Re: Explanation from Somethinelse

2017-09-11 Thread AudioGames . net ForumGeneral Game Discussion : Lord_Raven via Audiogames-reflector


  


Re: Explanation from Somethinelse

I would also like to know what the problem was.Obviously I am not a developer of mobile games and I also can't know how development for IPhones works.But if I as a company develop apps for apple, wouldn't I be bound by contract to update my code for each new Apple device every year?And wouldn't I be required to know this before I actually get my app released in the app store?This looks to me as if this company thought, "hey, let's make games, but on a locked down system without knowing that we must update more often than on a computer."And then they seemed surprised that they would have to regularly update These games and then they were seemingly so shocked that they ran away in fear and changed Business type just to get rid of it all.Sounds stupid and it probably wasn't the way I described it here.But you should know before you make Long Lasting decisions.And it looked a bit like  they were b
 ehaving like children.I thought you have to join a developer program or something with clear terms and regulations.Shouldn't there be something in the contract which states that the app developer has to maintain their product because of frequent software updates or new generations of hardware coming out?And wouldn't this company have been informed that 64-Bit support was coming even before the public was told?I mean that's what developer programs are for, so that commercial hardware manufacturers or software developers can usually get preview builds to test that their new products will run when the next operating system or device comes out?And finally, does anyone know if maintaining software compatibility for their games would have been that expensive?I mean, their games were already initially developed, sounds and music were paid for, respectably sound designers as well, voice acting was already done. So they would only need t
 o get the latest SDK for IOS 11 or whatever the current version to be supported was, check the code and possibly run it just through an updated compiler once someone looked the code over...And if the SDK and its tools were of good quality, shouldn't there be "helper tools" which either check for compatibility in the code, or partially convert projects to the new format?Isn't it also possible to migrate projects between different versions of Visual Studio as an example?And if we are talking commercial development tools/engines, project conversion/migration should be part of the package.I don't know if it is with IOS, but I would like to know.Why is that apparently too expensive to continue with the update cycle? Why did they  drop game development entirely?If they had said they won't support their current games, that was one thing, but why they did not simply say they would make a new game if creating a new port/
 version is too complicated is beyond me, because surely someone bought their games and thus they should have earned some money through it...Since I don't know if creating a new game supporting current hardware is cheaper than updating existing ones I wonder if that decision was a good one from a business point of view.I would like to know what actually is cheaper, updating existing code to support IOS 11, or to create new code from scratch not including costs for sounds or voice acting if a new game was to be developed.

URL: http://forum.audiogames.net/viewtopic.php?pid=329138#p329138





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Re: Pullings from the iOS App Store

2017-02-06 Thread AudioGames . net ForumGeneral Game Discussion : Lord_Raven via Audiogames-reflector


  


Re: Pullings from the iOS App Store

@Dark:I wanted to clarify what I said regarding Choiceofgames.I did not say that I would want to use Steam.I meant that when you buy the Android version, you can actually download their games onto your device, play and save your data locally on said device.In steam you also can download  the games and probably have your save data offline.I know that then your products are bound to steam and the client must be active to play.I thought that on a PC you were forced to play their games online via the website.I know that modern internet connections and browsers have no problem playing such games.What I meant was that to my knowledge you could download and play completely offline only on Android or on Steam with its own DRM enforced compared to directly downloading the games as let's say a .zip or .exe file.About audio VS independent or mainstream games:I get your points, but what I am not sure about is the scale.<
 br />If a mainstream company has a huge team working six months on a title, how much of that time is for designing the game (creating the rules and mechanics on paper or digitally), before it is actually coded.And how much money and time in game development for high rated mainstream games is solely spent on graphics?Yes, we don't have many engines and tools, but what many of them do is dealing with lots of different graphic features which an audiogame engine would not necessarily need.I am no game developer, so I can't know what would be required and how long it would take to actually code the thing.Yes with engines and libraries, you can shorten that time considerably, but I am really unsure if you still can't compare feature sets when many hours of work in mainstream development is dedicated to graphical things.On the other hand, let's look at what we have.Example#1: Draconis EntertainmentIt had been years since th
 eir last title before they made Change Reaction 2.0.Since then they "only" made Silver Dollar.Now I obviously can't know how much time it took to make Change Reaction 1 into version 2.However, once the fundation was set, they could have converted all their titles by now, even if you allow for real life problems to show up and the hinted plans for more new releases being in the works also.However, in all these years they did not make more Pinball addons.I can't know how this game was developed, but somehow they could give it an extension in form of the Pinball Party Pack.Back then they said they might make more table packs, but since then no one has seen anything new for this game even before their new engine came out.Example #2: VGStormPsycho Strike was a nice game, don't get me wrong here, but it seemed a bit small story whise.Only two major goals you could choose and not much regarding the main charac
 ter's backstory.You can't tell me that character design and story content would have cost more than the music and sound effects the game utiliced.You have to make/write these before you code anything or use any kind of game engine.And adding more locations would have been nice.Seriously, if you make a game in which you are a criminal, then you expect to be able to do more things like blowing stuff up, burning down buildings, smuggle drugs, participate in gang wars and so on.If there was free movement around the town this story was set in, it would have been even better than it is now.None of these things requires you to know how big a mainstream game of this type might actually be, but it is your imagination and fantasy which decides how you create a game or a game world.Look at the Manamon topic for example.There were points raised about how unbalanced the different monster types and their move sets are, or how badly written
  some of the pre battle dialogue scenes were.To fix these don't need more money for more expensive music or development tools which there are none to use than the ones already there.And think of Paladin of the Sky.Seriously no footstep sounds?Even after the game was released and sold?Ok, this is a small thing, but nearly everyone who made PC audio games had sounds for that regardless of their quality, since for some kind of realistic audio experience you should be able to hear on what surface you walk.Example#3: BK seriesThe first one was made by a Japanese school boy around sixteen maybe earlier.There you already could explore a large game world and the levels were not side scrollers, allthough you had no platforming elements and could not go up or down.Look at the constant content updates BK3 with a now more experienced developer gets.You have 100 levels and you have to play them in all 16 modes before you have unlo
 cked everything.If that game was commercial on release and a demo might have let you play let's say ten stages, I think it might have been a huge commercial success because it has a huge replay value, lots of hidden items and other unlockable things as well as a feature similar to what sighted people call 

Re: Pullings from the iOS App Store

2017-02-06 Thread AudioGames . net ForumGeneral Game Discussion : Lord_Raven via Audiogames-reflector


  


Re: Pullings from the iOS App Store

@Dark:I get what you are saying here and you made some good points.However I would like to say a few things about this as well:1. Choiceofgames:I might be wrong on this one since I never bought their games, but isn't it true that if you want to play their games offline (without external clients like Steam), you need to buy the Android apps, copy them to a PC, unpack the .apk files and run the content within  your browser with a choicescript interpreter?If this is now longer the case, correct me here.But these are basically browser singleplayer games.Thus they could theoretically run everywhere with a browser.So, if I buy an Android game from them, I get a downloadable app which theoretically should run even when I am not online.If I buy on their site for Windows, I can play, but my save files are stored online, which is not the same if the Android version stores its save data offline on your device.Yes, I can
  buy via steam, but you probably know what Steam is and that another third party software (Steam) is needed to play the game.Apart from licensing decisions and prevention of piracy, there is no reason why the way you play the game (not how you do it, which controls are used etc) should be only online on PCs and possible offline on mobile devices, after payment and digital delivery are done.2. Mobile DevicesI know that on IOS you have a good screen reader and thus it might be easier to make accessible games.However I haven't found any information about how easy it might be to make accessible software for phones or tablets with mobile versions of Windows.I know that before Windows 8, you had Windows Mobile, Windows CE and later Windows Phone 7.Maybe these products were not as popular as IPhones.But I would like to know if this had changed over the Windows 8 RT tablets and later with Windows 10.And there were also tablets which had
  the desktop version of Windows in which you could run Modern UI compatible apps as well as X86 and X64 programs.In theory games like Papa Sangre could have been ported to such devices, since I am sure a Windows tablet would accept touch input and movement gestures like turning or shaking your device in your hand, if the control set was the important decision made for such games being mobile exclusive.I did never say that everyone should use the Windows App store over the Apple one, for I don't know which system is actually better.I just wanted to point out that there also are some Windows mobile devices and wondered why apparently nothing was done with them for (current) game projects.3. Content of games:Yes, the Smugglers game has expansions and some other games might have them, too.But from the recently released commercial PC games nnot many might have gotten extra content.If you look at all VG Storm titles for example, none got 
 extra levels or some kind of story expansion.Psycho Strike for example looked pretty small at least in accessible ingame locations to visit.If I am right, there are no hidden secrets to unlock permanently which would give you more maps to walk upon.Yes, Time of Conflict got updated, you are absolutely right about that, but its initial release was some years ago.But paid offline games from the last two years or so had not much in maintenance except occasional updates and bug fixes.Again, I don't know if the mobile games had serious in-app purchase options for more than buying extra ingame currency or for making donations.However, I know that even some mobile mainstream games can have extra levels, weapons/items, characters or costumes for existing characters.Obviously costume packs for audio games would not b a good idea, other types of things might work.If for example ESP Pinball Extreme would get more paid table packs, some 
 people surely would buy them.But this is also an older game and it hasn't been updated for a while.But this is another topic.I still think the concept of a game like Papa Sangre with its really good sounding audio environment should have been made available for more than one platform.It is really sad to know that such good games might be out for a long time if they are not compatible with the latest IOS.However I would like to ask one question here which bothers me about this sad business.I won't argue whether it is Apple's responsibility to maintain compatibility or if the app developer should be responsible for it.But for now shouldn't the developer of these games have known that for the time being it was their resbonsibility to maintain and update their games to keep them available for all who want to buy them or for those who bought them and want to use them on newer devices?I mean, if I wanted to deve
 lop for IOS, I would want to get as much information as possible before committing myself to this kind of work type.Thus Somethin' Else would have accepted whatever contracts and terms were necessary to release their work on this platform.But If they did knowingly enter into 

Re: Pullings from the iOS App Store

2017-02-06 Thread AudioGames . net ForumGeneral Game Discussion : Lord_Raven via Audiogames-reflector


  


Re: Pullings from the iOS App Store

@Dark:@Dark:I get what you are saying here and you made some good points.However I would like to say a few things about this as well:1. Choiceofgames:I might be wrong on this one since I never bought their games, but isn't it true that if you want to play their games offline (without external clients like Steam), you need to buy the Android apps, copy them to a PC, unpack the .apk files and run the content within  your browser with a choicescript interpreter?If this is now longer the case, correct me here.But these are basically browser singleplayer games.Thus they could theoretically run everywhere with a browser.So, if I buy an Android game from them, I get a downloadable app which theoretically should run even when I am not online.If I buy on their site for Windows, I can play, but my save files are stored online, which is not the same if the Android version stores its save data offline on your device.
Yes, I can buy via steam, but you probably know what Steam is and that another third party software (Steam) is needed to play the game.Apart from licensing decisions and prevention of piracy, there is no reason why the way you play the game (not how you do it, which controls are used etc) should be only online on PCs and possible offline on mobile devices, after payment and digital delivery are done.2. Mobile DevicesI know that on IOS you have a good screen reader and thus it might be easier to make accessible games.However I haven't found any information about how easy it might be to make accessible software for phones or tablets with mobile versions of Windows.I know that before Windows 8, you had Windows Mobile, Windows CE and later Windows Phone 7.Maybe these products were not as popular as IPhones.But I would like to know if this had changed over the Windows 8 RT tablets and later with Windows 10.And there were also tablet s which had the desktop version of Windows in which you could run Modern UI compatible apps as well as X86 and X64 programs.In theory games like Papa Sangre could have been ported to such devices, since I am sure a Windows tablet would accept touch input and movement gestures like turning or shaking your device in your hand, if the control set was the important decision made for such games being mobile exclusive.I did never say that everyone should use the Windows App store over the Apple one, for I don't know which system is actually better.I just wanted to point out that there also are some Windows mobile devices and wondered why apparently nothing was done with them for (current) game projects.3. Content of games:Yes, the Smugglers game has expansions and some other games might have them, too.But from the recently released commercial PC games nnot many might have gotten extra content.If you look at all VG Storm titles for example , none got extra levels or some kind of story expansion.Psycho Strike for example looked pretty small at least in accessible ingame locations to visit.If I am right, there are no hidden secrets to unlock permanently which would give you more maps to walk upon.Yes, Time of Conflict got updated, you are absolutely right about that, but its initial release was some years ago.But paid offline games from the last two years or so had not much in maintenance except occasional updates and bug fixes.Again, I don't know if the mobile games had serious in-app purchase options for more than buying extra ingame currency or for making donations.However, I know that even some mobile mainstream games can have extra levels, weapons/items, characters or costumes for existing characters.Obviously costume packs for audio games would not b a good idea, other types of things might work.If for example ESP Pinball Extreme would get more paid table p acks, some people surely would buy them.But this is also an older game and it hasn't been updated for a while.But this is another topic.I still think the concept of a game like Papa Sangre with its really good sounding audio environment should have been made available for more than one platform.It is really sad to know that such good games might be out for a long time if they are not compatible with the latest IOS.However I would like to ask one question here which bothers me about this sad business.I won't argue whether it is Apple's responsibility to maintain compatibility or if the app developer should be responsible for it.But for now shouldn't the developer of these games have known that for the time being it was their resbonsibility to maintain and update their games to keep them available for all who want to buy them or for those who bought them and want to use them on newer devices?I mean, if I wan ted to develop for IOS, I would want to get as much information as possible before committing myself to this kind of work type.Thus Somethin' Else would have accepted whatever contracts and terms were necessary to release their work on this platform.But If they did knowingly

Re: Pullings from the iOS App Store

2017-02-06 Thread AudioGames . net ForumGeneral Game Discussion : Lord_Raven via Audiogames-reflector


  


Re: Pullings from the iOS App Store

@Dark:@Dark:I get what you are saying here and you made some good points.However I would like to say a few things about this as well:1. Choiceofgames:I might be wrong on this one since I never bought their games, but isn't it true that if you want to play their games offline (without external clients like Steam), you need to buy the Android apps, copy them to a PC, unpack the .apk files and run the content within  your browser with a choicescript interpreter?If this is now longer the case, correct me here.But these are basically browser singleplayer games.Thus they could theoretically run everywhere with a browser.So, if I buy an Android game from them, I get a downloadable app which theoretically should run even when I am not online.If I buy on their site for Windows, I can play, but my save files are stored online, which is not the same if the Android version stores its save data offline on your device.
Yes, I can buy via steam, but you probably know what Steam is and that another third party software (Steam) is needed to play the game.Apart from licensing decisions and prevention of piracy, there is no reason why the way you play the game (not how you do it, which controls are used etc) should be only online on PCs and possible offline on mobile devices, after payment and digital delivery are done.2. Mobile DevicesI know that on IOS you have a good screen reader and thus it might be easier to make accessible games.However I haven't found any information about how easy it might be to make accessible software for phones or tablets with mobile versions of Windows.I know that before Windows 8, you had Windows Mobile, Windows CE and later Windows Phone 7.Maybe these products were not as popular as IPhones.But I would like to know if this had changed over the Windows 8 RT tablets and later with Windows 10.And there were also tablet s which had the desktop version of Windows in which you could run Modern UI compatible apps as well as X86 and X64 programs.In theory games like Papa Sangre could have been ported to such devices, since I am sure a Windows tablet would accept touch input and movement gestures like turning or shaking your device in your hand, if the control set was the important decision made for such games being mobile exclusive.I did never say that everyone should use the Windows App store over the Apple one, for I don't know which system is actually better.I just wanted to point out that there also are some Windows mobile devices and wondered why apparently nothing was done with them for (current) game projects.3. Content of games:Yes, the Smugglers game has expansions and some other games might have them, too.But from the recently released commercial PC games nnot many might have gotten extra content.If you look at all VG Storm titles for example , none got extra levels or some kind of story expansion.Psycho Strike for example looked pretty small at least in accessible ingame locations to visit.If I am right, there are no hidden secrets to unlock permanently which would give you more maps to walk upon.Yes, Time of Conflict got updated, you are absolutely right about that, but its initial release was some years ago.But paid offline games from the last two years or so had not much in maintenance except occasional updates and bug fixes.Again, I don't know if the mobile games had serious in-app purchase options for more than buying extra ingame currency or for making donations.However, I know that even some mobile mainstream games can have extra levels, weapons/items, characters or costumes for existing characters.Obviously costume packs for audio games would not b a good idea, other types of things might work.If for example ESP Pinball Extreme would get more paid table p acks, some people surely would buy them.But this is also an older game and it hasn't been updated for a while.But this is another topic.I still think the concept of a game like Papa Sangre with its really good sounding audio environment should have been made available for more than one platform.It is really sad to know that such good games might be out for a long time if they are not compatible with the latest IOS.However I would like to ask one question here which bothers me about this sad business.I won't argue whether it is Apple's responsibility to maintain compatibility or if the app developer should be responsible for it.But for now shouldn't the developer of these games have known that for the time being it was their resbonsibility to maintain and update their games to keep them available for all who want to buy them or for those who bought them and want to use them on newer devices?I mean, if I wan ted to develop for IOS, I would want to get as much information as possible before committing myself to this kind of work type.Thus Somethin' Else would have accepted whatever contracts and terms were necessary to release their work on this platform.But If they did knowingly

Re: Pullings from the iOS App Store

2017-02-06 Thread AudioGames . net ForumGeneral Game Discussion : Lord_Raven via Audiogames-reflector


  


Re: Pullings from the iOS App Store

I never got the games myself, so I can't know how These would run on different Apple devices.However what I (for the Audio games and blind community) don't get is why so many Commercial game Releases over the last few years had to move to mobile devices with no ports or multiplatform Releases in the first place.I can get that it might be a good Business move, but if selling games for IOS is generating more Money than selling games for Computers I can't know.I wonder if such developers wanted to Show that other devices than compiuters can be used for games.But on the other Hand I wonder why if developers are working with the concept of app stores in General, why I could never buy a Modern UI App for Windows 8 or now for Windows 10 which is an Audio game.I know that IOS and Android are different Systems and the devices which use them, but what I really did not get was why so much Commercial game development only was done with These pl
 atforms in mind.If I could buy Papa Sangre optimiced for Keyboard or other Controllers, as a Win 64 binary, I would do it right now, but I never got the choice to do so.If I wanted to buy the Inquisitor, I at least could choose more than one platform.When mobile devices were not accessible for blind, we mostly had Audio games for PC, but now more Commercial games are released and partially maintained for mobile devices.On the other Hand, as far as I know VG Storm titles still are not XP compatible, which still is a Problem in this community regardless of whether XP is used in a VM or not.And though I might be wrong here, some of the VG Storm games had huge potential for Long time Support with the idea of extensions and Content updates (Psycho Strike for example).But These games got no Content updates.I am not sure how much Content updates the IOS games mentioned in this Topic got from Initial release up to now, but I think that there wa
 s more Content added than in Commercial PC Audio games over the last few years.Really, the only game I can recall at the Moment which had something similar to what the Mainstream game community calls dlc was ESP Pinball Extreme.However, only one paid Content pack was released so far and since then there was nothing more for it.This is a strange Thing, because this brings up the question why some companies/individual developers can afford Money and time to submit every free or paid update to Apple with all this entails, while the developers who make PC games seem often not capable of doing much post release work on their titles.Does anyone know why this might be?Even for mobile devices you Need time and Money to develop anything after Initial release of your game before you can submit it to Apple for the store.But developing and testing before release is required for all platforms.And keeping up with IOS should be possible for such deve
 lopers rather than letting their income die out with no further purchases.I wonder why games like Papa Sangre went out like this.Their developers knew what working with IOS would mean, so why did they not maintain their products regardless of whether Apple should make their Software backwards compatible?

URL: http://forum.audiogames.net/viewtopic.php?pid=296448#p296448





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Re: Old MOTA Beta Versions

2016-09-23 Thread AudioGames . net ForumGeneral Game Discussion : Lord_Raven via Audiogames-reflector


  


Re: Old MOTA Beta Versions

Here is what I have from USA games:1. https://dl.dropboxusercontent.com/u/408 … Refenge.7zContains Montezuma's Revenge by USA Games:- alpha 1 and Patch 1 (patch is a separate file)- beta 1 with Patch 1 and Patch 2 (patches are separate files and not one patched installer)- beta 2- beta 3- beta 4- beta 5- beta 6-beta 7-beta 8-beta 9- Mysteries of the Aztecs Beta 1Around beta 7 or 8 a registration system was included and five or six levels were available. At some point in beta 8 or 9 the game was renamed into Montezuma's Return.The last release with six levels was named Mysteries of the Azteks Beta 1.Note: I have not included a registration key for the last versions of this game which means that you probably can only play the first two levels in them.2.https://dl.dropboxusercontent.com/u/408 … nts%201.7zcontains Mysteries of the Ancients:- beta 1- beta 2- beta 3- beta 4- beta 63.https://dl.dropboxusercontent.com/u/408 … nts%202.7zcontains Mysteries of the Ancients:- beta 10- beta 11- beta 12- beta 13- beta 14- beta 15I also have beta 16 through 22 and can upload them later, once these three files have been around for a while so that you have the chance to download them.I would like to know if anyone can help me complete my collection.I am missing Mysteries of the Ancients beta 5, 7, 8 and 9.If someone has them I would like to get a link for them if at all possible.

URL: http://forum.audiogames.net/viewtopic.php?pid=280030#p280030





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Re: a link to the last beta of misteries of the ancients please

2015-07-12 Thread AudioGames . net ForumGeneral Game Discussion : Lord_Raven via Audiogames-reflector


  


Re: a link to the last beta of misteries of the ancients  please

Id like to say a few things to this topic:The problem with this game or rather the apparently separate titles of Tomb Hunter and Montezumas Revenge/Mysteries of the Ancients is that there is a huge lack of any news.I seriously mean, since the game development is ongoing in the background, the old beta could have stayed on the USA Games site in the first place.Even if we could get access to all publicly released beta versions for the purpose of seeing how the game changed over the years that would be nice if at all possible, since I can remember that in some versions we had to fight wolfes or zombies, so there are (level) differences between the versions...But the other fact is that I havent seen any news here, on the USA Games site or in the Audyssey list which tells me what is happening to Mysteries of the Ancients and in what way it has already changed since the last public beta was released years ago.The last official USA Games n
 ews post on either of the above mentioned services has also been months ago.People are asking if this project is ultimately canceled or if it is continuing because they havent heard from USA Games in that regard for a long time.Point is that some kind of status update would be nice as well as at least putting out one or more of the older versions to check.I personally am fully aware what the terms concept Demo or alpha/beta version mean and that there can be problems running them.And if I get told what the next version might have or what is different between old and next version I wont go in there under false assumptions either.

URL: http://forum.audiogames.net/viewtopic.php?pid=223764#p223764




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Re: Super Liam - special request

2014-12-06 Thread AudioGames . net ForumGeneral Game Discussion : Lord_Raven via Audiogames-reflector


  


Re: Super Liam - special request

Id also like to know why there is or at least was a dropbox link of Super Liam not posted on l-works.net.I dont have twitter and when I atempted to look unregistered, I didnt find any links or announcements which might have had a link.And while we are at it, what about Judgment Day?Is it also free?And if so, is it actually possible to gain all trophies, since at least one of them required a high score posting and you had to be number one on that list or something like it.

URL: http://forum.audiogames.net/viewtopic.php?pid=196692#p196692




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Re: L-works discontinuing sales of Judgment Day and Super Liam

2014-09-06 Thread AudioGames . net ForumGeneral Game Discussion : Lord_Raven via Audiogames-reflector


  


Re: L-works discontinuing sales of Judgment Day and Super Liam

I would like to know why this is Happening.Why are you stopping sales of that game, if you are willing to give out replacement keys for existing customers.If that is still technically possible, what is preventing you from generating new keys for People who didnt buy the game up to now?On the other Hand, if you want to drop the game (original Super Liam, not any future rewrites or Sequels), why lock all the People who didnt buy it up to now out permanently rather than declaring the game abandoned, making a free Version and be done with it?Isnt that a bit unfair to the community, even if the game might be outdated and could cause Problems on later Versions of Windows?We had this mess with Blindsoftware formerly known as BSC Games as well.Allthough that Situation was different, which I know.

URL: http://forum.audiogames.net/viewtopic.php?pid=188206#p188206




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Re: Japanese Games in the Database

2014-06-26 Thread AudioGames . net ForumGeneral Game Discussion : Lord_Raven via Audiogames-reflector


Re: Japanese Games in the Database

I would like to ask a question.When I want to open the original (Japanese) Version of morokumas site, why do I always get a Service unavailable error message?I mean, I can open the original site of MM and I can open the Bk3 site in Japanese with bot Internet Explorer and Firefox without any Problems.So, does anyone know what is wrong with morokumas original site?URL: http://forum.audiogames.net/viewtopic.php?pid=178385#p178385

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Re: Japanese Games in the Database

2014-06-26 Thread AudioGames . net ForumGeneral Game Discussion : Lord_Raven via Audiogames-reflector


Re: Japanese Games in the Database

Then what is causing the following:503 Service Temporarily Unavailablenginx/1.2.9This happens whenever I atempt to go to Morokumas site.I am located in Germany if that helps.Strange is that I can Access the translated site.But the other Japanese sites work normally for me.URL: http://forum.audiogames.net/viewtopic.php?pid=178441#p178441

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