy games

2015-12-17 Thread AudioGames . net Forum — General Game Discussion : karate25 via Audiogames-reflector


  


Re: list of all accesibles veb brovser  space strategy games

Hello there everyone. I tried aeon empires and have created an account with them. For some reason though, no matter what links I try to click on, nothing seems to work. I tried clicking on the research link, the empire link, and others. The only link that seemed to work was the preferences link. Everything else doesn't do anything and I still remain at the select galaxy screen even though I've chosen the galaxy I want to play in. What's going on? I'm using a windows 8.1 machine, and I'm using the latest version of jaws. Any help you can give me would be greatly appreciated, this sounds like a game that's right up my alley. Have a wonderful day to everyone and I hope to hear from you soon.

URL: http://forum.audiogames.net/viewtopic.php?pid=243131#p243131





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Wine on a Debian VPS

2015-12-17 Thread AudioGames . net Forum — Off-topic room : ultrocity_audio via Audiogames-reflector


  


Wine on a Debian VPS

Hi all,So I was trying to install Wine on my shiney new VPS, running Debian 7. So when I do all the stuff with adding the i386 archetecture and stuff, it still can't find the wine 32 bit package that it says I need. Any help would be appreciated!

URL: http://forum.audiogames.net/viewtopic.php?pid=243135#p243135





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Re: Psycho Strike - New Strategy/Action game

2015-12-17 Thread AudioGames . net Forum — New releases room : Hrvoje via Audiogames-reflector


  


Re: Psycho Strike - New Strategy/Action game

Well,In my opinion, Psyco Strike is not a game that should be completed in a single day. This is a game that should be played day by day, or even week by week. For example, in one day I came to level 4, next day I came to level 16, etc. But that's because I purchased the game and thus I can save it. The game will become borring for sure if you try completing it all in one day. I also have created multiple gangs, rather than just one.

URL: http://forum.audiogames.net/viewtopic.php?pid=243137#p243137





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Re: Adventure To Fate : Future Apocalypse (upcoming iOS game)

2015-12-17 Thread AudioGames . net Forum — General Game Discussion : TouchMint via Audiogames-reflector


  


Re: Adventure To Fate : Future Apocalypse (upcoming iOS game)

Just wanted to give you a little update on the game. I've completed all the games content (classes, skills, monsters, maps, pets, etc) and am now just testing all of that before the last beta phase which I will get those who are interested in beta invites. Todo for final betaSo I still need to test and rebalance 5/6 classes.Finalize iPhone designFinalize icon designAdd music and sfxDesign for iPadFinalize accessibility features. Finalize craftsFinalize room and skill descriptions Hoping to have this ready by the beginning of January when I go to ces. I will post here as I complete things so you guys can track progress.

URL: http://forum.audiogames.net/viewtopic.php?pid=243138#p243138





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Re: Bokurano daiboukenn questions and tips

2015-12-17 Thread AudioGames . net Forum — General Game Discussion : janagirl via Audiogames-reflector


  


Re: Bokurano daiboukenn questions and tips

Of course, I understand.And now I have Problems in 16-1. I again don't know what to do there, weether Carla or I'm dying and the Level can't be completed.

URL: http://forum.audiogames.net/viewtopic.php?pid=243139#p243139





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The builder's guide to building starships

2015-12-17 Thread AudioGames . net Forum — Articles Room : Omar Alvarado via Audiogames-reflector


  


The builder's guide to building starships

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

a Guide to Writing RPG's with Inform 7

2015-12-17 Thread AudioGames . net Forum — Articles Room : blindncool via Audiogames-reflector


  


a Guide to Writing RPG's with Inform 7

Hello folks!In this article, I'll guide you through making RPG's with Inform 7.It is certainly possible to make RPG's in other IF platforms (such as TADS, ADRIFT etc). However, I have chosen Inform 7 due to its ease of use and portability to almost every OS (the Z-machine is even on mobile phones now!).An important note: To write and test this example RPG, I will be using Inform 7 build 6G60. If you wish, You can use the code featured in this article with the latest version (6L38). However, some of the code may not work.An equally important note: I will asume that you know how to write Inform 7 code. If you do not, read the excelent Inform manuals. Also, there is the Inform 7 Handbook.extensionsAs you know, extensions are chunks of code which can be included in your Inform code.There are two popular extensions for writing combat in Inform games.<
 li>ArmedInform ATTACKIf you choose to use Armed, I'd advise you to use  this version designed for Flexable survival.a new beginningTime to get started developing. In this example RPG, we'll create a one-roomed rpg with a bunch of monsters.You can use whatever extension you wish. In this tutorial, however, we will be using Armed DR by Harry Gates (download link is above).Open Inform on your computer, choose "start a new project" and fill out the text boxes. (For example, we'll call this project "Kill or Be Killed".)Once you can read the source text, type the following text (making any changes as you type):The story headline is "A Tutorial RPG".The sto
 ry creation year is 2015.The story description is "A tutorial of creating an RPG with Inform 7.".This information makes up the "bibliographic data" of your game. Now, include any extensions:Include Armed DR by Harry Gates.writing the introductionMost IF games feature an introduction. You can leave this step out, if you wish. However, I'd advise you to write an introduction for your game. To do this in Inform, type the following text (and make any changes):When play begins, say "Time to kill some monsters and stuff!".(You can do other things in a when play begins rule, such as randomizing any stats, moving objects, etc. Just make sure you write a colon (:) after the words "when play begins". Here's an example:When play begins:move the magic mcguffin to the super evil cave;say "Go find the magic mcguffin!".)weapons, monsters and rooms! Oh my!In this section, we'll implement weapons,
  monsters and rooms in Inform.roomsThe simplest thing to implement in Inform is a room. In this tutorial, all of the action will take place in one room: the cave of blood.Type in the following code (and make any changes):The cave of blood is a room."The walls of this cave are covered in blood, and the smell of death threatens to overwhelm you.".The player will automatically be placed in the first room found in your source code.monstersAn intigral part of a combat-focused RPG is monsters. All sorts of monsterous enemies can be implemented with Inform, from a werewolf who eats the corpses of the dead to a minataur with never-ending hatred for centaurs.A "monster" kind is not implemented in the standard rules. However, we can make one of our own:A monster is a kind of person.Here are the monsters which we will implement in our game:An orc, a troll and an axe-wielding minataur.They, as with rooms, 
 are easily implemented:The orc is a monster in the cave of blood.The troll is a monster in the cave of blood.The minataur is a monster in the cave of blood.You can change the stats of each monster, like so:The max health of the troll is 125. The damage resistance of the troll is 5.The max health of the orc is 130. The damage resistance of the orc is 7.The max health of the minataur is 115. The damage resistance of the minataur is 4.(Note that the damage resistance stat requires the Armed DR extension.)weapons, weapons and more weapons!Now, it's time to implement the tools of the trade: weapons.Each monster has a weapon. The minataur, as said earlier, will have an axe. Let's give the troll a bludgeon (because... you know... a troll isn't complete without a club.)And... Let's give the orc a rusty sword.Here's the code that will implement our weapons:The orc is carrying 
 a blade called the rusty sword. The maximum damage of the rusty sword is 12.The minataur is carrying a blade called the axe. The maximum damage of the axe is 15.The troll is carrying a bludgeon called the bloody club. The maximum damage of the bloody club is 17.ending the gameEvery game has to end at some point.we can end ours by tracking whether all three monsters are dead, thinks to a kind of rule called an every turn rule.Such an every turn rule could be coded like this: Every turn:    if the minataur is dead and the troll is dead and the orc is dead, end the game in victory.conclusionWe've now got a fully working RPG. You can now release the game by going to the release menu (alt on windows, ctrl+Option+M on the mac), pressing 

Mortal Kombat X: A Game Guide

2015-12-17 Thread AudioGames . net Forum — Articles Room : Sightless Kombat via Audiogames-reflector


  


Mortal Kombat X: A Game Guide

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

Re: Inform7 IDE with NVDA?

2015-12-17 Thread AudioGames . net Forum — Developers room : blindncool via Audiogames-reflector


  


Re: Inform7 IDE with NVDA?

Press alt+W, then press right errow once you get to the "show tabs" submenu. From there, you can access all the tabs. There are also keyboard shortcuts:ctrl+f1 sourcectrl+f2 errors/results (errors in pre-6l02, results in 6l02 and 6l38)ctrl+f3 indexctrl+f4 skeinctrl+f5 transcriptctrl+f6 gamectrl+f7 documentationand ctrl+f8 settings.

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Re: garbage collection in bgt

2015-12-17 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector


  


Re: garbage collection in bgt

You would need to make it more event-oriented. BGT doesn't come with anything particularly for that purpose, so you'd need your own classes/functions/etc.The general outline that I use for an event-oriented game lent itself to an interface well enough that I made it one, so I'll just paste it:(It's ported from Java and uses mappable controls, hence the commented lines and KeyC objects.)  interface Game {

   void setKeys(KeyC@ p1, KeyC@ p2);
//   void controllerStep(GamePad[] pads); // I'm a little worried about this one on the grounds that it might slow down reaction time for controllers.
   void setFrameData(int tt, double dd);
   void keyPressed(int k);
   void keyReleased(int k);
//   void paint(Graphics2D g);
   void step(double dt);
   int getT();
   double getSpeed();
   void kill();
void toggleBraille();
void paint();
}When I went looking for that, I found one I wrote to be more BGT specific, which probably explains the concepts better. It's meant to be extended so you can replace the key event and tick methods with whatever you need.#include "clock.bgt"

class game {
clock@ game_clock;
bool allow_alt_f4=true;

game() {reset(50);}
game(double frames_per_second) {
this.reset(frames_per_second);
}
void reset(double fps) {
clock temp(fps);
@game_clock=temp;
}
void start(string title="BGT Game Window") {
show_game_window(title);
while(true) {
tick(game_clock.delay);
int[] keys=keys_pressed();
for(uint i=0; i=0) {;} // handle menu feedback.
}
else if(screen==OPTIONS) {
int result=doMenu(optionMenu, k);
// If you don't need these menus to behave differently in ways that can't be caught by the doMenu function, you could just put them in an array or dictionary.
}
else if(screen==PAUSED) {
int result=doMenu(pauseMenu, k);
if(k==KEY_ESCAPE) screen=GAME; // I'd normally use a function for changing screens, since these usually come with pausing/playing music or other sounds, announcements, etc.
// I'd probably have doMenu return a value associated with each menu item. It could be which screen to change to.
}// paused.
else if(screen==GAME) {
// Game stuff.
if(k==KEY_ESCAPE) screen=PAUSED;
}// Game.
}// key pressed.

int doMenu(Menu@ m, int k) {
if(@m==null) return -1;
else if(k==up) m.selectPrevious();
else if(k==down) m.selectNext();
else if(k==enter) return menu.getCurrent().value;
return -1;
}// DoMenu.

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An introduction to Star traders

2015-12-17 Thread AudioGames . net Forum — Articles Room : Dark via Audiogames-reflector


  


An introduction to Star traders

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

Re: Let's talk about audiogame development environments

2015-12-17 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector


  


Re: Let's talk about audiogame development environments

Hm, where were the resources for basic on Blazy Note Takers, anyway? Had the idea of searching for "programming for the Braille 'n Speak" occurred to me back in 2000-2005, would I have found instructions?(Actually, I'm vaguely remembering trying something like that and getting stuck with the online version of the BNS 2000 help file, but I might be misremembering. Also, was this the sort of thing that required connecting a BNS to an external device to test? I never had an external floppy drive and trying Windisk just corrupted the data I was trying to back up. ... I still want that data, too.)

URL: http://forum.audiogames.net/viewtopic.php?pid=243007#p243007





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Open Broadcaster Software

2015-12-17 Thread AudioGames . net Forum — Articles Room : Sightless Kombat via Audiogames-reflector


  


Open Broadcaster Software

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

Xbox One: Console and Controller guide

2015-12-17 Thread AudioGames . net Forum — Articles Room : Sightless Kombat via Audiogames-reflector


  


Xbox One: Console and Controller guide

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

Re: Griff! Sidescrolling Platformer Fantasy Game

2015-12-17 Thread AudioGames . net Forum — General Game Discussion : connor142 via Audiogames-reflector


  


Re: Griff! Sidescrolling Platformer Fantasy Game

Let me add another 2 cents to this. In Gyro's last couple of posts he stated that there was no release date set for this game. Do you realize he said "release" date? This choice of words leeds me to beive there is ither no game, or an incomplete one, contrary to what gyro said in his first post.

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Getting Started WITH DMNB 2

2015-12-17 Thread AudioGames . net Forum — Articles Room : RTR_Assassin via Audiogames-reflector


  


Getting Started WITH DMNB 2

Since the release of DMNB 2, there have been many DRASTIC changes that players may find difficult to get used to having played the original version. The most notable is the side scroller format being introduced, which brings the game back to the format of Project Alpha. This game has now become a sequel, so the game play is now in line with the DM universe. This includes, but is not limited to being able to buy and upgrade weapons, complete objective-based missions, and fight off hordes of Project Alpha creatures. This getting started guide will attempt to sort out the confusion for new players and should familiarize them with the game.The first thing every player has to do is create an account. To do this, select "connect to server". Then, from the menu that appears, select "create a new account", type in a username and password, then hit enter. Now, log into your account by selecting "log into an already created account", type in your username and password, and press enter
 . After you create your account, you will need to create a player by selecting "create a new player" from the menu. Then, type in the character's first name, followed by enter. Next, type in the character's last name and press enter again. Unlike the original DMNB, an account can be associated with ten maximum characters. This may come in handy if you want to create different characters with different skill sets, such as engineer, shuttle pilot, astro navigator, scientist, and communication. After the character is created, log into it by selecting it from the list. Next, select two out of the five aforementioned skills for your character. Once that is done, you will be put on Indderion Station where you can buy your first ship.Just like in the original DMNB, there are different classes of ships to choose from. However, the two skills you selected for your character will determine what kind of ship you will be able to buy. It is recommended that you start out as a shu
 ttle pilot to start earning credits. The first ship that you will be able to afford is the firebird cruiser, which is a shuttle that is capable of transporting cargo. To buy it, walk over to the ship yard located at 30, 0, 0 and press enter. A menu appears listing all of the classes of ships that are available. From this menu, select "shuttle and then select the firebird cruiser from the next menu. Finally, type in the name of your ship and hit enter. You can name the ship what you like, so long as the name is not going to offend other players.Once you buy your ship, you should be told where it is located, but if you missed the announcement, you can use the comma and period keys to review the event buffer, or more importantly, use the detection menu by pressing d. This menu, which will be familiar to those who have played Project Alpha and the original DMNB, lists all objects that are around you and announces their coordinates. You can also check your coordinates by pressing c
 . Arrow through the menu until you find your ship, hit escape, walk over to your ship, and press enter to board it. You will notice how responsive boarding ships is as compared to the previous version of the game. Now that you have boarded your ship, use the detection menu once more to explore everything that is around you. Once you are familiar with the layout, you can start performing tasks to start earning credits.The first task you will want to perform is cargo hauling. Although you don't earn large amounts of credits on shuttles, it is a good way to slowly earn enough to buy a more advanced ship, such as a light freighter. To do this exit your ship if you haven't already. Then, on Inderion Station, you will have to head to the ship management terminal, which is located at 40, 0, 0. Here you can do a number of things, from selling and renaming your vessel to loading and unloading cargo. Select "load cargo aboard vessel" from the menu and board your vessel. You sh
 ould have received an announcement telling you where your cargo needs to be delivered.Before you can deliver the cargo there are a few things to consider, especially if you have played DMNB 1. There are now two sets of coordinates, galactic coordinates and flight coordinates. Galactic coordinates range from -100 to 100 and are used to represent sectors in space, some of which are charted star systems. Flight coordinates represent individual destinations within that sector. For example, the galactic coordinates for the Soul System are 0, 0, 0. However, the flight coordinates for Inderion station are 20, 20, 20.Most likely, you will be asked to deliver cargo from Inderion to Federation Command, which is located in the Vigorus star system. However, this system is quite far from the Soul System, which Inderion is located in. So, you will need to use a Warp gate to travel between the two systems. If you haven't already, undock from Inderion by selecting "undock from curr
 ent spacecraft" from the pilot 

Re: Platformer audio cues list

2015-12-17 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector


  


Re: Platformer audio cues list

Hmmm, that could work, at least the "a lower pitch reverb means a gap" idea (while higher pitch reverb means a ceiling). Will see if I can get it working today and comment on the results (possibly post a recording if the router decides to behave).I was also wondering about adding panning to the reverb for gaps (to indicate the direction on which the gap is), was thinking that this probably wouldn't work, but coupled with the pitch hint that's probably way more feasible.magurp244 wrote:This is assuming though that the reverb sound effect your using for the ceiling doesn't clash negatively with the edge detection sound.Yeah, things may get weird if both play simultaneously on the same clue. Seems worth trying, however.

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Re: Griff! Sidescrolling Platformer Fantasy Game

2015-12-17 Thread AudioGames . net Forum — General Game Discussion : connor142 via Audiogames-reflector


  


Re: Griff! Sidescrolling Platformer Fantasy Game

Let me add another 2 cents to this. In Gyro's last couple of posts he stated that there was no release date set for this game. Do you realize he said "release" date? This choice of words leeds me to beive there is ither no game, or an incomplete one, contrary to what gyro said in his first post.

URL: http://forum.audiogames.net/viewtopic.php?pid=243125#p243125





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Re: Kodi on the new Apple TV

2015-12-17 Thread AudioGames . net Forum — Off-topic room : kool_turk via Audiogames-reflector


  


Re: Kodi on the new Apple TV

Of course they won't have addons for the apple tv version.It would ruin what apple is trying to do, especially since some of those addons allow you to stream content that you really shouldn't.

URL: http://forum.audiogames.net/viewtopic.php?pid=243130#p243130





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Re: hi neet help for entombed

2015-12-17 Thread AudioGames . net Forum — General Game Discussion : Socheat via Audiogames-reflector


  


Re: hi neet help for entombed

Hmm, try to reinstall your .net framework. that should fix the problem.

URL: http://forum.audiogames.net/viewtopic.php?pid=243128#p243128





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Re: Cubus Maximus/supercube, a new game from Oriol Gómez is here!

2015-12-17 Thread AudioGames . net Forum — New releases room : kyle12 via Audiogames-reflector


  


Re: Cubus Maximus/supercube, a new game from Oriol Gómez is here!

well you know I'm going to have to try and review it now... 

URL: http://forum.audiogames.net/viewtopic.php?pid=243129#p243129





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Re: UltraPower (new topic!)

2015-12-17 Thread AudioGames . net Forum — New releases room : blink_wizard via Audiogames-reflector


  


Re: UltraPower (new topic!)

Ok, I'm done with UP completely. I never want to hear from it again, is that understood? I'm deleting this topic when I get home and that's the end of it!

URL: http://forum.audiogames.net/viewtopic.php?pid=243126#p243126





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Re: How to create pygame menus

2015-12-17 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector


  


Re: How to create pygame menus

I'm not all that familiar with the pygame event loop, so i'm not entirely sure what may be causing it. I've dug through a few examples so you could try writing it like this:class Menu():
def run(self, items, title):
itemNumber = 0
itemsLength = len(items)
closeMenu = False
spk(title)
spk(items[itemNumber][0])
while closeMenu == False:
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_t:
spk(title)
if event.key == pygame.K_RETURN:
return items[itemNumber][1]
if event.key == pygame.K_DOWN:
itemNumber += 1   
if itemNumber > len(items)-1:
itemNumber = 0
spk(items[itemNumber][0])
if event.key == pygame.K_UP:
itemNumber -= 1
if itemNumber < 0:
itemNumber = len(items)-1
spk(items[itemNumber][0])
if event.key == pygame.K_x:
spk("closing menu")
closeMenu = TrueIf that doesn't work then someone more familiar with pygame may have to chime in, either that or i'd have to take some time to install and familiarize myself with it.

URL: http://forum.audiogames.net/viewtopic.php?pid=242980#p242980





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Open Broadcaster Software

2015-12-17 Thread AudioGames . net Forum — Articles Room : Sightless Kombat via Audiogames-reflector


  


Open Broadcaster Software

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

Adventure at C: Stage Builder Manual

2015-12-17 Thread AudioGames . net Forum — Articles Room : threeblacknoises via Audiogames-reflector


  


Adventure at C: Stage Builder Manual

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

a Guide to Writing RPG's with Inform 7

2015-12-17 Thread AudioGames . net Forum — Articles Room : blindncool via Audiogames-reflector


  


a Guide to Writing RPG's with Inform 7

Hello folks!In this article, I'll guide you through making RPG's with Inform 7.It is certainly possible to make RPG's in other IF platforms (such as TADS, ADRIFT etc). However, I have chosen Inform 7 due to its ease of use and portability to almost every OS (the Z-machine is even on mobile phones now!).An important note: To write and test this example RPG, I will be using Inform 7 build 6G60. If you wish, You can use the code featured in this article with the latest version (6L38). However, some of the code may not work.An equally important note: I will asume that you know how to write Inform 7 code. If you do not, read the excelent Inform manuals. Also, there is the Inform 7 Handbook.extensionsAs you know, extensions are chunks of code which can be included in your Inform code.There are two popular extensions for writing combat in Inform games.<
 li>ArmedInform ATTACKIf you choose to use Armed, I'd advise you to use  this version designed for Flexable survival.a new beginningTime to get started developing. In this example RPG, we'll create a one-roomed rpg with a bunch of monsters.You can use whatever extension you wish. In this tutorial, however, we will be using Armed DR by Harry Gates (download link is above).Open Inform on your computer, choose "start a new project" and fill out the text boxes. (For example, we'll call this project "Kill or Be Killed".)Once you can read the source text, type the following text (making any changes as you type):The story headline is "A Tu
 torial RPG".The story creation year is 2015.The story description is "A tutorial of creating an RPG with Inform 7.".This information makes up the "bibliographic data" of your game. Now, include any extensions:Include Armed DR by Harry Gates.writing the introductionMost IF games feature an introduction. You can leave this step out, if you wish. However, I'd advise you to write an introduction for your game. To do this in Inform, type the following text (and make any changes):When play begins, say "Time to kill some monsters and stuff!".(You can do other things in a when play begins rule, such as randomizing any stats, moving objects, etc. Just make sure you write a colon (:) after the words "when play begins". Here's an example:When play begins:move the magic mcguffin to the super evil cave;say "Go find the magic mcguffin!".)weapons, 
 monsters and rooms! Oh my!In this section, we'll implement weapons, monsters and rooms in Inform.roomsThe simplest thing to implement in Inform is a room. In this tutorial, all of the action will take place in one room: the cave of blood.Type in the following code (and make any changes):The cave of blood is a room."The walls of this cave are covered in blood, and the smell of death threatens to overwhelm you.".The player will automatically be placed in the first room found in your source code.monstersAn intigral part of a combat-focused RPG is monsters. All sorts of monsterous enemies can be implemented with Inform, from a werewolf who eats the corpses of the dead to a minataur with never-ending hatred for centaurs.A "monster" kind is not implemented in the standard rules. However, we can make one of our own:A monster is a kind of person.Here are the monsters which we will 
 implement in our game:An orc, a troll and an axe-wielding minataur.They, as with rooms, are easily implemented:The orc is a monster in the cave of blood.The troll is a monster in the cave of blood.The minataur is a monster in the cave of blood.You can change the stats of each monster, like so:The max health of the troll is 125. The damage resistance of the troll is 5.The max health of the orc is 130. The damage resistance of the orc is 7.The max health of the minataur is 115. The damage resistance of the minataur is 4.(Note that the damage resistance stat requires the Armed DR extension.)weapons, weapons and more weapons!Now, it's time to implement the tools of the trade: weapons.Each monster has a weapon. The minataur, as said earlier, will have an axe. Let's give the troll a bludgeon (because... you know... a troll isn't complete without a club.)And... Let's give the orc 
 a rusty sword.Here's the code that will implement our weapons:The orc is carrying a blade called the rusty sword. The maximum damage of the rusty sword is 12.The minataur is carrying a blade called the axe. The maximum damage of the axe is 15.The troll is carrying a bludgeon called the bloody club. The maximum damage of the bloody club is 17.ending the gameEvery game has to end at some point.we can end ours by tracking whether all three monsters are dead, thinks to a kind of rule called an every turn rule.Such an every turn rule could be coded like this: Every turn:    if the minataur is dead and the troll is dead and the orc is dead, end the game in victory.conclusionWe've now got a fully working RPG. You can now release the game by going to the release menu (alt on windows, ctrl+Option+M on the mac), pressing 

Re: Platformer audio cues list

2015-12-17 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector


  


Re: Platformer audio cues list

Hmmm, that could work, at least the "a lower pitch reverb means a gap" idea (while higher pitch reverb means a ceiling). Will see if I can get it working today and comment on the results (possibly post a recording if the router decides to behave).I was also wondering about adding panning to the reverb for gaps (to indicate the direction on which the gap is), was thinking that this probably wouldn't work, but coupled with the pitch hint that's probably way more feasible.magurp244 wrote:This is assuming though that the reverb sound effect your using for the ceiling doesn't clash negatively with the edge detection sound.Yeah, things may get weird if both play simultaneously on the same clue. Seems worth trying, however.

URL: http://forum.audiogames.net/viewtopic.php?pid=243002#p243002





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An introduction to Star traders

2015-12-17 Thread AudioGames . net Forum — Articles Room : Dark via Audiogames-reflector


  


An introduction to Star traders

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

Re: Let's talk about audiogame development environments

2015-12-17 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector


  


Re: Let's talk about audiogame development environments

Hm, where were the resources for basic on Blazy Note Takers, anyway? Had the idea of searching for "programming for the Braille 'n Speak" occurred to me back in 2000-2005, would I have found instructions?(Actually, I'm vaguely remembering trying something like that and getting stuck with the online version of the BNS 2000 help file, but I might be misremembering. Also, was this the sort of thing that required connecting a BNS to an external device to test? I never had an external floppy drive and trying Windisk just corrupted the data I was trying to back up. ... I still want that data, too.)

URL: http://forum.audiogames.net/viewtopic.php?pid=243007#p243007





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The builder's guide to building starships

2015-12-17 Thread AudioGames . net Forum — Articles Room : Omar Alvarado via Audiogames-reflector


  


The builder's guide to building starships

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

Mortal Kombat X: A Game Guide

2015-12-17 Thread AudioGames . net Forum — Articles Room : Sightless Kombat via Audiogames-reflector


  


Mortal Kombat X: A Game Guide

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

Re: Inform7 IDE with NVDA?

2015-12-17 Thread AudioGames . net Forum — Developers room : blindncool via Audiogames-reflector


  


Re: Inform7 IDE with NVDA?

Press alt+W, then press right errow once you get to the "show tabs" submenu. From there, you can access all the tabs. There are also keyboard shortcuts:ctrl+f1 sourcectrl+f2 errors/results (errors in pre-6l02, results in 6l02 and 6l38)ctrl+f3 indexctrl+f4 skeinctrl+f5 transcriptctrl+f6 gamectrl+f7 documentationand ctrl+f8 settings.

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Getting Started WITH DMNB 2

2015-12-17 Thread AudioGames . net Forum — Articles Room : RTR_Assassin via Audiogames-reflector


  


Getting Started WITH DMNB 2

Since the release of DMNB 2, there have been many DRASTIC changes that players may find difficult to get used to having played the original version. The most notable is the side scroller format being introduced, which brings the game back to the format of Project Alpha. This game has now become a sequel, so the game play is now in line with the DM universe. This includes, but is not limited to being able to buy and upgrade weapons, complete objective-based missions, and fight off hordes of Project Alpha creatures. This getting started guide will attempt to sort out the confusion for new players and should familiarize them with the game.The first thing every player has to do is create an account. To do this, select "connect to server". Then, from the menu that appears, select "create a new account", type in a username and password, then hit enter. Now, log into your account by selecting "log into an already created account", type in your username
  and password, and press enter. After you create your account, you will need to create a player by selecting "create a new player" from the menu. Then, type in the character's first name, followed by enter. Next, type in the character's last name and press enter again. Unlike the original DMNB, an account can be associated with ten maximum characters. This may come in handy if you want to create different characters with different skill sets, such as engineer, shuttle pilot, astro navigator, scientist, and communication. After the character is created, log into it by selecting it from the list. Next, select two out of the five aforementioned skills for your character. Once that is done, you will be put on Indderion Station where you can buy your first ship.Just like in the original DMNB, there are different classes of ships to choose from. However, the two skills you selected for your character will determine what kind of ship you will be able to buy. It is
  recommended that you start out as a shuttle pilot to start earning credits. The first ship that you will be able to afford is the firebird cruiser, which is a shuttle that is capable of transporting cargo. To buy it, walk over to the ship yard located at 30, 0, 0 and press enter. A menu appears listing all of the classes of ships that are available. From this menu, select "shuttle and then select the firebird cruiser from the next menu. Finally, type in the name of your ship and hit enter. You can name the ship what you like, so long as the name is not going to offend other players.Once you buy your ship, you should be told where it is located, but if you missed the announcement, you can use the comma and period keys to review the event buffer, or more importantly, use the detection menu by pressing d. This menu, which will be familiar to those who have played Project Alpha and the original DMNB, lists all objects that are around you and announces their coordinates. You 
 can also check your coordinates by pressing c. Arrow through the menu until you find your ship, hit escape, walk over to your ship, and press enter to board it. You will notice how responsive boarding ships is as compared to the previous version of the game. Now that you have boarded your ship, use the detection menu once more to explore everything that is around you. Once you are familiar with the layout, you can start performing tasks to start earning credits.The first task you will want to perform is cargo hauling. Although you don't earn large amounts of credits on shuttles, it is a good way to slowly earn enough to buy a more advanced ship, such as a light freighter. To do this exit your ship if you haven't already. Then, on Inderion Station, you will have to head to the ship management terminal, which is located at 40, 0, 0. Here you can do a number of things, from selling and renaming your vessel to loading and unloading cargo. Select "load cargo aboard v
 essel" from the menu and board your vessel. You should have received an announcement telling you where your cargo needs to be delivered.Before you can deliver the cargo there are a few things to consider, especially if you have played DMNB 1. There are now two sets of coordinates, galactic coordinates and flight coordinates. Galactic coordinates range from -100 to 100 and are used to represent sectors in space, some of which are charted star systems. Flight coordinates represent individual destinations within that sector. For example, the galactic coordinates for the Soul System are 0, 0, 0. However, the flight coordinates for Inderion station are 20, 20, 20.Most likely, you will be asked to deliver cargo from Inderion to Federation Command, which is located in the Vigorus star system. However, this system is quite far from the Soul System, which Inderion is located in. So, you will need to use a Warp gate to travel between the two systems. If you haven't alrea
 dy, undock from Inderion by selecting "undock from current spacecraft" from the pilot 

Re: Griff! Sidescrolling Platformer Fantasy Game

2015-12-17 Thread AudioGames . net Forum — General Game Discussion : connor142 via Audiogames-reflector


  


Re: Griff! Sidescrolling Platformer Fantasy Game

Let me add another 2 cents to this. In Gyro's last couple of posts he stated that there was no release date set for this game. Do you realize he said "release" date? This choice of words leeds me to beive there is ither no game, or an incomplete one, contrary to what gyro said in his first post.

URL: http://forum.audiogames.net/viewtopic.php?pid=243125#p243125





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Re: Can't stay logged in

2015-12-17 Thread AudioGames . net Forum — Site and forum feedback : Dark via Audiogames-reflector


  


Re: Can't stay logged in

Hmmm, most odd, and no ideas on this one sinse it's not a problem I've ever had, indeed I regularly clear my browser's cash and history and need to sign in again myself and tick the "remember me" It's always been fine.

URL: http://forum.audiogames.net/viewtopic.php?pid=242071#p242071





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Re: garbage collection in bgt

2015-12-17 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector


  


Re: garbage collection in bgt

You would need to make it more event-oriented. BGT doesn't come with anything particularly for that purpose, so you'd need your own classes/functions/etc.The general outline that I use for an event-oriented game lent itself to an interface well enough that I made it one, so I'll just paste it:(It's ported from Java and uses mappable controls, hence the commented lines and KeyC objects.)  interface Game {

   void setKeys(KeyC@ p1, KeyC@ p2);
//   void controllerStep(GamePad[] pads); // I'm a little worried about this one on the grounds that it might slow down reaction time for controllers.
   void setFrameData(int tt, double dd);
   void keyPressed(int k);
   void keyReleased(int k);
//   void paint(Graphics2D g);
   void step(double dt);
   int getT();
   double getSpeed();
   void kill();
void toggleBraille();
void paint();
}When I went looking for that, I found one I wrote to be more BGT specific, which probably explains the concepts better. It's meant to be extended so you can replace the key event and tick methods with whatever you need.#include "clock.bgt"

class game {
clock@ game_clock;
bool allow_alt_f4=true;

game() {reset(50);}
game(double frames_per_second) {
this.reset(frames_per_second);
}
void reset(double fps) {
clock temp(fps);
@game_clock=temp;
}
void start(string title="BGT Game Window") {
show_game_window(title);
while(true) {
tick(game_clock.delay);
int[] keys=keys_pressed();
for(uint i=0; i=0) {;} // handle menu feedback.
}
else if(screen==OPTIONS) {
int result=doMenu(optionMenu, k);
// If you don't need these menus to behave differently in ways that can't be caught by the doMenu function, you could just put them in an array or dictionary.
}
else if(screen==PAUSED) {
int result=doMenu(pauseMenu, k);
if(k==KEY_ESCAPE) screen=GAME; // I'd normally use a function for changing screens, since these usually come with pausing/playing music or other sounds, announcements, etc.
// I'd probably have doMenu return a value associated with each menu item. It could be which screen to change to.
}// paused.
else if(screen==GAME) {
// Game stuff.
if(k==KEY_ESCAPE) screen=PAUSED;
}// Game.
}// key pressed.

int doMenu(Menu@ m, int k) {
if(@m==null) return -1;
else if(k==up) m.selectPrevious();
else if(k==down) m.selectNext();
else if(k==enter) return menu.getCurrent().value;
return -1;
}// DoMenu.

URL: http://forum.audiogames.net/viewtopic.php?pid=243005#p243005





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Xbox One: Console and Controller guide

2015-12-17 Thread AudioGames . net Forum — Articles Room : Sightless Kombat via Audiogames-reflector


  


Xbox One: Console and Controller guide

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

Re: Money Issues? Relation Problem? Love Problem ? Call +91-9041524886

2015-12-17 Thread AudioGames . net Forum — General Game Discussion : FamilyMario via Audiogames-reflector


  


Re: Money Issues? Relation Problem? Love Problem ? Call +91-9041524886

I believe this, here, is S, P, A, M. Put them together, and you get spam since this isn't directly related to games or anything.

URL: http://forum.audiogames.net/viewtopic.php?pid=243132#p243132





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Re: UltraPower (new topic!)

2015-12-17 Thread AudioGames . net Forum — New releases room : severestormsteve1 via Audiogames-reflector


  


Re: UltraPower (new topic!)

Thank you so much Ivan!

URL: http://forum.audiogames.net/viewtopic.php?pid=243133#p243133





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Re: Kodi on the new Apple TV

2015-12-17 Thread AudioGames . net Forum — Off-topic room : the player via Audiogames-reflector


  


Re: Kodi on the new Apple TV

The Addons are not really important for the AppleTV. Stuff like Youtube and Netflix is already available there. And as far as I know, Amazon Video will follow soon. I only mentioned it, to Point out the differences between the Computer Version and the Version for the Apple TV.

URL: http://forum.audiogames.net/viewtopic.php?pid=243136#p243136





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Re: Adventure To Fate : Future Apocalypse (upcoming iOS game)

2015-12-17 Thread AudioGames . net Forum — General Game Discussion : razvitasca via Audiogames-reflector


  


Re: Adventure To Fate : Future Apocalypse (upcoming iOS game)

hi touch mint, if you want you can send me an invite to:razvita...@icloud.comThanks! I can't whait to try it!

URL: http://forum.audiogames.net/viewtopic.php?pid=243140#p243140





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Re: Cubus Maximus/supercube, a new game from Oriol Gómez is here!

2015-12-17 Thread AudioGames . net Forum — New releases room : zseli via Audiogames-reflector


  


Re: Cubus Maximus/supercube, a new game from Oriol Gómez is here!

You know what? This actually kind of reminds me of the electronic game bring warp. My high score on Music cube is somewhere around 833. I'm not too good at this either, but I kind of get the hang of it. This game is awesome!

URL: http://forum.audiogames.net/viewtopic.php?pid=243134#p243134





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Mortal Kombat X: A Game Guide

2015-12-17 Thread AudioGames . net Forum — Articles Room : Sightless Kombat via Audiogames-reflector


  


Mortal Kombat X: A Game Guide

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

Xbox One: Console and Controller guide

2015-12-17 Thread AudioGames . net Forum — Articles Room : Sightless Kombat via Audiogames-reflector


  


Xbox One: Console and Controller guide

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

a Guide to Writing RPG's with Inform 7

2015-12-17 Thread AudioGames . net Forum — Articles Room : blindncool via Audiogames-reflector


  


a Guide to Writing RPG's with Inform 7

Hello folks!In this article, I'll guide you through making RPG's with Inform 7.It is certainly possible to make RPG's in other IF platforms (such as TADS, ADRIFT etc). However, I have chosen Inform 7 due to its ease of use and portability to almost every OS (the Z-machine is even on mobile phones now!).An important note: To write and test this example RPG, I will be using Inform 7 build 6G60. If you wish, You can use the code featured in this article with the latest version (6L38). However, some of the code may not work.An equally important note: I will asume that you know how to write Inform 7 code. If you do not, read the excelent Inform manuals. Also, there is the Inform 7 Handbook.extensionsAs you know, extensions are chunks of code which can be included in your Inform code.There are two popular extensions for writing combat in Inform games.<
 li>ArmedInform ATTACKIf you choose to use Armed, I'd advise you to use  this version designed for Flexable survival.a new beginningTime to get started developing. In this example RPG, we'll create a one-roomed rpg with a bunch of monsters.You can use whatever extension you wish. In this tutorial, however, we will be using Armed DR by Harry Gates (download link is above).Open Inform on your computer, choose "start a new project" and fill out the text boxes. (For example, we'll call this project "Kill or Be Killed".)Once you can read the source text, type the following text (making any changes as you type):The story headline is "A Tutorial RPG".The sto
 ry creation year is 2015.The story description is "A tutorial of creating an RPG with Inform 7.".This information makes up the "bibliographic data" of your game. Now, include any extensions:Include Armed DR by Harry Gates.writing the introductionMost IF games feature an introduction. You can leave this step out, if you wish. However, I'd advise you to write an introduction for your game. To do this in Inform, type the following text (and make any changes):When play begins, say "Time to kill some monsters and stuff!".(You can do other things in a when play begins rule, such as randomizing any stats, moving objects, etc. Just make sure you write a colon (:) after the words "when play begins". Here's an example:When play begins:move the magic mcguffin to the super evil cave;say "Go find the magic mcguffin!".)weapons, monsters and rooms! Oh my!In this section, we'll implement weapons,
  monsters and rooms in Inform.roomsThe simplest thing to implement in Inform is a room. In this tutorial, all of the action will take place in one room: the cave of blood.Type in the following code (and make any changes):The cave of blood is a room."The walls of this cave are covered in blood, and the smell of death threatens to overwhelm you.".The player will automatically be placed in the first room found in your source code.monstersAn intigral part of a combat-focused RPG is monsters. All sorts of monsterous enemies can be implemented with Inform, from a werewolf who eats the corpses of the dead to a minataur with never-ending hatred for centaurs.A "monster" kind is not implemented in the standard rules. However, we can make one of our own:A monster is a kind of person.Here are the monsters which we will implement in our game:An orc, a troll and an axe-wielding minataur.They, as with rooms, 
 are easily implemented:The orc is a monster in the cave of blood.The troll is a monster in the cave of blood.The minataur is a monster in the cave of blood.You can change the stats of each monster, like so:The max health of the troll is 125. The damage resistance of the troll is 5.The max health of the orc is 130. The damage resistance of the orc is 7.The max health of the minataur is 115. The damage resistance of the minataur is 4.(Note that the damage resistance stat requires the Armed DR extension.)weapons, weapons and more weapons!Now, it's time to implement the tools of the trade: weapons.Each monster has a weapon. The minataur, as said earlier, will have an axe. Let's give the troll a bludgeon (because... you know... a troll isn't complete without a club.)And... Let's give the orc a rusty sword.Here's the code that will implement our weapons:The orc is carrying 
 a blade called the rusty sword. The maximum damage of the rusty sword is 12.The minataur is carrying a blade called the axe. The maximum damage of the axe is 15.The troll is carrying a bludgeon called the bloody club. The maximum damage of the bloody club is 17.ending the gameEvery game has to end at some point.we can end ours by tracking whether all three monsters are dead, thinks to a kind of rule called an every turn rule.Such an every turn rule could be coded like this: Every turn:    if the minataur is dead and the troll is dead and the orc is dead, end the game in victory.conclusionWe've now got a fully working RPG. You can now release the game by going to the release menu (alt on windows, ctrl+Option+M on the mac), pressing 

An introduction to Star traders

2015-12-17 Thread AudioGames . net Forum — Articles Room : Dark via Audiogames-reflector


  


An introduction to Star traders

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

Adventure at C: Stage Builder Manual

2015-12-17 Thread AudioGames . net Forum — Articles Room : threeblacknoises via Audiogames-reflector


  


Adventure at C: Stage Builder Manual

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

Re: Inform7 IDE with NVDA?

2015-12-17 Thread AudioGames . net Forum — Developers room : blindncool via Audiogames-reflector


  


Re: Inform7 IDE with NVDA?

Press alt+W, then press right errow once you get to the "show tabs" submenu. From there, you can access all the tabs. There are also keyboard shortcuts:ctrl+f1 sourcectrl+f2 errors/results (errors in pre-6l02, results in 6l02 and 6l38)ctrl+f3 indexctrl+f4 skeinctrl+f5 transcriptctrl+f6 gamectrl+f7 documentationand ctrl+f8 settings.

URL: http://forum.audiogames.net/viewtopic.php?pid=242984#p242984





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Re: How to create pygame menus

2015-12-17 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector


  


Re: How to create pygame menus

I'm not all that familiar with the pygame event loop, so i'm not entirely sure what may be causing it. I've dug through a few examples so you could try writing it like this:class Menu():
def run(self, items, title):
itemNumber = 0
itemsLength = len(items)
closeMenu = False
spk(title)
spk(items[itemNumber][0])
while closeMenu == False:
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_t:
spk(title)
if event.key == pygame.K_RETURN:
return items[itemNumber][1]
if event.key == pygame.K_DOWN:
itemNumber += 1   
if itemNumber > len(items)-1:
itemNumber = 0
spk(items[itemNumber][0])
if event.key == pygame.K_UP:
itemNumber -= 1
if itemNumber < 0:
itemNumber = len(items)-1
spk(items[itemNumber][0])
if event.key == pygame.K_x:
spk("closing menu")
closeMenu = TrueIf that doesn't work then someone more familiar with pygame may have to chime in, either that or i'd have to take some time to install and familiarize myself with it.

URL: http://forum.audiogames.net/viewtopic.php?pid=242980#p242980





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Re: Bar code scanning apps for iOS?

2015-12-17 Thread AudioGames . net Forum — Off-topic room : Figment via Audiogames-reflector


  


Re: Bar code scanning apps for iOS?

Ooops! Never mind then. Strange that I never considered that his room mates might be sighted. 

URL: http://forum.audiogames.net/viewtopic.php?pid=243145#p243145





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Re: Griff! Sidescrolling Platformer Fantasy Game

2015-12-17 Thread AudioGames . net Forum — General Game Discussion : severestormsteve1 via Audiogames-reflector


  


Re: Griff! Sidescrolling Platformer Fantasy Game

Staindaddict, are you stating that it's not possible to produce concept demos without also having a full game prepared as well? The speculations about Jyro22 not even having a full version for these games are completely reasonable. Concept demos do not prove the existence of a full game, nor do they prove that one is in development. A concept demo such as the one he provided to us could be whipped up in a couple weeks time, depending on your development speed, resources, available time and willingness to develop. So until concrete proof can be provided, I.E. An actual release or some proof of progress, though they might seem out of proportion, theories of scam and the non existence of this game entirely, are, logical. At work, Jyro22 would've already been fired from his job, for not completing something that had a deadline of a month before, in fact he'd probably have been fired for not having it completed after a week. And yes, comparing this to a job is reasonable
  because again. We're dealing with real world money.

URL: http://forum.audiogames.net/viewtopic.php?pid=243149#p243149





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The builder's guide to building starships

2015-12-17 Thread AudioGames . net Forum — Articles Room : Omar Alvarado via Audiogames-reflector


  


The builder's guide to building starships

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

Open Broadcaster Software

2015-12-17 Thread AudioGames . net Forum — Articles Room : Sightless Kombat via Audiogames-reflector


  


Open Broadcaster Software

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

Getting Started WITH DMNB 2

2015-12-17 Thread AudioGames . net Forum — Articles Room : RTR_Assassin via Audiogames-reflector


  


Getting Started WITH DMNB 2

Since the release of DMNB 2, there have been many DRASTIC changes that players may find difficult to get used to having played the original version. The most notable is the side scroller format being introduced, which brings the game back to the format of Project Alpha. This game has now become a sequel, so the game play is now in line with the DM universe. This includes, but is not limited to being able to buy and upgrade weapons, complete objective-based missions, and fight off hordes of Project Alpha creatures. This getting started guide will attempt to sort out the confusion for new players and should familiarize them with the game.The first thing every player has to do is create an account. To do this, select "connect to server". Then, from the menu that appears, select "create a new account", type in a username and password, then hit enter. Now, log into your account by selecting "log into an already created account", type in your username and password, and press enter
 . After you create your account, you will need to create a player by selecting "create a new player" from the menu. Then, type in the character's first name, followed by enter. Next, type in the character's last name and press enter again. Unlike the original DMNB, an account can be associated with ten maximum characters. This may come in handy if you want to create different characters with different skill sets, such as engineer, shuttle pilot, astro navigator, scientist, and communication. After the character is created, log into it by selecting it from the list. Next, select two out of the five aforementioned skills for your character. Once that is done, you will be put on Indderion Station where you can buy your first ship.Just like in the original DMNB, there are different classes of ships to choose from. However, the two skills you selected for your character will determine what kind of ship you will be able to buy. It is recommended that you start out as a shu
 ttle pilot to start earning credits. The first ship that you will be able to afford is the firebird cruiser, which is a shuttle that is capable of transporting cargo. To buy it, walk over to the ship yard located at 30, 0, 0 and press enter. A menu appears listing all of the classes of ships that are available. From this menu, select "shuttle and then select the firebird cruiser from the next menu. Finally, type in the name of your ship and hit enter. You can name the ship what you like, so long as the name is not going to offend other players.Once you buy your ship, you should be told where it is located, but if you missed the announcement, you can use the comma and period keys to review the event buffer, or more importantly, use the detection menu by pressing d. This menu, which will be familiar to those who have played Project Alpha and the original DMNB, lists all objects that are around you and announces their coordinates. You can also check your coordinates by pressing c
 . Arrow through the menu until you find your ship, hit escape, walk over to your ship, and press enter to board it. You will notice how responsive boarding ships is as compared to the previous version of the game. Now that you have boarded your ship, use the detection menu once more to explore everything that is around you. Once you are familiar with the layout, you can start performing tasks to start earning credits.The first task you will want to perform is cargo hauling. Although you don't earn large amounts of credits on shuttles, it is a good way to slowly earn enough to buy a more advanced ship, such as a light freighter. To do this exit your ship if you haven't already. Then, on Inderion Station, you will have to head to the ship management terminal, which is located at 40, 0, 0. Here you can do a number of things, from selling and renaming your vessel to loading and unloading cargo. Select "load cargo aboard vessel" from the menu and board your vessel. You sh
 ould have received an announcement telling you where your cargo needs to be delivered.Before you can deliver the cargo there are a few things to consider, especially if you have played DMNB 1. There are now two sets of coordinates, galactic coordinates and flight coordinates. Galactic coordinates range from -100 to 100 and are used to represent sectors in space, some of which are charted star systems. Flight coordinates represent individual destinations within that sector. For example, the galactic coordinates for the Soul System are 0, 0, 0. However, the flight coordinates for Inderion station are 20, 20, 20.Most likely, you will be asked to deliver cargo from Inderion to Federation Command, which is located in the Vigorus star system. However, this system is quite far from the Soul System, which Inderion is located in. So, you will need to use a Warp gate to travel between the two systems. If you haven't already, undock from Inderion by selecting "undock from curr
 ent spacecraft" from the pilot 

Mortal Kombat X: A Game Guide

2015-12-17 Thread AudioGames . net Forum — Articles Room : Sightless Kombat via Audiogames-reflector


  


Mortal Kombat X: A Game Guide

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

Re: List of Muds for Cooking, Crafting, Farming, and Exploration

2015-12-17 Thread AudioGames . net Forum — General Game Discussion : ironcross32 via Audiogames-reflector


  


Re: List of Muds for Cooking, Crafting, Farming, and Exploration

ironcross wrote:Well from a recommendation in another post, I've checked out Lament, and its amazing. Very unique, for instance, rooms are usually pretty big, and you don't go through them instantly, instead, it takes time based on your posture / pace. You can walk, jog, run, sprint, stoop and crawl. It involves looking at things in a room to get the whole picture. It's very well descript. It's RP oriented and features awesome combat. The crafting is cool in its own way. This one's very unique, it also has a screen reader mode which replaces the graphics with text. I could go on for hours about the intricacies of Lament. It's well worth checking out. It really does need more players, its a shame, but I've not seen anyone on there except the admin, and its insane that its not more popular. It's setting is 10 to 12th century. lament.ghostglass.net port 8600 if you want to check it out.*P.S.
 * That post mensioned above is this post, lol.

URL: http://forum.audiogames.net/viewtopic.php?pid=243146#p243146





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Re: Bokurano daiboukenn questions and tips

2015-12-17 Thread AudioGames . net Forum — General Game Discussion : razvitasca via Audiogames-reflector


  


Re: Bokurano daiboukenn questions and tips

hi guys, how can I play bk1 ? I don't know how can I translate it with nvda and don't have the setup. Some help will be apreciated

URL: http://forum.audiogames.net/viewtopic.php?pid=243148#p243148





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Re: Griff! Sidescrolling Platformer Fantasy Game

2015-12-17 Thread AudioGames . net Forum — General Game Discussion : mr . brunete via Audiogames-reflector


  


Re: Griff! Sidescrolling Platformer Fantasy Game

sorry people, but this time, i agree with Steve. hey, he is really stormy haha! ok, jokes apart, he is right in the fact that jyrO stated that the game was finished, and he needed to re-pacage only.That, is the most easiest thin in the world, you can pacage and make a setup file in no time.I understand that sometimes you can't reach the release date, and there's no problem with that, but in this case, if the game is already done, why not release it to the customers?.The excuse of saying "calm down, griff has no release date set", is a bit strange, to not say ridiculous.if you come here and the main post sais that the game is finished, furthermore the mail that the customers got after purchasing states that it is only a matter of mere ours, then that excuse of the release date makes no sense at all.I suported, and i'll continue suporting jyro, because i like is games, and i have no problems at all if i have to wait.But let's 
 be onest people, that excuse doesn't make sense.This time, nobody asked for release dates. one day, the developer simply came here stating that this game was completed long time ago.I'll not be too extremist, i think there's a game and jyro is working on it, i don't think he's tricking us with audio files, but angry people are right this time.

URL: http://forum.audiogames.net/viewtopic.php?pid=243098#p243098





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Re: Griff! Sidescrolling Platformer Fantasy Game

2015-12-17 Thread AudioGames . net Forum — General Game Discussion : connor142 via Audiogames-reflector


  


Re: Griff! Sidescrolling Platformer Fantasy Game

Let me add another 2 cents to this. In Gyro's last couple of posts he stated that there was no release date set for this game. Do you realize he said "release" date? This choice of words leeds me to beive there is ither no game, or an incomplete one, contrary to what gyro said in his first post.

URL: http://forum.audiogames.net/viewtopic.php?pid=243125#p243125





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Re: Platformer audio cues list

2015-12-17 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector


  


Re: Platformer audio cues list

Hmmm, that could work, at least the "a lower pitch reverb means a gap" idea (while higher pitch reverb means a ceiling). Will see if I can get it working today and comment on the results (possibly post a recording if the router decides to behave).I was also wondering about adding panning to the reverb for gaps (to indicate the direction on which the gap is), was thinking that this probably wouldn't work, but coupled with the pitch hint that's probably way more feasible.magurp244 wrote:This is assuming though that the reverb sound effect your using for the ceiling doesn't clash negatively with the edge detection sound.Yeah, things may get weird if both play simultaneously on the same clue. Seems worth trying, however.

URL: http://forum.audiogames.net/viewtopic.php?pid=243002#p243002





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Re: garbage collection in bgt

2015-12-17 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector


  


Re: garbage collection in bgt

You would need to make it more event-oriented. BGT doesn't come with anything particularly for that purpose, so you'd need your own classes/functions/etc.The general outline that I use for an event-oriented game lent itself to an interface well enough that I made it one, so I'll just paste it:(It's ported from Java and uses mappable controls, hence the commented lines and KeyC objects.)  interface Game {

   void setKeys(KeyC@ p1, KeyC@ p2);
//   void controllerStep(GamePad[] pads); // I'm a little worried about this one on the grounds that it might slow down reaction time for controllers.
   void setFrameData(int tt, double dd);
   void keyPressed(int k);
   void keyReleased(int k);
//   void paint(Graphics2D g);
   void step(double dt);
   int getT();
   double getSpeed();
   void kill();
void toggleBraille();
void paint();
}When I went looking for that, I found one I wrote to be more BGT specific, which probably explains the concepts better. It's meant to be extended so you can replace the key event and tick methods with whatever you need.#include "clock.bgt"

class game {
clock@ game_clock;
bool allow_alt_f4=true;

game() {reset(50);}
game(double frames_per_second) {
this.reset(frames_per_second);
}
void reset(double fps) {
clock temp(fps);
@game_clock=temp;
}
void start(string title="BGT Game Window") {
show_game_window(title);
while(true) {
tick(game_clock.delay);
int[] keys=keys_pressed();
for(uint i=0; i=0) {;} // handle menu feedback.
}
else if(screen==OPTIONS) {
int result=doMenu(optionMenu, k);
// If you don't need these menus to behave differently in ways that can't be caught by the doMenu function, you could just put them in an array or dictionary.
}
else if(screen==PAUSED) {
int result=doMenu(pauseMenu, k);
if(k==KEY_ESCAPE) screen=GAME; // I'd normally use a function for changing screens, since these usually come with pausing/playing music or other sounds, announcements, etc.
// I'd probably have doMenu return a value associated with each menu item. It could be which screen to change to.
}// paused.
else if(screen==GAME) {
// Game stuff.
if(k==KEY_ESCAPE) screen=PAUSED;
}// Game.
}// key pressed.

int doMenu(Menu@ m, int k) {
if(@m==null) return -1;
else if(k==up) m.selectPrevious();
else if(k==down) m.selectNext();
else if(k==enter) return menu.getCurrent().value;
return -1;
}// DoMenu.

URL: http://forum.audiogames.net/viewtopic.php?pid=243005#p243005





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Re: Let's talk about audiogame development environments

2015-12-17 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector


  


Re: Let's talk about audiogame development environments

Hm, where were the resources for basic on Blazy Note Takers, anyway? Had the idea of searching for "programming for the Braille 'n Speak" occurred to me back in 2000-2005, would I have found instructions?(Actually, I'm vaguely remembering trying something like that and getting stuck with the online version of the BNS 2000 help file, but I might be misremembering. Also, was this the sort of thing that required connecting a BNS to an external device to test? I never had an external floppy drive and trying Windisk just corrupted the data I was trying to back up. ... I still want that data, too.)

URL: http://forum.audiogames.net/viewtopic.php?pid=243007#p243007





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Re: good muds

2015-12-17 Thread AudioGames . net Forum — General Game Discussion : ironcross32 via Audiogames-reflector


  


Re: good muds

Well from a recommendation in another post, I've checked out Lament, and its amazing. Very unique, for instance, rooms are usually pretty big, and you don't go through them instantly, instead, it takes time based on your posture / pace. You can walk, jog, run, sprint, stoop and crawl. It involves looking at things in a room to get the whole picture. It's very well descript. It's RP oriented and features awesome combat. The crafting is cool in its own way. This one's very unique, it also has a screen reader mode which replaces the graphics with text. I could go on for hours about the intricacies of Lament. It's well worth checking out. It really does need more players, its a shame, but I've not seen anyone on there except the admin, and its insane that its not more popular. It's setting is 10 to 12th century. lament.ghostglass.net port 8600 if you want to check it out.

URL: http://forum.audiogames.net/viewtopic.php?pid=243143#p243143





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Re: online votrax synth!

2015-12-17 Thread AudioGames . net Forum — Off-topic room : ammericandad2005 via Audiogames-reflector


  


Re: online votrax synth!

thanks. I'd probably buy your speech board if my mom would even let me.

URL: http://forum.audiogames.net/viewtopic.php?pid=243142#p243142





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a Guide to Writing RPG's with Inform 7

2015-12-17 Thread AudioGames . net Forum — Articles Room : blindncool via Audiogames-reflector


  


a Guide to Writing RPG's with Inform 7

Hello folks!In this article, I'll guide you through making RPG's with Inform 7.It is certainly possible to make RPG's in other IF platforms (such as TADS, ADRIFT etc). However, I have chosen Inform 7 due to its ease of use and portability to almost every OS (the Z-machine is even on mobile phones now!).An important note: To write and test this example RPG, I will be using Inform 7 build 6G60. If you wish, You can use the code featured in this article with the latest version (6L38). However, some of the code may not work.An equally important note: I will asume that you know how to write Inform 7 code. If you do not, read the excelent Inform manuals. Also, there is the Inform 7 Handbook.extensionsAs you know, extensions are chunks of code which can be included in your Inform code.There are two popular extensions for writing combat in Inform games.<
 li>ArmedInform ATTACKIf you choose to use Armed, I'd advise you to use  this version designed for Flexable survival.a new beginningTime to get started developing. In this example RPG, we'll create a one-roomed rpg with a bunch of monsters.You can use whatever extension you wish. In this tutorial, however, we will be using Armed DR by Harry Gates (download link is above).Open Inform on your computer, choose "start a new project" and fill out the text boxes. (For example, we'll call this project "Kill or Be Killed".)Once you can read the source text, type the following text (making any changes as you type):The story headline is "A Tu
 torial RPG".The story creation year is 2015.The story description is "A tutorial of creating an RPG with Inform 7.".This information makes up the "bibliographic data" of your game. Now, include any extensions:Include Armed DR by Harry Gates.writing the introductionMost IF games feature an introduction. You can leave this step out, if you wish. However, I'd advise you to write an introduction for your game. To do this in Inform, type the following text (and make any changes):When play begins, say "Time to kill some monsters and stuff!".(You can do other things in a when play begins rule, such as randomizing any stats, moving objects, etc. Just make sure you write a colon (:) after the words "when play begins". Here's an example:When play begins:move the magic mcguffin to the super evil cave;say "Go find the magic mcguffin!".)weapons, 
 monsters and rooms! Oh my!In this section, we'll implement weapons, monsters and rooms in Inform.roomsThe simplest thing to implement in Inform is a room. In this tutorial, all of the action will take place in one room: the cave of blood.Type in the following code (and make any changes):The cave of blood is a room."The walls of this cave are covered in blood, and the smell of death threatens to overwhelm you.".The player will automatically be placed in the first room found in your source code.monstersAn intigral part of a combat-focused RPG is monsters. All sorts of monsterous enemies can be implemented with Inform, from a werewolf who eats the corpses of the dead to a minataur with never-ending hatred for centaurs.A "monster" kind is not implemented in the standard rules. However, we can make one of our own:A monster is a kind of person.Here are the monsters which we will 
 implement in our game:An orc, a troll and an axe-wielding minataur.They, as with rooms, are easily implemented:The orc is a monster in the cave of blood.The troll is a monster in the cave of blood.The minataur is a monster in the cave of blood.You can change the stats of each monster, like so:The max health of the troll is 125. The damage resistance of the troll is 5.The max health of the orc is 130. The damage resistance of the orc is 7.The max health of the minataur is 115. The damage resistance of the minataur is 4.(Note that the damage resistance stat requires the Armed DR extension.)weapons, weapons and more weapons!Now, it's time to implement the tools of the trade: weapons.Each monster has a weapon. The minataur, as said earlier, will have an axe. Let's give the troll a bludgeon (because... you know... a troll isn't complete without a club.)And... Let's give the orc 
 a rusty sword.Here's the code that will implement our weapons:The orc is carrying a blade called the rusty sword. The maximum damage of the rusty sword is 12.The minataur is carrying a blade called the axe. The maximum damage of the axe is 15.The troll is carrying a bludgeon called the bloody club. The maximum damage of the bloody club is 17.ending the gameEvery game has to end at some point.we can end ours by tracking whether all three monsters are dead, thinks to a kind of rule called an every turn rule.Such an every turn rule could be coded like this: Every turn:    if the minataur is dead and the troll is dead and the orc is dead, end the game in victory.conclusionWe've now got a fully working RPG. You can now release the game by going to the release menu (alt on windows, ctrl+Option+M on the mac), pressing 

Adventure at C: Stage Builder Manual

2015-12-17 Thread AudioGames . net Forum — Articles Room : threeblacknoises via Audiogames-reflector


  


Adventure at C: Stage Builder Manual

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

Xbox One: Console and Controller guide

2015-12-17 Thread AudioGames . net Forum — Articles Room : Sightless Kombat via Audiogames-reflector


  


Xbox One: Console and Controller guide

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

Re: Let's talk about audiogame development environments

2015-12-17 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector


  


Re: Let's talk about audiogame development environments

Hm, where were the resources for basic on Blazy Note Takers, anyway? Had the idea of searching for "programming for the Braille 'n Speak" occurred to me back in 2000-2005, would I have found instructions?(Actually, I'm vaguely remembering trying something like that and getting stuck with the online version of the BNS 2000 help file, but I might be misremembering. Also, was this the sort of thing that required connecting a BNS to an external device to test? I never had an external floppy drive and trying Windisk just corrupted the data I was trying to back up. ... I still want that data, too.)

URL: http://forum.audiogames.net/viewtopic.php?pid=243007#p243007





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Re: Inform7 IDE with NVDA?

2015-12-17 Thread AudioGames . net Forum — Developers room : blindncool via Audiogames-reflector


  


Re: Inform7 IDE with NVDA?

Press alt+W, then press right errow once you get to the "show tabs" submenu. From there, you can access all the tabs. There are also keyboard shortcuts:ctrl+f1 sourcectrl+f2 errors/results (errors in pre-6l02, results in 6l02 and 6l38)ctrl+f3 indexctrl+f4 skeinctrl+f5 transcriptctrl+f6 gamectrl+f7 documentationand ctrl+f8 settings.

URL: http://forum.audiogames.net/viewtopic.php?pid=242984#p242984





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Re: garbage collection in bgt

2015-12-17 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: garbage collection in bgt

Yeah, scenes are another name for it.  It's something that gets reinvented nearly continuously, so much so that various XNA tutorials spend a very long time on it.  Shame XNA is dead, that thing is about as easy as BGT plus what we might as well call your scene manager, and it spawned more documentation than you can shake a stick at.  But as it happens C# is not so great for writing complicated 3D games, so Microsoft let it die.

URL: http://forum.audiogames.net/viewtopic.php?pid=243144#p243144





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Re: How to create pygame menus

2015-12-17 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector


  


Re: How to create pygame menus

I'm not all that familiar with the pygame event loop, so i'm not entirely sure what may be causing it. I've dug through a few examples so you could try writing it like this:class Menu():
def run(self, items, title):
itemNumber = 0
itemsLength = len(items)
closeMenu = False
spk(title)
spk(items[itemNumber][0])
while closeMenu == False:
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_t:
spk(title)
if event.key == pygame.K_RETURN:
return items[itemNumber][1]
if event.key == pygame.K_DOWN:
itemNumber += 1   
if itemNumber > len(items)-1:
itemNumber = 0
spk(items[itemNumber][0])
if event.key == pygame.K_UP:
itemNumber -= 1
if itemNumber < 0:
itemNumber = len(items)-1
spk(items[itemNumber][0])
if event.key == pygame.K_x:
spk("closing menu")
closeMenu = TrueIf that doesn't work then someone more familiar with pygame may have to chime in, either that or i'd have to take some time to install and familiarize myself with it.

URL: http://forum.audiogames.net/viewtopic.php?pid=242980#p242980





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Re: garbage collection in bgt

2015-12-17 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector


  


Re: garbage collection in bgt

You would need to make it more event-oriented. BGT doesn't come with anything particularly for that purpose, so you'd need your own classes/functions/etc.The general outline that I use for an event-oriented game lent itself to an interface well enough that I made it one, so I'll just paste it:(It's ported from Java and uses mappable controls, hence the commented lines and KeyC objects.)  interface Game {

   void setKeys(KeyC@ p1, KeyC@ p2);
//   void controllerStep(GamePad[] pads); // I'm a little worried about this one on the grounds that it might slow down reaction time for controllers.
   void setFrameData(int tt, double dd);
   void keyPressed(int k);
   void keyReleased(int k);
//   void paint(Graphics2D g);
   void step(double dt);
   int getT();
   double getSpeed();
   void kill();
void toggleBraille();
void paint();
}When I went looking for that, I found one I wrote to be more BGT specific, which probably explains the concepts better. It's meant to be extended so you can replace the key event and tick methods with whatever you need.#include "clock.bgt"

class game {
clock@ game_clock;
bool allow_alt_f4=true;

game() {reset(50);}
game(double frames_per_second) {
this.reset(frames_per_second);
}
void reset(double fps) {
clock temp(fps);
@game_clock=temp;
}
void start(string title="BGT Game Window") {
show_game_window(title);
while(true) {
tick(game_clock.delay);
int[] keys=keys_pressed();
for(uint i=0; i=0) {;} // handle menu feedback.
}
else if(screen==OPTIONS) {
int result=doMenu(optionMenu, k);
// If you don't need these menus to behave differently in ways that can't be caught by the doMenu function, you could just put them in an array or dictionary.
}
else if(screen==PAUSED) {
int result=doMenu(pauseMenu, k);
if(k==KEY_ESCAPE) screen=GAME; // I'd normally use a function for changing screens, since these usually come with pausing/playing music or other sounds, announcements, etc.
// I'd probably have doMenu return a value associated with each menu item. It could be which screen to change to.
}// paused.
else if(screen==GAME) {
// Game stuff.
if(k==KEY_ESCAPE) screen=PAUSED;
}// Game.
}// key pressed.

int doMenu(Menu@ m, int k) {
if(@m==null) return -1;
else if(k==up) m.selectPrevious();
else if(k==down) m.selectNext();
else if(k==enter) return menu.getCurrent().value;
return -1;
}// DoMenu.

URL: http://forum.audiogames.net/viewtopic.php?pid=243005#p243005





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Re: Platformer audio cues list

2015-12-17 Thread AudioGames . net Forum — Developers room : Sik via Audiogames-reflector


  


Re: Platformer audio cues list

Hmmm, that could work, at least the "a lower pitch reverb means a gap" idea (while higher pitch reverb means a ceiling). Will see if I can get it working today and comment on the results (possibly post a recording if the router decides to behave).I was also wondering about adding panning to the reverb for gaps (to indicate the direction on which the gap is), was thinking that this probably wouldn't work, but coupled with the pitch hint that's probably way more feasible.magurp244 wrote:This is assuming though that the reverb sound effect your using for the ceiling doesn't clash negatively with the edge detection sound.Yeah, things may get weird if both play simultaneously on the same clue. Seems worth trying, however.

URL: http://forum.audiogames.net/viewtopic.php?pid=243002#p243002





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The builder's guide to building starships

2015-12-17 Thread AudioGames . net Forum — Articles Room : Omar Alvarado via Audiogames-reflector


  


The builder's guide to building starships

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

Getting Started WITH DMNB 2

2015-12-17 Thread AudioGames . net Forum — Articles Room : RTR_Assassin via Audiogames-reflector


  


Getting Started WITH DMNB 2

Since the release of DMNB 2, there have been many DRASTIC changes that players may find difficult to get used to having played the original version. The most notable is the side scroller format being introduced, which brings the game back to the format of Project Alpha. This game has now become a sequel, so the game play is now in line with the DM universe. This includes, but is not limited to being able to buy and upgrade weapons, complete objective-based missions, and fight off hordes of Project Alpha creatures. This getting started guide will attempt to sort out the confusion for new players and should familiarize them with the game.The first thing every player has to do is create an account. To do this, select "connect to server". Then, from the menu that appears, select "create a new account", type in a username and password, then hit enter. Now, log into your account by selecting "log into an already created account", type in your username
  and password, and press enter. After you create your account, you will need to create a player by selecting "create a new player" from the menu. Then, type in the character's first name, followed by enter. Next, type in the character's last name and press enter again. Unlike the original DMNB, an account can be associated with ten maximum characters. This may come in handy if you want to create different characters with different skill sets, such as engineer, shuttle pilot, astro navigator, scientist, and communication. After the character is created, log into it by selecting it from the list. Next, select two out of the five aforementioned skills for your character. Once that is done, you will be put on Indderion Station where you can buy your first ship.Just like in the original DMNB, there are different classes of ships to choose from. However, the two skills you selected for your character will determine what kind of ship you will be able to buy. It is
  recommended that you start out as a shuttle pilot to start earning credits. The first ship that you will be able to afford is the firebird cruiser, which is a shuttle that is capable of transporting cargo. To buy it, walk over to the ship yard located at 30, 0, 0 and press enter. A menu appears listing all of the classes of ships that are available. From this menu, select "shuttle and then select the firebird cruiser from the next menu. Finally, type in the name of your ship and hit enter. You can name the ship what you like, so long as the name is not going to offend other players.Once you buy your ship, you should be told where it is located, but if you missed the announcement, you can use the comma and period keys to review the event buffer, or more importantly, use the detection menu by pressing d. This menu, which will be familiar to those who have played Project Alpha and the original DMNB, lists all objects that are around you and announces their coordinates. You 
 can also check your coordinates by pressing c. Arrow through the menu until you find your ship, hit escape, walk over to your ship, and press enter to board it. You will notice how responsive boarding ships is as compared to the previous version of the game. Now that you have boarded your ship, use the detection menu once more to explore everything that is around you. Once you are familiar with the layout, you can start performing tasks to start earning credits.The first task you will want to perform is cargo hauling. Although you don't earn large amounts of credits on shuttles, it is a good way to slowly earn enough to buy a more advanced ship, such as a light freighter. To do this exit your ship if you haven't already. Then, on Inderion Station, you will have to head to the ship management terminal, which is located at 40, 0, 0. Here you can do a number of things, from selling and renaming your vessel to loading and unloading cargo. Select "load cargo aboard v
 essel" from the menu and board your vessel. You should have received an announcement telling you where your cargo needs to be delivered.Before you can deliver the cargo there are a few things to consider, especially if you have played DMNB 1. There are now two sets of coordinates, galactic coordinates and flight coordinates. Galactic coordinates range from -100 to 100 and are used to represent sectors in space, some of which are charted star systems. Flight coordinates represent individual destinations within that sector. For example, the galactic coordinates for the Soul System are 0, 0, 0. However, the flight coordinates for Inderion station are 20, 20, 20.Most likely, you will be asked to deliver cargo from Inderion to Federation Command, which is located in the Vigorus star system. However, this system is quite far from the Soul System, which Inderion is located in. So, you will need to use a Warp gate to travel between the two systems. If you haven't alrea
 dy, undock from Inderion by selecting "undock from current spacecraft" from the pilot 

Re: Griff! Sidescrolling Platformer Fantasy Game

2015-12-17 Thread AudioGames . net Forum — General Game Discussion : connor142 via Audiogames-reflector


  


Re: Griff! Sidescrolling Platformer Fantasy Game

Let me add another 2 cents to this. In Gyro's last couple of posts he stated that there was no release date set for this game. Do you realize he said "release" date? This choice of words leeds me to beive there is ither no game, or an incomplete one, contrary to what gyro said in his first post.

URL: http://forum.audiogames.net/viewtopic.php?pid=243125#p243125





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Re: Griff! Sidescrolling Platformer Fantasy Game

2015-12-17 Thread AudioGames . net Forum — General Game Discussion : mr . brunete via Audiogames-reflector


  


Re: Griff! Sidescrolling Platformer Fantasy Game

sorry people, but this time, i agree with Steve. hey, he is really stormy haha! ok, jokes apart, he is right in the fact that jyrO stated that the game was finished, and he needed to re-pacage only.That, is the most easiest thin in the world, you can pacage and make a setup file in no time.I understand that sometimes you can't reach the release date, and there's no problem with that, but in this case, if the game is already done, why not release it to the customers?.The excuse of saying "calm down, griff has no release date set", is a bit strange, to not say ridiculous.if you come here and the main post sais that the game is finished, furthermore the mail that the customers got after purchasing states that it is only a matter of mere ours, then that excuse of the release date makes no sense at all.I suported, and i'll continue suporting jyro, because i like is games, and i have no problems at all if i have to wait.But l
 et's be onest people, that excuse doesn't make sense.This time, nobody asked for release dates. one day, the developer simply came here stating that this game was completed long time ago.I'll not be too extremist, i think there's a game and jyro is working on it, i don't think he's tricking us with audio files, but angry people are right this time.

URL: http://forum.audiogames.net/viewtopic.php?pid=243098#p243098





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An introduction to Star traders

2015-12-17 Thread AudioGames . net Forum — Articles Room : Dark via Audiogames-reflector


  


An introduction to Star traders

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

Re: Can't stay logged in

2015-12-17 Thread AudioGames . net Forum — Site and forum feedback : Dark via Audiogames-reflector


  


Re: Can't stay logged in

Hmmm, most odd, and no ideas on this one sinse it's not a problem I've ever had, indeed I regularly clear my browser's cash and history and need to sign in again myself and tick the "remember me" It's always been fine.

URL: http://forum.audiogames.net/viewtopic.php?pid=242071#p242071





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Open Broadcaster Software

2015-12-17 Thread AudioGames . net Forum — Articles Room : Sightless Kombat via Audiogames-reflector


  


Open Broadcaster Software

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

Re: Griff! Sidescrolling Platformer Fantasy Game

2015-12-17 Thread AudioGames . net Forum — General Game Discussion : staindaddict via Audiogames-reflector


  


Re: Griff! Sidescrolling Platformer Fantasy Game

Everyone is entitled to their oppinions, and I respect that. You can agree or disagree with me, it's completely up to you.When you say there's probably no game; however, I thinmk that's a little rediculous. Why would Jyro just be making us think there's a game to get our money? Do you have any idea how much trouble he can get in for that? There are demos for both Edge of Winter and Griff, what did he just throw those together in a couple of days so we'd think there was a game? Come on guys, really?Like I said in one of my previous posts, I too, am frustrated. I don't know what's taking so long for the games to come out, and I wish they'd hurry up and get released. To accuse Jyro of not even having a game in the works though, is just out right crazy. Again, this is my oppinion, and ou can disagree with me.. Completely up to you. Give the guy a little bit of a break though. Yes, he's taking forever to get the games out, yes he
  keeps making comments that lead us to believe they're coming soon, and we wait months and there's still nothing, but I don't think he's lying about the games. Really, give me a break. lol

URL: http://forum.audiogames.net/viewtopic.php?pid=243141#p243141





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Re: Griff! Sidescrolling Platformer Fantasy Game

2015-12-17 Thread AudioGames . net Forum — General Game Discussion : severestormsteve1 via Audiogames-reflector


  


Re: Griff! Sidescrolling Platformer Fantasy Game

Staindaddict, so what you're saying is that it's not possible to produce concept demos without also having a full game prepared as well? The speculations about Jyro22 not even having a full version for these games are completely reasonable. Concept demos do not prove the existence of a full game, nor do they prove that one is in development. A concept demo such as the one he provided to us could be whipped up in a couple weeks time, depending on your development speed, resources, available time and willingness to develop. So until concrete proof can bbe provided, I.E. An actual release or some proof of progress, though they might seem out of proportion, theories of scam and the non existence of this game entirely, are, logical. At work, Jyro22 would've already been fired from his job, for not completing something that had a deadline of a month before, in fact he'd probably have been fired for not having it completed after a week. And yes, comparing this to a jo
 b is reasonable because again. We're dealing with real world money.

URL: http://forum.audiogames.net/viewtopic.php?pid=243149#p243149





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Re: Can't stay logged in

2015-12-17 Thread AudioGames . net Forum — Site and forum feedback : Dark via Audiogames-reflector


  


Re: Can't stay logged in

Hmmm, most odd, and no ideas on this one sinse it's not a problem I've ever had, indeed I regularly clear my browser's cash and history and need to sign in again myself and tick the "remember me" It's always been fine.

URL: http://forum.audiogames.net/viewtopic.php?pid=242071#p242071





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Re: Braillemon status update!

2015-12-17 Thread AudioGames . net Forum — New releases room : death via Audiogames-reflector


  


Re: Braillemon status update!

Man no patience. We didn't have a game like this before, I'm pretty sure even if she decided to take 3 more months we'd survive.

URL: http://forum.audiogames.net/viewtopic.php?pid=243147#p243147





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Re: Accessible youtube playlist or channel downloader, please

2015-12-17 Thread AudioGames . net Forum — Off-topic room : blindndangerous via Audiogames-reflector


  


Re: Accessible youtube playlist or channel downloader, please

Since no one has answered dark's question, the reason that pontes fails is because if you try to download a playlist, the program crashes.  I also don't know when the last time it was updated was.  For a test, try downloading FrozenFoxy's Let's play of Fallout 3.

URL: http://forum.audiogames.net/viewtopic.php?pid=243157#p243157





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Re: Bokurano daiboukenn questions and tips

2015-12-17 Thread AudioGames . net Forum — General Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Bokurano daiboukenn questions and tips

I think you need the setup. I tried just copying it from backup and just got mojibake, even though BK2 and 3 work just fine.

URL: http://forum.audiogames.net/viewtopic.php?pid=243150#p243150





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Re: It's time to duel! Text based Yugioh is now available in English

2015-12-17 Thread AudioGames . net Forum — New releases room : blindndangerous via Audiogames-reflector


  


Re: It's time to duel! Text based Yugioh is now available in English

I didn't think YVD was accessible?

URL: http://forum.audiogames.net/viewtopic.php?pid=243158#p243158





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Re: Bokurano Daibouken III translation Project has officially started!

2015-12-17 Thread AudioGames . net Forum — New releases room : flame_elchemist via Audiogames-reflector


  


Re: Bokurano Daibouken III translation Project has officially started!

what's that box in 3-3 on hard mode?

URL: http://forum.audiogames.net/viewtopic.php?pid=243163#p243163





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Re: Psycho Strike - New Strategy/Action game

2015-12-17 Thread AudioGames . net Forum — New releases room : BryanP via Audiogames-reflector


  


Re: Psycho Strike - New Strategy/Action game

I do the same thing. I tend to conduct most of my activity after midnight so there are fewer people to interfere right away, especially during bank robberies.

URL: http://forum.audiogames.net/viewtopic.php?pid=243154#p243154





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Re: Heroes of the Clan

2015-12-17 Thread AudioGames . net Forum — New releases room : blindndangerous via Audiogames-reflector


  


Re: Heroes of the Clan

Well, guess I won't be checking this out then, plus it's strictly browser-based. Oh well.

URL: http://forum.audiogames.net/viewtopic.php?pid=243161#p243161





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