Re: The Arcane Duels - Playable Demo

2020-12-02 Thread AudioGames . net Forum — General Game Discussion : arceus via Audiogames-reflector


  


Re: The Arcane Duels - Playable Demo

hey there, Aaronlp. I didn't had time to play the demo at the fullest yet, but I  spent 3 minutes in a school break to see how things were going. I was a little bit confused since the only minigame I could try was the air training one. how can I know when i'm staying in the target practice area? I was pressing space constantly, yet i got a 0 score at the end of the minigame, and never pressed space when the gusts of wind were around.can you explain it in a little more detail, please?

URL: https://forum.audiogames.net/post/594963/#p594963




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Re: Kenshira Plays: Audio playthroughs and demos of mainstream games

2020-12-02 Thread AudioGames . net Forum — General Game Discussion : Gamulation via Audiogames-reflector


  


Re: Kenshira Plays: Audio playthroughs and demos  of mainstream games

could you show off a pokemon game? Gen 7 maybie?Or Dragon Ball FighterZ

URL: https://forum.audiogames.net/post/594962/#p594962




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Re: Say the Spire, a Slay the Spire Accessibility Mod

2020-12-02 Thread AudioGames . net Forum — New releases room : gamer95440 via Audiogames-reflector


  


Re: Say the Spire, a Slay the Spire Accessibility Mod

So, this bug happen when I use the stick right, I have the impression that it's when a skill is used (the skill wich hallow to poison wich attacks) (sory for my bad English).

URL: https://forum.audiogames.net/post/594961/#p594961




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Grand Theft Auto Cheats.

2020-12-02 Thread AudioGames . net Forum — General Game Discussion : star fire via Audiogames-reflector


  


Grand Theft Auto Cheats.

Hello.So, I know using cheats ruin the gameplay, but hey, it is fun when we use it in games which are not really accessible to us.I created a topic for the same in Articles Room.I am posting it here because first, much of the people don't check the articles room, and here we can talk about it.

URL: https://forum.audiogames.net/post/594960/#p594960




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : Karlitos via Audiogames-reflector


  


Re: Designing an Audio FPS

Also add a jamming sistem if you try to shoot to fast when reloading and some melee weapons like machete.

URL: https://forum.audiogames.net/post/594959/#p594959




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Grand Theft Auto San Andreas Cheat Codes

2020-12-02 Thread AudioGames . net Forum — Articles Room : star fire via Audiogames-reflector


  


Grand Theft Auto San Andreas Cheat Codes

Hello and welcome to the topic. So I will be pasting the cheat codes I found for the GTA, one can use them after they have completed the missions, but wait, most  of these are usable from the start.So here we go. The cheats are in capital letters. Adrenaline  Mode    MUNASEF Aggressive Drivers    YLTEICZAll Cars Explode    allcarsgoboomAll Cars Have Nitro    COXEFGUAll green lights    ZEIIVGAlways Midnight    XJVSNAJBeach Party    CIKGCGXBlack Traffic    PAINTITBLACKBlack traffic    IOWDLACBlow Up All Cars    CPKTNWTBoats fly    AFSNMSMWCars Float Away When Hit    BSXSGGCCars Fly    RIPAZHAClear Wanted Level    ASNAEBCountry Vehicles and Peds, Get Born 2 Truck Outfit    BMTPWHRElvis is Everywhere    ASBHGRBEveryone is armed    FOOOXFTFaster Clock    YSOHNULFaster Gameplay    PPGWJHTFat    BTCDBCBFoggy Weather    CFVFGMJFull Weapon Aiming While Driving    OUIQDMWFunhouse Theme    PRIEBJGang Members Everywhere    MROEMZHGangs Control the Streets    MROEMZHHave a bounty on your head    BAGOWPGHave Jetpack    YECGAAHave Parachute    AIYPWZQPHealth, Armor, $250k    HESOYAMHitman In All Weapon Stats    NCSGDAGHuge Bunny Hop    JHJOECWIncrease Wanted Level Two Stars    OSRBLHHInfinite Ammo, No Reload    WANRLTWInfinite Health, except for explosions and falls    CAINEMVHZCInfinite Oxygen    CVWKXAMInvisible car    XICWMDLarge Health Boost    BAGUVIXMax Muscle    JYSDSODMax Respect    OGXSDAGMax Sex Appeal    EHIBXQSMega Jump    LFGMHALMega Punch    IAVENJQNever Get Hungry    AEDUWNVNever Wanted    AEZAKMINever Wanted    IFIRSTDOZNinja Theme    AFPHULTLOrange Sky 21:00    OFVIACOvercast Weather    ALNSFMZOPeds Attack Each Other, Get Golf Club    AJLOJYQYPeds Attack You With Weapons, Rocket Launcher    BGLUAWMLPerfect Handling    PGGOMOYPink traffic    LLQPFBNRainy Weather    AUIFRVQSRecruit Anyone (9mm)    SJMAHPERecruit Anyone (Rockets)    ZSOXFSQReduced Traffic    THGLOJRiot Mode    IOJUFZNSandstorm    CWJXUOCSix Star Wanted Level    LJSPQKSkinny    KVGYZQKSlower Gameplay    LIYOAAYSlut Magnet    BEKKNQVSmash n' Boom    JCNRUADSpawn Bloodring Banger    CQZIJMBSpawn Caddy    RZHSUEWSpawn Dozer    EEGCYXTSpawn Hunter    OHDUDESpawn Hydra    JUMPJETSpawn Monster    AGBDLCIDSpawn Quad    AKJJYGLCSpawn Racecar    VPJTQWVSpawn Racecar    PDNEJOHSpawn Rancher    JQNTDMHSpawn Rhino    AIWPRTONSpawn Romero    AQTBCODXSpawn Stretch    KRIJEBRSpawn Stunt Plane    URKQSRKSpawn Tanker Truck    AMOMHRERSpawn Trashmaster    UBHYZHQSpawn Vortex Hovercraft    KGGGDKPSuicide    SZCMAWOSunny Weather    AFZLLQLLTaxis Have Nitrous, L3 Bunny Hop    VKYPQCFThunderstorm    MGHXYRMTraffic is Cheap Cars    BGKGTJHTraffic is Country Vehicles    FVTMNBZTraffic is Fast Cars    GUSNHDEVery Sunny Weather    ICIKPYHWeapon Set 1, Thug's Tools    LXGIWYLWeapon Set 2, Professional Tools    KJKSZPJWeapon Set 3, Nutter Tools    UZUMYMW

URL: https://forum.audiogames.net/post/594958/#p594958




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Re: Cataclysm dark days ahead installation help

2020-12-02 Thread AudioGames . net Forum — General Game Discussion : TheSecretLurker via Audiogames-reflector


  


Re: Cataclysm dark days ahead installation help

Yes, as @zkline posted above - he actually made an issue regarding terminal cursor being broken in one of the most recent versions, here is the GitHub issue https://github.com/CleverRaven/Cataclys … sues/44686 , once again, Arnold, if you are interested, you can join their official Cataclysm discord development server where developers currently reside https://discord.gg/jFEc7Yp to provide them more feedback about accessibility issues, zkline has already nicely and thoroughly elaborated them the issue so now all that needs to be done is wait for the fix, this cursor bug is already a confirmed 0.F version blocker - that is next stable version will not be released until this bug is fixed so that's pretty good news I guess :smile:

URL: https://forum.audiogames.net/post/594957/#p594957




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Re: Rosemary's Fate, a binaural, open world horror survival audio game

2020-12-02 Thread AudioGames . net Forum — General Game Discussion : SLJ via Audiogames-reflector


  


Re: Rosemary's Fate, a binaural, open world horror  survival audio game

Hi.The game will be fully accessible to blind people. Read the following:https://www.reddit.com/r/Blind/comments … the_blind/Check out this awesome gameplay:https://www.youtube.com/watch?v=HZMGq4zsQEg=2sCheck out there videos on their Youtube channel at the following link:https://www.youtube.com/channel/UC2BOlW … shelf_id=1

URL: https://forum.audiogames.net/post/594956/#p594956




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Re: Vast Horizon (new game)

2020-12-02 Thread AudioGames . net Forum — New releases room : drums61999 via Audiogames-reflector


  


Re: Vast Horizon (new game)

The stuff that is limited honestly takes long enough at least in my case, I don't want to do any more than I can anyway, and often I don't do more than one or so a day, but I also have a non-gaming life too, so it's balanced just fine for me.

URL: https://forum.audiogames.net/post/594955/#p594955




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Re: Rosemary's Fate, a binaural, open world horror survival audio game

2020-12-02 Thread AudioGames . net Forum — General Game Discussion : defender via Audiogames-reflector


  


Re: Rosemary's Fate, a binaural, open world horror  survival audio game

So I didn't realize that these guys had a fanpage on Facebook, and it looks like they posted some other more in depth teasers there.https://www.facebook.com/RosemarysFate/videosThey also just today posted another one to reddit.https://www.youtube.com/watch?v=ccVFTnbEHRk

URL: https://forum.audiogames.net/post/594954/#p594954




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Re: Ridiculously High RAM Usage With NO Apparent Cause

2020-12-02 Thread AudioGames . net Forum — Off-topic room : TheGreatCarver via Audiogames-reflector


  


Re: Ridiculously High RAM Usage With NO Apparent Cause

From my testing yesterday and today, the RAM usage spikes  don't appear to be caused by Malwarebytes and Windows Security trying to hook into each other.

URL: https://forum.audiogames.net/post/594953/#p594953




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : defender via Audiogames-reflector


  


Re: Designing an Audio FPS

@GraemeA VPS could always be an option if you go paid for multiplayer (this would also cut down on hackers and trolls) or you get consistent enough donations.Other than that, as long as your server program isn't completely user unfriendly, I know that many members here wouldn't mind trying it.  We've done the same for other games in the past after all...As far as graphics go, I know that Aprone AKA Jeremy Kaldobsky did testing to figure out what the average blind player with some experience could see (in terms of distance and enemy locations) and then limited the graphics to only that radius.So for instance if a blind player can usually pick up another moving player's footsteps from 40 tiles away, just make sure that instead of seeing the whole map and enemies locations all the time, players with sight can only see for 40 tiles.Seeing players would know when a nearby wall or door was beside them, what type of ground they were walking on and be able to identify objects which would be in the hearing range of a blind player like cars and vending machines, or follow a nav beacon visually, but none of those are advantages.Nor would seeing puffs of dust from nearby impacting rounds or directional gunfire flashes, especially if they were dimmer when coming from behind walls to simulate muffling.I don't know how much control you have over the graphics in those ways, but I never heard complaints of an unfair advantage for sighted players on Swamp...I'm glad to hear how open you are to all this!  I guess it shouldn't be surprising if you came from a more general accessibility background, but it's a shame that blind devs don't take the hearing or motion impaired into account more, then turn around and complain when people don't cater to them.

URL: https://forum.audiogames.net/post/594952/#p594952




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : defender via Audiogames-reflector


  


Re: Designing an Audio FPS

@GraemeA VPS could always be an option if you go paid for multiplayer (this would also cut down on hackers and trolls) or you get consistent enough donations.Other than that, as long as your server program isn't completely user unfriendly, I know that many members here wouldn't mind trying it.  We've done the same for other games in the past after all...As far as graphics go, I know that Aprone AKA Jeremy Kaldobsky did testing to figure out what the average blind player with some experience could see (in terms of distance and enemy locations) and then limited the graphics to only that radius.So for instance if a blind player can usually pick up another moving player's footsteps from 40 tiles away, just make sure that instead of seeing the whole map and enemies locations all the time, players with sight can only see for 40 tiles.Seeing players would know when a nearby wall or door was beside them, what type of ground they were walking on and be able to identify objects which would be in the hearing range of a blind player like cars and vending machines, or follow a nav beacon visually, but none of those are advantages.Nor would seeing puffs of dust from nearby impacting rounds or directional gunfire flashes, especially if they were dimmer when coming from behind walls to simulate muffling.I don't know how much control you have over the graphics in those ways, but I never heard complaints of an unfair advantage for sighted players on Swamp...

URL: https://forum.audiogames.net/post/594952/#p594952




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : defender via Audiogames-reflector


  


Re: Designing an Audio FPS

@GraemeA VPS could always be an option if you go paid for multiplayer (this would also cut down on hackers and trolls) or you get consistent enough donations.Other than that, as long as your server program isn't completely user unfriendly, I know that many members here wouldn't mind trying it.  We've done the same for other games in the past after all...As far as graphics go, I know that Aprone AKA Jeremy Kaldobsky did testing to figure out what the average blind player with some experience could see (in terms of distance and enemy locations) and then limited the graphics to only that radius.So for instance if a blind player can usually pick up another moving player's footsteps from 40 tiles away, just make sure that instead of seeing the whole map and enemies locations all the time, players with sight can only see for 40 tiles.Seeing players would know when a nearby wall or door was beside them, what type of ground they were walking on and objects which would be in the hearing range of a blind player, or follow a beacon visually, but none of those are advantages.Nor would seeing directional gunfire flashes, especially if they were dimmer when coming from behind walls to simulate muffling.I don't know how much control you have over the graphics in those ways, but I never heard complaints of an unfair advantage for sighted players on Swamp...

URL: https://forum.audiogames.net/post/594952/#p594952




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Re: Pokémon Crystal Access

2020-12-02 Thread AudioGames . net Forum — New releases room : Dragonlee via Audiogames-reflector


  


Re: Pokémon Crystal Access

@850 I would just use PCA scripts. dont forget to update footsteps function and grab updated map names file

URL: https://forum.audiogames.net/post/594951/#p594951




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : Graeme via Audiogames-reflector


  


Re: Designing an Audio FPS

@Defender, absolutely I can add a no gore filter, just a matter of setting a flag to check before playing the sound. If I get to the point of taking it online, I won't be adding a chat system as the server I'd need to use is run by someone else who runs it specifically for users of the Fusion 2.5 software, which is what I'm using. So I'd want to keep the bandwidth use and lag to a minimum. I guess there's things like Discord,Ventrilo or Teamspeak for those who want to chat. If people want to create their own server to run this, I have a demo of a hosting program that I could maybe adapt, but I have no idea how to set up a server, the thought of port forwarding and such gives me headaches As things would have it there are graphics, basic 2d shapes but they're hidden, so even sighted players will only see a black screen. Without the black screen, the play area is a complete mess of shapes and counters but I could look at hiding some and revealing the important things like the player and enemies, map features etc. at least in single player games. If we go online I'd prefer to keep the black screen and have a level playing field.I tend to build with accessibility in mind, but generally don't add those features until later. I'd definitely be up for adding custom key bindings and one handed play support; my past dev history has been making small games for motion impaired gamers, including a one button fighting game.Panning limit controls and pitch increment might be possible, might need help with those, something to think about later.

URL: https://forum.audiogames.net/post/594950/#p594950




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Re: an introduction to haelrahv mud, a mud that has a lot of potential

2020-12-02 Thread AudioGames . net Forum — New releases room : Vazbol via Audiogames-reflector


  


Re: an introduction to haelrahv mud, a mud that has a lot of potential

Anyone know how to fully cross the enchanted forest? I'm trying to get somewhere east of it for some skinning practice on someone, but I keep getting lost ont he Deep Woods section of the eastern side with all the special chiths and village. Can't seem to find a path through the woods, as I keep getting circled back to that central pool.

URL: https://forum.audiogames.net/post/594949/#p594949




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Re: strange issue with my windows

2020-12-02 Thread AudioGames . net Forum — Off-topic room : bhanuponguru via Audiogames-reflector


  


Re: strange issue with my windows

so, friends, when is windows 10 1903 is going to beee out of date? due to some busy works, i couldn't upgrade to latest one. the update is ready to install. so, if i know the date, i will manage some time. to update. i here that it's dec 8. is it true? or i have some more days?

URL: https://forum.audiogames.net/post/594948/#p594948




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Re: strange issue with my windows

2020-12-02 Thread AudioGames . net Forum — Off-topic room : bhanuponguru via Audiogames-reflector


  


Re: strange issue with my windows

oh k now, an update. windows defender is loading if i wait for some times. and, there are some files ni protection history. remediation in completed. i paste the all affected itemsHackTool:Win32/AutoKMS  linkAffected items:  listfile: C:\Windows\ConsoleAct_x64.exe  1 of 5file: C:\Windows\System32\Tasks\ConsoleAct->(UTF-16LE)  2 of 5regkey: HKLM\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Schedule\TaskCache\Tasks\{8917B0F4-94F4-4DDA-9CB7-44659267B992}  3 of 5regkey: HKLM\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Schedule\TaskCache\Tree\ConsoleAct  4 of 5taskscheduler: C:\Windows\System32\Tasks\ConsoleAct  5 of 5and, if i go to eclussions, i see new files excluded that i don't know.C:\WINDOWS\System32\SppExtComObjPatcher.exeFile  collapsed  2 of 18C:\WINDOWS\System32\SppExtComObjHook.dllFile  collapsed  1 of 18these are the new exclussions that are strange for me. can i remove these? and reboot the PC?

URL: https://forum.audiogames.net/post/594947/#p594947




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Re: strange issue with my windows

2020-12-02 Thread AudioGames . net Forum — Off-topic room : camlorn via Audiogames-reflector


  


Re: strange issue with my windows

Reinstall Windows.

URL: https://forum.audiogames.net/post/594946/#p594946




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : defender via Audiogames-reflector


  


Re: Designing an Audio FPS

Great work!  I suck with the mouse so I'll have to dig mine out and pretend I remember how to use it LOL.In the future, an alternate no blood mode/disabled chat might be nice for younger people or those who are more sensitive to gore/strong language.  If it doesn't end up being much trouble, than why not right?Are graphics ever planned for this?  Nothing complicated is needed of course even just high contrast black and white, but anything that would help include our partially sighted and sighted players will make the game have a wider audience.Panning limit controls, pitch change increment (if implemented) and one handed mode or  custom keymapping (just editing a bindings file would be fine) would also make for great additions for wider accessibility.I don't want to swamp you with ideas, I just don't know if adding these earlier or later would be easier based on the way you develop.

URL: https://forum.audiogames.net/post/594942/#p594942




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : defender via Audiogames-reflector


  


Re: Designing an Audio FPS

Great work!  I suck with the mouse so I'll have to dig mine out and pretend I remember how to use it LOL.In the future, an alternate no blood mode/disabled chat might be nice for younger people or those who are more sensitive to gore/strong language.  If it doesn't end up being much trouble, than why not right?Are graphics ever planned for this?  Nothing complicated is needed of course, but anything that would help include our partially sighted and sighted players will make the game have a wider audience.Panning limit controls, pitch change increment (if implemented) and one handed mode or  custom keymapping (just editing a bindings file would be fine) would also make for great additions for wider accessibility.

URL: https://forum.audiogames.net/post/594942/#p594942




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Re: Say the Spire, a Slay the Spire Accessibility Mod

2020-12-02 Thread AudioGames . net Forum — New releases room : liseo via Audiogames-reflector


  


Re: Say the Spire, a Slay the Spire Accessibility Mod

ok... so i baught slay the spire and no matter what mods i try to make things work i get errors i have subscribed to every mod listed as necarry listed in the databass entry, still its a no go first  i started with read the  spire  but i doant get why i am having problems when i have subscribed and there for downloaded every mod needed.  its sad because i payed for a game that i am currently un able to play and yes  i have tryed unsubscribing and re subscribing 3 or 4 times. any advice?

URL: https://forum.audiogames.net/post/594945/#p594945




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : defender via Audiogames-reflector


  


Re: Designing an Audio FPS

Great work!  I suck with the mouse so I'll have to dig mine out and pretend I remember how to use it LOL.In the future, an alternate no blood mode/disabled chat might be nice for younger people or those who are more sensitive to gore/strong language.  If it doesn't end up being much trouble, than why not right?

URL: https://forum.audiogames.net/post/594942/#p594942




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Re: family/future. Need advice

2020-12-02 Thread AudioGames . net Forum — Off-topic room : camlorn via Audiogames-reflector


  


Re: family/future. Need advice

Which country, and does it offer benefits like the US or UK?  DO you have at least one sighted person who would be able to help you follow through on this, for approximately 1 month?  If you've got both of those it'll be a lot of anxiety and stress to do it and you'll certainly not be living in luxury, but it will, in fact, be doable.

URL: https://forum.audiogames.net/post/594944/#p594944




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : defender via Audiogames-reflector


  


Re: Designing an Audio FPS

Great work!  I suck with the mouse so I'll have to dig mine out and pretend I remember how to use it LOL.In the future, an alternate no blood mode/disabled chat might be nice for younger people or those who are more sensitive to gore.  If it doesn't end up being much trouble, than why not right?

URL: https://forum.audiogames.net/post/594942/#p594942




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Re: The Arcane Duels - Playable Demo

2020-12-02 Thread AudioGames . net Forum — General Game Discussion : defender via Audiogames-reflector


  


Re: The Arcane Duels - Playable Demo

@AaronlpSo as others have said this is a pretty solid framework and I like the mechanics for the most part, but it definitely needs work.I think that foremost menu navigation needs to be more consistent and more interactive.  Maybe play a sound for when a menu has opened or when you've moved to another one, and rather than making certain things launch with "D", always try to use "space".The sounds could use allot of work.  If you are going with a retro feel that's one thing but some of them are just too loud, too long or too confusing.  I can definitely assist with this even if it's just finding good legal free/low cost resources for commercial games.Having a more common alternate/additional keyset for navigation (up down left right enter) for those more used to it would make things easier, but at the least having a quick key guide and an interruptible message on game open giving the basic menu commands would help allot.Being able to speed up the speech on demand would be very helpful, I just don't know how much this would mess up timings.  If that isn't possible, I still think that changing it for everyone might be a good idea because I think most of us can still easily understand it at at least half again the current rate.A tutorial showing how the average minigame, dual, and quest works would be pretty useful I think as they are all different.In duals, I wasn't properly able to center the grizzly bear no matter how many times I tried (or maybe the spell hit sound just wasn't obvious?) and I somehow managed to win one just by blocking a single time.The walls of the fighting area don't seem to make an impact sound and incoming spells only seem to pan at the last second (or maybe panning just updates slowly when you move?) so it can feel like you aren't really dodging iti.It seems like "W" in duals does something?  But I can't figure out what.  I mean having a range mehcanic where you'd have to get closer for some spells would be cool but it doesn't sound like walking.Navigation in quests is pretty tricky.  Some of the terrain step sounds are really quiet while others are really loud, and I'd much prefer to only hear the obstacles when I walk into them manually rather than any time my character is in contact with one.In minigames, a learn game sounds option would be very useful, or just something integrated into the normal instructions.  Some of the games are also super simplistic and just not fun for grinding.I noticed as well that with the fire turret, you don't indicate when a beast is coming from behind with say, a lower pitch, so sometimes you'll hear a beast on the right but turning towards it just moves you further away because it's actually behind you.Hearing "Beast, Beast, Beast, Beast" is also kinda redundant considering it's already roaring in your face, and I don't even think that game needs a targeting lock especially in difficulty modes other than easy.I also never gained XP even though I was told I had been, as when checking the experience menu the spells all said 0.  And I find the points VS XP reward thing at the end of minigames kinda confusing.I'm sure I'll discover more but that's what I've got for now.

URL: https://forum.audiogames.net/post/594940/#p594940




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : Graeme via Audiogames-reflector


  


Re: Designing an Audio FPS

@Defender, no worries, I've been watching the boards for quite a while, to get a feel for the community and how best I can help, if at all. I understand where people are coming from and I realise I won't please everyone and will likely disappoint more than a few.That said, here's a quick update for you guys: http://www.mediafire.com/file/qmhw0jms9 … 2.zip/fileI've disabled keyboard control for now, for those of you who insist on playing with keyboard (yeah I read those posts on another thread), I'll add it back in later. For those of you worried that the enemy soldier makes the same cry of pain every time a bullet hits him, that's just for me to know things are working. Final version will feature thumps as rounds hit body armour and squelches as flesh gets ripped, apologies to those of you who are squeamish. The sounds are not finalised yet and are functional rather than aesthetic.So, we now have mouse movement working, at least horizontally and I've worked out a system to add vertical aiming. What this means is, if my idea works, not only will you get accurate vertical aiming, but the option of headshots, recoil and working scopes.I'm done developing for tonight, I got some time over the weekend so I'm going to work on the vertical aiming stuff, if I can nail the basics down, that'll pave the way to add the other stuff like headshots and recoil later.

URL: https://forum.audiogames.net/post/594941/#p594941




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : titan_of_war via Audiogames-reflector


  


Re: Designing an Audio FPS

i do half to agree alot, like 1000% with defender.

URL: https://forum.audiogames.net/post/594939/#p594939




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Re: I need help

2020-12-02 Thread AudioGames . net Forum — Off-topic room : Jayde via Audiogames-reflector


  


Re: I need help

Defender, nothing is wrong with that.What I'm saying is that if you know ECC's real name (not Eliza, I mean) it would be unreasonable to name-drop it just because ECC herself has done questionable stuff. If folks want to call her Eliza, that's fine. I guarantee you I'm going to refer to Ironcross at least once in future, even though his name has changed.

URL: https://forum.audiogames.net/post/594938/#p594938




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : defender via Audiogames-reflector


  


Re: Designing an Audio FPS

@GraemePlease don't be afraid to tell people no outright, ignore posts, or give them only very vague time windows for feature updates if at all.  You are going to get swamped with ideas both crazy and pretty good and you'll have to parse or ignore them.  We as a community are starving for any new games but in particular FPS's, much of our community is still in their teens or less, and everyone is bored out of their mind right now anyway thanks to Covid.@JimmyThanks for the complement, but my sound design skills are actually quite amature.  I'm not bad but not nearly as good as someone like Pitermach or Robjoy.

URL: https://forum.audiogames.net/post/594937/#p594937




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : defender via Audiogames-reflector


  


Re: Designing an Audio FPS

@GraemePlease don't be afraid to tell people no outright, or give them only very vague time windows for feature updates.  You are going to get swamped with ideas both crazy and pretty good and you'll have to parse or ignore them.  We as a community are starving for any new games but in particular FPS's.@JimmyThanks for the complement, but my sound design skills are actually quite amature.  I'm not bad but not nearly as good as someone like Pitermach or Robjoy.

URL: https://forum.audiogames.net/post/594937/#p594937




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : Graeme via Audiogames-reflector


  


Re: Designing an Audio FPS

@44 Don't worry, I'll be sure to balance everything. Overheating would certainly be an issue, take that as a game mechanic, if you were using a vulcan m134 minigun 

URL: https://forum.audiogames.net/post/594936/#p594936




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Re: I need help

2020-12-02 Thread AudioGames . net Forum — Off-topic room : defender via Audiogames-reflector


  


Re: I need help

@JaydeTo be fare without last names or other identifying details, first names are first names especially if they are pretty common ones.  This isn't a privacy breech it's just weird.Also, while it's polite, unless they specifically tell you to stop, I don't see what's wrong with calling someone by a username they previously had before changing it.

URL: https://forum.audiogames.net/post/594935/#p594935




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Re: I need help

2020-12-02 Thread AudioGames . net Forum — Off-topic room : defender via Audiogames-reflector


  


Re: I need help

@JaydeTo be fare without last names or other identifying details, first names are first names especially if they are pretty common ones.  This isn't a privacy breech it's just weird.

URL: https://forum.audiogames.net/post/594935/#p594935




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Re: I need help

2020-12-02 Thread AudioGames . net Forum — Off-topic room : defender via Audiogames-reflector


  


Re: I need help

Ah okay, thanks for clearing that up, my bad.  They talk in a very similar way but I guess that's what happens when you hang out around someone else for long enough LOL.Eliza had made alts in the past and posted weird stuff so I figured it was the same thing.

URL: https://forum.audiogames.net/post/594934/#p594934




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Re: I need help

2020-12-02 Thread AudioGames . net Forum — Off-topic room : defender via Audiogames-reflector


  


Re: I need help

Ah okay, thanks for clearing that up, my bad.  They talk in a very similar way but I guess that's what happens when you hang out around someone else for long enough LOL.

URL: https://forum.audiogames.net/post/594934/#p594934




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Re: Say the Spire, a Slay the Spire Accessibility Mod

2020-12-02 Thread AudioGames . net Forum — New releases room : darrthscorrp via Audiogames-reflector


  


Re: Say the Spire, a Slay the Spire Accessibility Mod

@stewie the index out of range error is not caused by the update, it apears while playing on languages other than english or in some mods.

URL: https://forum.audiogames.net/post/594933/#p594933




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Re: I need help

2020-12-02 Thread AudioGames . net Forum — Off-topic room : mechaSkyGuardian via Audiogames-reflector


  


Re: I need help

I can say for a fact that julia is not an alt of the evil chocolate cookie. Before she had to leave the discord server that I hung out on for reasons I shall not name due to confidentiality we interacted on voice many times. She also shows up on her live streams. When Eliza is talking Julia would also send chats to the stream. I don’t know about anyone else but it would be hard for me to focus on talking and typing at the same time

URL: https://forum.audiogames.net/post/594932/#p594932




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Re: I need help

2020-12-02 Thread AudioGames . net Forum — Off-topic room : Jayde via Audiogames-reflector


  


Re: I need help

No, it...actually doesn't though.I'm not sure where ECC has name-dropped people when she shouldn't have, but if she has, that's not great either, BTW. It doesn't make name-dropping her acceptable, however. Two wrongs don't make right.Eliza might be how she wants to be called, and it might be how Julia refers to her in public, but that doesn't mean it's her real name, and it further doesn't mean we should use her real name if we know it, regardless of how we might feel about her or whatever she's done.

URL: https://forum.audiogames.net/post/594931/#p594931




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Re: I need help

2020-12-02 Thread AudioGames . net Forum — Off-topic room : JayJay via Audiogames-reflector


  


Re: I need help

@31, that would make sense, however..."If you all look at her profile closely enough (@TheEvilChocolateCookie), you'll see that her real name is Eliza" End quote from Julia. Again backs up Jimmy's point.

URL: https://forum.audiogames.net/post/594929/#p594929




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : titan_of_war via Audiogames-reflector


  


Re: Designing an Audio FPS

Oh, and an other suggestion would be. wen you fire a machine gun, lets say you can't just hold down the fireing butten, lets say, the barrel gets hot and you would half to wait for it to cool down. or change the barrel if you don't stop, this way players can't just spam a machine gun only stopping to reload if there defending an elavated pazition.

URL: https://forum.audiogames.net/post/594930/#p594930




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Re: I need help

2020-12-02 Thread AudioGames . net Forum — Off-topic room : JayJay via Audiogames-reflector


  


Re: I need help

@31, that would make sense, however..."If you all look at her profile closely enough (@TheEvilChocolateCookie), you'll see that her real name is Eliza"

URL: https://forum.audiogames.net/post/594929/#p594929




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : titan_of_war via Audiogames-reflector


  


Re: Designing an Audio FPS

aa, we need mor people like this. who are willing to create an fps. and doesn't even care if there are haters or not.

URL: https://forum.audiogames.net/post/594928/#p594928




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Re: pokemon go accissibility

2020-12-02 Thread AudioGames . net Forum — General Game Discussion : prajwal via Audiogames-reflector


  


Re: pokemon go accissibility

@smooth gunner  thanks .. but is this game is for android is acceseble ?

URL: https://forum.audiogames.net/post/594927/#p594927




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : Graeme via Audiogames-reflector


  


Re: Designing an Audio FPS

@40 I'm happy to have them on board and if they can improve the sounds I use I'm all for using their replacements. As for haters, can't force people to like or play it and as I'm taking no money for it, I don't really care. What I'm getting out of this is the fun of making something and having to think outside the box so to speak. If even only one person loves it then it's a win for me.

URL: https://forum.audiogames.net/post/594926/#p594926




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : Graeme via Audiogames-reflector


  


Re: Designing an Audio FPS

@39 yeah I fixed it in the current version I'm working on. So to update you all, I'm currently working on the mouse control. I've managed to tether the pointer to the centre of the screen and measure movements on both x and y axes. I'll still leave keyboard control in but wasd keys and mouse are the way forward.

URL: https://forum.audiogames.net/post/594925/#p594925




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : jimmy69 via Audiogames-reflector


  


Re: Designing an Audio FPS

Not really saying I won’t like it personally, I’m just letting you know that a lot of people will probably hate on it  pointlessly. If you have cheese wheel and defender helping you with sound design though, it will sound amazing. Both of them are excellent sound designers and I highly recommend you let them help you

URL: https://forum.audiogames.net/post/594924/#p594924




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : titan_of_war via Audiogames-reflector


  


Re: Designing an Audio FPS

oh, and in the demo i no there's gonna be bugs i don't wanna be rude but if you shoot once, sometimes it will shoot the gi 2 times, but i'm sure you've all ready gotten that sorted now.

URL: https://forum.audiogames.net/post/594923/#p594923




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Re: Say the Spire, a Slay the Spire Accessibility Mod

2020-12-02 Thread AudioGames . net Forum — New releases room : Naruto via Audiogames-reflector


  


Re: Say the Spire, a Slay the Spire Accessibility Mod

dude, thanks for all your help it was worth the 31 bucks for, the game, the adapters, that didn't work, and and over all a new controller. Awesome mod dude!

URL: https://forum.audiogames.net/post/594922/#p594922




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strange issue with my windows

2020-12-02 Thread AudioGames . net Forum — Off-topic room : bhanuponguru via Audiogames-reflector


  


strange issue with my windows

hello friends, so, here is the issue i am facing.i was using computer and doing stuf, after some times, i once clicked on netwrok connections to change my connection. the, it waits for 4 to 5 seconds with nothing and 2 button appior. network and internet setttings link and aroplain mode toggal button. ok, then i tryed opening skype. it din't open. i mean, skype pain opens the document opens when i press alt space and escape. but in the web document, nothing shows up unlss skype cannot bee used for emergency calling. ok, now if i check in notification area, skype is signed and active. and i should quit skype from there. i can't even close it.ok, now, i open controll panel to check any new programs are installed. but, only search box appiors. i used object navigation but only 4 to 5 controlls appiors. this won't close as well. i should close it from task manager.ok, now i opened defender to check for viruses. in defender, nothing pops up unless close navigation button and settings. if i use object navigation, in the navigation bar, nothing pops up. it's just empty list.strange, i faced this before, but i re booted pc and it fixed. but in this time, it don't fixes if i reboot the pcplease, i need your help. and i forgot to mension, after reboot, the network icon dis appiored from notification and in settings, it's turned onn only.please, please, i need your help friends.

URL: https://forum.audiogames.net/post/594921/#p594921




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Re: Say the Spire, a Slay the Spire Accessibility Mod

2020-12-02 Thread AudioGames . net Forum — New releases room : stewie via Audiogames-reflector


  


Re: Say the Spire, a Slay the Spire Accessibility Mod

in settings, scroll down or hit right to jump to it. Right stick to adjust (that's the game's control scheme, not mine).

URL: https://forum.audiogames.net/post/594920/#p594920




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family/future. Need advice

2020-12-02 Thread AudioGames . net Forum — Off-topic room : mechaSkyGuardian via Audiogames-reflector


  


family/future. Need advice

first of all I want to say that this is being typed on my phone using dictation. If there are any mistakes I am sorry. I know I’ve been making a couple more topics about myself and personal things. I apologize for that but it’s the only way I can rant and also get help at the same time. I am comming up to the middle of my junior year in high school. Because of me taking more self paced classes I am going to be able to graduate one semester early meaning I will graduate January 2022. that will be a month before I turn 18.I want to leave after my 18th birthday, I’ve been dealing with my family long enough. They have no faith in me whatsoever. Normally these years are where people would attempt to improve their independence around the house and their community but because of them I’m not allowed to walk on my own or do much around the house. every time I go out with my sisters they treat me like I’m a six-year-old child. This even happens around the house, whenever I ask them where things are, they say let me grab it for you. Every time I tell them no they get into an argument with me about it. For example when I am in the kitchen at night grabbing a snack. If one of them is awake they will ask me what I need and what I’m looking for constantly. another example is when my mother was awake and I asked her where something was. Instead of telling me she told my sister to grab it for me. I’m planning to leave on my 18th birthday but I don’t know how realistic that is but I still need to leave. Because of them and people in my school my self-esteem has taken a severe blow. An example of this is when my sisters keep saying “ why do we need to teach him this? it’s not like he’s leaving the house without us.”The question I wanted to ask is is there anyway to ignore what they’re saying and block out all the negativity? The other question is how can I make it more possible to be able to leave on my 18th birthday instead of having to wait longer? that’s the only thing that’s keeping me going and I at least want to plan for it earlier to give myself something to do

URL: https://forum.audiogames.net/post/594919/#p594919




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : Graeme via Audiogames-reflector


  


Re: Designing an Audio FPS

@37 I'll likely go with 60 Frames/second. The turning motion will be exponential but capped at a predefined max turn speed, so a small motion will give a precise turn, keep moving and the turn speed increases. That's in now with keyboard but i'll adjust it. Already got snap to cardinal compass points and audio compass giving position and rough direction. I could possibly expand on navigation at some point in the future.@69 The software I'm using to develop this doesn't support binaural sound or FMOD, as I stated in my first post. I'm not the only dev making an FPS, I believe someone else posted recently asking about which platform to develop on, maybe they'll make something better or more to your liking. I'm fully aware this game may suck and it certainly won't please everyone but I'm hoping I can produce something at least a few people will get some enjoyment out of.@34 Naturally.

URL: https://forum.audiogames.net/post/594918/#p594918




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Advent of Code, another way of practicing programming skills.

2020-12-02 Thread AudioGames . net Forum — Developers room : amerikranian via Audiogames-reflector


  


Advent of Code, another way of practicing programming skills.

Every year in December, new challenges get posted on the Advent of Code website, found here. The problems range in difficulty, with the later days typically being harder and or referencing the previous tasks. The site contains archives from the past 5 or so years, and the varying puzzle inputs mean that you have to actually solve the problem yourself and can't go look up an answer. I don't know how useful would this site be to a more experienced programmer, but it has been a great source of enjoyment for me in the past.As you can probably guess, Advent of Code is doing challenges once again. I think that problems are a great way to practice one's skill on top of the rather silly story (Who knew that Santa likes tropical vacations?) I encourage people to try this out. I can't guarantee that I'll be able to help with all of the problems, but so far, the two challenges posted are pretty strait forward.Also, keep in mind that a challenge is published on a daily bases, 12 AM UTC-5 (You may have to check me on that bit of info). The quicker you solve them, the more points you're going to get in your ranks, but I kind of stopped caring after seeing some people solve the puzzles 1 minute after their release.Also also, just because you didn't solve day 1 does not mean you can't go onto day 2. More often than not, the problems are independent of each other, but some later days may choose to reference earlier tasks, the opcode computer from last year is a perfect example.

URL: https://forum.audiogames.net/post/594917/#p594917




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Re: I need help

2020-12-02 Thread AudioGames . net Forum — Off-topic room : jimmy69 via Audiogames-reflector


  


Re: I need help

Yeah but she doesn’t really care about exposing other peoples personal names, so I don’t see any reason she should care

URL: https://forum.audiogames.net/post/594916/#p594916




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Re: The Arcane Duels - Playable Demo

2020-12-02 Thread AudioGames . net Forum — General Game Discussion : jack via Audiogames-reflector


  


Re: The Arcane Duels - Playable Demo

This game has great potential. @Aaronlp: Yeah, I'd almost prefer a busy audio environment over this tts-based navigation system. The farm quest is almost unplaybale with the fence/haybail navigation concept, and with the same tts saying this way. And, for the record, the this way was centered perfectly in the stereo field.Other than that, the game is pretty good.

URL: https://forum.audiogames.net/post/594915/#p594915




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playstation account recovery problem

2020-12-02 Thread AudioGames . net Forum — Off-topic room : rings2006 via Audiogames-reflector


  


playstation account recovery problem

so i was trying to recover my account because i was locked out because of atleest what i think is a modded ps3 that i never had and playstations online chat is not accessible for typing and when i got my mom to help me after a bit it just stoped working. what do i do. canada incase that helps

URL: https://forum.audiogames.net/post/594914/#p594914




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Re: Pokémon Crystal Access

2020-12-02 Thread AudioGames . net Forum — New releases room : Jayde via Audiogames-reflector


  


Re: Pokémon Crystal Access

At this point, use Tyler's scripts for Anniversary Crystal.

URL: https://forum.audiogames.net/post/594913/#p594913




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Re: I just got the most awesome keyboard ever!! buckeling spring switches

2020-12-02 Thread AudioGames . net Forum — Off-topic room : leibylucw via Audiogames-reflector


  


Re: I just got the most awesome keyboard ever!! buckeling spring switches

The mechanical keyboard community is a very niche market, but I find typing on these boards truly enhances my typing experience when compared to how I type on scissor/membrane switches. I refuse to type on any keyboard that isn't my mechanical, unless, of course, I'm out and about and need to use my laptop's keyboard (which these days doesn't happen much).I invested in the [Drop CTRL Mechanical Keyboardin March and haven't looked back. This is just about as expensive as mechanical keyboards get, with the occasional exception popping up due to different build qualities. What I will say is this: the sturdy aluminum frame, if taken care of, will allow you to type on this board for years and years. I expect this keyboard to surpass the life of several computers. It's solid, well-built, and when paired with a memory-foam palm rest, forget about it. Typing has never felt so smooth.

URL: https://forum.audiogames.net/post/594912/#p594912




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Re: assistance with VIP sound pack

2020-12-02 Thread AudioGames . net Forum — General Game Discussion : Draq via Audiogames-reflector


  


Re: assistance with VIP sound pack

In that case, make sure that there's a .set file containing commands to load the rest of the set files in the folder for that MUD. It should match the name of the MUD's profile.

URL: https://forum.audiogames.net/post/594910/#p594910




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Re: I need help

2020-12-02 Thread AudioGames . net Forum — Off-topic room : Jayde via Audiogames-reflector


  


Re: I need help

Again though, that's actually...not entirely fair. Eliza is a name she's gone by, and thus it might be a name a partner might use in public. Name-dropping her real name if she doesn't want it done might be kinda shooting her in the foot, you know?

URL: https://forum.audiogames.net/post/594911/#p594911




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Re: a question about tomb hunter

2020-12-02 Thread AudioGames . net Forum — General Game Discussion : Turret via Audiogames-reflector


  


Re: a question about tomb hunter

You press t when near one to pick it up.Yes, you can buy them, actually. They're not cheap, though.

URL: https://forum.audiogames.net/post/594909/#p594909




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Re: Say the Spire, a Slay the Spire Accessibility Mod

2020-12-02 Thread AudioGames . net Forum — New releases room : Naruto via Audiogames-reflector


  


Re: Say the Spire, a Slay the Spire Accessibility Mod

it works! awesome job man!, where do i find the music volume setting though?

URL: https://forum.audiogames.net/post/594908/#p594908




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : redfox via Audiogames-reflector


  


Re: Designing an Audio FPS

@jimmy69, I disagree. I don't recall if he said that this would be a fully 3 dimentional game, but even if so, I don't think that you really need anything fancy. As long as you can tell up from down, you really don't need that much quality. Sure, it definitely helps, but I've also found that you have to be careful with it. Some people will use circular based audio in a linear tile based game or something similar.I guess I should ask, and this is before atempting the demo, @op, may I ask what polygon's you're using for movement and audio?@CheeseWheel, that's a bad ass gun! I didn't know you could buy guns with mounted launchers like that. You were probably being sarcastic, but to my knowledge you definitely wouldn't have been able to buy grenades for that, right?@op I also don't know if you're using frames, you probably are. If so, if you have a form of constant freform turning, please make it move by small increments of 5 or 10 degrees. My experiments show that in a 60 FPS, when turning 1 degree every frame, which is 0.016 seconds, it takes a long ass time to turn a full 180. Speaking of, ways to snap 180 would be nice, as well as a possible indicator while constant turning to due North.I'm now going to play the demo and post again afterword.

URL: https://forum.audiogames.net/post/594907/#p594907




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Re: Mac Pro 8,1 not booting without a display

2020-12-02 Thread AudioGames . net Forum — Off-topic room : Chris via Audiogames-reflector


  


Re: Mac Pro 8,1 not booting without a display

Purchase one of the Fitheadless HDMI adapters. Plug it into the Mac and it should trick the GPU and allow the machine to boot.

URL: https://forum.audiogames.net/post/594906/#p594906




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Re: I need help

2020-12-02 Thread AudioGames . net Forum — Off-topic room : jimmy69 via Audiogames-reflector


  


Re: I need help

I don’t actually know cookie personally, but I am very good friends with a friend of hers. I know her name isn’t Eliza actually, so this just feels made up, because if you were actually her partner you would know her real name.

URL: https://forum.audiogames.net/post/594905/#p594905




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Re: The Arcane Duels - Playable Demo

2020-12-02 Thread AudioGames . net Forum — General Game Discussion : Computergamer via Audiogames-reflector


  


Re: The Arcane Duels - Playable Demo

@20, no problem. I tried to do a charisma challenge in the orphen quest and that error code was what i got. I am hapy to report any bug. I feel the tts is a bit quiet sometimes. or it could be the Music being loud. I would like a option to  increase or decrease the volume. I didn't get too far into the demo, but  just noted that bug. I am not good at dodging attacks during the first duel in the tutorial. I need to be better at that. But the game is definitely interesting and I Believe it has great ptential. I will try it out more later.

URL: https://forum.audiogames.net/post/594904/#p594904




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : jimmy69 via Audiogames-reflector


  


Re: Designing an Audio FPS

Honestly, if you’re going to make it true FPS, you really need to look into implementing some sort of binaural system. FMOD is a pretty good resource, and if you don’t have binaural, the game will suffer

URL: https://forum.audiogames.net/post/594903/#p594903




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Re: Cataclysm dark days ahead installation help

2020-12-02 Thread AudioGames . net Forum — General Game Discussion : zkline via Audiogames-reflector


  


Re: Cataclysm dark days ahead installation help

Hey,It's been a couple months since i tried Cataclysm, mostly because my access to Linux/Sppeakup machines is a little intermittent, though you could probably play it using TDSR as well, which is probably easier to set up. One thing I noticed recently is that the code which is supposed to reliably display the PC's location doesn't seem to be working, or at least it wasn't when I last looked. There's a Github issue about this but I don't think it was fixed yet.That being said, the game is definitely worth a try, we have nothing else like it.

URL: https://forum.audiogames.net/post/594902/#p594902




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : titan_of_war via Audiogames-reflector


  


Re: Designing an Audio FPS

@34 if your gonna use mouse support, may i suggest the scroll weal swich weapons or mabey kadagorys of weapons?

URL: https://forum.audiogames.net/post/594900/#p594900




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Re: Pokémon access

2020-12-02 Thread AudioGames . net Forum — New releases room : janagirl via Audiogames-reflector


  


Re: Pokémon access

Hi nuive,I really would be happy to help with translation.But a question, must the files be translated before it's possible to play in german? If it would possible before translation I could try it while playing to see if the translation is correct. As I wrote, in Tyler's script it was possible.

URL: https://forum.audiogames.net/post/594901/#p594901




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Re: I just got the most awesome keyboard ever!! buckeling spring switches

2020-12-02 Thread AudioGames . net Forum — Off-topic room : musicalman via Audiogames-reflector


  


Re: I just got the most awesome keyboard ever!! buckeling spring switches

To those who are undecided about keyboard types, let me give you my own account, from a fellow undecided person. I'm little more than an idiot when it comes to computer keyboards actually, so please don't take my advice as expert certified or anything. This is just my own experience!Put simply, I'm not a pro mechanical keyboard person. I tried to be, but I never really felt it. I don't hate them, but they're just not for me.What got me started on mechanicals was a few accounts from Twitter and some friends who had them. People were telling me they improve typing significantly, and they just felt and sounded so cool. I could sort of see that... they did sound cool. They're loud, but cool.My first mechanical was a Razor Black Widow. That thing is quite loud. And it's weird, I could see why people liked it, but after the novelty of it wore off, I kind of had trouble figuring out what I liked about it, if anything. It definitely feels different to type on, but for me, it really didn't feel advantageous to have. The only real advantages I could think of are: key combinations are far less limited, so you can press any combination of keys at the same time and they'd all get through. Also, some gaming tasks were easier, such as rapidly pressing an arrow key. I could basically feather tap the key, so that it shakes up and down just enough to trigger the switch but not enough to bottom out, which makes quickly pressing keys with minimal effort a lot easier. I never got amazing at this technique, but I imagine some people would love it. But yeah for standard typing, I just couldn't see myself digging the Black Widow clicky switches.So after about 2 years of that, I decided to do some research and find a mechanical I'd like better. Something without clicky switches. Something that was a bit thinner/slimmer. It was hard to find, but eventually I found a Corsair low profile gaming mechanical keyboard. Completely different feel. Much quieter and less key travel. So much less that I'd accidentally pressed keys just by bumping them, so I had to learn to be very precise. While the keyboard was still louder than your standard cheap membrane keyboard, it was a lot softer than a clicky one, so for a time I liked it. But, again, I thought to myself, why do I have this?The gaming tasks I mentioned above were even easier on that keyboard, and typing was nice once I got used to it but, I still didn't feel like it revolutionized the way I type. And it was about 170 bucks if I remember correctly. Though it's very possible I'm completely wrong, the numbers aren't coming to me so easily at the moment.The end to this story came about 6 months ago, when I got tired of my old machine due to various issues I had with it. I finally decided to do research and spend a little extra money and get something I really want, rather than get the best deal on a high spec machine I could find.The machine I ended up purchasing came with a really cheap membrane keyboard. I was secretly hoping it would; after all that mechanical keyboard experience, I wanted to return to an old friend. My plan was to try using the cheap keyboard it came with for a few weeks. If I felt like something was missing, I'd hall out my Corsair perhaps and switch back. And ya know what, I've never had the urge to hall my mechanicals out, because the membrane is just working well for me. To give you an idea of what it looks like, it's full size (I wouldn't settle for anything less on a desktop), but otherwise it's probably among the cheapest, lightest, slimmest keyboards ever.Occasionally the disadvantages of cheap membrane keyboards come back to me (unable to press certain odd key combinations, and perhaps a bit slower for rapid key presses in games), but I don't find myself being super troubled by that right now. Not to mention that every time I got a new keyboard, it took me at least a week to get fully used to typing on it, and during that time I made mistakes I hadn't made in a long time which was frustrating and made me wonder why I had even switched... so I think I'm just going to settle for cheap keyboards for the time being. That way if something happens to them, I can get another one easily, and chances are if I get a similar one, the transition curve will be much less annoying to deal with or may even be nonexistent if I'm lucky.I've been thinking on and off about why I've come to this conclusion, and while I'm not completely confident that I have an answer, I do have theories, both about keyboards, and the hands which type on them lol.First, my preference for touch has always been on having something that's easy to bottom out. For this reason, I can burn up a laptop keyboard especially once I'm acquainted with it. During school assignments I remember almost feeling like I could fly, and I think a lot of that was having less travel and having a firm bottom to guide me on the amount of 

Re: Pokémon access

2020-12-02 Thread AudioGames . net Forum — New releases room : nuive via Audiogames-reflector


  


Re: Pokémon access

janagirl wrote:Hi all,a few days ago, I posted about a translation of pokemon.I of course could translate the files in the lua folder. But the main problem is that if I try to start the german ersions of pokemon it says that this language is not supported. If only this could be fixed. Or if I could fix the problem it would be super.In the version of tyler it was possible. The game was working in german and the scripts were in english. So there must for sure be a way to make it work.And I don't know if nuive read my post because there was no answer.Sorry, I think I forgot this... if you can translate the following files and sent it to me, I could do the rest to add the compatibility.Files to translate:message/[any_lang].luagame/yellow/[any_lang]/maps.lua, sprites.lua for Pokémon Red, Blue and Yellow gamesgame/crystal/[any_lang]/maps.lua, sprites.lua for Pokémon Gold, Silver and Crystal gamesCheers!P.S.: I will upload soon an update with italian compatibility for Gold and Silver, French compatibility for Red, Blue and Yellow and experimental hackrom support.

URL: https://forum.audiogames.net/post/594899/#p594899




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : Graeme via Audiogames-reflector


  


Re: Designing an Audio FPS

@33 That's no problem to move the keys, I'm looking to make WASD and mouse as the standard, like mainstream FPSs use.@31 I probably don't have it right either but hopefully it'll sound ok at the very least.

URL: https://forum.audiogames.net/post/594897/#p594897




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : Graeme via Audiogames-reflector


  


Re: Designing an Audio FPS

@33 That's no problem to move the keys, I'm looking to make WASD and mouse as the standard, like mainstream FPSs use.

URL: https://forum.audiogames.net/post/594897/#p594897




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Re: pokemon go accissibility

2020-12-02 Thread AudioGames . net Forum — General Game Discussion : smoothgunner via Audiogames-reflector


  


Re: pokemon go accissibility

people still do play pokemon go its not dead, just not as popular as it once was.as for games similar on the phone try adventure to fate, it has a leveling system and battling, its not pokemon but its something

URL: https://forum.audiogames.net/post/594896/#p594896




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Re: Pokémon access

2020-12-02 Thread AudioGames . net Forum — New releases room : janagirl via Audiogames-reflector


  


Re: Pokémon access

Hi all,a few days ago, I posted about a translation of pokemon.I of course could translate the files in the lua folder. But the main problem is that if I try to start the german ersions of pokemon it says that this language is not supported. If only this could be fixed. Or if I could fix the problem it would be super.In the version of tyler it was possible. The game was working in german and the scripts were in english. So there must for sure be a way to make it work.And I don't know if nuive read my post because there was no answer.

URL: https://forum.audiogames.net/post/594895/#p594895




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Re: The Arcane Duels - Playable Demo

2020-12-02 Thread AudioGames . net Forum — General Game Discussion : stewie via Audiogames-reflector


  


Re: The Arcane Duels - Playable Demo

I think a skip cutscene option would also be a good idea, I'm currently playing on normal difficulty and have to sit through everything again.

URL: https://forum.audiogames.net/post/594894/#p594894




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Re: Sandbox MUD

2020-12-02 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Sandbox MUD

I just want to be on the record as saying that, unless Jython has special sandboxing support, Python sandboxing literally just isn't possible.  It's not an option unless your goal is now to be a normal hack and slash mud where the focus isn't on user-created content.  Every time someone has "sandboxed" Python, it's lasted all of one halfway competent hacker.  Maybe your goals have changed but, if not, using jython will certainly change them for you.  So will using the Java JS implementation, unless it is possible to entirely turn off the standard library.Aaaand to get ahead of the inevitable "but Python isn't sandboxable therefore we can't use it" threads that me pointing this out will inevitably start: it's fine as long as you aren't running untrusted code, making your audiogame in it isn't insecure, just don't make your MMO server accept Python from anyone you don't want having access to everything the game can do and possibly also the rest of the server with basically no effort.

URL: https://forum.audiogames.net/post/594893/#p594893




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : titan_of_war via Audiogames-reflector


  


Re: Designing an Audio FPS

Oh... and a few suggestions again, so  as of now, bofe of thee control keys fire the weapons, mabey if your gonna add a settings menu, you could put an option in there that says, only fire with left or rite control, because it least every screan reader i nos, uses the control key to stop speech. now i don't no about other people but i use left control to fire and rite control to stop speech. and then I have no idea if you could do this, but if you had in uf players. mabey you could like, dig trenches or set up traps, or even gas attacks lol. and yeah. i'm just so excited but again, this is only  a demo, it would probibly take a very long time to get even artillery in there and other stuf, but i love it so far.

URL: https://forum.audiogames.net/post/594892/#p594892




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Re: Warsim, text based randomly generated stratogy

2020-12-02 Thread AudioGames . net Forum — New releases room : Dungeon Diver via Audiogames-reflector


  


Re: Warsim, text based randomly generated stratogy

Was this type of console hard to code? I think it is brilliant. Some of the ideas I have in mind would probably require another setting entirely, though.

URL: https://forum.audiogames.net/post/594890/#p594890




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : titan_of_war via Audiogames-reflector


  


Re: Designing an Audio FPS

@30 you sound like the person i've it least, bin looking to make a game like this for, a, long, long time, the thing is, i don't no that some blind fps players no what alot of this stuf is. or how to coad it, and then we'v got other problems, but it's just amazing, and domanation would be awesome, is what i was thinking. for real, thanks

URL: https://forum.audiogames.net/post/594891/#p594891




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : GrannyCheeseWheel via Audiogames-reflector


  


Re: Designing an Audio FPS

Well a lot of games fake it by using the tail of the last shot you fired rather than either combining all of the tails into one long reverb, or just mixing them together, which sounds like garbage. But proper convolution of multiple sources into one is difficult and requires mathematical formulae far beyond my pitiful comprehension.

URL: https://forum.audiogames.net/post/594889/#p594889




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Re: assistance with VIP sound pack

2020-12-02 Thread AudioGames . net Forum — General Game Discussion : heidicruiz via Audiogames-reflector


  


Re: assistance with VIP sound pack

Hello,Yes, I put in the mud.set file before importing the sound pack.

URL: https://forum.audiogames.net/post/594888/#p594888




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : Graeme via Audiogames-reflector


  


Re: Designing an Audio FPS

Yeah this is the plan: 1. Create a viable working engine with decent shooting mechanics, decent enemy troops with AI that reacts to you and their objectives.2. Make an offline multiplayer experience, so Deathmatch, Team Deathmatch. If the AI is good enough maybe add CTF and Domination, for those who don't know, Domination is where there are 3 control points on the map, usually flags. You have to take control of the flags to earn points, winner is the first team to reach the victory score.3. Add some single player simple objective based missions, possibly with a vague backstory to tie them together.4. Look at online multiplayer. Regarding artillery, I thought of this. Call Of Duty has Kill streaks where the more kills you get without being killed you earn rewards such as calling in an airstrike. I probably could add something similar but would need to be carefully balanced or such things could be game-breaking.But yeah, got to get a decent engine working first or the rest is just pipe dreams 

URL: https://forum.audiogames.net/post/594887/#p594887




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : Graeme via Audiogames-reflector


  


Re: Designing an Audio FPS

Yeah this is the plan: 1. Create a viable working engine with decent shooting mechanics, decent enemy troops with AI that reacts to you and their objectives.2. Make an offline multiplayer experience, so Deathmatch, Team Deathmatch. If the AI is good enough maybe add CTF and Domination, for those who don't know, Domination is where there are 3 control points on the map, usually flags. You have to take control of the flags to earn points, winner is the first team to reach the victory score.3. Add some single player simple objective based missions, possibly with a vague backstory to tie them together.4. Look at online multiplayer. Regarding artillery, I thought of this. Call Of Duty has Kill streaks where the more kills you get without being killed you earn rewards such as calling in an airstrike. I probably could add something similar but would need to be carefully balanced or such things could be game-breaking.

URL: https://forum.audiogames.net/post/594887/#p594887




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Re: Cataclysm dark days ahead installation help

2020-12-02 Thread AudioGames . net Forum — General Game Discussion : alex19EP via Audiogames-reflector


  


Re: Cataclysm dark days ahead installation help

arnold18 wrote:While waiting on alex's answer on telegram, i got investigative and thrown up an ubuntu mate vm to test this. Actualy it didn't lag as bad, so if it works i'll be staying on the vm i guess. The default screenreader is orca, which i've tested the game with. I need to say this: This was worse than nvda and the wsl. Hearing slash slash slash dash dash is okay, i've grown accostumed to this over the years with adom. The problem is that orca didn't read what was under the cursor when i pressed x to look around and tried to look around with the arrow keys. Nvda at least provided some rudimentary feedback on lighting condition and what's under the cursor, orca remained silent. Is this the way are you supposed to play this, or speakup is better? Just to be safe i grabbed espeakup after grew fed up with orca, but couldn't start it, terminal wrote espeakup is already running even after turning off orca.hm. i don't see your message on telegramm. regarding orca. yep you supposed to use speakup for playing cataclism.

URL: https://forum.audiogames.net/post/594886/#p594886




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Re: going to make a guide on tekken 7

2020-12-02 Thread AudioGames . net Forum — General Game Discussion : assault_freak via Audiogames-reflector


  


Re: going to make a guide on tekken 7

@20 agreed. Just something I've gotten used to, though. It was a rare fighting game in the 90s that had stereo sound, so I don't really find it bothers me too much. If I enjoy the game enough, I can generally overlook it. But I definitely prefer stereo whenever I can get it, for sure.

URL: https://forum.audiogames.net/post/594885/#p594885




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Re: Breed Memorial - New monster breeder simulation game by Morokuma

2020-12-02 Thread AudioGames . net Forum — New releases room : windows via Audiogames-reflector


  


Re: Breed Memorial - New monster breeder simulation game by Morokuma

and it is errornameCatty monkeyPersonalityimpatient, Patient

URL: https://forum.audiogames.net/post/594884/#p594884




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : titan_of_war via Audiogames-reflector


  


Re: Designing an Audio FPS

oh, and for defense stuf, i sorta want it so ware you have like, artillery  so you no, you might have a radio comunakation with the artillery crue, and you can relay to them the coords to ware they can fire at, but you should also make it to ware the lines can be cut, etc. i'm just brane storming, probibly.

URL: https://forum.audiogames.net/post/594883/#p594883




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : titan_of_war via Audiogames-reflector


  


Re: Designing an Audio FPS

oh, and i have a few questions, are you planning to make an actuall game, or some offline thing, or just a demo, i think your gonna make this in to a game, so if you could wen you get to that stage, mabey make some sort of story mode, mabey  or something like that, or like little missions in the game it's self like, king of the hill, or capture the enemies forts stuf like that.

URL: https://forum.audiogames.net/post/594882/#p594882




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : titan_of_war via Audiogames-reflector


  


Re: Designing an Audio FPS

@26 i no making the same sound for gun fire sucks, what i mean is like, there isn't an ekko from the last shot and the shot that you fire just cuts off the last shot imo

URL: https://forum.audiogames.net/post/594881/#p594881




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Re: The Arcane Duels - Playable Demo

2020-12-02 Thread AudioGames . net Forum — General Game Discussion : Aaronlp via Audiogames-reflector


  


Re: The Arcane Duels - Playable Demo

Sorry computer Gamer. I knew I would miss a bug somewhere. Looks like you failed a charisma challenge or something like that and for some reason the fail sound effect messed up. Ill look into that. I've took a snap shot of the error. Thank you.

URL: https://forum.audiogames.net/post/594880/#p594880




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Re: Pokémon Crystal Access

2020-12-02 Thread AudioGames . net Forum — New releases room : tayo . bethel via Audiogames-reflector


  


Re: Pokémon Crystal Access

So, if I'm thinking of monkeying around with Anniversary Crystal, do I just use the original scropts or would Pokemon Access work? Earlier in this thread it was mentioned that the Access scripts wouldnt willingly play along with game hacks. How true is this of AC?

URL: https://forum.audiogames.net/post/594879/#p594879




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Re: The Arcane Duels - Playable Demo

2020-12-02 Thread AudioGames . net Forum — General Game Discussion : Aaronlp via Audiogames-reflector


  


Re: The Arcane Duels - Playable Demo

Oh bugger. I forgot about the xp bug. You can also view your exp in the player menu. That one works. I forgot the exp menu in the spell learning menu was broken. I copied it in there so you didn't have to go all the way to the player menu. Ill be sure to fix that.Definitly sounds like navigation needs a bit of work. The reason I didnt use a sound for every object is because it starts sounding extremely busy. And also some objects just don't make sounds. But I did add little sounds just for ambience. Such as birds and squirrels rustling around in certain areas. Maybe they don't stand out enough.I also think descriptions for opponents is a good idea. I will find somewhere to include that. I was also thinking having an option to use gold to spy on your next opponent. So you can learn their behaviours and what spells they know and can prepare properlySome opponents fidget more than others and more randomly. Some dodge more than use barriers. Some use a lot of buffs or debuffs etc.ir prefer one type of element.Really appreciate the responses. It will help make the game better. Thank you all so much.

URL: https://forum.audiogames.net/post/594878/#p594878




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Re: Sequence Storm Giveaway For All Requests Has Ended!

2020-12-02 Thread AudioGames . net Forum — General Game Discussion : rings2006 via Audiogames-reflector


  


Re: Sequence Storm Giveaway For All Requests Has Ended!

same

URL: https://forum.audiogames.net/post/594877/#p594877




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Re: The Arcane Duels - Playable Demo

2020-12-02 Thread AudioGames . net Forum — General Game Discussion : Computergamer via Audiogames-reflector


  


Re: The Arcane Duels - Playable Demo

I like the demo so far. It has a lot of potential. I got a code error when i was doing the orphan quest. Here is what it said: ___ERROR inaction number 1of Create Eventfor object FnF_DC_Fail:Variable FnF_DC_Fail.Snd_DC_Failed(101042, -2147483648) not set before reading it.at gml_Object_FnF_DC_Fail_Create_0gml_Object_FnF_DC_Fail_Create_0 (line -1)gml_Object_QuestController_Orphan_CarerDialog_KeyPress_32 (line -1)

URL: https://forum.audiogames.net/post/594875/#p594875




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Re: Emu2 dos emulator problem.

2020-12-02 Thread AudioGames . net Forum — Off-topic room : zenothrax via Audiogames-reflector


  


Re: Emu2 dos emulator problem.

I've never heard of this emulator.

URL: https://forum.audiogames.net/post/594876/#p594876




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Re: Designing an Audio FPS

2020-12-02 Thread AudioGames . net Forum — Developers room : Graeme via Audiogames-reflector


  


Re: Designing an Audio FPS

@21 That's a nice rifle, very unusual. @11 It's an automatic assault rifle, the sound is set up according to the instructions supplied in the sound set, there is a starting shot sound and a tail off for a single shot. If you fire a burst there is the opening shot sound followed by several random intermediate sounds for each round fired and a tail off when you release the trigger. On another thread recently I remember someone commenting about how most audio FPSs do gunfire wrong, they loop the same gun sound effect quickly to make it sound like automatic fire. If this is what you're expecting to hear in this game, you won't hear it!I added an accuracy factor to the gun. Each weapon I make will have an accuracy rating. Attachments such as stocks, grips, bipods etc. will affect this, likely at a cost to mobility. Again, if I add such features they'll be balanced.So I have several hours free tonight, got an idea on how to add vertical aiming so I'm going to try it out. Don't want to say too much at this stage but I'm pretty excited at the possibilities it could add.

URL: https://forum.audiogames.net/post/594874/#p594874




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