Re: basketball manager 2016 free for android

2015-12-21 Thread AudioGames . net Forum — New releases room : Niklas via Audiogames-reflector


  


Re: basketball manager 2016 free for android

ah okay, I can try it, but I never played this type of game before, so I thought there would be some exact things wich should get more accessibility, like unlabeled buttons or such.

URL: http://forum.audiogames.net/viewtopic.php?pid=243651#p243651





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Re: Doomed

2015-12-21 Thread AudioGames . net Forum — New releases room : ultrocity_audio via Audiogames-reflector


  


Re: Doomed

Doomed has had a price drop to $10.

URL: http://forum.audiogames.net/viewtopic.php?pid=243661#p243661





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Re: Doomed

2015-12-21 Thread AudioGames . net Forum — New releases room : ultrocity_audio via Audiogames-reflector


  


Re: Doomed

Version 1.01 is out fixing registration.

URL: http://forum.audiogames.net/viewtopic.php?pid=243662#p243662





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Re: Scrolling Battles Pro

2015-12-21 Thread AudioGames . net Forum — New releases room : crashmaster via Audiogames-reflector


  


Re: Scrolling Battles Pro

Hi all.Well now seeing on how I was mentioned in this argument I need to chip in a bit.Ok, so my sounds.Lets see, well the guards sfx were origionally made for rsgames 3d shooter.I gave them but not the rights.I was a bit miffed and angry that they were used in other games without even an email asking first, but I can't really get pissed about games I actually then played and enjoyed.Yes my voice was in rsgames no it never got beyond beta stage when they suddenly went online and I am not even sure if they still update anyway.2.  swamp same as rs, never gave the rights, and swamp doesn't use my voice anymore so again I don't care.Battlezone I played and my voices suited that game would be nice if keywasful sent me an email but I enjoyed this.The sounds are in a couple unofficial free soundpacks floating round the net for gamers to do things with.I use and have those sounds they come from all sorts of ga
 mes and other places mine at least are just voice files could care less.Saying that I do hope my voice will be used continuously  in battlezone2 as an enemy I'd be dissapointed if they were not.At one stage I thought about releasing a free lib of voices but its never happened.The rest of the sfx are not exactly mine anyway.Most of my sfx libraries were on a friend's server which I had private access to and downloaded.The rest I cracked/ wripped from games some of those sfx may have come from the same libraries.None of them are unique.I hear swamp sfx making it all over the place, beatstar for example has a few of those.They are free, I do think though that if your sound you payed for and gave rights to or loaned to someone would be a different matter or if you feel that strongly about it all.A lot of the sfx though have been used by basically everyone and while that could be bad they are being used for what their i
 ntended use was.I can't expect everyone to give me a note and my sfx had no licence file with them nore did I plan on writing one therefore, no licence means you probably will be fine about using them is what I think anyway.Now unique sfx like starwars etc those you may get in trouble for using but a lot of standard sfx are generic, streams, rivers, cars, planes, etc some better than others.It always seems that where mason exists there is drama.And when I was in realitysoftware, mason did have drama and others had drama.However in defence of mason all games I have brought came in a timely manner, responces to email came faster than I expected like in some cases 10 seconds after I sent the mail.The soundpack he has is small but ok.The games well to be honest with acception of sbp1.2 were fine.True his stuff has always been good but even so.At any rate to those that have a problem at least its going round the gaming community 
 as a whole and not outside it.If you really want to make something release a licence file with your sounds and make sure the sounds are fully yours, ie you recorded that river, you made each sound byte.If a bit is not yours then the entire thing is not yours  and your mix needs to be unique enough that you can say it is yours.Its my view only.I was mentioned here so I put my thumb up.But THats it.This does nothing for the game and it should stop.I've said my bit

URL: http://forum.audiogames.net/viewtopic.php?pid=243649#p243649





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Re: The fires of the Revina - a new RPG from the creators of Elten app!

2015-12-21 Thread AudioGames . net Forum — General Game Discussion : pajper via Audiogames-reflector


  


Re: The fires of the Revina - a new RPG from the creators of Elten app!

Hi!I actually haven't so much time, before Christmass.But I think I'll have more free time tomorrow and I'll try to release that gameplay.So, today I want to release requirements. I hope they'll not be changed.So:CPUMinimum: Intel Core I3 3220 4 X 3.2GHz / AMD FX-4300 4 X 3.8GHz or betterRecommended: Intel Core I5 2500 4 X 3.3GHz / AMD FX-8320 8 X 3.5GHz or betterRAMMinimum: 6GB or moreRecommended: 8GB or moreFree disk space6GB or moreSound card:Minimum: Witch Stereo and 3D audio support 44KHz sound or betterRecommended: With 2.1 channels, 3d sound support, with space virtualization, 96KHz sound or betterVoice deviceHeadphones or 2.1 speakers or moreAdditional:Minimum: Internet Connection for downloadRecommended: Internet Connection or DVD-rom with DUAL-DVD support for game installationAttention!The game can be runned on computer
 s with 4GB RAM with reduced sound quality, but it can lag in some moments.The game can be started on worse devices, but I can gvarante its proper work. On Intel Core 2 DUO and 4GB RAM It works, but in some places it lags and sometimes sound is stopped or not played, because processor has no time for genering next bytes of wave. And, surprise, I wrote about DVD. I think, but it actually is only an idea that we can create collection version on DVD with braille instruction and map of Revina and another countries for blind. But I can't promise that.Greetings,DP

URL: http://forum.audiogames.net/viewtopic.php?pid=243655#p243655





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Re: Bokurano daiboukenn questions and tips

2015-12-21 Thread AudioGames . net Forum — General Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Bokurano daiboukenn questions and tips

janagirl wrote:Hi all,could someone explain to me how the rocket menu works? It only says HP and a number. And I don't know why but my instant translate addon doesn't work anymore. It ever displays a blank line when I want to translate so I can'ttranslate at the moment.The rocket menu tells you the x coordinate where the rocket will aim, and the number of enemies in the affected area. So, for example, you can try to target concentrations of enemies before they reach you, or aim for mobs near Carla while you focuse on the rest of the level, or whatever.

URL: http://forum.audiogames.net/viewtopic.php?pid=243657#p243657





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adventure at c

2015-12-21 Thread AudioGames . net Forum — General Game Discussion : lav andric via Audiogames-reflector


  


adventure at c

wath is the password at documents stage

URL: http://forum.audiogames.net/viewtopic.php?pid=243663#p243663





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Re: Be featured in the next battle zone game!

2015-12-21 Thread AudioGames . net Forum — General Game Discussion : keyIsFull via Audiogames-reflector


  


Re: Be featured in the next battle zone game!

Nods, that's probably okay. The laugh sound is sometimes played instead of the taunt as the enemy moves, and sometimes in response to a good hit by a weapon.

URL: http://forum.audiogames.net/viewtopic.php?pid=243653#p243653





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Re: Be featured in the next battle zone game!

2015-12-21 Thread AudioGames . net Forum — General Game Discussion : connor142 via Audiogames-reflector


  


Re: Be featured in the next battle zone game!

aaargh! this makes me just that more pished that I haven't up and baught a microphone yet and still use this crappy internal...

URL: http://forum.audiogames.net/viewtopic.php?pid=243659#p243659





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Re: Right to die and quality of life

2015-12-21 Thread AudioGames . net Forum — Off-topic room : wanderer via Audiogames-reflector


  


Re: Right to die and quality of life

I don't understand why whether or not animals intentionally kill themselves is relevant. I think condemning people for thinking of suicide and telling them they'd be selfish to do it is not only wrong, it displays a disgusting lack of understanding and empathy for what they're going through. As someone who has very nearly gone through with it twice, I can say from experience that being in that place is absolute hell, and would not wish it on anyone. It's really something that has to be experienced before it is truly understood, and it angers me to no end how people can so casually blow suicidal individuals off as selfish or cowardly. Sure, some people will make suicidal gestures to get attention, but in those cases they don't actually intend to die, so I consider it a different issue. Sorry for the rant, I'll shut up now.

URL: http://forum.audiogames.net/viewtopic.php?pid=243650#p243650





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Re: Bokurano daiboukenn questions and tips

2015-12-21 Thread AudioGames . net Forum — General Game Discussion : nuno69 via Audiogames-reflector


  


Re: Bokurano daiboukenn questions and tips

I love boku 1 too!

URL: http://forum.audiogames.net/viewtopic.php?pid=243652#p243652





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Re: Bokurano daiboukenn questions and tips

2015-12-21 Thread AudioGames . net Forum — General Game Discussion : nuno69 via Audiogames-reflector


  


Re: Bokurano daiboukenn questions and tips

I like this part.It's verry hallenging. But I wouldd like to see more conttrol over carla.

URL: http://forum.audiogames.net/viewtopic.php?pid=243660#p243660





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

2015-12-21 Thread AudioGames . net Forum — General Game Discussion : mojsior via Audiogames-reflector


  


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

If you can do the same think for me, send me your skype.

URL: http://forum.audiogames.net/viewtopic.php?pid=243654#p243654





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adventure at c

2015-12-21 Thread AudioGames . net Forum — General Game Discussion : lav andric via Audiogames-reflector


  


adventure at c

wat is the password at documents stage

URL: http://forum.audiogames.net/viewtopic.php?pid=243663#p243663





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problem with latest audioquake on windows 10

2015-12-21 Thread AudioGames . net Forum — General Game Discussion : mojsior via Audiogames-reflector


  


problem with latest audioquake on windows 10

Hi.I have tried to play a latest beta  of audioquake which is 2014 beta2, and sometimes or always sapi stops speaking.For example I am in the third map of tutorial and sapi doesnt speaks to me, what tto do, and also is silent when I am in the console and want to do somethink different.If this game is still in development it will be nice to fix that bug.Maybe some one knows how to resolve this problem

URL: http://forum.audiogames.net/viewtopic.php?pid=243656#p243656





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Re: Prometheus: The Eternal Wars

2015-12-21 Thread AudioGames . net Forum — New releases room : PrometheusMOO via Audiogames-reflector


  


Re: Prometheus: The Eternal Wars

It's generally not a good idea to report the same thing over and over again. We look through all reports and fix them as we can, and have seen yours too.

URL: http://forum.audiogames.net/viewtopic.php?pid=243648#p243648





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

2015-12-21 Thread AudioGames . net Forum — General Game Discussion : connor142 via Audiogames-reflector


  


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

yes, for me too please.

URL: http://forum.audiogames.net/viewtopic.php?pid=243658#p243658





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Re: basketball manager 2016 free for android

2015-12-21 Thread AudioGames . net Forum — New releases room : milos via Audiogames-reflector


  


Re: basketball manager 2016 free for android

Okay i today spend a lot of time playing this game and with golden sttate warriors i win a finall playoff match... game is more accesibility and i like to any who like sport basketball try this game and post or oppinion...

URL: http://forum.audiogames.net/viewtopic.php?pid=243668#p243668





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Re: Doomed

2015-12-21 Thread AudioGames . net Forum — New releases room : ultrocity_audio via Audiogames-reflector


  


Re: Doomed

Thanks. I've already started working on minigames for 1.1!

URL: http://forum.audiogames.net/viewtopic.php?pid=243687#p243687





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Ultrocity Audio Services

2015-12-21 Thread AudioGames . net Forum — Off-topic room : ultrocity_audio via Audiogames-reflector


  


Ultrocity Audio Services

Hi all,I'd like to introduce you to a new section of our website.Ever wanted your own IceCast2 server? Need a host for your game server/mud? We can help!Just head over to http://ultrocity-services.ddns.net/services for more info!

URL: http://forum.audiogames.net/viewtopic.php?pid=243686#p243686





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Re: Abandonware games

2015-12-21 Thread AudioGames . net Forum — General Game Discussion : RichYamamoto via Audiogames-reflector


  


Re: Abandonware games

Can someone post a link to the Super Mario Mod for Super Liam?

URL: http://forum.audiogames.net/viewtopic.php?pid=243664#p243664





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Re: Abandonware games

2015-12-21 Thread AudioGames . net Forum — General Game Discussion : RichYamamoto via Audiogames-reflector


  


Re: Abandonware games

Can someone post a link to the Super Mario Mod?

URL: http://forum.audiogames.net/viewtopic.php?pid=243664#p243664





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Re: Good dedicated servers/vps?

2015-12-21 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector


  


Re: Good dedicated servers/vps?

I don't know of any off hand, though I think i've run across a few in the past. I combed a few developer sites and came across an article recommending the VPS provider Digitial Ocean here, which is apparently used to host the TigSource forums. There's also this article on Kotaku which covers various hosting providers which you may find more useful.

URL: http://forum.audiogames.net/viewtopic.php?pid=243674#p243674





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Re: Bokurano Daibouken 3 : secondary topic

2015-12-21 Thread AudioGames . net Forum — New releases room : keyIsFull via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

I think you have to walk a bit in the new room and enemies will pop out at you, could be misremembering.

URL: http://forum.audiogames.net/viewtopic.php?pid=243673#p243673





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Re: Doomed

2015-12-21 Thread AudioGames . net Forum — New releases room : Niklas via Audiogames-reflector


  


Re: Doomed

Cool, keep up the great work.

URL: http://forum.audiogames.net/viewtopic.php?pid=243685#p243685





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

2015-12-21 Thread AudioGames . net Forum — General Game Discussion : animal metal via Audiogames-reflector


  


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

thank you, will add you manuel

URL: http://forum.audiogames.net/viewtopic.php?pid=243669#p243669





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Re: Abandonware games

2015-12-21 Thread AudioGames . net Forum — General Game Discussion : ultrocity_audio via Audiogames-reflector


  


Re: Abandonware games

Defender. The file was updated.

URL: http://forum.audiogames.net/viewtopic.php?pid=243679#p243679





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

2015-12-21 Thread AudioGames . net Forum — General Game Discussion : simba via Audiogames-reflector


  


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

Hi.I also send you a mail about two weeks ago, but also didnt get a rreply.If you want to contact me, my mail address ismoritz.grandj...@hotmail.comWould it be ok for you if I add you on skype?It would also work via mail, but I think that skype could be more effective and a lot easier, but that's just my point of view.Greetings Moritz.

URL: http://forum.audiogames.net/viewtopic.php?pid=243670#p243670





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Re: Good dedicated servers/vps?

2015-12-21 Thread AudioGames . net Forum — Developers room : sneak via Audiogames-reflector


  


Re: Good dedicated servers/vps?

250 a year isn't bad. If it's a game that everybody enjoys and something people show a genuine interest in I don't mind paying that much. I've optimized the code to require as little traffic as possible, but even so it's still quite a bit. I was only going to run it from my home server for initial testing since I had the extra machine, and to see how well it worked. I don't have t1 or anything, just 50 megs up and 50 down. I did the math, and for it to run without a hitch with it's current packet size and frequency of request, it'd have to be able to transmit at 11.3 kbps, and this is with around 25 peers connected, which is why I thought it would be enough to handle it.

URL: http://forum.audiogames.net/viewtopic.php?pid=243678#p243678





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Re: Swamp, zombie FPS by Aprone

2015-12-21 Thread AudioGames . net Forum — New releases room : Jeffb via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

Not yet. Or if it is I can't get on. I've gotten on and it said either surver full, or conection interupted. I'm going to guess that it's down.

URL: http://forum.audiogames.net/viewtopic.php?pid=243680#p243680





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Re: Right to die and quality of life

2015-12-21 Thread AudioGames . net Forum — Off-topic room : Theo via Audiogames-reflector


  


Re: Right to die and quality of life

No need to appoligise for a rant like that.Thank you for reminding me that I don't think we should use animal behavior as a basis for human morality.I, personally, don't think suicide is selfish, nor is it often cowardly, although I suppose there are some suicides that could be considered cowardly, like somebody who hangs themselves right before a court trial, or something like that. Generally, what I would say to a suicidal person is exactly what I believe: life is always worth living, even if it doesn't feel that way at the moment. I've been through two very dark times in my life. The first was after I lost my vision. Then, I held onto the idea that even though my physical condition might be permenant, my emotional condition didn't need to be. It took 3 very long years, but I eventually pulled myself out of that. My second incident was in my first year of university, in which I had no friends, was barely interested in what I was stud
 ying, and was failing courses. Again, I knew that even though my life was horrible then, it was still worth living, and I was going to push through that struggle while learning as much about myself as possible.

URL: http://forum.audiogames.net/viewtopic.php?pid=243684#p243684





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

2015-12-21 Thread AudioGames . net Forum — General Game Discussion : manuelcortez via Audiogames-reflector


  


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

My skype username is like my twitter name, manuelcortez00. Anyways I'll try to reply the emails I have.

URL: http://forum.audiogames.net/viewtopic.php?pid=243667#p243667





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Re: Bokurano Daibouken 3 : secondary topic

2015-12-21 Thread AudioGames . net Forum — New releases room : threeblacknoises via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

Just in case I can't figure this out...In stage 23-1, I go to the previously locked door, and all that's in their is the door I came in from. have keys A through G, I just got key J, and I'll be trying that out.If that's not what I need to do, could someone please post here?Later!

URL: http://forum.audiogames.net/viewtopic.php?pid=243671#p243671





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Re: This isn't for attention

2015-12-21 Thread AudioGames . net Forum — Off-topic room : ghost rider via Audiogames-reflector


  


Re: This isn't for attention

I lie here fighting the uncontrollable urge to cry... I'd give anything to hold my love right now. Nothing sexual, just lie here and hold her and never let go... If only I could look into her eyes... I... I can't live without her. I've tried and it doesn't work or last...

URL: http://forum.audiogames.net/viewtopic.php?pid=243676#p243676





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Re: Swamp, zombie FPS by Aprone

2015-12-21 Thread AudioGames . net Forum — New releases room : sitaa via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

is server online now?

URL: http://forum.audiogames.net/viewtopic.php?pid=243677#p243677





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Re: Braillemon status update!

2015-12-21 Thread AudioGames . net Forum — New releases room : Jeffb via Audiogames-reflector


  


Re: Braillemon status update!

I'm just glad we can play a verssion of it! Fingers crossed for an update.

URL: http://forum.audiogames.net/viewtopic.php?pid=243681#p243681





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Re: Swamp, zombie FPS by Aprone

2015-12-21 Thread AudioGames . net Forum — New releases room : Jeffb via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

It's up, but it's very very laggy. Like it freezes a lot. So you'll be running and then it freezes for a bit then lets you go again and so on.

URL: http://forum.audiogames.net/viewtopic.php?pid=243683#p243683





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Good dedicated servers/vps?

2015-12-21 Thread AudioGames . net Forum — Developers room : sneak via Audiogames-reflector


  


Good dedicated servers/vps?

So, I have run into a bit of a problem.I was intending to run my game using an old computer I was given. It has a cracked screen, and the people who owned it had no use for it. I got a portable version of NVDA on their, and I can use it, but I can't do a full install which is what I need in order to access the log in dialogue in order to switch users to an administrative one. I need to do this in order to assign a static IP, and adjust the firewall to allow my game to access the net. Now my next option is to find a dedicated server or VPS to host it. I don't know much about them, and my short bout of googling has left me rather warey of them all. I'm unsure of which ones are good, and which ones are bad. If any of you can provide me with some companies that are good then please post here. Thanks. Alternatively, if you have any ideas on how I can get an administrative account loaded on my computer, that would do just as well.The computer doesn'
 t have an HDMI port so I can't have sighted help doing it.

URL: http://forum.audiogames.net/viewtopic.php?pid=243665#p243665





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Re: Braillemon status update!

2015-12-21 Thread AudioGames . net Forum — New releases room : flame_elchemist via Audiogames-reflector


  


Re: Braillemon status update!

wish we could chues  if we could play red or blue. wish we could do yellow too.

URL: http://forum.audiogames.net/viewtopic.php?pid=243666#p243666





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Re: Some thoughts

2015-12-21 Thread AudioGames . net Forum — Off-topic room : ultrocity_audio via Audiogames-reflector


  


Re: Some thoughts

Steve, you're right.Sid, go tohttp://ultrocity-services.ddns.netfor my games. An yes they are finished.

URL: http://forum.audiogames.net/viewtopic.php?pid=243682#p243682





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a Guide to Writing RPG's with Inform 7

2015-12-21 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 

Getting Started WITH DMNB 2

2015-12-21 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 

Adventure at C: Stage Builder Manual

2015-12-21 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 

The builder's guide to building starships

2015-12-21 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 

The builder's guide to building starships

2015-12-21 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

2015-12-21 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 

Getting Started WITH DMNB 2

2015-12-21 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 

a Guide to Writing RPG's with Inform 7

2015-12-21 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

2015-12-21 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 

A guide to planet cracking on death match a new beginning

2015-12-21 Thread AudioGames . net Forum — Articles Room :


  


A guide to planet cracking on death match a new beginning



URL: http://forum.audiogames.net/viewtopic.php?pid=211233#p211233





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Adventure at C: Stage Builder Manual

2015-12-21 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 

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

2015-12-21 Thread AudioGames . net Forum — General Game Discussion : manuelcortez via Audiogames-reflector


  


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

No problem, You can add me. The spam controls in my email are strange.

URL: http://forum.audiogames.net/viewtopic.php?pid=243672#p243672





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Re: Good dedicated servers/vps?

2015-12-21 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Good dedicated servers/vps?

Okay so, against my better judgement I'm going to try to head this off.  I doubt that me bothering to say anything is going to matter, but I am at least going to be able to say that I tried.Anything good capable of running Windows will almost certainly be $30/month and up.  Using your home internet to host a game will almost certainly be beyond laggy.  Using Windows as your host, if it's not your computer, becomes a constant battle between Windows Remote Desktop and NVDA Remote, with sighted help required as soon as you do even one tiny thing wrong.  I amazed all my friends by managing to get it for $12/month, but the $12/month Windows options don't include things like backups or enough ram to do anything interesting (keep in mind that Windows uses a *lot*).  The inexpensive options will also have horrible file I/O speeds, horrible network connections, etc.  Windows licenses are expensive, the companies that offer them cheaply hav
 e to cut a ton of corners to do it.People tend to hate me for pointing out major BGT shortcomings, but if you really, really want to make an online game, you're really going to want to write your server in something that can run on Linux.  You can get very good Linux options for $10/month.  Of course at this point you probably want to do the whole game in whatever language you pick.  Doing something in two languages gets kind of sucky pretty quick.  Almost anything at all that's not BGT or VB6 is fine for this purpose, though if you chose to use BGT for the client then you're going to want something that can talk to Enet (unless BGT has TCP sockets, but I don't think it does).If you do this from your home internet, you need to find out if you have a static external IP as well. This usually costs extra, and you'll have to ask your ISP or someone with the paperwork.  If you don't, then you also need to get dynamic DNS 
 going, and that has a whole slew of other problems.If you are going to do an online game, please, please, please do it right.  Everyone here keeps making the same mistakes and having the same problems, and you've just set yourself well on the road to being in the same place as everyone else.  I suppose it's possible that you have extenuating circumstances that make it better, for example a T1 internet connection or something, but that's unlikely.If you do this on Linux, you can get to around $130/year to $150/year to do it properly.  Wait for black Friday or something and you can go lower.  If you do this on Windows, you're looking at $250/year minimum.  If you do this on Windows via residential internet, you're looking at everyone avoiding you because of lag and downtime.  Your choice, but if you're telling yourself that you'll just fix it all later or rewrite the server or something, that almost never hap
 pens.

URL: http://forum.audiogames.net/viewtopic.php?pid=243675#p243675





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Re: simulators and games archive

2015-12-21 Thread AudioGames . net Forum — General Game Discussion : prajwal via Audiogames-reflector


  


Re: simulators and games archive

hey all i found com audio but i installed it this games giving me same error after installing  com audio

URL: http://forum.audiogames.net/viewtopic.php?pid=243596#p243596





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Re: Survive the Wild!

2015-12-21 Thread AudioGames . net Forum — New releases room : lori21 via Audiogames-reflector


  


Re: Survive the Wild!

Hi Sam, something I just noticed.  When I sleep, I still get messages about seeing the dawn coming when it's day, and seeing the sun setting at night, which doesn't really make sense when I'm sleeping and my eyes are closed.  How about changing it to you feel the tempriture drop as the light begins to fade, and you feel the sun begin to warm you as it rises?  Also just to say I love what you've done with fading night sounds into day at the same time as you get that message about the birds taking the place of the bugs.  Speaking of bugs btw, perhaps you could make it so we can catch and eat them, grose I know, but it'd be realistic to swat the odd pesky fly lol.  Maybe even have stinging beetles or cockroatches or even spiders.    I'm really impressed with this version.  Oh and while I remember, does anyone know what
  the game logo is saying on start up?  I think it's something like, the place for your pc...  Then I'm not sure as the other cool sounds droun out Sam's voice.  Great logo though!  

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Re: Anyone interested in Bokurano daibouken 3 walkthrough/playthrough?

2015-12-21 Thread AudioGames . net Forum — General Game Discussion : nuno69 via Audiogames-reflector


  


Re: Anyone interested in Bokurano daibouken 3 walkthrough/playthrough?

I started making a text walkthrough. Link to it is placed on audio walkthrough page. And, can I setup a donation button or this is illegal?

URL: http://forum.audiogames.net/viewtopic.php?pid=243598#p243598





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Re: Finally a solution for Instant translate

2015-12-21 Thread AudioGames . net Forum — Off-topic room : turtlepower17 via Audiogames-reflector


  


Re: Finally a solution for Instant translate

Yeah, for now I use QTranslate, but I find it clunky and I don't like the double control key shortcut. It activates itself after you press control to mute your screen reader's speech. Not cool. Although the built-in TTS can be rather amusing. I also can't figure out if it can translate text from the clipboard. I hope Instant Translate can be fixed soon, as I find its structure to be a lot more intuitive.

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Re: Bokurano daiboukenn questions and tips

2015-12-21 Thread AudioGames . net Forum — General Game Discussion : dd via Audiogames-reflector


  


Re: Bokurano daiboukenn questions and tips

are you kidding? I loved bokubou 1... imo over all it was actually the most challenging one, because you couldn't just level up defense until you couldn't be damaged

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Re: Right to die and quality of life

2015-12-21 Thread AudioGames . net Forum — Off-topic room : Theo via Audiogames-reflector


  


Re: Right to die and quality of life

That animal suicide page doesn't mention actual suicide, just behaviors that are akin to suicide. It should be noted that every behavior listed there that results in the death of the actor also results in protection or preservation of peers or children, so that page should rather be called animal self-sacrifice.

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Re: Anyone interested in Bokurano daibouken 3 walkthrough/playthrough?

2015-12-21 Thread AudioGames . net Forum — General Game Discussion : nuno69 via Audiogames-reflector


  


Re: Anyone interested in Bokurano daibouken 3 walkthrough/playthrough?

Next episode uploaded

URL: http://forum.audiogames.net/viewtopic.php?pid=243613#p243613





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Re: simulators and games archive

2015-12-21 Thread AudioGames . net Forum — General Game Discussion : sid512 via Audiogames-reflector


  


Re: simulators and games archive

hi,the above gguy sounds like half human half spam and half of something else...coming on topic, I do have that abandonware games archive, simulaters and games but can't find auto it within the same folder.how about a link or 2 anyways, I remember coming across a game called train sim, also known by a file called train.rar stretching over some 55 megs. with stations and precise stops, closing opening doors a couple different tracks etc.I seem to have deleted that one goodness knows when, any clue where to find the thingregards

URL: http://forum.audiogames.net/viewtopic.php?pid=243621#p243621





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Re: Nike Quick Rewrite Period Trial

2015-12-21 Thread AudioGames . net Forum — New releases room : jesseleivo via Audiogames-reflector


  


Re: Nike Quick Rewrite Period Trial

isn't the offtopic room a place for this?

URL: http://forum.audiogames.net/viewtopic.php?pid=243594#p243594





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

2015-12-21 Thread AudioGames . net Forum — General Game Discussion : prajwal via Audiogames-reflector


  


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

i mean dlc content can bye v  a  indian roopy

URL: http://forum.audiogames.net/viewtopic.php?pid=243595#p243595





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Re: quentin c's gameroom , another unfair situation

2015-12-21 Thread AudioGames . net Forum — General Game Discussion : nidza07 via Audiogames-reflector


  


Re: quentin c's gameroom , another unfair situation

@SLJ true , another thing i forgot to mention is that on that table me and my friend had about 13 people , and everyone understood and was speaking our language , and what happened? Only we got banned. So i believe this was a mistake and i truly hope that i will get another chance

URL: http://forum.audiogames.net/viewtopic.php?pid=243600#p243600





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Re: Nike black-jack shoe that has been

2015-12-21 Thread AudioGames . net Forum — New releases room : FabiG94 via Audiogames-reflector


  


Re: Nike black-jack shoe that has been

other spam.

URL: http://forum.audiogames.net/viewtopic.php?pid=243617#p243617





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Re: How to implement quest systeem in my ROM instance?

2015-12-21 Thread AudioGames . net Forum — Developers room : nuno69 via Audiogames-reflector


  


Re: How to implement quest systeem in my ROM instance?

ROM 2.4 b

URL: http://forum.audiogames.net/viewtopic.php?pid=243618#p243618





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Re: quentin c's gameroom , another unfair situation

2015-12-21 Thread AudioGames . net Forum — General Game Discussion : sid512 via Audiogames-reflector


  


Re: quentin c's gameroom , another unfair situation

hi,I'd suggest you better forget all about it and move on, surely there would be better things that you could possibly do in your life instead of wasting your time on that crazy playroom thingy.I ain't lashing out on games and such, they are to some extent worth enjoying up to a particular period but not for long.in other words, to maintain a town you need a degree of control and of course a bit of policing as well. imagine a place almost without any law enforcement at all, then for certain the bad guys tend to get worse... and mess is bound to turn into chaos. that's why I don't go there much these days.however, you should be glad that there are other alternative for the games which playroom seems to offer.p.s. just let me know if the above sounds off the edge and i'll make necessary changes.regards

URL: http://forum.audiogames.net/viewtopic.php?pid=243619#p243619





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Re: new releases room being shooely spammed?

2015-12-21 Thread AudioGames . net Forum — Off-topic room : sid512 via Audiogames-reflector


  


Re: new releases room being shooely spammed?

hi,for one thing, you sound a bit like spam yourself. sorry if this is not the case and some out of context words are there because of your reduced level of acquaintance with English language.on another note, mods aren't there for sponsoring spam themselves I believe and posting such a thread may not make the spam deletion process any faster. the rooms are visible to the public, so a guest would also be able to notice the spamjust like you.regards

URL: http://forum.audiogames.net/viewtopic.php?pid=243620#p243620





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Re: Some thoughts

2015-12-21 Thread AudioGames . net Forum — Off-topic room : sid512 via Audiogames-reflector


  


Re: Some thoughts

hi,I agree with a few things people have said here, from what I've seen at least a couple years ago from now... I believe you were not someone who had a chance of absorbing any bad reputation at that time. in fact, I remember one of game recordings dropbox folder, though kind of old but called masons game recordings and stuff. I think I have a copy of that folder somewhere deep, but judging by your playthroughs and stuff you didn't sound like a guy with a poor reputation.good luck on your journey ahead, although I haven't heard much but might I ask which games have you developed so far and where they could be found. and another question... are they really games. in a sense of something worth enjoying that is.the reason I asked is because there may be many projects lying around which are announced but not complete. and I think the level of excitement among the people regarding such projects keeps diminishing as there is no regular updates sometimes
 . and so on. also worth noting that the more sudden and unexpected a release the more surprised and curtius the responses may sound like.well, enough rant. take careregards

URL: http://forum.audiogames.net/viewtopic.php?pid=243622#p243622





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Re: Nike Quick Rewrite Period Trial

2015-12-21 Thread AudioGames . net Forum — New releases room : FabiG94 via Audiogames-reflector


  


Re: Nike Quick Rewrite Period Trial

these is spam.

URL: http://forum.audiogames.net/viewtopic.php?pid=243614#p243614





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Re: with gunmetal so they can

2015-12-21 Thread AudioGames . net Forum — New releases room : FabiG94 via Audiogames-reflector


  


Re: with gunmetal so they can

these is spam.

URL: http://forum.audiogames.net/viewtopic.php?pid=243616#p243616





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Re: thomas sabo 2015 neue anhänger

2015-12-21 Thread AudioGames . net Forum — New releases room : FabiG94 via Audiogames-reflector


  


Re: thomas sabo 2015 neue anhänger

these is spam.

URL: http://forum.audiogames.net/viewtopic.php?pid=243615#p243615





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Re: Some thoughts

2015-12-21 Thread AudioGames . net Forum — Off-topic room : sid512 via Audiogames-reflector


  


Re: Some thoughts

hi,I agree with a few things people have said here, from what I've seen at least a couple years ago from now... I believe you were not someone who had a chance of absorbing any bad reputation at that time. in fact, I remember one of game recordings dropbox folder, though kind of old but called masons game recordings and stuff. I think I have a copy of that folder somewhere deep, but judging by your playthroughs and stuff you didn't sound like a guy with a poor reputation.good luck on your journey ahead, although I haven't heard much but might I ask which games have you developed so far and where they could be found. and another question... are they really games. in a sense of something worth enjoying that is.the reason I asked is because there may be many projects lying around which are announced but not complete. and I think the level of excitement among the people regarding such projects keeps diminishing as there is no regular updates sometimes
 . and so on. also worth noting that the more sudden and unexpected a release the more surprised and curtious the responses may sound like.well, enough rant. take careregards

URL: http://forum.audiogames.net/viewtopic.php?pid=243622#p243622





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Re: Finally a solution for Instant translate

2015-12-21 Thread AudioGames . net Forum — Off-topic room : ambro86 via Audiogames-reflector


  


Re: Finally a solution for Instant translate

Yes, I'm using QTranslate too, and in normal use is good. But I can't use it with games because the keystroke that I use for QTranslate make actions in the game. For example I've tried it with Shadow Line, and some times translates, but not Always. Have you managed to use QTranslate with games?

URL: http://forum.audiogames.net/viewtopic.php?pid=243693#p243693





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Re: Castaways, roleplaying strategy game, by Aprone

2015-12-21 Thread AudioGames . net Forum — New releases room : Mirage via Audiogames-reflector


  


Re: Castaways, roleplaying strategy game, by Aprone

Can anybody tell me how to change character names in game?I did this a lot the last time I played, and it seemed like there was a simple command, F2, or shift F2, or something like that, and then you could edit the character name.But I cannot remember it to save my life!

URL: http://forum.audiogames.net/viewtopic.php?pid=243702#p243702





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Re: what happened with the games of 'Malinch Entertainment'?

2015-12-21 Thread AudioGames . net Forum — General Game Discussion : jaybird via Audiogames-reflector


  


Re: what happened with the games of 'Malinch Entertainment'?

I don't know where the games are now or their status, but I do know that Asteca was a game you would receive for free if you expressed interest and joined their Email list. As far as I know their other games were commercial. Again as far as I know, all were standard Z-code story files which can be played using any Z-code interpreter supporting V5. These games were considered by the interactive fiction community to be of substandard quality as compared to the good games being released for free by members of that community.

URL: http://forum.audiogames.net/viewtopic.php?pid=243709#p243709





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Re: basketball manager 2016 free for android

2015-12-21 Thread AudioGames . net Forum — New releases room : Orin via Audiogames-reflector


  


Re: basketball manager 2016 free for android

Interesting. Googling this game, I only get stuff referencing this post on this very forum and The Mail archive on this topic. Why can't I find the game itself? Surely a Play Store link would have come up.

URL: http://forum.audiogames.net/viewtopic.php?pid=243691#p243691





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Re: Right to die and quality of life

2015-12-21 Thread AudioGames . net Forum — Off-topic room : turtlepower17 via Audiogames-reflector


  


Re: Right to die and quality of life

I think that the only reason animal suicide came up is because Thunderfist rather ignorantly, in my opinion, drew a comparison between depressed humans and animals. If I didn't respect this forum and the way it's run, I would have quite a few choice words for him.the only other reason I'm furiously grinding my teeth rather than saying what I think, is that clearly there are some significant cultural differences here. I don't think that anyone in the western world would believe that marriage boosts morale by default, for example, nor that it is the only way to advance the human race. That implication is...sickening, to say the least, on way too many levels to even begin to tackel, even if I wanted to.

URL: http://forum.audiogames.net/viewtopic.php?pid=243692#p243692





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Re: Abandonware games

2015-12-21 Thread AudioGames . net Forum — General Game Discussion : ultrocity_audio via Audiogames-reflector


  


Re: Abandonware games

No, sorry.

URL: http://forum.audiogames.net/viewtopic.php?pid=243698#p243698





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Re: NVDA friendly irc clients?

2015-12-21 Thread AudioGames . net Forum — Off-topic room : blindndangerous via Audiogames-reflector


  


Re: NVDA friendly irc clients?

Regular mirc.  Works with nvda.  If you want speech for other windows, or for when you're in a another window, go install tirc and set it up.

URL: http://forum.audiogames.net/viewtopic.php?pid=243699#p243699





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Re: Swamp, zombie FPS by Aprone

2015-12-21 Thread AudioGames . net Forum — New releases room : chris88 via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

Hi guys,I believe it's his internet!I hope it will be fixed soon!

URL: http://forum.audiogames.net/viewtopic.php?pid=243701#p243701





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Re: gray lady in text format

2015-12-21 Thread AudioGames . net Forum — General Game Discussion : momo7807 via Audiogames-reflector


  


Re: gray lady in text format

Hihere's an absolute solution.Since I played with her for about 5 minutes before killing her, I perfectly know about her. Even I played with her for quite some time, I survived. And I'm a bow master! Lol lol lol!Anyway, here goes,Start the gray lady level. You are standing at the first square and she will come from the right. At this point you need to reload your arrows quickly. Your bow can hold 5 arrows.Next, jump over her and pass her. Get some distance from her, face her by pressing left arrow, and shoot her as fast as you can. When she come closer to you, shoot the last arrow, and jump. You can't shoot arrows while moving, but you can jump while your arrow is flying, I mean, just jump, not move. While you are in the air, She can't kill you even the distance is 0.00. Repeat this and you will beat her. Get some distance from her, face her, shoot one arrow, shoot another arrow then jump while it is flying, jump again and 
 pass over her. She should die in 12 arrow shots.

URL: http://forum.audiogames.net/viewtopic.php?pid=243690#p243690





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Re: Abandonware games

2015-12-21 Thread AudioGames . net Forum — General Game Discussion : RichYamamoto via Audiogames-reflector


  


Re: Abandonware games

@ultrocity audio:Can you put your basketball game on your abandonware website please? Thanks.

URL: http://forum.audiogames.net/viewtopic.php?pid=243694#p243694





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Re: Abandonware games

2015-12-21 Thread AudioGames . net Forum — General Game Discussion : RichYamamoto via Audiogames-reflector


  


Re: Abandonware games

Ok

URL: http://forum.audiogames.net/viewtopic.php?pid=243700#p243700





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what happened with the games of 'Malinch Entertainment'?

2015-12-21 Thread AudioGames . net Forum — General Game Discussion : FabiG94 via Audiogames-reflector


  


what happened with the games of 'Malinch Entertainment'?

Hello allI read about games by this developer in the game list of audiogames.netazteca, the Pentari series, The First Mile etc.the website and all download links are down.someone have these games?and what happened with these games?greetings and thanks.

URL: http://forum.audiogames.net/viewtopic.php?pid=243705#p243705





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Re: Abandonware games

2015-12-21 Thread AudioGames . net Forum — General Game Discussion : RichYamamoto via Audiogames-reflector


  


Re: Abandonware games

Oh, oops. Sorry. Do you have the super Mario Mod for Super Liam?

URL: http://forum.audiogames.net/viewtopic.php?pid=243697#p243697





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Re: The fires of the Revina - a new RPG from the creators of Elten app!

2015-12-21 Thread AudioGames . net Forum — General Game Discussion : hanif via Audiogames-reflector


  


Re: The fires of the Revina - a new RPG from the creators of Elten app!

so this thing will be similar to a mainstream RPGS like the witcher 3? and the requirements is too big, I think I can't play this game when it's out, but I hope that the price will be high enough

URL: http://forum.audiogames.net/viewtopic.php?pid=243703#p243703





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Re: Scrolling Battles Pro

2015-12-21 Thread AudioGames . net Forum — New releases room : Xoren via Audiogames-reflector


  


Re: Scrolling Battles Pro

Crashmaster, you must be seriously misinformed to assume that at any point Swamp would've used your voice in any capacity without your consent. If it was for a player voice, I'd like to know how you thought I used your voice without your consent? That was a completely voluntary entry method -- if your voice was in Swamp, it was because you sent it to me for inclusion in Swamp. Ergo, you gave me the rights to use your voice for that game. There was no attempt to deceive on the voice submission page, and I think I even mentioned something along the lines of guaranteeing the voice would not be used or released in any other form, and they haven't been, at least not by me.Now if you mean for the older pain grunts, those used before Swamp accepted player voices, then you must be a very proficient vocal artist who performed on the SFX libraries from which I took the pain grunts. In which case, what's your resume, and can I hire you for some other projects?

URL: http://forum.audiogames.net/viewtopic.php?pid=243707#p243707





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Re: Scrolling Battles Pro

2015-12-21 Thread AudioGames . net Forum — New releases room : Xoren via Audiogames-reflector


  


Re: Scrolling Battles Pro

Crashmaster, you must be seriously misinformed to assume that at any point Swamp would've used your voice in any capacity without your consent. If it was for a player voice, I'd like to know how you thought I used your voice without your consent? That was a completely voluntary entry method -- if your voice was in Swamp, it was because you sent it to me for inclusion in Swamp. Ergo, you gave me the rights to use your voice for that game. There was no attempt to deceive on the voice submission page, and I think I even mentioned something along the lines of guaranteeing the voice would not be used or released in any other form, and they haven't been, at least not by me.Now if you mean for the older pain grunts, those used before Swamp accepted player voices, then you must be a very proficient vocal artist who performed on the SFX libraries from which I took the pain grunts. In which case, what's your port folio, and can I hire you for some other projects?<
 /p>

URL: http://forum.audiogames.net/viewtopic.php?pid=243707#p243707





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Re: Finally a solution for Instant translate

2015-12-21 Thread AudioGames . net Forum — Off-topic room : ambro86 via Audiogames-reflector


  


Re: Finally a solution for Instant translate

And I think we have to work with QTranslate for a long period. This is a message from Joseph Lee, posted in Nvda Addons List:Hi all, Due to Google forbidding the service the add-on writers were using, Instant Translate add-on will not work. Because of this, until further notice, please uninstall this add-on, and this add-on will be pulled from the stable add-ons section of our add-ons website. Thank you. Cheers, Joseph

URL: http://forum.audiogames.net/viewtopic.php?pid=243708#p243708





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Re: Braillemon status update!

2015-12-21 Thread AudioGames . net Forum — New releases room : daigonite via Audiogames-reflector


  


Re: Braillemon status update!

Online won't be in the current update.I need to push it back a bit because of some serious issues that recently cropped up. I'll let you guys know when a release is ready. The game is done it's just currently in testing mode and trying to catch the bugs.

URL: http://forum.audiogames.net/viewtopic.php?pid=243688#p243688





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Re: Abandonware games

2015-12-21 Thread AudioGames . net Forum — General Game Discussion : ultrocity_audio via Audiogames-reflector


  


Re: Abandonware games

Hi,No, sorry, I won't because that isn't officially abandoned.

URL: http://forum.audiogames.net/viewtopic.php?pid=243696#p243696





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Re: Bokurano daiboukenn questions and tips

2015-12-21 Thread AudioGames . net Forum — General Game Discussion : Orin via Audiogames-reflector


  


Re: Bokurano daiboukenn questions and tips

Anyone got some strategies for 11-4?I figured I'd let Carla deal with the launcher while I killed the enemies it generates. Works for some people, though one to two needles get Carla and she's dead.I saw the post earlier about shooting it up close. Should I use the Needle launcher for this or one of the guns? Carla is usually there fighting the launcher, so me, Needle launcher and Carla two or so squares away is bad. But, the Needle Launcher does the most damage, long sword is crap against desks now for some reason, even though my attack is pretty high.

URL: http://forum.audiogames.net/viewtopic.php?pid=243695#p243695





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Re: Accessible Windows Image restore?

2015-12-21 Thread AudioGames . net Forum — Off-topic room : jaybird via Audiogames-reflector


  


Re: Accessible Windows Image restore?

Okay, so you tell it to restore at the next reboot. That's all fine and good, but I assume you do this from within Windows. What if your system has become unbootable or unusable, the HD has failed entirely, etc? This is a problem someone needs to solve.

URL: http://forum.audiogames.net/viewtopic.php?pid=243710#p243710





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

2015-12-21 Thread AudioGames . net Forum — General Game Discussion : SLJ via Audiogames-reflector


  


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

Hi Manuel.You are awesome! Thank you. 

URL: http://forum.audiogames.net/viewtopic.php?pid=243711#p243711





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

2015-12-21 Thread AudioGames . net Forum — New releases room : ogomez92 via Audiogames-reflector


  


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

Hi Sneak,I didn't know you made a version of this game. I have been wanting to make a version of that game for ages, and I based it off the spanish handheld game called giro zac, which is apparently the same as brain warp judging by the youtube videos i have been watching about it.The geometry system you are using is a bit different to mine. Anyway I am using a class for it based on case/switch, I don't use all these variables you are using like top etc they seem a bit confusing. Anyway since everyone is playing it now I don't know if I want to change the geometry.

URL: http://forum.audiogames.net/viewtopic.php?pid=243712#p243712





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new releases room being shooely spammed?

2015-12-21 Thread AudioGames . net Forum — Off-topic room : the terminator via Audiogames-reflector


  


new releases room being shooely spammed?

introductionyo. I've seen the new releases room, some guy called quise or something like that, a spambot in my opinion is sticking junk posts all over the new releases. Well we most of the times go there to find new nice games and stuff. But, I was damned surprised when I saw this, especially cause there barely is a modd over here. I would like to chat with say dark, frendly, before that guy gets on something.hope the html damned thing works he. It's all I gotta say, hope cards get involved in the business.

URL: http://forum.audiogames.net/viewtopic.php?pid=243602#p243602





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

2015-12-21 Thread AudioGames . net Forum — General Game Discussion : connor142 via Audiogames-reflector


  


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

well yes, I also sent an email to the address you spessefied, but never got a repply.

URL: http://forum.audiogames.net/viewtopic.php?pid=243603#p243603





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Re: Anyone interested in Bokurano daibouken 3 walkthrough/playthrough?

2015-12-21 Thread AudioGames . net Forum — General Game Discussion : nuno69 via Audiogames-reflector


  


Re: Anyone interested in Bokurano daibouken 3 walkthrough/playthrough?

OK, thanks. You are right. I won't setup this thing. .

URL: http://forum.audiogames.net/viewtopic.php?pid=243605#p243605





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Re: Survive the Wild!

2015-12-21 Thread AudioGames . net Forum — New releases room : luciana . lu3a via Audiogames-reflector


  


Re: Survive the Wild!

Hello.I never had this problem with bottels or any other item what lori is talking about, but a cause of this problem could be eg capslog on, or, an other keybord, not sure though.  And, I'd like to say something here about the night ambians... I think in the mountain or, in the ocean,  crickets shouldn't be, right? :? So, if we don't hear them in the diner or general store, I think it's possible, to do and for the mountain / ocean.Thanks, have a nice day.

URL: http://forum.audiogames.net/viewtopic.php?pid=243599#p243599





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