Re: where realism and unrealism cross the lines

2021-01-08 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: where realism and unrealism cross the lines

Brutalities were, in fact, quite ridiculous, with random bodyparts flying everywhere (play with a sighted person and hear them play count-the-ribcages), but only bones more or less; the blood and guts apparently all dissolved in that character-sized blob of red explosion, rather than also splattering the whole arena.Also, my 5-year-old sister got really close to doing a brutality by accident the first time she played the game. There are two parts to brutalities; the screen goes dark and it plays the music, but you still have to finish the combo for the opponent to actually explode. She got the transition effects, then stopped. Which seems reasonable, considering that Fatalities normally continue on their own at that point (unless you're MK2 Sub-zero).Idk, maybe my sister was just a MK3 prodigy.Anyway, my interest in mainstream games fell off a cliff around the time that "realistic" (read: grey-and-brown everything FPSes) became the industry standard, and the cinematic stuff doesn't really help so much. And then I watch some footage on Youtube or whereever, and am generally even less interested afterward. Having some degree of scenes to connect things, explain things, or tell a story is not so bad. But what amounts to walking between scenes and occasionally shooting a few things to get a cutscene ... I mean, why? That's not a game; that's an SCS campaign. Make the gameplay part worthwhile, otherwise I'll just watch a letsplay. ... I wonder how long before Youtube bans letsplays because the developers are losing money on people just watching rather than playing "press x for the next scene"?But crap, if an Audio Drama with FPS elements is how you make money off games, then ... huh, come to think of it, it's weird that this is not a thing around here. I'd sort of expected it would be the obvious way to get "successful". Maybe there is something resembling hope after all. ... Or maybe we're too poor / few for even that to be worth the trouble, and/or nobody cares enough to have tried.

URL: https://forum.audiogames.net/post/605383/#p605383




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Top 20 most terrifying game bosses, blind edition

2021-01-02 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Top 20 most terrifying game bosses, blind edition

Hmm. The most terrifying enemies I can think of are not bosses. Although Wrenfield was scarier on my second playthrough of The Gate. And I've been taking my time in Manamon and only just got through the Shadow Children Hideout, which managed to have some bizarrely worrying battles but that's because I did not plan well at all and my party was all unbalanced.In BK2, the Search and Destruction robot 1.0 was somewhat scarier than 2.0, even though 2.0 was harder and had the added tension of the time limit. Something about the combination of the atmosphere and the usage of the paralyzer, along with the sound design, made that whole section scary.I remember someone complaining that the Shadow Kro in Jeqo Prime was terrifying, but that was probably just the voice. Which is just ominous Old Norse chanting with some DSP effects. And some rasping.I feel like I'm forgetting something. 

URL: https://forum.audiogames.net/post/603739/#p603739




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Why are there no audiogames in the fighting games genre?

2020-12-26 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Why are there no audiogames in the fighting games genre?

*reads replies* ... *reads notes from the 2000s* ... *drowns in tears but somehow keeps typing anyway*It's true, though.re: sidescrollers ... no, we really, really haven't. The closest we've come to mainstream sidescrollers is BK3 and Tombhunter. And anyone who's gone anywhere near a Megaman game knows why I said "closest".I'm beginning to think that Camlorn was right all along: we just plain can't. Too much detail to manage with audio.For all -0.2 of you who care: the horrible fighting system in the Jeqocon console works as follows. Hit areas are an integer, containing the following bits: high, mid, low, near, far, near2, far2. For some stupid, stupid reason, I made "hitsBehind" into a separate boolean, rather than a hitArea bit. Most things are binary: are you near or far from your opponent? OnLeft or on right? Crouching? Aerial? (If I'm feeling like being confusing, a move can be both crouching and aerial, which does not work the way you'd expect). The near2 and far2 bits make the attack hit continuously in that spot for the first half of the move, to simulate projectiles.That was good enough to sorta-kinda feel like Marvel Vs Capcom, which is what I was going for when I threw it together in an hour in summer 2008 because I was tired of failing to make anything anyone else would care about, and just wanted to play something. It survived and expanded as long/much as it did because it turned out that just having an engine I could easily make content for made making content much, much simpler. ... Maybe I should open-source it with a character creation guide? Creating characters is easy. (creating good, well-balanced characters who play like fighting game characters, on the other hand, is more challenging.)

URL: https://forum.audiogames.net/post/602317/#p602317




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Why are there no audiogames in the fighting games genre?

2020-12-26 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Why are there no audiogames in the fighting games genre?

*does not read replies* two reasons: because there are already playable mainstream fighting games, and because approximately 0 audio game devs are capable of making anything comparable.Audio games are made because we want to play something but can't. We can play Mortal Kombat and Street Fighter, so why go to the trouble of making our own?(Not that I haven't tried. I don't think that MK powerpoint thing I made in 2004 is all that accessible, though.)

URL: https://forum.audiogames.net/post/602312/#p602312




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: BK3 Gamepad support

2020-12-13 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: BK3 Gamepad support

IIRC I used the Windows test program with Jaws, and it announced which button I was pressing. But generally, the Playstation controllers I've tried have been very similar, with the key difference being the order of the face buttons. For mine, it starts at triangle and goes clockwise, then goes L2, R2, L1, R1, select, start. With a PS4 controller, the only difference was that the face started on ... X, I think? I never could figure out reliable rules for the analog sticks vs D-pad, or L3 and R3.But you could just create a test config, mapping the buttons to letters or numbers, then open a blank document or something, and see what gets typed. Should take like two minutes, five if your computer is really uncooperative or if you have trouble with the assigning.

URL: https://forum.audiogames.net/post/598205/#p598205




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: BK3 Gamepad support

2020-12-13 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: BK3 Gamepad support

The only problem with Joy2Key is the arrow keys and screen readers. I think that's the main reason I don't generally play any BK games this way. I have a BK2 config somewhere, though. Probably need to update it for BK3, with the use of x and t and all that.

URL: https://forum.audiogames.net/post/598076/#p598076




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: How to play dragonball budokai tenkaichi 3? Help needed!

2020-12-10 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: How to play dragonball budokai tenkaichi 3? Help needed!

Are we talking about BRICKWALL!Raditz? The goal is to hit him with the Makankosappo / Special Beam Cannon. This game has a tendency to devolve to run away -> spam little blasts -> power up -> repeat until full -> launch ultimate. This is ... not the best way to play, but it tends to happen a lot.

URL: https://forum.audiogames.net/post/597415/#p597415




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: kombos in dle?

2020-12-02 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: kombos in dle?

I mostly gave up when it became apparent that I couldn't do anything about the fundamental problem with all of my games. Which is to say, I can make games I can understand, but 99% of people who play them get lost or otherwise repelled, somewhy. I have no idea how improving this could be anything resembling within my power. ... Also the same issues with fulfilling DLE purchases, I guess.Afaik, the google drive links for Everdark Clash should still work, if they ever did (BGT and all that).DLE is pretty horrible for understanding the Jeqoverse, because I kept throwing in random crap because it seemed like fun at the time. Ex, the ghosts and zombies that start showing up, the overabundance of demons, asteroids being a little too common, a lot of the joke characters thrown in every time I found a way to break the character select, etc, etc. I suppose it makes the last leg of the story in the full version feel less like a giant tone change, for what that's worth. I was thinking about recording the JF capture the flag game I threw together over the summer, and trying explain characters / backstories in the process. Not sure how worth it that would be.It is kinda annoying that my releases have exsplored so little of the Jeqoverse, considering how long I've been at this. I probably should clean up the scenes in Jeqo Prime and release the version with more story mode, but then I'd have to clean up the new voices that are all totally stolen, and figure out how to upload that oversized nightmare of a file. ... And re-remove the old games I ported last year because I randomly felt like playing them again. Hm.There are essentially six core stories, with shared universe shenanigans. LC was supposed to be one of these. Jeqo Prime (which should have been called Jeqo Legends ++) covers three (as did Jeqo Legends before all the browsers broke new Array). Strictly speaking, the two that are not EC / DLE had stories published ... but, ah, I'm not linking those, on the grounds that the released versions are... you know the writing in DLE? Yeah.Maybe I should just Wikify my notes, put that online, and call it a life. ... Maybe "career"? "call it a life" sounds kinda morbid. 

URL: https://forum.audiogames.net/post/594670/#p594670




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: kombos in dle?

2020-11-30 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: kombos in dle?

Yes, but it's complicated. You can more or less divide it into three or four sections, with the last part getting a bit weird compared to the first two sections. The demo reaches a reasonable stopping point, of a sort.You can think of Everdark Clash as the Mortal Kombat 9 to DLE's Shaolin Monks / Armageddon, sorta-kinda. Including the part where the gameplay differs dramatically.If I can resolve this mess more permanently, I might put it back up. DLE has been ported more than once, so maybe I should just port it to Python or something to get around the "OH NOZ BGT IS VIRUS!11!" problem. ... Or back to _javascript_, but _javascript_ is bullcrap now, and I'm not masochistic enough to wrestle with that beast.

URL: https://forum.audiogames.net/post/594090/#p594090




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: kombos in dle?

2020-11-29 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: kombos in dle?

I wonder how many people bought without trying the demo first? The full version has a few additional minigames, but I am not sure if anyone's found them (I'd expect someone to have had enough trouble with at least one of them to have said something about it by now).Hint: if you get all the story scenes available in the demo, things like jail, motorcycles, and the Dojo will change, and different NPCs will start showing up on the random maps. I think boats might start offerring you a new destination, but Idr exactly how that works. I want to think there's something involving a motorcycle and a grappling hook?

URL: https://forum.audiogames.net/post/593817/#p593817




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: kombos in dle?

2020-11-28 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: kombos in dle?

@4 I sent you a PM.@3: Pick a character and go. They do have different intros that try to push them toward character-specific storylines, but once you wind up in the random maps, you're mostly on your own save the rare hint/quest. I think Kai Asaki's intro is the least forgiving (between that grappling match and all those mercinaries, and that weird thing with the green star, and the first bossfight). Kia's is slower to throw you to enemies, with fewer opportunities to level.

URL: https://forum.audiogames.net/post/593730/#p593730




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: kombos in dle?

2020-11-28 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: kombos in dle?

OK, this one specifically is a little weird, with that J+A+K.TBH, I don't remember which of these two (maybe both) work, but it's either:Hold d and press b. Then hold j, press and hold a, and press k.Or do the same thing, but you can release j after pressing a.Generally, the + means that you hold the preceeding letter until the next one has been pressed. It might be easier to follow if there were spaces. I.E. d+b j+a+k. But the whole "combo a jump-attack into a grab" thing is kinda weird.IIRC, this is the only one that does this.

URL: https://forum.audiogames.net/post/593624/#p593624




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Grandpa_Jones has removed the DLE purchase button

2020-11-22 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Grandpa_Jones has removed the DLE purchase button

@7: Do you still have your receit, or know what email would be associated with the purchase? I mean, I removed the button because it's proving to be an unwinnable fight with techno-entropy to fulfill orders, but I will at least make the attempt.@8: I doubt that'd be worth doing to this game. It's similar to why I removed the link to my games from my signature. ... And why I titled the thread as I did.

URL: https://forum.audiogames.net/post/591737/#p591737




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: What is the best platform to play on if you cannot see?

2020-11-21 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: What is the best platform to play on if you cannot see?

The problem with consoles is that they abandoned plug-and-play over a decade ago, and are only just now starting to repair the damage that did to usability. I wouldn't expect people to buy a console just for one or two games, especially the latest, and therefore most expensive.Meanwhile, PC and mobile accessibility are well established, and most everyone here already has one or both.The only question is Windows Vs Mac Vs Linux, and it seems like Windows wins the userbase situation, with tools like Wine making some Windows software playable on other platforms.

URL: https://forum.audiogames.net/post/591712/#p591712




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Grandpa_Jones has removed the DLE purchase button

2020-11-21 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Grandpa_Jones has removed the DLE purchase button

So yeah, the button to buy the full version of Escape the Dark Legion is no longer on my site. It's bloody near impossible to get files from my devices to end users anymore, between the BGT issues, Dropbox issues, and somehow still managing to not have a device that can keep up with the demands of the 2010s (I dread to imagine what's coming in the 2020s).And it's really, really unpleasant to watch people spend money on this thing, then be unable to actually get it to them in a timely fashion (or at all, as increasingly seems to be the problem).If someone who has not been utterly cowed by technology wants to solve the problem, you're welcome to make the attempt. At this point, I'm not sure that offerring hosting would help, because the key issue is that it's stuck in two places (and a couple backup hard-drives), and for some reason both stopped letting me share as needed.In the unlikely event that I wind up with a commercial product in the future, I think I'd follow a more VGStorm or Steam model. Those seem less vulnerable to this rubbish.

URL: https://forum.audiogames.net/post/591588/#p591588




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Interview with Aprone

2020-11-20 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Interview with Aprone

Hmm. My tastes diverge wildly from the general audience, and I think I'm worse at adapting to audience demands than Aprone. Like, he was talking about how Swamp was originally stealth-oriented, and I was all like "yeah; I really liked that aspect—" and then mentioned how much of the way it was originally meant to be played was dropped in favor of the more popular "kill everything" playstyle. And I was sad. And I'm pretty sure I wouldn't have changed the concepts so much, and would have had an inferior product were I in charge. But yeah, I haven't felt like sniper rifles or silencers have mattered in a long time, so much so that I haven't even checked in a few versions to see if that bug with loot disappearing from scopes was fixed. And it occurs to me now that this has been like 2/3 of Swamp's existence .I'm going to go make another JF Capture the Flag recording, for no good reason. Maybe use the EC characters? But I want my team to be smaller, otherwise it will be too easy. So maybe I'll play the Dark Legion, and the computer gets the DLE / ECTAS PCs?

URL: https://forum.audiogames.net/post/591339/#p591339




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: reflections from a former developer

2020-11-15 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: reflections from a former developer

Eh. I play Genesis games, otherwise it's all audio games... but not many, mostly just Nyanchan, Aprone, and VGStorm. And also Jeqocon, because somebody has to.There's also a Marvel Superheroes / X-Men Children of the Atom / The Punisher arcade cabinet at my parents' house, so sometimes I play that when I'm there. Would play DBZ games and PS1 Capcom games if I had access to them.I'd play Kingdom Hearts were it the least bit accessible. Probably some Marvel games. Since I cannot, there's nothing worth the trouble. Or maybe I need to pay more attention to Kenshir's videos?

URL: https://forum.audiogames.net/post/590007/#p590007




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: reflections from a former developer

2020-11-14 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: reflections from a former developer

I am here at this moment entirely because my computer did it's obligatory "crash without warning when you're working on something and haven't saved in a few minutes" for this ... week? Weekend? It's kinda frequent. So maybe this isn't the best time to reply.. But I'm kinda lost.You know, back in the 80s and before, there were hardly any tools for game development, and people had to do everything in assembly, or C at best, including a sound engine for whatever specific hardware they were working with. Apparently the NES gets a lot of mileage out of 1bit audio. But then you mess up and import your data in bytes, with the bits reversed, screwing up the sound quality, but no one notices because it's the NES, and it gets released like that.It makes our utter helplessness seem all the more pathetic. Sure, we don't have the tools they use to make today's games. But crap, surely we can do better with what we already have, considering that, in terms of complexity and gameplay, we're still pathetic by retro standards.It feels like that gulf is so ridiculously vast that no amount of "If everyone just..." seems capable of reducing it in the slightest.Come to think of it, why am I even here? To naval gaze about game development?... You know what? That's a good point. I'ma see how much code I lost when my computer seized. When's the last time I compulsively hit ctrl s? LET's FIND OUT![edit]Right before the crash, apparently.  Wow. Anyway, I wonder if we should have just created or commandeered a crypto currency in the past decade or so, even if it was primarily restricted to this community. So long as it could accurately function as currency (e.g. It has a finite amount and is not going to randomly inflate or deflate because someone sat around doing missions 24/7), it could have gotten a functioning e-economy going. I'm not sure why I thought this was a good idea, but I keep coming back to it so it's probably me thinking poorly right now.  [/edit]

URL: https://forum.audiogames.net/post/589784/#p589784




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: reflections from a former developer

2020-11-14 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: reflections from a former developer

I am here at this moment entirely because my computer did it's obligatory "crash without warning when you're working on something and haven't saved in a few minutes" for this ... week? Weekend? It's kinda frequent. So maybe this isn't the best time to reply.. But I'm kinda lost.You know, back in the 80s and before, there were hardly any tools for game development, and people had to do everything in assembly, or C at best, including a sound engine for whatever specific hardware they were working with. Apparently the NES gets a lot of mileage out of 1bit audio. But then you mess up and import your data in bytes, with the bits reversed, screwing up the sound quality, but no one notices because it's the NES, and it gets released like that.It makes our utter helplessness seem all the more pathetic. Sure, we don't have the tools they use to make today's games. But crap, surely we can do better with what we already have, considering that, in terms of complexity and gameplay, we're still pathetic by retro standards.It feels like that gulf is so ridiculously vast that no amount of "If everyone just..." seems capable of reducing it in the slightest.Come to think of it, why am I even here? To naval gaze about game development?... You know what? That's a good point. I'ma see how much code I lost when my computer seized. When's the last time I compulsively hit ctrl s? LET's FIND OUT!

URL: https://forum.audiogames.net/post/589784/#p589784




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: reflections from a former developer

2020-11-13 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: reflections from a former developer

I haven't felt sufficiently interested in mainstream games as to wish I could play them since the PS2 era. Maybe-maybe DBZenoverse and Spider-man. if all the games from the past 5 years suddenly became accessible, I wouldn't care. Should I expect the hypothetical accessible games to come to be any better?Basically, I'll still want to make games regardless, and I expect other blind people will, too. Maybe we won't need audiogames.net for more than archival purposes, but a blindgamedevs.net will remain needed so long as there are blind game devs.

URL: https://forum.audiogames.net/post/589491/#p589491




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: reflections from a former developer

2020-11-12 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: reflections from a former developer

Keywasfull did collaborate with others on Grave of Redemption, though.

URL: https://forum.audiogames.net/post/589223/#p589223




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: will there be an opportunity to play ASSASSIN'S CREED: Valhalla

2020-11-12 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: will there be an opportunity to play ASSASSIN'S CREED: Valhalla

Katsu wrote:I'd like to buy this game when a few months have passed and there is an offer that reduces its price. So I could test the accessibility features and how far I can go despite the limitations. Progress is promising.I miss Blockbuster. Wasn't there a gaming equivalent to Netflicks at one point? ... Back when Netflicks was basically the Uber of video rental, rather than a streaming service?

URL: https://forum.audiogames.net/post/589079/#p589079




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: reflections from a former developer

2020-11-12 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: reflections from a former developer

For collaboration, you need to have the sort of situation for which collaboration, rather than one dev hiring another to do some of the work, makes sense. And most of the ideas I care enough about to bother reaching out over are ones I have decades of notes and content associated with, which does not necessarily remove creative opportunities for the hypothetical team, but I'm not sure how many people are in this because they want to manifest someone else's ideas, rather than their own. And I'll just let the history of Star Wars speak to the virtues of different styles of project completion (auteur vs committee vs whatever you call the OT).So we either need devs who are game devs, first and foremost, or we need incentive for the auteur style to be viable. The first might work better (see: AHC), but I get the impression that the latter better describes Swamp / Bokurano Daibouken / Manamon. Eh, if I win the lottery soon-ish, I'll put a million or two USD into subsidizing both, and we'll see which bears fruit. BTW, any time-travelers, prophets, or telekines with access to the Powerball who want this outcome, you know what to do  .

URL: https://forum.audiogames.net/post/589067/#p589067




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: reflections from a former developer

2020-11-10 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: reflections from a former developer

@8: Mid 2000s? We just got to 1997, with Manamon and AHC. Maybe you're counting the FPS games as 2000s? TBH I don't really feel like we've completed half of the 90s (Do we have anything vaguely resembling Super Mario 64? Gauntlet anything?), and certainly haven't come anywhere near the 2000s as regards any genre other than FPS.But yeah, I wonder how many people give up because they don't feel like they can compete with BK3 and Shadow Rlrline.

URL: https://forum.audiogames.net/post/588684/#p588684




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: The annoying gameplay repetitiveness in audio games!

2020-11-07 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: The annoying gameplay repetitiveness in audio games!

Anything with level-grinding is repetitive. Hence, the word "grind", which we did not invent.I think audio games are a little more vulnerable to repetition, because the things which break up the monotony in video games can be visual—palette swaps, backgrounds, etc—but we would have to use completely different sounds instead. Swamp eventually added pitch to zombies for this reason, for what good it does (pitch bending is way less elegant than palette-swapping for distinguishing otherwise identical game objects).BK2 and The Gate are especially bad about this, with their huge open spaces and levels where the only distinguishing factor is the strength of the enemies. The Gate at least has an inherently monotonous setting, but BK2 has a wide variety of environments and enemies, and still feels monotonous in some places. (I feel like BK3 improved over BK2 in this regard, but it was feeling a bit humdrum around 15-16, iirc.)Super Mario Bros on the NES somehow avoids feeling repetitive, even though it kinda is. The audio version does not capture these features well (or at all, in some cases). 1-1 is outside in the daytime, with a few hills and bushes in the background, and red bricks. 1-2 is underground, with a black background and blue bricks. Oh, and the brick tiles and goombas use the same palette, so you have red-orange goombas in 1-1, and blue goombas in 1-2. 1-3, the platforms are bright green, with treetrunks holding them up, and the castle at the end is much larger than the tiny castle at the end of 1-1. 2-2 is under water; 2-3 is a series of bridges to nowhere, with enemies jumping out of the water and over the bridges to attack you. 3-1, 3-2, and 3-3 are outside, but at night. 4-3 recolors the platforms to look like giant mushrooms instead of trees. The plants in the background are sometimes recolored, sometimes more common, sometimes less. Turtles are sometimes green, sometimes red. Stage 6 is at night, but 6-3 colors the platforms white and the trunks / bricks grey, making it look wintery.Bokurano Daibouken clearly tries to capture some of these, by having different colors of slime, variants on the gakishounen, and some attempts at changing up the atmosphere of similar levels (stage 5 in BK3 is particularly well done in this regard, IMO, and more creative than most audio games with its challenges. If BK3 stopped at 5-4, it'd still be one of the best.)Alas, there is no audio equivalent of palette-swapping, unless you're using synthesizers or midi instruments. We can do unique soundscapes, but that's typically way more work than how simply Mario was able ito diversify its levels.But I do feel like, even keeping things simple, even with a very finite number of sounds, we have indeed failed hard at creativity.

URL: https://forum.audiogames.net/post/587412/#p587412




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Seriously, what is it you guys want?

2020-11-05 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Seriously, what is it you guys want?

@71: "Neither was Swamp." well, if I'm being pedantic, the first version of Swamp was tossed together as a small Halloween thing, and it exploded when Aprone added multiplayer. But even then, he was using things he'd been working on before (radar and navigation prototypes, originally made for a head-tracker that sorta-kinda turned into the See Munkey), so yeah, you're right.Crisnorman wrote:I guess what I'm saying is I imagine it's easier to create something spectacular-looking with a little bit of code than it is to make something spectacular-sounding with the same amount of code.And we have a winner.Graphics? Open Paint, and you can at least make retro-style graphics in an afternoon. Sound? Hope it's after 2015 and you can download stuff from online archives, because making audio is nowhere near as point-and-click. NCH's tone generator was OK, at one time, especially combined with Wavepad for editing. Then they broke both of those (and Wavepad kept eating my data anyway), and Audacity doesn't quite cut it ... and those are for really simple synthy stuff.And I think there are Paint-level tools available for 3d graphics, now. So any idiot with a computer and good vision can toss together something decent in an hour. Maybe they'd be editing some stock assets, idk. Do we have stock sounds we can edit in a useful way? You can make graphics look a little weird, and still be recognizable. Screw with a sound, and you might wind up with something so alien you need a Learn Game Sounds menu to have any hope of recognizing it. If you're doing something like, say, Manamon, you can use this in a way that fits well with the product. If not, well, now you're just collecting assets.You can programmatically alter graphics. Palette-swaps, texture changes, scaling for models etc. Sound? You can change the pitch?Init for both can be obnoxious, if you want 3d. OpenGL is kinda absurd. But even in 2d, the code to get more options with simple graphics is way simpler and available, compared to getting even what BGT offers for sound I'm not sure how much these matter, though. We just don't have enough good devs with resources and motive, and we're still apparently struggling to find the limits of what blind players can handle. I think that last part might be more variable than with video, and with an already tiny audience, that doesn't help.

URL: https://forum.audiogames.net/post/586800/#p586800




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Seriously, what is it you guys want?

2020-11-05 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Seriously, what is it you guys want?

@71: "Neither was Swamp." well, if I'm being pedantic, the first version of Swamp was tossed together as a small Halloween thing, and it exploded when Aprone added multiplayer. But even then, he was using things he'd been working on before (radar and navigation prototypes, originally made for a head-tracker that sorta-kinda turned into the See Munkey), so yeah, you're right.Crisnorman wrote:I guess what I'm saying is I imagine it's easier to create something spectacular-looking with a little bit of code than it is to make something spectacular-sounding with the same amount of code.And we have a winner.Graphics? Open Paint, and you can at least make retro-style graphics in an afternoon. Sound? Hope it's after 2015 and you can download stuff from online archives, because making audio is nowhere near as point-and-click. NCH's tone generator was OK, at one time, especially combined with Wavepad for editing. Then they broke both of those (and Wavepad kept eating my data anyway), and Audacity doesn't quite cut it ... and those are for really simple synthy stuff.And I think there are Paint-level tools available for 3d graphics, now. So any idiot with a computer and good vision can toss together something decent in an hour. Maybe they'd be editing some stock assets, idk. Do we have stock sounds we can edit in a useful way? You can make graphics look a little weird, and still be recognizable. Screw with a sound, and you might wind up with something so alien you need a Learn Game Sounds menu to have any hope of recognizing it. If you're doing something like, say, Manamon, you can use this in a way that fits well with the product. If not, well, now you're just collecting assets.

URL: https://forum.audiogames.net/post/586800/#p586800




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: drop your game ideas here

2020-11-04 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: drop your game ideas here

So after it occurred to me that you could easily tell the history of the Galaxy in the style of mythology, and that this leads to describing the Late Heavy Bombardment as a war among worlds, I realized that a game kinda like Pokemon, but you're a star with planets, and the planets can have moons, could be fun, if done right. Personify or not, as you prefer.Have quite a few details in mind for how it might work, but I think the key thing would be getting something that plays sorta-kinda like Manamon but takes orbits and temperature and distance into account is already a lot to start with. Ex, if a wandering star disrupts your Oort cloud, and your planets have to defend themselves from the rain of comets, your inner-most planets might not see much action if your outer-most planets play defensively enough (but good luck with that).So ... Pokemon Star/Planet/Moon, or whatever.

URL: https://forum.audiogames.net/post/586408/#p586408




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Seriously, what is it you guys want?

2020-11-03 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Seriously, what is it you guys want?

Zarvox wrote:We need graphics.*CAE_Jones has entered the chat*The most troublesome thing about the graphics for the JFIMA was finding a way to convey the 3d information without being able to do propper 3d. What I wound up going with was brightness, with the characters having outlines that vary in brightness. I'd rather have gone isometric rather than top-down, but walls would have gotten in the way. I at least made windows and doors look slightly more retro-style pseudo 3d, just by making windows semitransparent and having both extend above their tiles, but they did not extend in a way that reflects their full height wait wtf did I just start rambling in the middle of a conversation nobody was having am I going senile or something I'm not that old  Ahem.For simple, not-so-marketable 3d graphics in Python, Visual was the simplest. Trouble is, aside from it being quite old, I just couldn't get it to work. I'm not sure what I did wrong. Did I mess up the camera or something? The real annoying part was that, to check what I was doing, I basically had to write an example, take a screenshot, and upload that to Facebook and hope someone commented to tell me what happened. ... Have Not messed with this since I got decent image analyzing tools?But for comparison, 30 lines of setup and creating complex datastructures and shaders and crap in openGL or whatever, two lines in visual. One of which is setup. The other being literally "visual.sphere(center=(x, y, z), size=r, color=red)". Get the camera in the right place, and you're done. Crap, would be nice if 2d graphics could be that convenient, even. I've tried writing a graphics_pool several times, but keep getting distracted by extra features.But no, I don't think graphics are the solution, sadly. Not sure if I ever uploaded a version of the Jeqocon Console where the JFIMA had graphics, and I don't recall what state the graphics for the other games was on release. The biggest problem is character art. I can do crappy scenery. That's easy. For some reason, even my stick figures look terrible by stick figure standards, and I never actually manage to make anything that can use them, or finish viable code for such a thing.Were I to add graphics to ECTAS, I'd get real confused about how to determine draw-order on bodyparts. But I would try to do a simple model system, where characters just have colors for all the big obvious stuff that I'd be drawing as thick line segments and hidious polygons / circles, then try to figure out which limb to replace with the hitArea and guardArea for attacks. Although the way grabbing works, that could get complicated ... and I think that might explain a weird shadow effect I was getting in the Braille output at one point. ... I almost hope nobody tried the Braille in that game, just because the released beta had the bad clock that caused serious jerky animation, and I treated the ground as a single line and therefore forgot to stagger water, making for some unappealing sections where water was a bunch of 'l's flowing across the screen. ... Also I couldn't get high platforms to show up correctly On the upside, if I ever do release the stuff that's changed, the animation jerkiness should be mostly resolved, and I threw in at least one trick that makes more sense if you're viewing the inaudible Braille scenery. I had to take a bunch of stuff out, though, because it was cluttering things up to the point of unusability. Episode 1 originally had a ton of Braille vegetation, and a watermark animation for, like, leaves in the wind or something. But leaves already have a looping animation, so an additional one just confuses things. Would be nice to have, say, tar dripping from a tree, but the Braille support I put in there does not include animated scenery elements like that (the fire and waterfall animations are based on the terrain, not separate objects).Um, I also just mentioned all of the issues I can recall ECTAS's Braille output having. I threw that together really quickly, on a holiday weekend or something. I'm simultaneously astounded that I got something that complex working that quickly, and perplexed that I only manage to pull crap like that when it's for features nobody is going to use. I mean, this is not a leisurely one-handed game, unless you have a very interesting controller (or possibly modded a braille display to replace the body of a Nintendo Switch, which ... someone please try this?).What were we talking about?Oh, right. Negative Nancies and weird unsatisfiable wants. I wrote a couple pessimistic replies since this thread went up, but didn't post them because they were terrible and useless. And I think this post ... actually gets the point across better, in a weird, poetic sort of way O.O you got me started on graphics, and I just want to keep typing. I don't even have anything useful to add. Learn how to use 8-bit mode and palette-swapping, because transparency / 

Re: We want manamon 3!

2020-11-02 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: We want manamon 3!

People, there are these things, maybe you've heard of them? Called "bills" and "food" and "rent" and "I just spent a year of my life coding this thing without getting paid at any point and need to try to not drown in debt."I was planning on making some horribly outdated Halflife III joke, but now I just want to go give money to VGStorm. Even though we've been working with half a crew at work for most of this year, and therefore having to do way more work for exactly the same bullcrap pay. (Seriously, if everyone who stayed on during this half crew business got pay and a half, it would have completely covered the work done on my house last month.When audio game devs get subsidies from rich blind people who want better games, then we can talk about prices better fitting the community's *ahem* standards. Until then, well, Pokemon is not a one-person project, and the devs get paid quite a lot. And it's been nearly 25 years, so we're not talking about the originators of the concepts.

URL: https://forum.audiogames.net/post/585805/#p585805




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: old swamp version needed.

2020-11-01 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: old swamp version needed.

1.8-1.9 were back in, like, 2012. 2.8-2.9 were 2013. Which sounds specifically were you looking for? I recall that some gun sounds changed somewhere in that range, like the early AR15 and M40, and some mode-changing sounds.

URL: https://forum.audiogames.net/post/585268/#p585268




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: The Gates of Halloween

2020-11-01 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: The Gates of Halloween

I like to use the knife on ghosts, because I find the speed advantage outweighs the range disadvantage. But I have not tried this on hard. I have, however, tried it on The Grey Lady and Carmilla, and ghosts tend to be slower than they are.I need to try this on hard at some point to see if it's actually viable.

URL: https://forum.audiogames.net/post/585216/#p585216




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


7 things going wrong with games

2020-10-30 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


7 things going wrong with games

https://m.youtube.com/watch?v=ocgfNyR0siMAlways online, even for singleplayer games.Day 1 patchesRunning games off hard drive, even when you have a disk, and having to therefore manage memory and crap, and wait for installs and updates.Events and tasks which turn the game into a chore, like limited-time events, daily tasks, etc.Special Edition Overload.You have to sign up for accounts for everything, even to play pre-internet games on new consoles.And lootboxes, natch.Incidentally, I'm now imagining Swamp with the ability to purchase extra voices, or armor that makes weird sounds, or something like that. 

URL: https://forum.audiogames.net/post/584813/#p584813




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: a game idea that i hope some body could pik up

2020-10-22 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: a game idea that i hope some body could pik up

So what; the attacks to be also in stereo, so you can hear the fist or weapon move to its maximum reach? ... That sounds kinda cool, I guess. I could do something like that with ECTAS, even, by just having the unvoiced part of attacks play in the hitbox rather than the character's position. Projectiles already do that, after all.Vertical is still tricky. You'd practically have to dedicate sounds to certain heights / positions, because spacial audio for melee-scale vertical is woefully unreliable for something like this. Pitch, maybe, but who (else) wants to do that?Oh, yeah. ECTAS is fighting game-style combat. Though apparently I was supposed to do dial-a-combo buffers because dial-a-combo won. Has a Vs mode, but the camera is kinda annoying if you want to try PvP to practice, because it doesn't prevent players from getting too far apart to track.I'm not really sure the intricacies of fighting game mechanics matter quite as much as we like to think. Why? Because blind players can kick most of the ass at mainstream fighters, in spite of lacking the information under discussion. Clearly, pixel-perfect judgment of range and distance is irrelevant unless you're to the point that you're trying to break records or something. I say this, having put way too much thought into intricate fighting systems and content over the years, only to realize that the fine details usually just get button-mashed or QTE'd or blatant tutorial highlighted away. Frame-perfect timing can be relevant ... but then games start adding frames of delay intentionally, online has to compensate, and things get weird, so even then...Basically, I don't see what the problem is. I never had perfect vision, but I could see MK2 and 3 well enough, and the PS1 capcom fighters (MK4 and Tekken, though, I got better at after losing that vision, because I was distracted by how impossible to make sense of they were). I feel like good sound design can handle most of the information I can no longer get visually. Am I missing something?Hmm, maybe I am missing something. Which is to say, a worthy opponent when I could see what I was doing somewhat. Maybe I just know way too little about how high-skill sighted players play fighters. 

URL: https://forum.audiogames.net/post/582310/#p582310




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Is this possible in swamp map editor or in the campaign?

2020-10-22 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Is this possible in swamp map editor or in the campaign?

Unfortunately no. I've requested Google review it, and the results were "OK. We still say it contains a virus, but you can download it, since you uploaded it. ... Just not in Chrome because Chrome also thinks it's a virus."I might just have to open-source it. Then everyone has to have BGT installed.

URL: https://forum.audiogames.net/post/582286/#p582286




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Is this possible in swamp map editor or in the campaign?

2020-10-22 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Is this possible in swamp map editor or in the campaign?

The map can be the same. You do not need to create a new map.You could even use the change tile command, if you know the IDs of closed and open door tiles.

URL: https://forum.audiogames.net/post/582232/#p582232




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Is this possible in swamp map editor or in the campaign?

2020-10-22 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Is this possible in swamp map editor or in the campaign?

YesEither use  in a zone name to make pressing enter there teleport the player, or use the copy map command in campaigns to swap closed and open doors for location events or location enter events, or whathaveyou.[edit] to elaborate on swapping parts of the map... I'd make a door that cannot be opened, and a door that cannot be closed, and use the copy map command to copy whichever I need to the space where a door is. Though it'd be much easier to just make a zone called <125,48>press enter to try the door, with a corresponding <125,51>Press enter to try the door on the other side.

URL: https://forum.audiogames.net/post/582171/#p582171




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Is this possible in swamp map editor or in the campaign?

2020-10-22 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Is this possible in swamp map editor or in the campaign?

YesEither use  in a zone name to make pressing enter there teleport the player, or use the copy map command in campaigns to swap closed and open doors for location events or location enter events, or whathaveyou.

URL: https://forum.audiogames.net/post/582171/#p582171




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Problems with the Game "the gate"

2020-10-17 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Problems with the Game "the gate"

I would try what post 2 says. I just hold up and right. I do like to approach more slowly so I don't accidentally walk off the edge before jumping.

URL: https://forum.audiogames.net/post/580907/#p580907




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: a game idea that i hope some body could pik up

2020-10-15 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: a game idea that i hope some body could pik up

Don't mind me. I'll just be crying in the corner with this bbig pile of failures.(I have no idea how any of my attempts could be salvaged into something better. It'd just be remaking everything from scratch. Hmmph, a DBZ game with the ECTAS engine might be more comprehensible, now that I think of it.  )

URL: https://forum.audiogames.net/post/580551/#p580551




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: The gate is on sale

2020-10-07 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: The gate is on sale

The Grey Lady is not about luck. Hades ... can be, the way the pits work, but TBH it was nowhere near as bad as people make it out to be when I actually got there (I just got my ass kicked because I got too jumpy to make good decisions when something changed. After getting over that, behold: fight won.)Idk, maybe I just have "could just see well enough to play 90s games" privilege or something. You want bullcrap artificial difficulty, look up Adamantium Rage, or the first DragonBall game (Dragon Power in the US). The Grey Lady and Hades were downright refreshing as audio game bosses, because it actually felt like I was playing a video game again. Some of the enemies and traps (the rocks feel pretty random tbh, but I have no problems with ghosts) could use work, the levels get bland and repetitive and have a dire need for decoration, and $30 is indeed too much for what we got (pity what we got was still expensive to produce). But hard bosses and NES-style ghosts? Those are selling points, imo.[edit]This got me to replay the Grey Lady fight. I think I had the difficulty too low, because that was way easier than I remember.  [/edit]

URL: https://forum.audiogames.net/post/578020/#p578020




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: The gate is on sale

2020-10-07 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: The gate is on sale

The Grey Lady is not about luck. Hades ... can be, the way the pits work, but TBH it was nowhere near as bad as people make it out to be when I actually got there (I just got my ass kicked because I got too jumpy to make good decisions when something changed. After getting over that, behold: fight won.)Idk, maybe I just have "could just see well enough to play 90s games" privilege or something. You want bullcrap artificial difficulty, look up Adamantium Rage, or the first DragonBall game (Dragon Power in the US). The Grey Lady and Hades were downright refreshing as audio game bosses, because it actually felt like I was playing a video game again. Some of the enemies and traps (the rocks feel pretty random tbh, but I have no problems with ghosts) could use work, the levels get bland and repetitive and have a dire need for decoration, and $30 is indeed too much for what we got (pity what we got was still expensive to produce). But hard bosses and NES-style ghosts? Those are selling points, imo.

URL: https://forum.audiogames.net/post/578020/#p578020




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: The gate is on sale

2020-10-06 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: The gate is on sale

Mainstream games are underpriced compared to the cost of production. Hence, microtransactions out the wazoo. Yes, AAA games crush the so-called quality of commercial audio games like the superficial crunchberries they are, but AAA games also have a guaranteed audience that outnumbers every person who has ever heard of audio games by an order of magnitude or two. Maybe three. And that audience actually has money and buys things.So we either get more Kickstarters, overpriced games, Microtransactions, or we just wait for another miracle.And to have microtransactions, you have to have a bucket of content worth the microtransactions. Like, if there were special Manamon you could only unlock by paying for the DLC, that might make sense. How in the world would reasonable DLC for The Gate or Psycho Strike work?And microtransactions are kinda ... terrible, in general. They tend to devolve to pay-to-win crap, or cheating on in-game currency, or something like that. Sometimes they can be flashy but mostly useless perks that primarily matter for MMOs, or showing off to friends, or something. And really, who wants to pay for the game, only to have to pay again, and again, and again, or be taunted by content too small to be worth a whole game on its own? And yet, without that, AAA games would cost, like, $100 on launch.(Oh, hey, I guess the BK3 English dictionary counts as DLC, kinda. Welcome to the future. There are cookies, but they will give you diabetes. There is internet, but it will give you politicitis. There are games, but they have paid downloadable content. Bwahahahaha!)

URL: https://forum.audiogames.net/post/577900/#p577900




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: The gate is on sale

2020-10-05 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: The gate is on sale

I'm still amazed at how people refuse to accept that making good games is both difficult and costly. And we're a tiny market with next to no purchasing power. There are what, 100k people in the world who might be in a position to care about audio games? And how many of those can afford such luxuries? Never mind how many of those have the numerous skills, talents, resources, etc necessary to actually create a quality product?Yukio Nozawa is an outlier, the top percentile of a percent of a niche group, itself a percent of a percent of a generally impoverished or charity-fueled minority. This doesn't make the likes of VGStorm exceptionally bad; it makes Nyanchan Games extraordinarily amazing. The next Nyanchan probably won't be so capable at just the right point in their life, or quite so interested in game development or accessibility, and will probably just turn all of those abilities and resources toward getting a job that actually pays.What do game developers get from developing games? The amount of satisfaction and enjoyment one gets from a game needs to outweigh the less pleasant and more costly parts of creating it in the first place. How often does that happen? Well, mainstream devs get paid more in two months than I make in a year, so clearly, even for them, it only goes so far. If I'm lucky, I get something that I can play at some point. It being worth playing more than once, or sharing, that is the rare exception. I doubt $10k/month will change this, so don't scramble to get me a patrion or anything (not that anyone had any reason to do that in the first place), but the point is: why and how are games to be made? For the fun of it?We were given one Nyanchan. Ten years have passed. There has not been another. It's like expecting every random Flash cartoon to be Homestar Runner, or expecting every Youtube parody to be Team Four Star (both of whom eventually had to monetize to keep up with demand).A Hero's Call is what game development normally looks like. You throw thousands of dollars at a skilled team, and hopefully something good results. Don't have thousands of dollars? Don't get good game. It's like winning the lottery once, and complaining about how everyone else should just win the lottery more.

URL: https://forum.audiogames.net/post/577350/#p577350




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: What games would you like in the community?

2020-10-03 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: What games would you like in the community?

An accessible universe builder, like Universe Sandbox 2 or Space Engine. Something where we can either explore existing stars based on real world data, or build our own and see if they can survive.Would like to do things like as scene in Anton Petrov's videos, where he does things like get lost in space and have to find his way to Earth, tries to recreate the Star Wars galaxy in spite of the things that make it difficult (the twin sunsets on Tattooine are almost impossible to match exactly, but how close can you get?), see what happens when you swap planets or alter stars, or try to make the Solar System look like those stock images and see what actually happens (spoilers: everything dies).Anton's Star Wars videos are kinda pointless to listen to, other than if you'd rather listen to him summarize Wookieepedia's descriptions than read them yourself, as most of the action is purely visual. OTOH, were it possible to download his Star Wars galaxy into New Horizons, exploring it that way might actually be worth something. I have no idea how to accessify those interstellar drop-routes, but I want to try those, too. And I suppose it'd be a reasonable educational tool, if done right and with accurate star and planet data for what's available.(And the creative aspect. Let's not forget that.)

URL: https://forum.audiogames.net/post/576721/#p576721




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: The strangest Bokurano Daiboukenn 2 Bug ever

2020-10-01 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: The strangest Bokurano Daiboukenn 2 Bug ever

That is the fun kind of bug you could find in Sonic games . Like how you could cause palettes to glitch with overlapping waterfalls, or going through a giant ring in debug mode, to change Sonic's color or make him look mechanical. 

URL: https://forum.audiogames.net/post/575871/#p575871




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: A couple more BK3 questions.

2020-09-20 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: A couple more BK3 questions.

You have a way to reduce how far you fall. Very similar to Spider-man's solution, in fact. So long as you can time it correctly.

URL: https://forum.audiogames.net/post/572336/#p572336




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Mechanic Ideas

2020-09-18 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Mechanic Ideas

So i was playing Bare Knuckle 3 / SoR3, and MMPR: The Movie, and aside from some bizarre dash clunkiness that makes me think my A/S keys might be wearing out ... there really is no excuse for those to be superior to *counts* all the audio side-scrollers. And the latter is not exactly the most impressive thing ever (I like what they did with the soundtrack and I think they did something clever with the helmets so they could recycle animation, I guess).MMPR:TM has combos (simple buttonmashy combos, but it's still more than audio games have! Why is it still more than audio games have?), dash attacks, flying kicks via dash-jump-attack, which are distinct from jump-attack or forward-jump-attack, a special move with a health cost (which is pathetic compared to its SoR counterparts, but it's there), character-specific projectiles which have enough startup time that they are only OP if you know what you're doing (they should probably be more costly than they are, tbh). There are zord-battles, in which you trade the ability to jump for the ability to block (and the Falconzord can fly!). Oh, and there are throws, and even though there are, like, 5 enemies in the entire game, one of them can turn into an invincible puddle and move around to attack you from a more interesting position, they all have more than one attack, etc. And there are scenery items you can throw at enemies. And a level where you're just being constantly blasted from above and can do nothing about it but dodge while also fighting enemies.SoR3 has: unlockable characters, ... multiple characters in general, which audio games uniformly lack, three distinct melee attacks (though only the one can combo), along with a variety of moves for jumping, dashing, side-rolling, etc. A special move system that does some shenanigans to make the costs more complicated, unique things that the characters can do with weapons, a variety of things you can do while grabbing / grabbed, throwing, the ability to sometimes land on your feet from a throw, etc. There are multiple endings, a time-sensitive mission in a multi-story building with an elevator and a variety of traps (a ceiling laser that makes jumping dangerous, electric sparks running along the floor, a laser that scans from side to side, conveyer belts, etc). Oh, and there's this bizarre level in a disco where lighting does weird things that make it a lot harder to play visually.Oh, and both have the option for multiplayer co-op. SoR has tricks you can do to jump off / be thrown by the other player to get an advantage for aerial attacks. The difficulty and which enemies spawn adjust accordingly.Oh, and SoR3 has this ... odd... rush system, with special moves that you unlock by leveling up.These are both on a 16-bit system with 2mb of ROM and 65k of RAM.Oh and they're both Isometric 2.5d. There's 3 dimentions, but you can't really move as much in y or z as x. And I'm pretty sure they're using tricks to achieve this, and are actually 2d under the hood, but whatever.

URL: https://forum.audiogames.net/post/571806/#p571806




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Mechanic Ideas

2020-09-14 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Mechanic Ideas

Agree with Dark.Anecdote: I put in acceleration and deceleration in Redsword, and people reported it as a bug.

URL: https://forum.audiogames.net/post/570707/#p570707




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Do you still believe in the audio game revolution?

2020-09-13 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Do you still believe in the audio game revolution?

TBH I gave up after ECTAS bombed approximately as hard as Redsword, which also bombed harder than expected since I deliberately tried to make the accessibility BK3-like. AFAIK, nobody ever made it past the first level in that game (I think I'd know, because then someone would have complained about the second level, or noticed the problem in the third level if you die in that lava pit).I might be able to redo the walls in Le Petit Planet to be more like wall sounds in VGStorm games. That might enable someone to discover the hallway. But why bother? Especially since I'd need to port the whole thing to Python, including the packed sounds, and that's a ton of effort for a 5min game I threw together in under 24h, which I am confident will still fail even by those standards if I do all that.In truth, to be good at gamedev, you need to be good at people stuff. I am not. So I can't just geek up a game that anyone who is not me will care about. Then, on top of that, you need to worry about quality and hosting if you really want to break through, and you don't get reliable volunteers when you could get paid testers / actors / devs / sound designers / etc.So for audio games to be good, you need all of the following:1. Good programming skills for the relevant systems. All of them.2. A good understanding of what makes games that an audience will enjoy,3. and an understanding of how to combine 1 and 2 into a viable product.4. The people skills to fill in all the gaps, especially in testing and sound.5. Access to the resources: people, sounds and other assets, hosting, etc. Charisma and enthusiasm can substitute for cash, here, but you must have a high score in at least one, preferably multiple.6. The conscientiousness to actually implement all of these.7. To maintain all of the above until the project is complete, and often afterward, for bug fixes, maintaining availability, etc.Oh, and you need a good idea in there, somewhere. But the creative aspect is not what we're missing. It's most of the above.Oh, wait! I also forgot...8. Motivation to create audio games, rather than do something less niche, or more profitable. Having all of 1-7 can get you a ton of money as a senior developer at a company that will actually pay you a living wage, even in the stupidly expensive cities where those companies tend to be located.That last filter limits us mostly to blind people and a handful of interested sighted people. If we start with 10 million candidates, and realize that most of those filters will knock out 9/10 of the population, we're down to 10^-7. 10 million, conveniently, is 10^7. So if there are 10 million people interested in developing audio games, there are probably only 10 people, give or take a dozen, who actually can do it worth crap. You can probably already list them by name. They might be enough in number to pull Santa's sleigh, were they magical reindeer.

URL: https://forum.audiogames.net/post/570321/#p570321




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Do you still believe in the audio game revolution?

2020-09-12 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Do you still believe in the audio game revolution?

To say that "audio games simply can't do x", where x is something that video games do but blind people play just fine, is a bit ... odd. Of course audio games can have complex fighting mechanics. They just don't.There are doubtless things that do fall into the "good luck" category, but I rather doubt it's as much as generally claimed. We're just bad at doing it.

URL: https://forum.audiogames.net/post/570112/#p570112




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Do you still believe in the audio game revolution?

2020-09-12 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Do you still believe in the audio game revolution?

@70: wait, we have Pacman clones?  where?

URL: https://forum.audiogames.net/post/569952/#p569952




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Do you still believe in the audio game revolution?

2020-09-11 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Do you still believe in the audio game revolution?

@50 Swamp's building helper works by giving each tile a distance-from-exit property,  then playing the sound based on the difference between the tile you're leaving and the tile you're moving to, fwict.

URL: https://forum.audiogames.net/post/569724/#p569724




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: looking for swamp map maker

2020-09-11 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: looking for swamp map maker

Convince Google that BGT does not result in viruses. At this point, I'm not sure I can get the bloody thing to anyone for hosting. And my internet might as well be broken for upload purposes. If I ever find a way around that, I'll try to remember to upload the sourcecode, since I'm not feeling especially possessive of it or anything.

URL: https://forum.audiogames.net/post/569578/#p569578




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Do you still believe in the audio game revolution?

2020-09-11 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Do you still believe in the audio game revolution?

I can't help but notice that EA and tLoU2 took a hard turn toward accessibility at the very same moment that mainstream gamers turned against them. I'm not saying those are necessarily related, but it does make me suspicious. If the next ground-breakingly accessible mainstream game also happens to appear immediately as / after the company/title becomes a grand controversy or hate receptical, well, the probability of a relationship will be high enough that perhaps I will say it's so.And frankly, mainstream games almost never sound interesting anymore anyway. If new accessible games are made, they're still new games. Who do I have to pay to get accessible Sonic, Kingdom Hearts, classic Marvel games, or Arkham Asylum? ... Or Skyrim, I guess?What I'm saying is, I expect GPT5 and Neural Link to solve games before actual game developers do, and I am not especially glad of this.Audio Game developers will not solve it, either, because with very, very few exceptions, we are all absurdly pathetic.

URL: https://forum.audiogames.net/post/569577/#p569577




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: The strangest Bokurano Daiboukenn 2 Bug ever

2020-09-09 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: The strangest Bokurano Daiboukenn 2 Bug ever

Yeah. Maybe something confusing it about whether sounds are playing? I have no idea what would do that, especially if it doesn't also cut off the sounds. But we're approaching this backward. Are you sure that nothing at all changed on your system between it working normally, and the appearance of the bug? Updates, installations, new hardware, etc?

URL: https://forum.audiogames.net/post/569094/#p569094




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: The strangest Bokurano Daiboukenn 2 Bug ever

2020-09-09 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: The strangest Bokurano Daiboukenn 2 Bug ever

The A key is supposed to let you skip cutscenes, including sounds that don't have some special loop thing going on that blocks it. This is supposed to apply to text as well.I assume there are no play_wait equivalents at play, and it's more like while (sound.playing and not key_down(A)), or similar. Hence, Nyanchan's suggestion of pressing A. I'd try holding it during a long scene, and releasing before it's over, just to see what happens.I don't suppose you changed anything in the past couple days that could be tricking it into thinking your A key is down when it isn't? Like, an NVDA addon, or something joystick / gamepad related, or a bit of Malware that screws with your keyboard for some reason? A wireless keyboard, with someone on the same frequency in range? Maybe some Braille Display weirdness? Something IME related?

URL: https://forum.audiogames.net/post/568853/#p568853




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: What games would you like in the community?

2020-09-02 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: What games would you like in the community?

Kingdom Hearts, minus the obligatory level-grinding Make it a 90s Saban crossover of doom. They had MMPR, X-men, TMNT, and DBZ all at the same time, didn't they? ... Eh, I think they dropped DBZ and ended X-men before TMNT: The Next Mutation, so maybe not. And there's no chance of TMNT and Marvel coming anywhere near each other in the immediate future. But I don't even care; I want to see one of Cable's time-travel clashes with Apocalypse lead to the Zenoverse, and Trunks, Bishop and the Blue Centurion sending you on a mission to hijack the Technodrome to use as a time-fortress. And you get stuck with Jubilee and Justin as your default party members, and if ever the writers feel like having them do anything obnoxious, you'll be attacked by Cell Jrs who have been trained by the Shredder in the art of Ninjutsu, or Cog/Sentinal hybrids, or something.Of course, Majin Buu will absorb Apocalypse and Darkspector, only for Apocalypse's will to seize control, resulting in a boss battle you stand no chance of winning. You'll probably have to Antman your way inside the abomination and somehow do ... something. But whatever.And there can be a Big Bad Beetleborgs level, so you can use their cheat for pulling new equipment out of nowhere. Actually, having a comicbook artist as the source of your stuff could be an interesting element, but I have no idea how it could be made more interesting than any other generic equipment crafter in any other game. Hmm.

URL: https://forum.audiogames.net/post/566416/#p566416




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: some idea's for swamp

2020-09-01 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: some idea's for swamp

It's possible to destroy the cars in SCS. Copy some tiles from the destroyed business to the car locations. Doing that in Swamp proper is prone to problems, but ... maybe a mission involving a Behemoth?

URL: https://forum.audiogames.net/post/566181/#p566181




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Stealth Mechanics in Audio Games

2020-08-27 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Stealth Mechanics in Audio Games

@9: As is, some of the costumes would prevent it from being monetized. Anyway, I might be able to send more notes this weekend, but I could give you access to the dropbox folder where I was keeping backups before then. That contains the AI outline, at least, and the code (fwiw).

URL: https://forum.audiogames.net/post/564965/#p564965




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Stealth Mechanics in Audio Games

2020-08-26 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Stealth Mechanics in Audio Games

Swamp has a stealth mechanic, although it outgrew it quite a while ago. It was based around the amount of noise you make. The earliest versions had three movement speeds, but eventually the slowest was removed. Different terrain made different levels of noise when trod upon, but I'm not sure how that mechanic wound up as maps got more complex, and I have no idea how it interacts with custom maps that use unrecognized terrain. Armor did eventually start contributing to noise, in both directions (quiet shoes vs noisy armor, etc).Bokurano Daibouken 3 and Temporal have very simple line-of-sight based stealth missions.That Halloween thing I started a couple years ago (I should just make it a Swamp Campaign, but the point was testing 3d stuff...) is mostly stealth based, with Swamp-style noise, but also trying to take light and LoS into consideration. I have no idea how well the light part would work in practice. There are different costumes the player can wear, which have different stealth levels, there are bushes one can hide under, and there's this one thing I don't want to explain in case by some miracle this small project that should have been done in a few months ever gets done, but it involves fvatvat Wnpbynagreaf Actually, anyone who credibly believes they can make this thing based on my notes (including a detailed AI outline) in 60 days or so? 

URL: https://forum.audiogames.net/post/564810/#p564810




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Playable SNES games

2020-08-16 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Playable SNES games

The first MMPR game for SNES involves platforming and wall-jumping type scenarios, though? The first level is fairly flat, but it gets more complex as it goes.

URL: https://forum.audiogames.net/post/561911/#p561911




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Playable SNES games

2020-08-15 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Playable SNES games

If you can play Japanese (Super Famicom) games, the DBZ: Super Butouden trilogy is playable, along with DBZ: Hyper Dimention. I guess there's Primal Rage? If not for the climbing levels, I'd say Spider-man and Venom: Maximum Carnage... I don't think there are any level-skip cheats for that game?How playable is Final Fight? I've played it briefly, but not enough to say how playable it is over all.* Super Butouden 2 does have some bits in story mode where you have to make choices, and they're all in Japanese. I think the first two choices you're presented with are which character to play as, and who to train with. I have no idea about the rest.

URL: https://forum.audiogames.net/post/561807/#p561807




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: How do I use the trackpad button to shoot in Swamp?

2020-08-15 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: How do I use the trackpad button to shoot in Swamp?

Open keyconfig.ini in notepad, and change "Fire weapon" to something else. I changed it to Q and set the "say mission" command to mouse1, since I don't need that one very often, and my track pad's left mouse button is unreliable.

URL: https://forum.audiogames.net/post/561620/#p561620




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: BK1 character build

2020-08-08 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: BK1 character build

Yeah, the strategy for Kisenon is, like, really, really obvious. Somehow I always messed it up. The temptation to use swords when he's charging the Killingyoubeam is apparently my weakness.

URL: https://forum.audiogames.net/post/559519/#p559519




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: BK1 character build

2020-08-08 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: BK1 character build

@6: BK1 is trickier to get use to, but once you get the hang of it, it's not so bad (disclaimer: I never actually got past Kisenon). It's also much less complex (it doesn't use a weapons menu, because there are few enough weapons to fit on the number row). Having said that, though, there are a few bits which can be frustrating (lots of stunning to watch out for). Oh, and the story takes itself way less seriously (it starts out feeling like a Shounen parody, gets ever-so-slightly more serious in BK2, then BK3 turns it up to 11. I'm sure I have a draft of a Tvtropes article around here somewhere...).BK2 is a lot like BK3, but the bosses are much simpler, and tend to have their difficulty enhanced by shere numbers of mooks and generators. Other than the absence of platforming, and the loss of the stats like stamina and attack/defense from 1 and 3, the fighting at least is fairly similar to 3. I'm still not sure how pits are supposed to work (ok, I kinda get it—two steps of warning, then jump and hold forward and hope there's not another pit on the other side... but I fail at it hard enough that I wind up using the flying cheat too often  ).Oh, and comparing BK1 to Paladin/Manamon is a little misleading, given that the combat and navigation work rather differently. They're all top-down RPGs with random encounter etc, but BK1 lacks any wall indicators (when it first came out, we were lost for, like, a week, because nobody realized you could go left from the second room's entrance). And there's also a weird step puzzle halfway through, and I don't even remember how you're supposed to solve it (is there a note somewhere and I overlooked / forgot it?).I'd go ahead and give all of them a try, if you can handle the language barrier. It is a bit more troublesome in BK1, since there are loads of things to do other than fight, and the instant translate addons can only do so much to get the idea across. I do like some of Translate's takes on BK2's dialog, though ("By the way, I am not a bastard." / "I AM ADMINISTRATOR OF THE WORLD!", though it makes some of the more dramatic scenes hard to follow.)

URL: https://forum.audiogames.net/post/559379/#p559379




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: has anyone made a controller config for swamp?

2020-08-03 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: has anyone made a controller config for swamp?

The zip has several configs in it.The mouse movement ... I don't remember, other than that it was annoying to find and involved using the review cursor. It might also be on a different tab from the keyboard input, but accessing it without the keyboard hook triggering is troublesome.

URL: https://forum.audiogames.net/post/557953/#p557953




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: has anyone made a controller config for swamp?

2020-08-02 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: has anyone made a controller config for swamp?

There's a Swamp config in this zip archive: https://drive.google.com/open?id=14FmPA … xr3Srd4hCOYou can get Joy2key here: https://drive.google.com/open?id=1MMC0U … 2BBebKSDZZ

URL: https://forum.audiogames.net/post/557819/#p557819




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: does anyone have a version of swamp with older gun sounds...

2020-08-01 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: does anyone have a version of swamp with older gun sounds...

Yes, but my internet and computers are phenomenally uncooperative. Assuming they will actually let me dig out Swamp 0.6-1.8 without corrupting my files, I should be able to ... Sendspace them, I guess (does the agarchive do past versions of games?).But I can promise nothing.  I should call my ISP, I guess.

URL: https://forum.audiogames.net/post/557332/#p557332




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Which games do you play the most?

2020-07-29 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Which games do you play the most?

So this might sound narcissistic, but ... mine, with a side of Swamp / the Bokurano Daibouken trilogy / I was playing VGStorm titles quite often but then I suddenly stopped and have no idea why.Basically, I make games that I want to play, for the most part. Other people generally do not. The longer this trend continues, the worse the playtime ratio gets.(Oh, and New Horizons. I still occasionally play space-Santa or buy a moon or something. The other day I realized that I could actually follow other people by matching direction and velocity, so just followed this one ship around until I got covered by too many pirates to not fight back. That was ... ok, that was pointless, but fun I guess.)I made it to Level 7 in Tombhunter, but then I get to that rope and can't figure out where to go before that rock catches up. I want to figure it out without just looking up the answer, but ... probably won't. The ability to sound smart in writing is not the same as actual smart.I am not good enough at making exactly the games I want to play. So someone could still plausibly come free me from my Narcisisisme des Jeux. I should have finished LC at least 10 years ago. That is a lot of years. I need a the dragon balls, or a fairy godparent who still visits people who pay taxes, or something.   And of my games, I guess ECTAS, Jeqo Prime, and whatever I've been working on most recently tend to get the most attention.(Someone with more AP than me: remember Swamp Tide? Remember Sengoku Jidai? We need to make Sengoku Tide 10 years ago, too. Like, when you die, you respawn as part of your killer's empire, along with anyone who was in your empire, and it continues until there's one Shogun to rule them all. Then it starts over on a different map. And maybe you spawn with three random weapons/tools, and gain skills/equipment for ashigaru / samurai / shinobi / etc depending on what you use, like how in Swamp Tide zombies transformed as they killed people ... )

URL: https://forum.audiogames.net/post/556688/#p556688




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: considering getting a payed swamp account

2020-07-24 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: considering getting  a payed swamp account

People talking about whether 180db or 180normal is better, and I'm thinking "why would anyone want to spend all that time running around in circles collecting crates, just to level up?". I barely have patience to solo a 30 crate mission, even without zombies. The zombies do seem more challenging online, though, even just trying to loot and level the old fashioned way on multi1. And offline, you don't get to keep reputation / experience when you die.So I basically have to play campaigns with raiders, or really tight spaces with lots of zombies, to reasonably be threatened offline. The zombies don't cluster naturally as much, because they aren't being selectively killed in high-traffic areas so they can build up in low-traffic areas, discourage people from going there, and create a feedback loop. Same with loot (remember 1.8, when zombies and loot would accumulate in the factory to the point the flies prevented other sounds from playing, so you'd die without hearing that you were attacked? And you had to basically throw lives at clearing the mess to make it playable? Yeah, you don't get anything like that offline without designing a campaign around it.)

URL: https://forum.audiogames.net/post/555094/#p555094




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Sengoku Jidai: does anyone play this?

2020-07-12 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Sengoku Jidai: does anyone play this?

I'd have to recheck, a little more, since it's a long while since I played the game, but confusion was mostly my major feeling I'm afraid.I think this should be my signature, since it's an appropriate response to just about everything I do.Re: sounds, what I didn't own I recorded myself (hence, the terrible footsteps). Hadi gave me a free soundpack that I used to replace some of the worst combat sounds, but I couldn't really replace much.They're not encrypted or anything. If someone wants to mod, let them mod.I do like the block sounds, on the grounds that have you heard stock sword impact sounds? They're all clang, but so soft, like the combatants forgot they were trying to kill each other! Sure, mine are just me whacking a steel swiffer handle and a piece of 3/4in PVC together, captured with a toddler's karyoke mic, but at least you could believe that would have hurt someone had it hit flesh.(What? You don't actually need to hit that hard with a sword, and actually should generally aim for a specific power level to optimize the cut? Oh, fine; replace pipehit and pipeblock with dainty clangy, if you insist.  )But yeah, it needs to be more organized overall. Currently requires way too much micromanagement.

URL: https://forum.audiogames.net/post/551590/#p551590




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Sengoku Jidai: does anyone play this?

2020-07-12 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Sengoku Jidai: does anyone play this?

@6: thumbs up. It's frustrating how much easier it is to get violent games sharable compared to exploration games, but the complexity in building the latter is a lot higher. And then half the time it turns into the JFIMA anyway, though I guess you don't actually have to kill any humans there ... it's implied that the Tengas sometimes die? ... Who'm'I kidding; nobody's played that game long enough to fight Tengas.

URL: https://forum.audiogames.net/post/551332/#p551332




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Sengoku Jidai: does anyone play this?

2020-07-11 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Sengoku Jidai: does anyone play this?

The multiplayer element is desperately broken, but that's OK because there isn't a stable server.If I update it, I'm changing the ninja weapons to be less OP. I tried doing a recording yesterday after this thread (it was too boring to save), and over half my deaths were "and then you died somehow, silently." As I recall, the blow-dart is way more powerful than it has any business being, and doesn't pretend to do anything but damage, when it really should be a random damage, fatigue/hunger inducing effect.But more importantly, the AI is crap at resource management. You can distribute food through campsites because I got tired of the AI being so bad at feeding itself and couldn't get it to do so correctly. I suppose the one interesting thing I found during that recording was a group of enemy troops that were standing around, even though they were starving, because one guy kept shouting at them to stay. So I took out that guy, and they were free to go get food. Then I died, but whatever.I have no idea how to improve castle construction, but that aspect desperately needs to be better. Taking suggestions, I guess.

URL: https://forum.audiogames.net/post/551327/#p551327




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Sengoku Jidai: does anyone play this?

2020-07-11 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Sengoku Jidai: does anyone play this?

What's the latest version going around? I think I have a 2.6 somewhere, if I can find it, though I think it was just tweaking things to get behavior / stats to work better.

URL: https://forum.audiogames.net/post/551138/#p551138




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Audio games that remind you of video games.

2020-07-10 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Audio games that remind you of video games.

Some MotA betas gave me the feeling of playing a PS1 side-scroller. I'd say Tomb Raider, but I never played that. Like Warriors of Might and Magic meets MK: Mythologies: Sub-Zero? Actually, yeah, MKM:SZ feels a lot like MotA, but with MK-style combat and you have to mix potions for different effects.Re: Pacman Talks ... eh, it didn't really feel like Pacman to me? It felt more like a Pacman-themed funhouse or Nickelodeon game-show. There's a hard-to-describe but significant difference between the experience of playing a top-down maze and a first-person maze, which Pacman Talks drives all the way home. I don't see a good way to make a top-down maze experience like Pacman in Audio, though. You must be able to review a large area simultaneously, which is an inherently visual feat (a tactile version would be better than audio by far, assuming it's not one of those single-touch excuses for tactile, but instant-refresh multi-line Braille displays remain elusive).

URL: https://forum.audiogames.net/post/550989/#p550989




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Audio games that remind you of video games.

2020-07-10 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Audio games that remind you of video games.

Some MotA betas gave me the feeling of playing a PS1 side-scroller. I'd say Tomb Raider, but I never played that. Like Warriors of Might and Magic meets MK: Mythologies: Sub-Zero? Actually, yeah, MKM:SZ feels a lot like MotA, but with MK-style combat and you have to mix potions for different effects.

URL: https://forum.audiogames.net/post/550989/#p550989




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Lets share our craziest AI Dungeon experiences!

2020-06-13 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Lets share our craziest AI Dungeon experiences!

Has the UI changed in a voiceover unfriendly way, or is it just me? There's an unclickable "pick a setting" thing, and anything I type receives "invalid input".

URL: https://forum.audiogames.net/post/540815/#p540815




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: looking for swamp map maker

2020-06-13 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: looking for swamp map maker

(1) Not since the last one, anyway. Remind me; did the last one add the building helper and fix bugs with 3.5+? That's the last I remember.(2) I have been checking "active topics" daily all month, and this thread did not show up and was not marked as new. ??? (3) Did or didn't I put this on Drive or something?  I'm confused. (4) https://drive.google.com/open?id=1JbcQY … 8OqRecyj42

URL: https://forum.audiogames.net/post/540804/#p540804




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Swamp with a joystick?

2020-06-08 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Swamp with a joystick?

amerikranian wrote:You absolutely cannot map turning in swamp. You can map everything else, but not turning.But I did it, once. Poorly, mind you. But that Swamp JTK config I had had it so that l1 and r1 were mapped to mouse movement. (IDK if analog sticks would have worked; my controllers are that old.)

URL: https://forum.audiogames.net/post/538687/#p538687




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Harry potter and star wars games?

2020-05-27 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Harry potter and star wars games?

Masters of Teris Kasi is playable. It is also ... clunky? I haven't watched or read many reviews, and I know I'm more positive about it than most, but I also will not argue it is not frustrating in some areas. The special moves and combos and general controls are ... heavy? It's hard to use effectively in combat, and the game mostly devolves to either playing around in practice or Vs to try and get the moves to work, or screaming at Chewy and the game-original characters for smacking you around like you never beat a fighting game before.Having said all that, I still like it and would play it right now if the disk and a playstation were here.Oh, one accessibility-related issue: it has ringouts, and no audio indication of how close to the edge you are. It also has a weird side-step system that I kinda like but is probably awful according to actual gamers.

URL: https://forum.audiogames.net/post/533872/#p533872




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: the thing with jumping in audiogames, just why

2020-05-13 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: the thing with jumping in audiogames, just why

I have no idea. If you can spam a higher horizontal velocity while jumping, we'd all get around like grasshoppers.Math time: how long one stays airborne from a vertical jump is dependent on one's initial velocity. The formula for distance traveled is dx = v0×t + 1/2×a×t^2, but that's a pain for jumping, since you have a symmetrical curve due to gravity, so I simplify it with these two:v = v0 + a×tdx = 1/2×a×t^2, when v0 is 0 (which it is at the peak of a jump).Then I just decide how much airtime I want, or how high the character should be able to jump, and solve for v.So if you want 1s of airtime, that means you're at v = 0 at 0.5s. For normal earth Gravity, a = 9.81m/s^2, and I usually round to 9.8 or 10 because even mainstream games exaggerate jumping a little for playabil"ity, so why not?So 9.8m/s^2 × 0.5s = 4.9m/s. That means 4.9m/s is how fast you're moving both when you leave the ground, and when you land.Your max height would be 1/2×a×t^2, and since t is 0.5, we get 1/8×9.8 =1.225m. Since we like to horizontal jump and also round things, maybe making v0 5 would be easier, but this seems reasonable-ish.But then there's horizontal jumping. The thing is, you're jumping with the same velocity, just in a different direction. Games who get this weird tend to keep the same vertical velocity, then either don't change or increase the horizontal velocity gained from movement. Every game design tutorial I've read does the exact opposite, and have pressing left/right while airborne give the character less horizontal velocity than they would on foot, but we're ignoring how people can move in real life: without something to push off, horizontal movement in air depends more on how you jumped than on what you do while airborne.Say you jump at a 45dg angle (pi/4). Sin and cos of that angle are both 0.707, so that conveniently means we get the same value for horizontal and vertical velocity: our v0 of 4.9 × 0.707. Since I don't feel like multiplying that many digits, let's round to 5×0.7, which is 3.5.Now, even if your run speed is 4m/s, and you only get 5m/s by jumping, your horizontal velocity is only 3.5m/s. And your airtime is reduced to 3.5/9.8 doubled, or a little more than 0.7s. That cuts your max height to 1/2×9.8×0.35^2, which is a little over 0.75m.If you jump a at a lower angle, say 30dg (pi/6), your vertical velocity would be even lower (0.5 × 5 = 2.5), and your horizontal higher (0.866 × 5 = 4.33, which is slightly higher than our default run speed of 4m/s). Realistically, jumping like this requires a moment to crouch to build up the energy for that much velocity, but since when do games bother with jump animations anymore, especially audio games?So if you can insta-jump while running, ok, this is how you'd exploit it for increased speed. Notice the airtime, though: we cut v0 in half, so airtime also gets cut in half. So our max height becomes 1/2×9.8×0.25×0.25, or 1/32×9.8, or 10/32 if we want to round. That's close to 1/3m. So this would be high enough to jump pits if the pit is no more than 2m across, and things under 0.3m high (you're on a curving path, though, so something that's 0.25m high directly in front of you still hits you), but anything higher than that (like most enemies, even dwarf-sized ones) are still in your way.Or, to ditch the math for the Google bots who made it this far: you have a specific path that you follow based on the angle of your jump. The three that I went over can map neatly to vertical jump, walking-jump, and running jump. The last one gets you not even a foot off the ground, but does give you a burst of speed, if we ignore the crouch/windup.So Psycho Strike's use of horizontal jumping as a dash makes some sense, but it shouldn't make the character basically invincible. It makes a little more sense in The Gate, but only for the smaller enemies and threats, like rats and slime-waves, not for zombies and vampires. If we're super-jumping at 6m/s, everything changes, and balance gets weird again.

URL: https://forum.audiogames.net/post/529128/#p529128




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: streets of rage 2 accessibility by cae_jones, is it still available?

2020-04-27 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: streets of rage 2 accessibility by cae_jones, is it still available?

Are you sure that ../sor2.gs* exists?

URL: https://forum.audiogames.net/post/523381/#p523381




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: streets of rage 2 accessibility by cae_jones, is it still available?

2020-04-27 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: streets of rage 2 accessibility by cae_jones, is it still available?

The program should launch the f5presser automatically; there's no need to launch it yourself.The runtime error is probably because it failed to find the savestate. Now that I can check the code, the saveslots are expected in ../sor2.gs*, where * is the number you entered. So forget what I said about the games folder; the savestates must be in the parent directory. 

URL: https://forum.audiogames.net/post/523220/#p523220




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: streets of rage 2 accessibility by cae_jones, is it still available?

2020-04-26 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: streets of rage 2 accessibility by cae_jones, is it still available?

It's designed to work with Kega Fusion. When you start it, it launches the f5 presser, to force a savestate every second. This is the worst part.The second worst part is that it uses the clipboard.The third worst part is that it is picky about where your savestates are. I think it expects them to be in a games directory, under the one the program is in?After all that ...' it should ask which slot you're saving in. If everything works, it should start monitoring the game.I don't remember all the commands perfectly. Letters say things. Space pauses and unpauses the sound, iirc. The numbers let you examine each sprite on screen in detail, either focusing the sound on them, or opening a menu (I forget how to do which). The menu contains things like name, health, and position. It's really unreliable with items, so there's a way to toggle those (i, I think?).

URL: https://forum.audiogames.net/post/523016/#p523016




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: streets of rage 2 accessibility by cae_jones, is it still available?

2020-04-26 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: streets of rage 2 accessibility by cae_jones, is it still available?

https://drive.google.com/open?id=1N2r3T … oRigSuNx_rI have not stopped kicking myself for disappearing at the exact moment when R3dux needed this a while back.  I had one job ...

URL: https://forum.audiogames.net/post/522857/#p522857




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: swamp campaigns

2020-04-23 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: swamp campaigns

... Huh. I just tried copying it off my site onto a new computer, and ... the file just abruptly ends mid event. That's ... weird. And there's a bug with ally sounds that I haven't encountered before and appears to be on Swamp's or Windows' end.Leveling works, though, but the numbers are screwy.

URL: https://forum.audiogames.net/post/522056/#p522056




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: swamp campaigns

2020-04-20 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: swamp campaigns

Which version are you using?

URL: https://forum.audiogames.net/post/521154/#p521154




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: swamp campaigns

2020-04-19 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: swamp campaigns

@10: Which one, and can you be more specific about how it fails? I tested far enough to be sure the mission works. IDR if it can actually go to map 2 or not.

URL: https://forum.audiogames.net/post/520926/#p520926




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: swamp campaigns

2020-04-19 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: swamp campaigns

@7: yes, but does that not ruin the line breaks, and cause nothing but SCS errors?@4 Is it giving errors, and if so, what are they?@5: Which one, and can you be more specific about how it fails? I tested far enough to be sure the mission works. IDR if it can actually go to map 2 or not.@6: I have completely lost track of where the most updated version is, and there are probably some things that are still broken (something weird happened with map-size that screwed up any maps that I ever resized, for example). I will try to find a working link, and if it actually works something like an agarchive mirror would be very welcome.[edit]Does this link work?[/edit]

URL: https://forum.audiogames.net/post/520738/#p520738




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: swamp campaigns

2020-04-19 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: swamp campaigns

@7: yes, but does that not ruin the line breaks, and cause nothing but SCS errors?@4 Is it giving errors, and if so, what are they?@5: Which one, and can you be more specific about how it fails? I tested far enough to be sure the mission works. IDR if it can actually go to map 2 or not.@6: I have completely lost track of where the most updated version is, and there are probably some things that are still broken (something weird happened with map-size that screwed up any maps that I ever resized, for example). I will try to find a working link, and if it actually works something like an agarchive mirror would be very welcome.

URL: https://forum.audiogames.net/post/520738/#p520738




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: swamp campaigns

2020-04-18 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: swamp campaigns

YesBut, as usual, my webhost is awful, so getting the ones on that page to work might be needlessly complicated. If there's a raw txt file, you'll need to open it in the browser, select all, and copy-paste it into a new txt file. For some evil reason, the server replaces the line breaks if you try to download it the normal way. Yes, this is stupid. No, I don't know how to fix it.

URL: https://forum.audiogames.net/post/520585/#p520585




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: I got bored and recorded some Genesis Games

2020-04-09 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: I got bored and recorded some Genesis Games

It occurred to me while listening to the Sonic 2 bit that I never said anything about Tails. There are a lot of random death sounds that are Tails getting hit, and if you didn't know that was Tails, it'd make it hard to tell apart Sonic dying from Tails. ... I'll mention that if there's a next time, then.I did eventually remember halfway through MMPR that the dash sounds aren't necessarily obvious, and tried to explain those.Maybe I should start going through the sound test and identifying the sounds? It's the closest there is to a "learn game sounds" option.(The Marvel games do not have sound test, or options in general for that matter. X-men has a difficulty menu when you start, and that's it.)

URL: https://forum.audiogames.net/post/517712/#p517712




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


I got bored and recorded some Genesis Games

2020-04-09 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


I got bored and recorded some Genesis Games

This is a rapid-fire recording, where I went through 8 (9 if you count the vOICe intro) games in 1h 41min.I'd've used a louder mic if I could have. The levels in this thing are atrocious. I adjusted my settings until I got something tolerable... then I switched headphones and discovered that the adjustments were only good enough on the ones I recorded with. Anyway, if you want to listen to me get pwned at games I've been playing for 24-25 years for just under two hours, you can do so here: https://drive.google.com/open?id=1fdG-Q … gxv7HeeIpnor https://www.sendspace.com/file/p27bpzThe first 8 minutes are setting up the vOICe and playing with its tutorial exercises.If you want to skip to a particular game, they are as follows:0:08:19: The Lion King0:15:20: Sonic the Hedgehog0:17:40: Sonic the Hedgehog 20:23:30: Sonic 3 and Knuckles0:39:00: Mighty Morphing Power Rangers fighting game1:06:20: X-Men1:17:03: Teenage Mutant Ninja Turtles: Tournament Fighters1:33:30: DragonBall Z: Buyu RetsudenI can't help but notice that, in spite of my going into this intending to avoid spending too much time on fighting games or  beatemups, I wound up spending half the recording on fighting games anyway.If you want a better description of the scenes in Sonic3 and Knuckles, the Game Apologist did an epic review of the game on Youtube, recently, which eventually covers the exact bits in the recording. This is a total coincidence, and watching that review might possibly have convinced me to go ahead an dupload this. Again, the Unapologetic review does a much better job of describing the scenes.And how badly I got destroyed at MMPR is just embarrassing. TMNT ... doesn't bother me so much.I don't feel like this deserves a whole thread, but I had too much commentary for a Tweet. Is there a recordings megathread buried somewhere? ... Should I just turn this into one? ... Is there a way to accessibly add text to videos so I can put it on Youtube, preferably with centered text for what I'm saying, and subtitles for the game / screen reader?[edit] Google Drive link[/edit]

URL: https://forum.audiogames.net/post/517615/#p517615




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


I got bored and recorded some Genesis Games

2020-04-09 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


I got bored and recorded some Genesis Games

This is a rapid-fire recording, where I went through 8 (9 if you count the vOICe intro) games in 1h 41min.I'd've used a louder mic if I could have. The levels in this thing are atrocious. I adjusted my settings until I got something tolerable... then I switched headphones and discovered that the adjustments were only good enough on the ones I recorded with. Anyway, if you want to listen to me get pwned at games I've been playing for 24-25 years for just under two hours, you can do so here:https://www.sendspace.com/file/p27bpzThe first 8 minutes are setting up the vOICe and playing with its tutorial exercises.If you want to skip to a particular game, they are as follows:0:08:19: The Lion King0:15:20: Sonic the Hedgehog0:17:40: Sonic the Hedgehog 20:23:30: Sonic 3 and Knuckles0:39:00: Mighty Morphing Power Rangers fighting game1:06:20: X-Men1:17:03: Teenage Mutant Ninja Turtles: Tournament Fighters1:33:30: DragonBall Z: Buyu RetsudenI can't help but notice that, in spite of my going into this intending to avoid spending too much time on fighting games or  beatemups, I wound up spending half the recording on fighting games anyway.If you want a better description of the scenes in Sonic3 and Knuckles, the Game Apologist did an epic review of the game on Youtube, recently, which eventually covers the exact bits in the recording. This is a total coincidence, and watching that review might possibly have convinced me to go ahead an dupload this. Again, the Unapologetic review does a much better job of describing the scenes.And how badly I got destroyed at MMPR is just embarrassing. TMNT ... doesn't bother me so much.I don't feel like this deserves a whole thread, but I had too much commentary for a Tweet. Is there a recordings megathread buried somewhere? ... Should I just turn this into one? ... Is there a way to accessibly add text to videos so I can put it on Youtube, preferably with centered text for what I'm saying, and subtitles for the game / screen reader?

URL: https://forum.audiogames.net/post/517615/#p517615




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Submiting a game to the AG Archive?

2020-03-01 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Submiting a game to the AG Archive?

Wait, do you mean audiogames.net, or agarchive.net?

URL: https://forum.audiogames.net/post/505419/#p505419




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Some BK3 suggestions, and a rant.

2020-02-24 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Some BK3 suggestions, and a rant.

It's almost like someone said "Oh, so you want audio games to be more like mainstream games, do you?" 

URL: https://forum.audiogames.net/post/503795/#p503795




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Some BK3 suggestions, and a rant.

2020-02-24 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Some BK3 suggestions, and a rant.

But the rocks only fall when you're on / under platforms? Use the sonar to detect them, wait for Carla to run through, then grapple to the top and follow her, while the rocks splash harmlessly below?There are occasionally lone rocks that fall completely at random, but they are much rarer and easier to cope with. Paying attention to the platforms and avoiding them if Carla is near them should take care of the worst of it. Or am I forgetting something? 

URL: https://forum.audiogames.net/post/503782/#p503782




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Some BK3 suggestions, and a rant.

2020-02-24 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Some BK3 suggestions, and a rant.

But the rocks only fall when you're on / under platforms? Use the sonar to detect them, wait for Carla to run through, then grapple to the top and follow her, while the rocks splash harmlessly below?There are occasionally lone rocks that fall completely at random, but they are much rarer and easier to cope with. Paying attention to the platforms and avoiding them if Carla is near them should take care of the worst of it.

URL: https://forum.audiogames.net/post/503782/#p503782




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Some BK3 suggestions, and a rant.

2020-02-24 Thread AudioGames . net ForumGeneral Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Some BK3 suggestions, and a rant.

But the rocks only fall when you're on / under platforms? Use the sonar to detect them, wait for Carla to run through, then grapple to the top and follow her, while the rocks splash harmlessly below?

URL: https://forum.audiogames.net/post/503782/#p503782




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


  1   2   3   4   5   6   7   8   >