Re: Introducing Forge, an ACcessible version of Magic: the Gathering

2020-10-26 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


Re: Introducing Forge, an ACcessible version of Magic: the Gathering

I wonder if you can do something with making the cards buttons in the tabindex, or putting them in a text field like where the prompt is or the card info:Outlast {1}{B} ({1}{B}, {T}: Put a +1/+1 counter on this creature. Outlast only as a sorcery.)description is.

URL: https://forum.audiogames.net/post/583710/#p583710




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Re: Conquest: another complex mud with crafting

2020-09-25 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


Re: Conquest: another complex mud with crafting

@milos where do you want to go? There's not much out in the wilderness you need directions to. As a blind player, everything is coordinates. Just use those.@bookrage you only need to hire a mob once, then you just type: "lair assign mobName portal" and it becomes a portal mob.

URL: https://forum.audiogames.net/post/574262/#p574262




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Re: Conquest: another complex mud with crafting

2020-08-31 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


Re: Conquest: another complex mud with crafting

If you send me an email, I can give you the triggers for what I have, but the code is not super pretty, it's only for VIP Mud, and I took most of the sounds from:https://www.materiamagica.com/support/downloads.html Go to the heading that says "Sound Packs" and download the MP3 version.I'm not sure how licencing works for something like this, and I don't know how licenses work if I'm using commercial sounds I bought a licence to.I have been playing way too much of this game LOL, it's way too addictive and I'm not even participating in all the excitement around the new hand-to-hand fighting moves that have come out.This is one of those games where you feel like you're doing something important, as soon as you're done with the quests in the town. There's no level grinding. What makes this game even more interesting, is that all players make something called a lair, and it's one of the core mechanics that you loot treasure from their hoards. There are some hoards that get looted almost as fast as they reset, and there are others that never get looted.If you're looking for a MUD with endless options for fighting builds, a mud where you can build your own castle other people will visit, or a crafting system that is very useful and well-done, then ConQuest is where you want to b.

URL: https://forum.audiogames.net/post/566016/#p566016




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Re: Conquest: another complex mud with crafting

2020-08-24 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


Re: Conquest: another complex mud with crafting

Exactly, I'm not sure my code is the best for everyone.

URL: https://forum.audiogames.net/post/564047/#p564047




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Re: Conquest: another complex mud with crafting

2020-08-23 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


Re: Conquest: another complex mud with crafting

I actually have a sound pack that's probably not very much use to anyone but those who have VIP Mud. I use the default VIP mud sounds combined with the materia magica sounds. They are sounds I use when I get hit, dodge, parry, cast a spell, and whatnot.

URL: https://forum.audiogames.net/post/563901/#p563901




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Re: Conquest: another complex mud with crafting

2020-08-22 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


Re: Conquest: another complex mud with crafting

I used to play this all day long before it went down. It was my favorite mud hands-down. I made my own sound-pack for it, and I could hear when I needed to dodge or parry. I also did the number row for my attacks.It's really a player's skill-based MUD and that meant I could practice to fight bosses. PK is also very nice in this mud, as again, you don't lose anything.I think the only bad part about this mud was that after you got very good at building your lair and going through other people's lair, that is where content ended. I remember waiting for the new lairs to come out and just helping new players or trying different builds and getting good at those.The syntax and the conversation for the NPCs is perfectly designed IMO and I still use the number system for responses in other console applications.

URL: https://forum.audiogames.net/post/563637/#p563637




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Re: Announcing Expanding Known Space from Valiant Galaxy Associates

2019-07-30 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


Re: Announcing Expanding Known Space from Valiant Galaxy Associates

For example, I got the game, played several campaigns, and now I'm not playing it much. I did try starting a super hard game, but I haven't had time to play it.

URL: https://forum.audiogames.net/post/452153/#p452153




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Re: Announcing Expanding Known Space from Valiant Galaxy Associates

2019-07-29 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


Re: Announcing Expanding Known Space from Valiant Galaxy Associates

If the stories are too difficult, could we have a list of achievements, similar to Super Egg Hunt?This would be a matter of adding an option to the main menu for achievements, adding a line to the copy text at the end of the game (or it could be another dialogue), and adding a line to check if the player has the achievement, and if not, give it to them.The most difficult part would be to actually place the achievments and create them.I'm thinking one for each mission, then some for defeating difficulty levels on a mission, then after these are added, there could be more complexity, like defeating the hardest mode 4 times, or playing 30 fast modes.

URL: https://forum.audiogames.net/post/452028/#p452028




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Re: Audioverse.io

2019-07-29 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


Re: Audioverse.io

BTW, Web is the best platform to interface with all types of screen readers, so web text to speech is not needed. I would say that any new content needs to go into an aria live region. I believe if all the content is in one region, it will only say the new content. This will allow screen reader users to hear what happens in the scene when it happens, rather than needing to check the whole screen to see what changed.Also, if there was a role of link or button on elements that have actions, that would also really help.If there was a heading separating new and old content, that would also be amazing.

URL: https://forum.audiogames.net/post/452026/#p452026




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Re: Announcing Expanding Known Space from Valiant Galaxy Associates

2019-07-27 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


Re: Announcing Expanding Known Space from Valiant Galaxy Associates

Dark's ideas are exactly what I would like. Something where you just lick next and it takes you to the next most difficult mission or story.I would also be happy with an achievement system.

URL: https://forum.audiogames.net/post/451555/#p451555




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Re: Announcing Expanding Known Space from Valiant Galaxy Associates

2019-07-23 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


Re: Announcing Expanding Known Space from Valiant Galaxy Associates

I would like a progression or levels so that I feel like I'm going through a campaign or progressing in some way.Perhaps it could be as simple as you're a general jumping through 3-5 year chunks and every so often one of the factions calls on you to lead ships to win a battle. I just want something that will progressively make the game harder while making me feel like I'm part of the story somehow.I would also love to see a high scores board. This game would also be perfect for multiplayer battles, similar to Starcraft. Rather than making it turn-based, both players could set their ships at the same time, then the maps only sink once both have made their moves. Then there could be rankings.

URL: https://forum.audiogames.net/post/450722/#p450722




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Re: Announcing Expanding Known Space from Valiant Galaxy Associates

2019-07-23 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


Re: Announcing Expanding Known Space from Valiant Galaxy Associates

Oh, I didn't realize that the id of the ship was being announced as well. I don't think we need the ids until we open a menu.I would love to see some kind of story line, set of achievements, or something more than just me going down the list of campaigns and options to try out my skills. I love the game, I would just like a little story to play with.I would also love to see a mixture of traders of known space and this game!

URL: https://forum.audiogames.net/post/450659/#p450659




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Re: Announcing Expanding Known Space from Valiant Galaxy Associates

2019-07-22 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


Re: Announcing Expanding Known Space from Valiant Galaxy Associates

I would like to be able to view all the ships on a planet without needing to fleet them.

URL: https://forum.audiogames.net/post/450502/#p450502




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Re: Announcing Expanding Known Space from Valiant Galaxy Associates

2019-07-22 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


Re: Announcing Expanding Known Space from Valiant Galaxy Associates

The number separation is difficult to understand. I am not able to tell how many of each ship I have on a square. I know, but for some reason I can't hear, I'm hearing the wrong number, or I'm just not understanding.Thus saying, I really like the game!I would like a scan function where I can see what's around me, similar to n when you are on the planets you own, but I would like it everywhere.It would also be cool if there were spatial sound effects for enemy movements.Is there some way where I can make my colony ships the last to be attacked in the fleet?

URL: https://forum.audiogames.net/post/450418/#p450418




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Re: Audioverse.io

2019-07-01 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


Re: Audioverse.io

So I tried the demo and this is how it works:1. Hit enter on elements in the room, even if they are not links or buttons, they are all clickable and do stuff.2. To get back to a menu before the one you are in, putting NVDA in input mode and pressing right arrow seemed to do the trick.

URL: https://forum.audiogames.net/post/445471/#p445471




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Re: VGStorm Presents Manamon, a new fully featured RPG!

2019-06-06 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


Re: VGStorm Presents Manamon, a new fully featured RPG!

Does anyone know where I can find a list of what elements are week or strong against other elements? I can't seem to figure out what is strong against what at lower levels.

URL: https://forum.audiogames.net/post/438951/#p438951




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Re: Dreamland-official version

2019-05-23 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


Re: Dreamland-official version

Perfect, now I'm in and I've done some of the tutorial. Is there any way to get what the characters are saying in English? I went through most of the dialogues by pressing escape and I have no idea what's going on. I get the basic tasks through speech, but I get XP and gold for just hitting escape it feels like. Also, combat is odd, I press j and k, but I'm not exactly sure what's going on half the time LOL.

URL: https://forum.audiogames.net/post/435880/#p435880




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Re: Dreamland-official version

2019-05-23 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


Re: Dreamland-official version

The problem was the update. NVDA OCR read the progress just fine.Now the intro is in English, but I somehow made the speech speak at 100%, so I can't understand it at all, even if it is in English. I'll try uninstalling and reinstalling unless someone knows how to slow down the speech without me understanding anything.

URL: https://forum.audiogames.net/post/435832/#p435832




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Re: Dreamland-official version

2019-05-23 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


Re: Dreamland-official version

I click on DreamLand.exe and a window opens. I only hear one phrase when I arrow left and right. When I hit enter or space nothing seems to happen. Nothing happens when I hit down arrow, but different phrases happen if I hit up arrow.The phrases are not consistent enough to be a menu, so I'm not sure what to do. What is this first screen?

URL: https://forum.audiogames.net/post/435814/#p435814




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Re: Dreamland-official version

2019-05-21 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


Re: Dreamland-official version

Can you please Do you know where we can get the game now that the link has expired?

URL: https://forum.audiogames.net/post/435376/#p435376




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

2015-09-25 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


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

I'm going to post this here just to keep all the suggestions in one place:Several comments:I really don't like that messages from me arrowing around get read when looking at the system messages.I would like a way to keep market research in a txt file or something.I would also love it if I could look at a financial statement rather than trying to do it in my head .It would say:In January your costs were $1 and your income was $13000 with a net of 3000. You spent $5000 on employees and $4500 on goods and $500 on market research.If I could also have a statement on each item it would also be nice. Something like:You spent $1000 on the swamp board game and your sales were $1300 last month.You spent $1500 on the chess board and your sales were $1200 last month.This would make it look more like what a real 
 store's books look like.I would also like to be able to perform user groups for each product. Pay $700 or so to find out what a group of customers think of each product.Also, when the research comes in from other stores, I would like to see the current warehouse price of each product.It would also be more realistic if I could pay $2000 or so each month to get unlimited market research as then I have my own teem.I would love to be able to keep the quarterly reports out in a text file as well. It is really amusing though, that I can see their reports because in real life, only public companies like KMart need to publish quarterly reports!I can suggest lots and lots of more things, but I think this is enough for now. I would like it to be as realistic as possible as I think you are simulating a store very well.All store owners get financials that show what is selling, how much it is costing, how much their overhead is and everything. The fo
 rmula for price is:(Cost of goods + overhead / number of goods) + margin.So I would love it if I could set that formula to be applied every time I get new goods.When you own a business your bookkeeper and accountant are your 2 best friends!I would also love to be able to do market research before the store opens. Possibly with user groups.I also think you should get more sales if you specialize in one product. Because people wouldn't buy chairs from the same place they buy board games unless you had more than 4 products!

URL: http://forum.audiogames.net/viewtopic.php?pid=232938#p232938




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

2015-09-25 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


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

Just another couple comments in reply to what people have said above:Perhaps in the beginning the game could be you with no money, but with a wish to start a business. You then need to find a focus and start by selling to people on the street or online until you have enough to put down on your loan. Then you need to find a building with the correct rent, location and size, and then you start running the business, doing everything on your own. Then as time goes on you higher one person, then 2 people and so-on. But you need to train them and whatnot. Then you can start building a name in the community and participate in the chamber of commerce, making partnerships or holding deals. Then once your store gets to be a certain size, you can go rent another building and start building a brand. You need to register a trademark, figure out what business entity you need and either run the stores yourself or try and franchise it.Competitors then pop up and tout their thing as th
 e best and you need to find a way to get customers away from them and back to you.It would also be cool if you could buy smaller businesses, put research into new products or higher managers to restock the store when it gets low.Also, I would like to be able to restock when there are 2 items left rather than wait until there are 0.

URL: http://forum.audiogames.net/viewtopic.php?pid=232939#p232939




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Re: New Infinite Apocalpytic Procedural Ascii Game The Wastes

2015-08-13 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


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

Could you please make inventory be a constant i or ` or something like that? I dont really like it being 0 sometimes and not in the options other times. There is also no 0 in the inv menu. It would also help if we could wear the weapons in our inv.

URL: http://forum.audiogames.net/viewtopic.php?pid=227724#p227724




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Re: New Infinite Apocalpytic Procedural Ascii Game The Wastes

2015-08-11 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


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

He is basically asking for what I did above. When allocating skill points can we type how many we would like to allocate? Like we type for how much scrap we wish to sell or how many lockpicks we buy?thanks,

URL: http://forum.audiogames.net/viewtopic.php?pid=227481#p227481




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Re: New Infinite Apocalpytic Procedural Ascii Game The Wastes

2015-08-09 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


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

Hello, Having dungeons without monsters is normal. It is so random that when that happens you just be thankful you get the awesome reward at the end without fighting for it! 

URL: http://forum.audiogames.net/viewtopic.php?pid=227319#p227319




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Re: New Infinite Apocalpytic Procedural Ascii Game The Wastes

2015-08-08 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


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

OK, So I got to about level 120 or so and the app crashed. Here is the error:Problem signature: Problem Event Name:  APPCRASH Application Name:  The Wastes.exe Application Version:  0.0.0.0 Application Timestamp:  55be4e11 Fault Module Name:  The Wastes.exe Fault Module Version:  0.0.0.0 Fault Module Timestamp:  55be4e11 Exception Code:  c094 Exception Offset:  00052809 OS Version:  6.1.7601.2.1.0.768.3 Locale ID:  1033 Additional Information 1:  0a9e Additional Information 2:  0a9e372d3b4ad19135b953a78882e789 Additional Information 3:  0a9e Additional Information 4:  0a9e372d3b4ad19135b953a78882e789Read our privacy statement online: http://go.microsoft.com/fwlink/?linkid= … cid=0x0409If the online privacy statement is not available, please read our privacy statement offline: C:\Windows\system32\en-US\erofflps.txtThings I noticed at higher levels:1. Adding skill points just gets so bad that I wrote a _vbscript_ to do it for me. I have around 300 skill points a level and I just want them in HP.2. One gets way too many vials when they hit a load of them. Maybe 2, never 10 or how ever many there are, just make the high loot skill give you black all the time. What happened is that I just got like 50 vials every time because my looter was above 20, so I just got so many blacks and purples with the quick learner, mega mutant and the other stuff. It got to the point that my tail hit around 500 damage at level 20 and the strongest creature had maybe 1000 HP. The strongest creature I met was when I was like level 40 and it had 2000 HP in one of the dungeons. I koed it with my tail and got 500K XP. Because at this point it cost me 90K to level, I leveled like 5 times. This is when I thought to increase my wisdom from 20-500. I ended up getting something like 5M XP from each one of those creatures who were all 1 hit KOs.I think there should be a retirement for people who get to level 50 and they get like a cool graveyard that says they died in piece living their days in a village.But frankly, vials are way overpowered and they should be lessened in strength.Here is what I did:I first raised agility up to 5 and put one into hp. I then did 6 to give me one extra skill point. From that point on I could just do all 4 skill areas equally.I then max mountain climbing (16 I think) and get that up to 3 ASAP. Then I do 2 once and then work on 14. I get 14 up to about 3 or 4 if I can with mining then find a good weapon. Good weapons are anything over 200 damage. If you find a good shop, get a weapon that is like 5000 damage. I did find a 17000 dmg weapon in a shop at one time, but it is super rare. Also, while I am at the town I buy 3000 lock picks. I then leave and do every dungeon.Once my strength gets changed by vials I start increasing agility to try and match it. I do 6 a whole lot to give me lots of skill points and 14 for better loot. It depends on my weapon, but I sometimes do 15 for a longer use of a weapon.I split between agility and HP as I level and just leave wisdom behind. It is not good if you are drinking vials. I only drink red, purple and black vials. Once I get my dragon tail I stop drinking red because they can give bad effects pretty easy.(I say wisdom, but I really mean intelligence, number 3).I get to about 15 skill points a level, then go into loot completely. At that point looting should be around 20. Get it to about 30 and then raise skill points to about 20.After that it is kind of silly, you can play with everything. The coins will go up kind of fast, but I got mine up to 5 and thought it was pointless. Quick leveling only goes as high as your level, so I would get it up there and eventually I just did 2 and HP.

URL: http://forum.audiogames.net/viewtopic.php?pid=227135#p227135




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Re: New Infinite Apocalpytic Procedural Ascii Game The Wastes

2015-08-07 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


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

OK, I should probably post this on the other form as well, but Im having a problem in that when I level I spend more time adding skill points than I am playing the game. I get around 200 skill points a level and Im currently in a dungeon that has monsters that level me 6 times I kill them. So that is a lot of key presses! Im trying to get 10 HP, but I really dont want to press that many keys. an extra number or 4x200 or something like that would be awesome!

URL: http://forum.audiogames.net/viewtopic.php?pid=227008#p227008




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Re: New Infinite Apocalpytic Procedural Ascii Game The Wastes

2015-07-29 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


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

OK, it seems as if Im the only one coming up with bugs and suggestions, but here we go again:1. it would be really nice if there was a way to take on like 50-1000 of a creature at once. Sometimes I find myself spending 10-20 minutes killing 90+ of a creature and it is 4 enters and a 2. It is really tedious.2. sometimes I find vials and it looks like Im on a loop because it didnt say how many I found. It happened on a yellow one and when I hit no.3. I would like to know who killed me. A titan must have, but Im not sure. the one I killed first had 900 HP and I didnt look at the second one because even 9000 XP would be a 1 hit KO, so I dont know how I died...GMan travelled through 92 places in the wasteland, he died at level 14 and the last thing he saw was a Mortally Wounded Giant Immortal BatHyena Titan in the region known as Colins CratersGMan travelled through Northsburg into the sizeable wastes of Co
 lins Craters Where his journey ended.---SKILLSHealth   - 170Strength  - 17Agility   - 27Intelligence- 18Lockpick  - 41-OTHER STATS-Times Mutated- 0Mutation Level   - 0Money- 346918Kills- 283Regions Cleared   - 1Dungeons Cleared  - 11Settlements Visited - 3CURRENT WEAPON---
Weapon Name - Atomic Dirty Atomic Tsugawood Spiked Baseball BatWeapon Damage- 1Weapon Durability - 14285Weapon Value- 51725NOTABLE KILLSGMan Killed Roving Black-Blood Cultist in Colins CratersGMan Killed Sickly Two-Faced Pig Titan in Colins Craters-- Rest In Peace GMan(built in version 0.7.8) URL: http://forum.audiogames.net/viewtopic.php?pid=225906#p225906 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: New Infinite Apocalpytic Procedural Ascii Game The Wastes

2015-07-28 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


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

OK, so another couple bugs:1. major bug, after spamming and running the application for a while it freezes. It would be fixed if we could restart.2. when you say talk to the foremen in the mine and hit 0, instead of taking you back to the mine, it takes you back to the town.

URL: http://forum.audiogames.net/viewtopic.php?pid=225774#p225774




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Re: New Infinite Apocalpytic Procedural Ascii Game The Wastes

2015-07-21 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


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

If you hit enter on the game, then on the first menu press 3, 3, 5 it will turn down the music. 3, 3, 6 will turn it off I believe.Trying the new version now! 

URL: http://forum.audiogames.net/viewtopic.php?pid=224940#p224940




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Re: New Infinite Apocalpytic Procedural Ascii Game The Wastes

2015-07-17 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


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

Heh Im not sure the mining is balanced... Perhaps make it a timed based thing where it takes a random amount of time to get a rock, or have ore make a sound in different pannings and we need to press a number in order to mine it? I got to level 16 in a few minutes with mining. I also got 500K...Also, lock-picking is not balanced either. I had a rather high lock-picking skill and still failed most doors.If it wasnt for dumb mountains I would still be alive!!!fred travelled through 85 places in the wasteland, he died at level 16 and the last thing he saw was a Wasteland in the region known as Blissden Mountainfred travelled through Westington Craters into the sizeable wastes of St Endham Commons, from there he passed into the sizeable wastes of Neil Mountain, from there he passed into the small stretched waste of Blissden Mountain Where his journey ended.---SKILLSHe
 alth   - 170Strength  - 13Agility   - 27Intelligence- 5Lockpick  - 123-OTHER STATS-Times Mutated- 0Mutation Level   - 0Money- 498309Kills- 67Regions Cleared   - 3Dungeons Cleared  - 4Settlements Visited - 2CURRENT WEAPON---Weapon Name - Legendary Atomic Electric Gold Trench KnifeWeapon Damage   
 ; - 12432Weapon Durability  - 2762Weapon Value- 185887--   Rest In Peace fred(built in version 0.7.5)BTW, I probably left 10 Dungeons because they had nothing good in them and didnt feel killing 40 guys that gave me 50 XP when the xp TNL was so much was worth it.Perhaps when the random area comes it will look at your level a little more? Ive attacked some guys with 6K HP when I was level 1 and guys with 12 HP when I was level 16. There is a problem with that! Also, why do I only get 200-300 HP when other guys get 4K+? I could probably get 600 max if I tried, but its not worth 600 HP when my weapon hits 12K and if there is someone who hits more than 200 and I dont KO him, then Im dead.

URL: http://forum.audiogames.net/viewtopic.php?pid=224465#p224465




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Re: New Infinite Apocalpytic Procedural Ascii Game The Wastes

2015-07-17 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


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

Heh Im not sure the mining is balanced... Perhaps make it a timed based thing where it takes a random amount of time to get a rock, or have ore make a sound in different pannings and we need to press a number in order to mine it? I got to level 16 in a few minutes with mining. I also got 500K...Also, lock-picking is not balanced either. I had a rather high lock-picking skill and still failed most doors.If it wasnt for dumb mountains I would still be alive!!!fred travelled through 85 places in the wasteland, he died at level 16 and the last thing he saw was a Wasteland in the region known as Blissden Mountainfred travelled through Westington Craters into the sizeable wastes of St Endham Commons, from there he passed into the sizeable wastes of Neil Mountain, from there he passed into the small stretched waste of Blissden Mountain Where his journey ended.---SKILLSHe
 alth   - 170Strength  - 13Agility   - 27Intelligence- 5Lockpick  - 123-OTHER STATS-Times Mutated- 0Mutation Level   - 0Money- 498309Kills- 67Regions Cleared   - 3Dungeons Cleared  - 4Settlements Visited - 2CURRENT WEAPON---Weapon Name - Legendary Atomic Electric Gold Trench KnifeWeapon Damage   
 ; - 12432Weapon Durability  - 2762Weapon Value- 185887--   Rest In Peace fred(built in version 0.7.5)

URL: http://forum.audiogames.net/viewtopic.php?pid=224465#p224465




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Re: New Infinite Apocalpytic Procedural Ascii Game The Wastes

2015-07-16 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


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

I must say that the reaction to this game is really startling and I can see a whole new group of games being made off this console idea.I made a console game a while back that was kind of bad, but I didnt think people would spend the time to go through the screen.Congrats Wastelander, the wastes will probably be what people point to when they talk about console games!  So much for World of Legends!

URL: http://forum.audiogames.net/viewtopic.php?pid=224385#p224385




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Re: New Infinite Apocalpytic Procedural Ascii Game The Wastes

2015-07-16 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


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

Just use ctrl to stop it and use your jaws cursor to read the text. but just FYI, 1 is start game... XDMy little game is:Final 1but I made it a long time ago just to see if people liked console games. I got a lot of comments for adding sounds, but at that time there was no easy way to add sounds to consoles. There is still no easy way to just import a sound library without using a massive librarys music player. I figured out how to do it with pygames mixer, but havent done anything with it. I was thinking about making an ingame editor and making some games from that. BTW, python is probably 1000 times smaller than C++...I used no classes in that example, so everything (if I remember) was done with dicts, lists and strings.

URL: http://forum.audiogames.net/viewtopic.php?pid=224435#p224435




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Re: New Infinite Apocalpytic Procedural Ascii Game The Wastes

2015-07-09 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


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

Hello,Download the game here:http://download1840.mediafire.com/bnfcd … +0.6.8.zipGiving it a try now!!!

URL: http://forum.audiogames.net/viewtopic.php?pid=223323#p223323




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Re: Visual Novel fans rejoice: Ren'Py 6.18 has speech support!

2015-01-10 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


Re: Visual Novel fans rejoice: Ren'Py 6.18 has speech support!

You should email the developers. They may wish to hear about this...

URL: http://forum.audiogames.net/viewtopic.php?pid=200604#p200604




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Re: Swamp, zombie FPS by Aprone

2015-01-08 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

Hello Aprone,I am wondering, why Swamps description has not been updated on your website? Im not logged in and it says the old description. I also cant seem to download the main Swamp file. Ill log in and see if that helps.

URL: http://forum.audiogames.net/viewtopic.php?pid=200324#p200324




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Re: Swamp, zombie FPS by Aprone

2015-01-08 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

Hello Aprone,I am wondering, why Swamps description has not been updated on your website? Im not logged in and it says the old description. I also cant seem to download the main Swamp file. Ill log in and see if that helps.*Note*logging in still doesnt help.Here is my URL:https://p9.secure.hostingprod.com/@www. … ogames.php

URL: http://forum.audiogames.net/viewtopic.php?pid=200324#p200324




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Re: Swamp, zombie FPS by Aprone

2015-01-08 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

Thank you! it says 42 minutes left, so that is probably a good thing!

URL: http://forum.audiogames.net/viewtopic.php?pid=200341#p200341




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Re: Swamp, zombie FPS by Aprone

2015-01-08 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

You know, I may be the only one who is still having this problem...But every time I download the large swamp file off the first page, I cant open it. It says that it is corrupted and not even a zip file.The thing is 20 MB, so it is there, but I dont know how to open it.I can download the patch though.thanks,

URL: http://forum.audiogames.net/viewtopic.php?pid=200216#p200216




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Re: Joining our Beta Testing Team

2014-12-16 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


Re: Joining our Beta Testing Team

Hello,I may be jumping the gun here,but what this community really is missing is a good engine for creating games like Unity or Flash.So, if you looked for eventually putting out an engine, that would be very nice.Looking forward to seeing what you come up with!

URL: http://forum.audiogames.net/viewtopic.php?pid=197582#p197582




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Re: Seeking Blind or Visually Impaired Alpha Testers

2014-10-28 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


Re: Seeking Blind or Visually Impaired Alpha Testers

Hello TriadCity, unfortunately I am a windows user, so cant try out this awesome sounding Alpha!Im not sure if you are aware that every blind computer user has their own screen reader customized to their preferences. It is very easy to add screen reader support if you use unicode text (like in a webpage) or plug an external screen reader library likeaccessible_output/2ortolkor screen reader API and its wrappers

URL: http://forum.audiogames.net/viewtopic.php?pid=193229#p193229




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Re: Visual Novel fans rejoice: Ren'Py 6.18 has speech support!

2014-10-25 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


Re: Visual Novel fans rejoice: Ren'Py 6.18 has speech support!

Hello,Just FYI, if anyone who knew python looked at this code, they could add accessible_output to it and add screen reader support.Has anyone tried building with it?

URL: http://forum.audiogames.net/viewtopic.php?pid=192984#p192984




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Re: Announcing the first release of Park Boss, an amusement park simulator

2014-10-08 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


Re: Announcing the first release of Park Boss, an amusement park simulator

Hello,Here is the page that talks about adding a donate button to your website with PaypalIt is super easy and you dont need to say anything about where the money is going till you reach $1.May I make a suggestion?Offer a sheet where people can click donate and donate a certain amount of money for each feature request. For example:to add a score board is $200 (8%)integration with facebook is $150 (30%)Misc features (click to learn more) $300 (0%)More park types $700 (90%)...I am pretty sure your game can stand on its own and having a system like this would be pretty cool!You could fund a feature all on your own! 

URL: http://forum.audiogames.net/viewtopic.php?pid=191546#p191546




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Re: Announcing the first release of Park Boss, an amusement park simulator

2014-10-08 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


Re: Announcing the first release of Park Boss, an amusement park simulator

Hello,Here is the page that talks about adding a donate button to your website with PaypalIt is super easy and you dont need to say anything about where the money is going till you reach $1.May I make a suggestion?Offer a sheet where people can click donate and donate a certain amount of money for each feature request. For example:to add a score board is $200 (8%)add insurance for parks is $200 (99%)integration with facebook is $150 (30%)Misc features (click to learn more) $300 (0%)More park types $700 (90%)more and better sounds $900 (80%)...I am pretty sure your game can stand on its own and having a system like this would be pretty cool!You could fund a feature all on your own! 

URL: http://forum.audiogames.net/viewtopic.php?pid=191546#p191546




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Re: grave of redemption: concept demo

2014-08-22 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


Re: grave of redemption: concept demo

I like the quality! It feels really nice!I would like a way to:1. speed up the action2. mute the music with a keystroke.

URL: http://forum.audiogames.net/viewtopic.php?pid=186051#p186051




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Re: grave of redemption: concept demo

2014-08-22 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


Re: grave of redemption: concept demo

Naw, my speech would finish and I would be twiddling my thumbs, waiting for the guys to attack for a long time. Because there is nothing for me to do while waiting for their attacks,other than listen to the sounds, it gets kind of old fast.perhaps have an option to decrease the sleep time in between each attack?Also, I had a little annoying problem, after the rats would attack, I would be waiting even longer for my battle menu to appear. Sometimes I thought it wouldnt.Would it also be possible to make the main menu accessible from the battle menu?

URL: http://forum.audiogames.net/viewtopic.php?pid=186062#p186062




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Re: ZST (Hidden Zombie Shooter on DragonApps.ORG)

2014-08-21 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


Re: ZST (Hidden Zombie Shooter on DragonApps.ORG)

Yes, but dont you need to load the map or array of all the objects so you know what is in range and what is not in range?Have you considered making the game like a Walking Dead kind of thing, where players have a base, but go on raids to gather equ together, kind of like [[wow]]?

URL: http://forum.audiogames.net/viewtopic.php?pid=185838#p185838




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Re: ZST (Hidden Zombie Shooter on DragonApps.ORG)

2014-08-20 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


Re: ZST (Hidden Zombie Shooter on DragonApps.ORG)

Cool, I like it!Did you make the intro with the engine as well? The panning is very good and turning is super responsive on my end. It is like a faster version of Swamp!Could you add in a pre-built keystroke to say what direction/s you are facing? Now I can really only tell based off the birds and it is really dizzying! (Well if one is wishing to port it to android, it may not be possible)...What sound library did you use?Do you think you will be releasing it? Possibly with python bindings?

URL: http://forum.audiogames.net/viewtopic.php?pid=185638#p185638




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Re: ZST (Hidden Zombie Shooter on DragonApps.ORG)

2014-08-20 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


Re: ZST (Hidden Zombie Shooter on DragonApps.ORG)

The reason why the sound jumps so fast is because it is so fast. He could slow it down, but I kind of like the speed. If you use the mouse you can aim just fine.

URL: http://forum.audiogames.net/viewtopic.php?pid=185650#p185650




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Re: ZST (Hidden Zombie Shooter on DragonApps.ORG)

2014-08-20 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


Re: ZST (Hidden Zombie Shooter on DragonApps.ORG)

Im using a windows 7 64 bit with 8 gb of ram and it runs just fine. Im not sure how to tell how much system resources it is using though.I have NVDA as my screen reader.

URL: http://forum.audiogames.net/viewtopic.php?pid=185652#p185652




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Re: ZST (Hidden Zombie Shooter on DragonApps.ORG)

2014-08-20 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


Re: ZST (Hidden Zombie Shooter on DragonApps.ORG)

Just to make sure, Is Anvir?I am trying to figure out what processes take up the least amount of CPU now Im on a SSD and dont get the fan blowing every time my computer uses more than 1/3 CPU LOL...Have you been reading the development forum? We were just talking about how there is a major lackage of wysiwyg editors for the blind. How hard would it be to make this into a wysiwyg editor? Kind of like unity?Use python for the scripting language though LOL!

URL: http://forum.audiogames.net/viewtopic.php?pid=185708#p185708




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Re: ZST (Hidden Zombie Shooter on DragonApps.ORG)

2014-08-20 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


Re: ZST (Hidden Zombie Shooter on DragonApps.ORG)

The reason why you dont see so many first person games is because they are so difficult to make.I dont think you can do them in BGT and at the moment you cant do them in pygame without doing some fun math!Where as side scrollers are just x and maybe some y coords and that is it.Why python is so that you dont need to worry about screen reader support, networking, writing massive guides saying how things work and whatnot. It is pretty much all written for you.My brother uses an engine that does this and he is able to make some pretty awesome games (Just not for blindies!)I cant wait till libaudioverse comes out, it will be much nicer than OpenAl! (Although it is going to be payed for commercial use (Although you would need to talk to Camlen about it!)).The hard stuff is:collision detection and positioning audio objects. For me those are the two things that are a huge pain in python.How does this engine han
 dle those? Could you start with putting out a dll or something that we can import into our projects?And hey, what is the one thing Swamp does not have? PK  how difficult would it be to add that? RTR almost got there, but there was really no point to it other than that...

URL: http://forum.audiogames.net/viewtopic.php?pid=185727#p185727




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Re: Paladin of the Sky, new full length audio game RPG

2014-08-17 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


Re: Paladin of the Sky, new full length audio game RPG

OK, I just downloaded the demo of this game and must say that it is incredible!Here are my first impressions:Way way way too big!I spent most of my time running from place to place, looking for things. I would like to see a lot more filler and people to talk to. I loved the air-hocky game and wished there was card-games, wheels, ping-pong, pool, foose, people talking about themselves and whatnot. Also, I kind of was very startled at all the guys fighting me in the bar, there was no warning. Why are they fighting me? A little dialogue would be nice.Also, a cancel button for some of the longer messages would be very nice!

URL: http://forum.audiogames.net/viewtopic.php?pid=185131#p185131




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Re: Swamp, zombie fps by Aprone

2014-08-01 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


Re: Swamp, zombie fps by Aprone

I just talked to my brother and he had a couple comments:His first thought on doing graphics was make a triangle of light as a 3rd person perspective and fade in creatures as they came at you. So it would be like a flashlight.He did like the first-person shadow idea and he thought the only hard part would be the fog moving in the background and possibly reacting to the player. It would come off as a kind of Silent Hill thing, but much much more scary! If Aprone wishes to do kickstarter, what he would need is an artist to draw some concepts, possibly program enough to shoot a movie or demo and clearly state that the game is looking for a graphic over-hall.My brother, who is going to school for game design, thinks that Swamp is on some very firm ground to make it both popular on kickstarter and on some other funding sites. Having a solid player base is unbelievably helpful in proving to people that supporting Swamp is a good idea.

URL: http://forum.audiogames.net/viewtopic.php?pid=183175#p183175




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Re: Otherworld: The Land of Tirn Aill

2014-07-30 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


Re: Otherworld: The Land of Tirn Aill

Hello,I dont know if I know more about it than you do, but you do know that you are supposed to go to the portal and leave the tower right?There are all kinds of cities and Im sure one may have more equ in the shops. From what Ive seen, killing mobs and shops is how you get equ, like normal...

URL: http://forum.audiogames.net/viewtopic.php?pid=182809#p182809




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Re: Swamp, zombie fps by Aprone

2014-07-30 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


Re: Swamp, zombie fps by Aprone

Oh, you suggested that be added already? LOL the current graphics are blobs without a gun...But Those would totally annoy sighted people when trying to aim in fog!

URL: http://forum.audiogames.net/viewtopic.php?pid=182811#p182811




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Re: Otherworld: The Land of Tirn Aill

2014-07-30 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


Re: Otherworld: The Land of Tirn Aill

I think that you are supposed to wait till level 15 to get any better stuff. The quest master has a lot of good EQU, have you checked him out?

URL: http://forum.audiogames.net/viewtopic.php?pid=182844#p182844




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Re: Swamp, zombie fps by Aprone

2014-07-29 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


Re: Swamp, zombie fps by Aprone

Dont they have FPSes for sighted people? Dont you think they are difficult? I will talk to my brother about it, but I know stuff like lightning, shadows that arent zombies and moving fog make things really hard to see.Perhaps the zombies wont come into view till they are only a few steps away from the player.Another thing is that sighted people can only focus on one thing at a time in first person mode, so they would have a really really hard time in swarms.Also, if something has a light, that reflects off the fog, making things super hard to see when you are behind it.So that means that if street-lights still work, it would be even more difficult to navigate and find zombies in the parking lots.Aprone programmed Swamp in Visual Basic, so I would be very very surprised if it was really hard to put in high-level graphics.

URL: http://forum.audiogames.net/viewtopic.php?pid=182622#p182622




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Re: Swamp, zombie fps by Aprone

2014-07-29 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


Re: Swamp, zombie fps by Aprone

Actually, in my browser, it shows you on page 499 still.What do you mean by muzzle flash?And of coarse there are different challenges for a sighted person than there are for a blind person. But the question is:What are those? And how can you implement them into Swamp?

URL: http://forum.audiogames.net/viewtopic.php?pid=182671#p182671




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Re: Swamp, zombie fps by Aprone

2014-07-28 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


Re: Swamp, zombie fps by Aprone

It is kind of a catch 22.What is aprone needing to make more money?A business plan and many more players.How can he get that?He can create something that either becomes super awesome at the NFB convention or ACB convention and the conventions in other countries, or he can open it up to the sighted world with graphics.If he did the last option, he would have a very good chance of having the first option as a consequence.What does an indi game need to make it bigg?It needs to address a need in a niche that has never been addressed before in a very attractive way.Does Swamp have this ability?How many audio games do you know that you play with sighted players?Browser based games and Muds.THAT IS IT!So Swamp has the advantage of being neither of those, but with graphics it would be the first of its kind.Can you make graphics hard to hit?Aprone can answer this much better than I, but I was thinking of so
 mething like amnesia the Dark Descent where players hear monsters before they show up in the screen.Perhaps a back story can be created for Swamp that leaves a perpetual fog, so the player is running around, exploring dark shapes, but they are very vague and undefined.This is just one idea and not the most attractive, everything that has to do with blind people always is full of darkness and I like darkness, but darkness can only be used so much before darkness becomes tiresome.Can anyone else think of a more light way of showing graphics in a way that wont make zombies in Swamp so easy to hit as a sighted person?Can Swamp eventually make Aprone enough money to quit his job?Possibly, no audio game has gone mainstream with Graphics to my knowledge.You will never know till you try will you?Does Swamp fit the formula for a wildly popular game?Yes! That is why Aprone has made so much off it.What do th
 e big triple A game developers do to make a wildly popular game?They rehash an old concept that is bound to make money, slap a new story on, add some new graphics and possibly give it a new title. Then they put it out as the newest and greatest!Do people buy?No! Sky Rim, call of duty, Star Craft, World of Warcraft, Final Fantasy, Halo, Halflife and Grand Theft Auto were all huge flops with no sequels!Do you get my point?What made those games money?Awesome adds and lots of marketing.Will Swamp get press?YES!Will I market the  out of Swamp to my friends both sighted and non if it had graphics?YES!Will you?I dont know will you?How many friends can I think of right off the top of my head who have asked me specifically for an audio game they can show off?12 this year.How many is 12 times 437? 5244.Has anyone ever been in an MLM?That is a huge huge huge number of peopl
 e who can sell by word of mouth alone!I know I can get this published on several podcasts and featured on 4 or 5 indi game websites. I know of 2 schools who have instructors who are looking for games they can show their students as an example of an accessible game.This is something that I would not be surprised to see in the New York Times...What kind of ways do you have to market swamp to sighted people?Is this playing with air?Of coarse, but more people become committed to showing Swamp off to as many people as possible, thicker the air becomes.How will this help the audiogame community?it will create a connection between sighted gamers and blind gamers in a medium that is not fringe like Muds or browser based games.What would happen to Aprone if he went through all the work of adding graphics and nothing happened?It depends how he does it. But the most noticeable thing would be the lost
  time.When was the last time Aprone put out a game?It was that wild alchemist game... I dont remember when.Is waiting time for updates and new games something the audio games community is used to?No! We all stop playing Swamp if Aprone has not put out an update in a week.So what is the worst that could happen?On the flipside, what is the best that could happen?Swamp becomes as popular as MindCraft and we have a swamp con. This would leave Aprone a billionaire with all the time and resources to produce audio games that are quality which in turn would up the standard and amount of audio games significantly.So, do the risks out way the rewards?I dont think there is really any risk. When was Perilous Hearts demoed? When will it come out?How many players would Aprone lose from Swamp if he didnt do updates to Swamp for 6 months to a year?How long was the update betwe
 en 2.8 and 2.9?I remember that being quite long...What did we get in 2.9 that wasnt in 2.8? I think it was map 3 and a lot of guns?Which is a huge update...Aprone has done 2 of those in the last few months. Isnt there enough content for a while?I know Im not even past my second rank yet...What else can I say to prove that this is a really really really good idea?

URL: http://forum.audiogames.net/viewtopic.php?pid=182556#p182556





Re: Swamp, zombie fps by Aprone

2014-07-27 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


Re: Swamp, zombie fps by Aprone

Hello Aprone,Thank you for posting that info. It is really fascinating to see how lucrative Swamp has become.And frankly, $2 a month with no charge for the months I dont play is kind of crazy and I think way under priced. This first year you are kind of trying this out, but now youve seen how awesome and popular the gamer accounts have become, so what could you do with a little more yearly income? Perhaps get an artist to draw graphics and make it super challenging to play with graphics, but so it still looks awesome on a game add page. Then you can post Swamp on all the Indi game websites, and make audio games recognized through the awesomeness of swamp!How much good would that do the audio game community and you in particular? You know you have something good game-wise, so wouldnt adding a little bit extra for the sighted world be almost trivial?And with the above numbers, how many subscriptions would you need to quit your job and work o
 n audio games full-time?Im guessing something like 2000 or 3000...With the public being made aware of the audio game community, you will at least get that many people who would like to try out Swamp for novelties sake. This would then translate out into sighted people telling their blind friends about Swamp and isnt that your goal as an audio games developer?So in essence Im begging you to now seriously consider making Swamp into a business rather than just a side-job.I take great pleasure in making things a huge deal, but I need something to work with. Swamp is great to push among the blind community, but it just needs something more to re-submit it to all the channels. Graphics would open up a whole new world and frankly, I would love to know that the game Im playing both looks awesome on my screen and awesome in the headphones!What do you need to make graphics happen?Also, I was talking to some of my sighted developer f
 riends and they asked if anyone has considered making a steam for audio games?

URL: http://forum.audiogames.net/viewtopic.php?pid=182328#p182328




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Re: Classic 6 Dragons game!

2014-07-27 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


Re: Classic 6 Dragons game!

Hello,Ive not tried this mud, but it looks awesome. One thing Im concerned about though, in the middle of a battle, if I wish to heal, wouldnt I not be able to if it is saying in one line that I hit the dragon 6 times in one line, rather than waiting for me to hit the dragon?Often I just set attacks to make a sound and gag them.This sounds awesome though!

URL: http://forum.audiogames.net/viewtopic.php?pid=182330#p182330




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Re: Swamp, zombie fps by Aprone

2014-07-18 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


Re: Swamp, zombie fps by Aprone

Hello Aprone,Have you or would you be open to making Swamp more of a mainstream game?My brother is attending DigiPen and several of his class mates are very interested in audio game development. They are still entrenched in the completely invasive idea that graphics are not important. My brother tried playing Swamp, but again was put off considerably by your beautiful Gimp drawings! Also, he found it much too easy to see the little green blobs walking at him and didnt have any problem in killing zombies.I also have another friend who is completely unrelated to my brother who is really into audio games and he hosted the accessibility game jam that was posted a little while back (22 games were submitted to that!!!)His philosophy is that there is no reason why a game should only be strong in one input medium and not t
 he others.So because Swamp is, for lack of a better word, the quintessential audio game, Im wondering if you have considered making it pleasing to the major part of the sighted community?Doesnt Swamp already have basic graphic support? You are sighted, so do you already understand the algorithms behind graphic rendering?Also, what could one do with a sighted-accessible game? Im sure one could create all kinds of hype about it and there would be a lot of people, if nothing else, signing up to see what it is all about.But would you agree that most mainstream games use primitive audio? I was listening to some mortal combat split screens and it could be the recordings, but they really sounded like pure frontal positioning. How much better would it be as a sighted player if a graphical game had even Swamps quality of audio?We have really good graphical games and really good audio games, why cant we have one with both? And
  frankly, what developer, audio or otherwise, is better equipped to tackle this challenge than you?

URL: http://forum.audiogames.net/viewtopic.php?pid=181096#p181096




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Re: Announcing release of Traders of Known Space

2014-07-17 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


Re: Announcing release of Traders of Known Space

Yeah! Ive already played it and it is awesome!2 comments though:1. is there a key command to tell you how much money you have and how much fuel you have?2. Can the option be added to shut up the voice with ctrl please?Have you considered putting in achievements?successful trader: Get 100 of any itemmedicine man: sell 200 of the med kit thingsEarth-bound: make 50 transactions at earthlocal man: only trade on 2 planets the whole game.galaxy master: trade at least twice at every stationfrontier supporter: trade at least twice at every space station and only trade at the space stations.Frankly I could totally see this being really big as an IPhone game... see if a sighted person could help create graphics and whatnot.

URL: http://forum.audiogames.net/viewtopic.php?pid=181073#p181073




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Re: Otherworld: The Land of Tirn Aill

2014-07-14 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


Re: Otherworld: The Land of Tirn Aill

Yes, I didnt see this thread either and think this mud looks pretty awesome!I also cant connect.

URL: http://forum.audiogames.net/viewtopic.php?pid=180686#p180686




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Re: NEW: Inquisitor Audiogame Adventure - Chapter II The village

2014-07-11 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


  


Re: NEW: Inquisitor Audiogame Adventure - Chapter II "The village"

Is this text, or does the dialogue have voice acting?Is there sound?

URL: http://forum.audiogames.net/viewtopic.php?pid=180417#p180417




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Re: Announcing release of Traders of Known Space

2014-06-28 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


Re: Announcing release of Traders of Known Space

Haha! That is funny! I laughed for like 10 minutes! (I bet you can tell it is late and Im very tired!) The voice isnt that bad LOL Ive listened to it for at leaste 6 hours, so there must be something good about it... It is much longer than I have listened to Anna.URL: http://forum.audiogames.net/viewtopic.php?pid=178623#p178623

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

I didnt even understand how the game worked till I got the mod... Part of it was that NVDA worked on the mod and not on the normal, but the other part was that I could see different races and the same units for each race.URL: http://forum.audiogames.net/viewtopic.php?pid=178465#p178465

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Re: Announcing release of Traders of Known Space

2014-06-25 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


Re: Announcing release of Traders of Known Space

That is another comment, I think the score should be something like (time) / (total monitory value). Im not 100% sure how to calculate the score, but just leaving the game and playing something else and coming back is not really playing the game LOL...URL: http://forum.audiogames.net/viewtopic.php?pid=178295#p178295

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Re: Announcing release of Traders of Known Space

2014-06-24 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


Re: Announcing release of Traders of Known Space

[[wow]], that is a lot of cargo... How dare you beat me!!!  Congrats!URL: http://forum.audiogames.net/viewtopic.php?pid=178178#p178178

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Re: Announcing release of Traders of Known Space

2014-06-23 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


Re: Announcing release of Traders of Known Space

As for speech, It kind of grows on you and Ive found it is quite nice after a couple hours of game play.More suggestions, better the game is and more people want it! That means people are excited!Now, for a really wild idea!For those people who dont like space games, what about something like darkover where there is a spacestation for people to sell goods to, but those who live on the planets dont have anything to do with the ships and live in a culture where bows and swords are the weapon of choice.You could let people play in like an RPG style on their world of choice, on the world, people would be able to farm, be an assassin, create carvings, mine, be a blacksmith, and not only could they sell products on their world or to other players, but they can sell stuff to ship merchants and book passage on ships to go to different worlds.Then you hit everything people are wanting in a game in one go!I would say that BGT may become 
 a little limited though if you wish to do the above things. I would suggest moving to C++ directly or go to python with the eventual integration of C++ modules for the complex stuff like collision detection or server control.It may be advantageous to get more programmers! LOLURL: http://forum.audiogames.net/viewtopic.php?pid=178000#p178000

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Re: Announcing release of Traders of Known Space

2014-06-23 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


Re: Announcing release of Traders of Known Space

I like the emergency idea, and think it would go really well with a newspaper thing. I would rather not be told the same info every time a storm hit a place, I would like to tell for myself that they needed electronics, not be told. It would also beg the challenge of what do the articles mean when they report on something. Kind of like real life, when an earth-quake hit somewhere and the large shopping center in the middle of town suffered some massive dammage along with the homes in the near areas.URL: http://forum.audiogames.net/viewtopic.php?pid=178034#p178034

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Re: Announcing release of Traders of Known Space

2014-06-23 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


Re: Announcing release of Traders of Known Space

If one wanted to totally avoid combat, one can just higher soldiers of different levels. Then as your cargo becomes more valuable, you need to make sure your soldiers remain happy and upgrade them with the latest tec. In a sense, you are not doing combat yourself, you are making other people do it for you. One could then just go and attack pirate ships to get money, but I think instead of ships just leaving credits, they should leave some different types of goods. That way you cant really get away from the idea of trading, you still need to sell your loot, but one needs to still be looking at prices to sell goods. Also, if one is not transporting goods all the time, keeping around their army would get really expensive...I wonder if people can upgrade their ships, so they can add like a hidden door so it is harder for pirates to keep some goods hidden away.URL: http://forum.audiogames.net/view
 topic.php?pid=178052#p178052

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Re: Announcing release of Traders of Known Space

2014-06-23 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


Re: Announcing release of Traders of Known Space

Havent we all read books about merchants and how they are depicted as either wealthy and fat or emotionless and cold? They are not the most glamorous of profession off the top, but there is a reason why they are wealthy! That is what this game is trying to convey right?What are the characteristics of merchants in books? What do a lot of them have in common?Here is what I can think of:1. They bargain (It would be really awesome to see that implemented some how!) 2. They dont ever fight except for the occasional villain.3. They all have large estates with very high security and lots of rare items.4. They are very involved in politics.5. They often move from being a retail merchant to becoming a business owner and selling specific products as their specialty.6. They have a lot of jewelry![br/]Can other people come up with other stuff?URL: http://forum.audiogames.net/viewtopic.php?pid=178076#p178076

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Re: Announcing release of Traders of Known Space

2014-06-23 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


Re: Announcing release of Traders of Known Space

Havent we all read books about merchants and how they are depicted as either wealthy and fat or emotionless and cold? They are not the most glamorous of profession off the top, but there is a reason why they are wealthy! That is what this game is trying to convey right?What are the characteristics of merchants in books? What do a lot of them have in common?Here is what I can think of:1. They bargain (It would be really awesome to see that implemented some how!) 2. They dont ever fight except for the occasional villain.3. They all have large estates with very high security and lots of rare items.4. They are very involved in politics.5. They often move from being a retail merchant to becoming a business owner and selling specific products as their specialty.6. They have a lot of jewelry!Can other people come up with other stuff?URL: http://
 forum.audiogames.net/viewtopic.php?pid=178076#p178076

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Re: Announcing release of Traders of Known Space

2014-06-21 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


Re: Announcing release of Traders of Known Space

[[wow]],this looks sooo fun! Ive got it downloaded and Ive read the manual and cant wait to play! Ill do it when it is not 1 AM!I have been waiting for a game like this to come out!The world needs more finance type games!URL: http://forum.audiogames.net/viewtopic.php?pid=177699#p177699

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Re: Announcing release of Traders of Known Space

2014-06-21 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


Re: Announcing release of Traders of Known Space

[[wow]],this looks sooo fun! Ive got it downloaded and Ive read the manual and cant wait to play! Ill do it when it is not 1 AM!I have been waiting for a game like this to come out!The world needs more finance type games!Have you considered adding a save option?URL: http://forum.audiogames.net/viewtopic.php?pid=177699#p177699

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Re: Announcing release of Traders of Known Space

2014-06-21 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


Re: Announcing release of Traders of Known Space

What about Dragon Riders of Pern? That was Sci-Fi and medieval together!Is there any way to call my TTS? I really am not the fan of the current TTS...URL: http://forum.audiogames.net/viewtopic.php?pid=177742#p177742

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Re: Announcing release of Traders of Known Space

2014-06-21 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


Re: Announcing release of Traders of Known Space

I agree with Dark on just about everything now.As someone with a lot of money, I want options to sell everything, or upgrade everything all at once. Selling over 100 of an item or buying the same amount is just a lot of arrowing and I know I can type in a number (btw this is not spoken), but I would like a sell all option or buy all function.Here is my score:Statistics for Playthrough of Traders of Known Space - a free game from Valiant Galaxy Associates, on Version 4The game lasted 1 hours, 46 minutes and 6 seconds and ended on Saturday, June 21, 2014 at 1:0 PM - The player beat the game! woohoo!In a career spanning 15 years (short mode), the player accumulated 83568 credits.At careers end, the envy of all space merchants was trading in a vessel with the following capabilities:Integrity: 24 / 25Engine: 38 / 38Gun: 10 / 11Deflector: 23 / 24Cargo hold: 500 / 500Final score: 20056
 8!It would be cool if there was a stock market and business you could invest in and land you could buy and sell!!! LOL URL: http://forum.audiogames.net/viewtopic.php?pid=177797#p177797

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Re: Announcing release of Traders of Known Space

2014-06-21 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


Re: Announcing release of Traders of Known Space

I had about 30K in goods when they said I needed to finish LOLAlso, I would like the upgrades to say what they do and how much for each 1 of upgrades by hitting the I key.Time to play armed!Although the one ship I did obliterate only gave me like $200. Is there any way to upgrade the power of guns? For example, I would have fired all my guns at the ship at once so it would poof into nothingness in one hit. But frankly I wouldnt want the other ships to do that to me, so perhaps just more expensive guns or upgrades to guns that I can buy for like $5000 or $1 an upgrade.URL: http://forum.audiogames.net/viewtopic.php?pid=177806#p177806

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-17 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

GRR! This mod makes sound RTS way too fun! LOLA couple things:1. I would like a ton of maps, the first ones can be the starting rules, with the original units. Then the next map can have the town hall with all the different races, but one only. Then one can move up from there. It would be nice to have more descriptive names for the maps. Also, could there be a description of what upgrade comes after what and what each army unit is for? Im just throwing mods in, researching arrows and whatnot because Im sure it is good, but Im not sure how.A bug I think!On the grave diggers last building, when I summon those final undead creatures, they eat my grave diggers...URL: http://forum.audiogames.net/viewtopic.php?pid=177178#p177178

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-17 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

GRR! This mod makes sound RTS way too fun! LOLA couple things:1. I would like a ton of maps, the first ones can be the starting rules, with the original units. Then the next map can have the town hall with all the different races, but one only. Then one can move up from there. It would be nice to have more descriptive names for the maps. Also, could there be a description of what upgrade comes after what and what each army unit is for? Im just throwing mods in, researching arrows and whatnot because Im sure it is good, but Im not sure how.A bug I think!On the grave diggers last building, when I summon those final undead creatures, they eat my grave diggers...And yes, setting up your own server is way too complex for most people. Although if someone wrote a nice guide on how to do it for rtr and all the other games that use them, Im sure it would help!URL: http://forum.audiogames.net/viewtopic.php?pid=177178#p177178

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-17 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

Is there any way to:cycle through special units like dragons and high level units?Hear what everything does ingame (preferably before I buy it)?Use a menu with the arrow keys to see everything that is in the room (separate land stuff from mob stuff?cycle through all work units who are not assigned?hear the focus of the gameAlso, it would be really cool if one made a story to go along with different units. Also, it may be more clear if the different races could be chosen before the game starts.URL: http://forum.audiogames.net/viewtopic.php?pid=177221#p177221

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-17 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

Is there any way to:cycle through special units like dragons and high level units?Hear what everything does ingame (preferably before I buy it)?Use a menu with the arrow keys to see everything that is in the room (separate land stuff from mob stuff?cycle through all work units who are not assigned?hear the focus of the gameAlso, it would be really cool if one made a story to go along with different units. Also, it may be more clear if the different races could be chosen before the game starts.Is there a way to jump to all enemy units in your area?Can I have the computer play at different difficulties against me with different builds?URL: http://forum.audiogames.net/viewtopic.php?pid=177221#p177221

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-17 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

Is there any way to:cycle through special units like dragons and high level units?Hear what everything does ingame (preferably before I buy it)?Use a menu with the arrow keys to see everything that is in the room (separate land stuff from mob stuff?cycle through all work units who are not assigned?hear the focus of the gameAlso, it would be really cool if one made a story to go along with different units. Also, it may be more clear if the different races could be chosen before the game starts.Is there a way to jump to all enemy units in your area?Can I have the computer play at different difficulties against me with different builds?Is there any way to see the amount of stone or other types of resources I have?URL: http://forum.audiogames.net/viewtopic.php?pid=177221#p17
 7221

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Re: Swamp, zombie fps by Aprone

2014-06-16 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


Re: Swamp, zombie fps by Aprone

Mini with ricocheting bullets!Can you say ninja time? I may find my fingers pressing on swamp after multiplayer comes out!URL: http://forum.audiogames.net/viewtopic.php?pid=177162#p177162

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Re: Swamp, zombie fps by Aprone

2014-06-15 Thread AudioGames . net ForumNew releases room : frastlin via Audiogames-reflector


Re: Swamp, zombie fps by Aprone

I would love that backup program! Now what you could do is add a way so one can connect it to a cloud storage place when the computer is connected to the internet and upload the backups that are stored on the other hard drive.I think you could totally sell this! This in a bundle with audio thumbnails would probably be the best thing ever!Let the developers of ides know about this and youve got it made! URL: http://forum.audiogames.net/viewtopic.php?pid=177024#p177024

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