Re: Minisol audio mode preview

2016-04-17 Thread AudioGames . net ForumGeneral Game Discussion : Sik via Audiogames-reflector


  


Re: Minisol audio mode preview

I was considering offering it in a manual but doesn't look like I'll have the manual done in time. In any case the rules are simple: beeping is used to warn you about the layout, mechanical sounds mean robots you'll probably want to dodge.I noticed the liquid hazards end up sounding too quiet because they're below you (they can be barely heard here). Tweaked that now so they sound more clearly. Also I should have probably lowered the BGM volume from the default while playing...

URL: http://forum.audiogames.net/viewtopic.php?pid=257343#p257343





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Minisol audio mode preview

2016-04-16 Thread AudioGames . net ForumGeneral Game Discussion : Sik via Audiogames-reflector


  


Minisol audio mode preview

Preview on YouTube (sorry, no OGG since I can't upload files for the moment)This is a preview of how Minisol sounds in audio mode. Minisol is a small companion game that will come with the next update of Sol, originally meant for teaching kids the basics of platforming (being less cluttered and more forgiving) but it should also be a good way to get accustomed to audio mode, especially since you can't lose (at worst you may get stuck).While not the same as playing the game, wondering what people here think about it from the audio preview. Still not gonna promise that the next update will be 100% playable (although hopefully the earliest levels should), but let's be honest this is a lot easier to play than the original sonar-based attempt. Objects (even inert ones) will be making sound constantly, and the beeps you hear are when you get close to a gap or a platform is around. This may st
 ill get tweaking, but it seems like the way to go.If Minisol's simpler level structure is popular enough among blind players then maybe I may make a full blown mod like that instead. No matter how much I want to, the original game is simply too absurdly complex in terms of map design.

URL: http://forum.audiogames.net/viewtopic.php?pid=257214#p257214





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Sol 1.3 new audio mode preview

2016-01-01 Thread AudioGames . net ForumGeneral Game Discussion : Sik via Audiogames-reflector


  


Sol 1.3 new audio mode preview

I remade the audio mode in Sol from scratch (no more ugly beeping sonar). I made a quick recording of how it sounds currently, although for some reason the reverb of the ceilings doesn't get recorded (it still plays in the actual game). Mind you, it's not that important in the first level anyway, but:http://alk.untergrund.net/audiogames/so … o_test.oggI'm not that optimistic honestly. I can definitely tell apart the individual regions of the level even without headphones (and yes, I managed to get some now), but ultimately there's a lot of clutter in the more complex levels. Now, I still need to add some stuff (right now I only focused on making the first level playable), but yeah. It would suck if only blind-oriented levels are truly playable through it, that would sound rather insulting.Anyway, I want your opinions on this. Note that platforms currently aren't making any sound yet unless you land on them (gotta work on that still).

URL: http://forum.audiogames.net/viewtopic.php?pid=245077#p245077





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Re: Sol 1.3 new audio mode preview

2016-01-01 Thread AudioGames . net ForumGeneral Game Discussion : Sik via Audiogames-reflector


  


Re: Sol 1.3 new audio mode preview

crashmaster wrote:Oh since some of us have brought the full game and have been waiting for this thing to be fixed could we test it or something I mean I have payed but havn't exactly been able to play it as such but whatever I do hope you sort it out anyway.I've spent about a whole week trying to get this recording uploaded (despite being just 4MB) because the router is being awful, so for now not. I'll have to sort it out anyway because otherwise I wouldn't be able even to upload the full game!So yeah, sorry for now. Will try to get this sorted out.

URL: http://forum.audiogames.net/viewtopic.php?pid=245092#p245092





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Re: Sol 1.2 is out with experimental audio mode support

2015-12-13 Thread AudioGames . net ForumGeneral Game Discussion : Sik via Audiogames-reflector


  


Re: Sol 1.2 is out with experimental audio mode support

I'm back.Just gonna say that I'm gonna stop with patches and skip ahead to 1.3 (there are too many updates). I somehow managed to recreate a simplified version of the new sound engine in the old one so clues now aren't beeps, and even better, I got permission from SunSpire (the composer) to edit his sound effects so now there are many new ones for the clues. So far there are 34 new sound effects and I'm still not done. Also finally acquired some headphones.Later I'll post an OGG of how it sounds (I want to add some important clue first). At least now I can recognize each region easily even without stereo. Not sure how accurate it sounds to a blind person (who is more trained to subtle hints) but I hope it'll be playable now.

URL: http://forum.audiogames.net/viewtopic.php?pid=242563#p242563





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Re: Sol 1.2 is out with experimental audio mode support

2015-11-16 Thread AudioGames . net ForumGeneral Game Discussion : Sik via Audiogames-reflector


  


Re: Sol 1.2 is out with experimental audio mode support

To be fair, nearly all of those beeps come from the sonar and most (almost all) of them are those level clues I'm trying to replace with this  The rest of the sound effects are not even remotely as beepy (certain cheat aside).If you're curious to see what I mean and want to hear the sound effects on their own, the soledad.dat file can be opened with 7-zip, inside the sounds folder there are a lot of OGG files which are the sound effects. I actually just documented that today, in fact.

URL: http://forum.audiogames.net/viewtopic.php?pid=238840#p238840





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Re: Sol 1.2 is out with experimental audio mode support

2015-11-15 Thread AudioGames . net ForumGeneral Game Discussion : Sik via Audiogames-reflector


  


Re: Sol 1.2 is out with experimental audio mode support

Do they trigger even when they have no effect in the GUI at all? (text input is disabled, there are no controls inside the window, and the keys in question are the arrows and spacebar) Although I guess I shouldn't underestimate broken software... (also doesn't this mean that the screen reader for HUD changes is a bad idea too?)It seriously sounds that until I completely drop the current engine there's no way to fix this at all (I have something better right now, but it's not in condition for backporting yet and lacks music support).

URL: http://forum.audiogames.net/viewtopic.php?pid=238721#p238721





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Re: Sol 1.2 is out with experimental audio mode support

2015-11-15 Thread AudioGames . net ForumGeneral Game Discussion : Sik via Audiogames-reflector


  


Re: Sol 1.2 is out with experimental audio mode support

Thanks.(warning: rant ahead, skip two paragraphs)Not going to abandon it, but the sound engine annoys me. The problem is this: sound effects are grouped into categories (player sounds, item sounds, enemy sounds, etc.), and it can play only one of each at a time. This was done as a way to prevent overloading from the same sound playing too often (something common in platformers) but in the end Sol didn't end up having this issue. Instead, now it's being a hindrance to these kind of suggestions as they require being able to play the same sound effects several times, and each of those instances being processed separately. The sonar is rendered separately on its own mixer rather than through sound effects (hence why it uses beeps: it doesn't even touch the OGG files).I now have new sound code that doesn't have this issue but it's on a different game engine altogether and backporting it wouldn't be easy since it depends on some other f
 acilities (mostly dealing with low-level stuff like memory allocation and text processing). The idea is ultimately to port the whole game over to it, but that will take a long while, hence why I'm looking for quick hacks I can implement in the old engine instead but so far all seem rather bad. This is what's getting me annoyed.(rant over)Anyway, maybe I should try this idea anyway. Thinking about this, if I were to use sound effects instead of the screen reader, most of this code would be the same anyway save for a few lines, so either way the effort would be worth it, right? (but I need to figure out where to get suitable sound effects then)pitermach wrote:You may have to change the footstep sound for this though because the one you have now is very loud and long.But it (each step) goes unhearable after like 0.1 seconds... (I still need to change it though, I assumed a k
 ick drum would sound like a shoe on a hard floor, but people think otherwise)

URL: http://forum.audiogames.net/viewtopic.php?pid=238740#p238740





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Re: Sol 1.2 is out with experimental audio mode support

2015-11-15 Thread AudioGames . net ForumGeneral Game Discussion : Sik via Audiogames-reflector


  


Re: Sol 1.2 is out with experimental audio mode support

Slowing down the game was pretty much the main reason why I had considered not doing it in the first place, but after thinking for a bit it's not that much of a problem actually:1) The level layout is static (it doesn't keep changing), so you don't need constant feedback.2) You don't need to hear the whole clue to know what's ahead, as long as each clue starts different.So in practice maybe it works as a good hack. Objects still would need to be represented by ongoing sound as they're constantly moving so you can't just keep track of them, and stuff like footsteps need to stay to help you know when you're indeed still walking, but as far as the level shape itself goes, this may work.Still implementing this but so far I have this:"wall" = running into a dead end"gap" = about to run into a pit"higher" = running into an upwards stair"lower" = ru
 nning into a downwards stair"indoor" = going under a ceiling"outdoor" = no ceiling anymoreThe ideal thing would be to implement all this with different effects, but that will take quite a while (the current sound engine is quite primitive) so for now I want to try this.

URL: http://forum.audiogames.net/viewtopic.php?pid=238713#p238713





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Re: Sol 1.2 is out with experimental audio mode support

2015-11-14 Thread AudioGames . net ForumGeneral Game Discussion : Sik via Audiogames-reflector


  


Re: Sol 1.2 is out with experimental audio mode support

Random idea, since this is going nowhere: remove all level sonar clues, and instead just do the blunt thing and have the screen reader tell you when you're getting close to something, e.g. "gap" when you're about to run over a pit or "wall" when you're going to stumble upon a wall. Hopefully this should make moving around more usable. Still no idea what to do with enemies and items so they stay with the sonar, but at least they won't have all the level sounds getting in the way.Still going to implement this, but does anybody think this could be a good quick idea? (also tip: use the titlebar instead of SAPI if you want to use the screen reader instead of the speech engine)

URL: http://forum.audiogames.net/viewtopic.php?pid=238643#p238643





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Re: Sol 1.2 is out with experimental audio mode support

2015-09-17 Thread AudioGames . net ForumGeneral Game Discussion : Sik via Audiogames-reflector


  


Re: Sol 1.2 is out with experimental audio mode support

Why am I subscribed if I don't get notifications anyway? So for the record, it seems I was right on the clutter thing after all. Sadly, this viewport is indeed tiny and that makes it awfully hard to see enemies in time. But yeah, if somebody knows how to work around this, that may make this mode more usable, at least until a better alternative can be developed.crashmaster wrote:Now if you are going to remove the mode I guess you will have to refund all the people that invested in the game to make it accessable and I am one of those people.Yeah, I will refund anybody who wants it, just make sure to explicitly contact me (http://www.azurasun.com/contact). I'm still not
  sure what I'm going to do, it all depends on how things pan out yet.Omar Alvarado wrote:In our community, most games like these have an object viewer.In activating it, you can get a list of the objects that are important. This may include doors, enemies, items, and anything you may think might be important.Can you give me more details?Omar Alvarado wrote:Also, this started out with bk III, where you pressed and held g, that allowed you to pan a camera around. Think of it as kind of like the camera in the Mario titles.For the record, this new version (1.22) does it vertically with up and down. I dunno how to make it work with left and right though, since those make you run and that would be problematic. Can anybody suggest what keys could be used that are less likely to get in the way?Omar Alvarado wrote:And guys, can we please not be so harsh on this guy? He's a mainstream dev who is just beginning to put in experimental audio support.Eh, I'd prefer people to be blunt and harsh, that's the only way I can measure if this is actually working garrett wrote:I have a sudgestion. Instead of the beeping, I could give you other sounds, like wood noises for sealing, a wind noise for pits, and other stuff. Just a sudgestion.Well, if you think that could help, sure. Again, get in contact with me.

URL: http://forum.audiogames.net/viewtopic.php?pid=232059#p232059




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Re: Sol 1.2 is out with experimental audio mode support

2015-09-13 Thread AudioGames . net ForumGeneral Game Discussion : Sik via Audiogames-reflector


  


Re: Sol 1.2 is out with experimental audio mode support

Should have double posted instead of edited. There are new links in the previous post, for those who want to try.Honestly considering just getting rid of the mode, it's pretty obvious that the sonar doesn't work at all no matter how tweaked it is, and the alternative everybody insists on (adding more sound effects everywhere) would require making so many new sounds it'd be out of my budget (and even that is not guaranteed to work out). Any comments on this?(the Page Up/Down shortcut is staying though, that idea was neat)

URL: http://forum.audiogames.net/viewtopic.php?pid=231727#p231727




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Re: Sol 1.2 is out with experimental audio mode support

2015-08-30 Thread AudioGames . net ForumGeneral Game Discussion : Sik via Audiogames-reflector


  


Re: Sol 1.2 is out with experimental audio mode support

stewie wrote:Part of the problem, at least for me, is judging my location compared to other objects. I dont actually know what the distance Im jumping or moving based on the sounds I hear relates to the actual distance between me and an objects. Its hard to tell how fast your character jumps etc.Yeah, which is also why I want to change the viewport, because it gave finer resolution (at the expense of a smaller range). I got a new build, will try to package and upload it as soon as possible.I think that multiple clues playing at the same time is part of the problem though, because that seems to screw up horribly with the mixing (in fact, a large reason why the sonar swipes instead of playing everything at the same time is to ease it off on the mixer and letting the brain handle it instead).stewie wrote:Why is the menu different when you play in video mode? If you just run it normally you get a level editor option and the menu scrolls left to right. In audio video mode its a normal up/down menu with no level editor option.The level editor is disabled because its currently completely unusable in audio mode and I need to prevent people from getting in accidentally and getting stuck. (enabling debug mode will bring it back to the menu, but obvious warning goes here)As for the menu controls, Ive already mentioned it before, thats because in video mode the buttons are arranged in neat layouts and the cursors change the options accordingly. In audio mode that doesnt work because you cant see the layouts, so it rearranges the menus into a plain linear fashion.EDIT: here we goWindows: http://sol.azurasun.com/download/soleda … -patch.zipLinux: http://sol.azurasun.com/download/soleda … tch.tar.gzSource code (ZIP): http://sol.azurasun.com/download/soleda … source.zipSource code (TAR): http://sol.azurasun.com/download/soleda … rce.tar.gzThis restores the old viewport which was smaller but way less cluttered. Note that you can press up and down to look up and down (otherwise some parts are practically impossible to see). Honestly though Im not seeing much hope on this...I think the problem is that Sol levels are simply way too cluttered and theres no way around this short of making a whole new game from scratch. No matter how I approach this theres just way too much to show but not enough room to mark it all clearly.

URL: http://forum.audiogames.net/viewtopic.php?pid=229841#p229841




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Re: Sol 1.2 is out with experimental audio mode support

2015-08-30 Thread AudioGames . net ForumGeneral Game Discussion : Sik via Audiogames-reflector


  


Re: Sol 1.2 is out with experimental audio mode support

stewie wrote:Part of the problem, at least for me, is judging my location compared to other objects. I dont actually know what the distance Im jumping or moving based on the sounds I hear relates to the actual distance between me and an objects. Its hard to tell how fast your character jumps etc.Yeah, which is also why I want to change the viewport, because it gave finer resolution (at the expense of a smaller range). I got a new build, will try to package and upload it as soon as possible.I think that multiple clues playing at the same time is part of the problem though, because that seems to screw up horribly with the mixing (in fact, a large reason why the sonar swipes instead of playing everything at the same time is to ease it off on the mixer and letting the brain handle it instead).stewie wrote:Why is the menu different when you p
 lay in video mode? If you just run it normally you get a level editor option and the menu scrolls left to right. In audio video mode its a normal up/down menu with no level editor option.The level editor is disabled because its currently completely unusable in audio mode and I need to prevent people from getting in accidentally and getting stuck. (enabling debug mode will bring it back to the menu, but obvious warning goes here)As for the menu controls, Ive already mentioned it before, thats because in video mode the buttons are arranged in neat layouts and the cursors change the options accordingly. In audio mode that doesnt work because you cant see the layouts, so it rearranges the menus into a plain linear fashion.

URL: http://forum.audiogames.net/viewtopic.php?pid=229841#p229841




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Re: Sol 1.2 is out with experimental audio mode support

2015-08-30 Thread AudioGames . net ForumGeneral Game Discussion : Sik via Audiogames-reflector


  


Re: Sol 1.2 is out with experimental audio mode support

Gosh, literally didnt get time to work on this the last two days, which also means I ended up wasting the sale (sorry for that). Im seriously short on manpower.Anyway, trying to restore the old viewport but it seems I broke something in the process. Ouch. Will get back to this as soon as I fix it, but at least it doesnt sound anywhere as cluttered.brad wrote:Well, if you hit a sealing with your hand, what sound does it make? A thump, or bang sound, right?That would make sense if you jump into the ceiling, I was talking about when you run under one (e.g. you walk into a passage).

URL: http://forum.audiogames.net/viewtopic.php?pid=229837#p229837




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Re: Sol 1.2 is out with experimental audio mode support

2015-08-30 Thread AudioGames . net ForumGeneral Game Discussion : Sik via Audiogames-reflector


  


Re: Sol 1.2 is out with experimental audio mode support

Gosh, literally didnt get time to work on this the last two days, which also means I ended up wasting the sale (sorry for that). Im seriously short on manpower.Anyway, trying to restore the old viewport but it seems I broke something in the process. Ouch. Will get back to this as soon as I fix it, but at least it doesnt sound anywhere as cluttered. (EDIT: oh I see what happened, two things conflicting with each other that didnt before because the sonar worked differently, this is easy to fix then)brad wrote:Well, if you hit a sealing with your hand, what sound does it make? A thump, or bang sound, right?That would make sense if you jump into the ceiling, I was talking about when you run under one (e.g. you walk into a passage).

URL: http://forum.audiogames.net/viewtopic.php?pid=229837#p229837




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Re: Sol 1.2 is out with experimental audio mode support

2015-08-25 Thread AudioGames . net ForumGeneral Game Discussion : Sik via Audiogames-reflector


  


Re: Sol 1.2 is out with experimental audio mode support

Well, from testing it myself, to be fair the biggest problem here is not so much the beeping (once you know what they mean its pretty easy to read actually), its the fact that there are too many clues at once. It seems that as soon as theres more than one on screen it becomes a horrible mess. That may be why the smaller viewport originally worked better.Im not a good test subject though. I already know the level layouts quite well, so I cant tell when clues arent being helpful enough because my mind ends up filling it with its prior knowledge of whats supposed to be there. This pretty much needs to be done with people who have never seen the layouts before.Should I give a try to the original smaller viewport again so as to reduce the amount of clues rendered at the same time? (for reference, its the same viewport used in video mode when zooming is enabled and I know the game is beatable with that smaller range)On
  the sounds: I guess wind could work for gaps (not sure if itd be too quiet, would need to try myself), but thump thump sound for ceilings? How does that one even make sense? Unless its just for the sake of being abstract, I guess.

URL: http://forum.audiogames.net/viewtopic.php?pid=229219#p229219




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Re: Sol 1.2 is out with experimental audio mode support

2015-08-25 Thread AudioGames . net ForumGeneral Game Discussion : Sik via Audiogames-reflector


  


Re: Sol 1.2 is out with experimental audio mode support

Nearly all of the beeps are the map silhouette (its the sonar), good luck coming up with anything even remotely clear for those, e.g. what kind of sound should the corners around a gap make? Or a slope? (if somebody has any better suggestions than generic beeps, go ahead)So far its:Fast soft beep: corner (gap or ceiling)Slow soft beep: slopeFast harsh beep: enemy or projectileSlow harsh beep: static hazardSquare wave beep: itemAnyway back on track, may I get some more accurate feedback? Like what specifically is wrong. For example: is the viewport too large to the sides? Vertically? I recall getting some positive feedback in the initial tests but the viewport made it harder to notice enemies, but after changing the viewport it seems its pretty much unusable. Those initial tests had some severe case of sonar overload (which I wouldnt be surprised if i
 t kept hiding the enemies), maybe I should retry the old viewport range...Also what retro mode are you all talking about, the CGA mode cheat? Because thats not really going to be helpful here, its just a toy cheat... Also note that there are two separate cheats (one which simulates CGA graphics, one which turns all sounds into PC speaker sounds), theres actually a video showing how its meant to sound like: CGA and PC speaker cheats videocrashmaster wrote:One thing other than the interface for audio is that when you quit the game sounds stick there until you either quit or continue they should either continue playing or stop while the game is paused or a pause music plays or something.Oh right, I completely forgot to clear the sonar beeping during the pause screen... (the game keeps rendering everything while paused)<
 /p>

URL: http://forum.audiogames.net/viewtopic.php?pid=229212#p229212




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Sol 1.2 is out with experimental audio mode support

2015-08-24 Thread AudioGames . net ForumGeneral Game Discussion : Sik via Audiogames-reflector


  


Sol 1.2 is out with experimental audio mode support

Hey everybody! Just released version 1.2 of Sol which includes an experimental implementation of audiovideo mode, which pretty much turns it into an audiogame. Its far from perfect yet, but its better than nothing and I would like to have feedback  Converting a full blown platformer into an audiogame isnt easy, especially when it wasnt designed for it in the first place! (but Im not gonna dumb down the game for this!)Sols official site (demo and purchase here)Blog entry explaining how to turn on this modeSol will be for 10 USD (33% discount) until this 30th, if youre interested! (and beware that the widget has problem working with 
 old browsers - looking at you, Explorer 8) Enjoy!PS: Im not putting it into New Releases because its experimental and cant guarantee its 100% playable yet, feel free to move it if its better.

URL: http://forum.audiogames.net/viewtopic.php?pid=229053#p229053




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Sol 1.2 is out with experimental audio mode support

2015-08-24 Thread AudioGames . net ForumGeneral Game Discussion : Sik via Audiogames-reflector


  


Sol 1.2 is out with experimental audio mode support

Hey everybody! Just released version 1.2 of Sol which includes an experimental implementation of audiovideo mode, which pretty much turns it into an audiogame. Its far from perfect yet, but its better than nothing and I would like to have feedback  Converting a full blown platformer into an audiogame isnt easy, especially when it wasnt designed for it in the first place! (but Im not gonna dumb down the game for this!)Sols official site (demo and purchase here)Blog entry explaining how to turn on this modeSol will be for 10 USD (33% discount) until this 30th, if youre interested! (and beware that the widget has problem working with 
 old browsers - looking at you, Explorer 8) Enjoy!PS: Im not putting it into New Releases because its experimental and cant guarantee its 100% playable yet, feel free to move it if its better.EDIT: whoops theres a spurious question mark in the poll question. Now I look like a dumb kiddie 

URL: http://forum.audiogames.net/viewtopic.php?pid=229053#p229053




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Re: Sol 1.2 is out with experimental audio mode support

2015-08-24 Thread AudioGames . net ForumGeneral Game Discussion : Sik via Audiogames-reflector


  


Re: Sol 1.2 is out with experimental audio mode support

OK so it seems the audiovideo mode is worse than just unplayable. Welp.I was going to enable music but then Id have wrecked the balance of all sounds yet again and I couldnt afford to delay the update anymore (since other things depended on it and it was taking just way too long). Didnt think on the Page Up / Page Down thing for volume though, thatd have probably solved this issue without me even trying...Also I think I should make the sounds obvious without a manual or tutorial. The vast majority of people will just want to jump right into the game. Failure to get this to work means the interface simply isnt acceptable.

URL: http://forum.audiogames.net/viewtopic.php?pid=229127#p229127




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Re: Sol 1.2 is out with experimental audio mode support

2015-08-24 Thread AudioGames . net ForumGeneral Game Discussion : Sik via Audiogames-reflector


  


Re: Sol 1.2 is out with experimental audio mode support

There are footstep sounds there already...I made a quick update (replace the executable with the one here), this restores the music in-game and instead adds Page Up and Down for controlling the background music volume (hold Shift for the sound effects volume). Tell me if this is better or not:Windows: http://sol.azurasun.com/download/soleda … -patch.zipLinux: http://sol.azurasun.com/download/soleda … tch.tar.gzSource code (ZIP): http://sol.azurasun.com/download/soleda … source.zipSource code (TAR): http://sol.azurasun.com/download/soleda … rce.tar.gzOh yeah and I forgot to comment on the widget: thats Humble Bundles fault, sadly. Ill try to see if I can arrange to allow an alternative but this is how they expect the widget to work.This took longer than it should because of a mistake making the patch file...EDIT: before I forget, rename the executable to soledad-demo if youre using the demo version.

URL: http://forum.audiogames.net/viewtopic.php?pid=229131#p229131




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Re: Sol 1.2 is out with experimental audio mode support

2015-08-24 Thread AudioGames . net ForumGeneral Game Discussion : Sik via Audiogames-reflector


  


Re: Sol 1.2 is out with experimental audio mode support

There are footstep sounds there already...I made a quick update (replace the executable with the one here), this restores the music in-game and instead adds Page Up and Down for controlling the background music volume (hold Shift for the sound effects volume). Tell me if this is better or not:Windows: http://sol.azurasun.com/download/soleda … -patch.zipLinux: http://sol.azurasun.com/download/soleda … tch.tar.gzSource code (ZIP): http://sol.azurasun.com/download/soleda … source.zipSource code (TAR): http://sol.azurasun.com/download/soleda … rce.tar.gzOh yeah and I forgot to comment on the widget: thats Humble Bundles fault, sadly. Ill try to see if I can arrange to allow an alternative but this is how they expect the widget to work.This took longer than it should because of a mistake making the patch file...

URL: http://forum.audiogames.net/viewtopic.php?pid=229131#p229131




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Re: Accessibility info on storefronts

2015-07-13 Thread AudioGames . net ForumGeneral Game Discussion : Sik via Audiogames-reflector


  


Re: Accessibility info on storefronts

Theres also subjectivity on whats good enough. Some people think that copying to clipboard is enough for supporting screen readers, some would demand support through the proper means and not limited to any screen reader in particular. Also theres the issue of supporting deafblind players (for whom audio-only solutions dont work) and partially deaf (for whom stereo-only solutions dont work).And yeah, blind is vague. Ive got somebody whos legally blind say that Sol with default settings is accessible, which shows the threshold for being considered blind is quite low.

URL: http://forum.audiogames.net/viewtopic.php?pid=223950#p223950




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Re: Looking for blind testers for Sol

2015-06-03 Thread AudioGames . net ForumGeneral Game Discussion : Sik via Audiogames-reflector


  


Re: Looking for blind testers for Sol

Yep, pretty much.

URL: http://forum.audiogames.net/viewtopic.php?pid=218829#p218829




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Looking for blind testers for Sol

2015-06-03 Thread AudioGames . net ForumGeneral Game Discussion : Sik via Audiogames-reflector


  


Looking for blind testers for Sol

Over here in Azura Sun were looking for blind testers to try some new feature in our game Sol that should be relevant for those without any remaining vision (i.e. audio only). Youll need either the full version or the demo version (either works for this test). You can get Sol here (both versions). People who are interested please go to Azura Suns contact page for more information.EDIT: cant I make a post without grammar errors? 

URL: http://forum.audiogames.net/viewtopic.php?pid=218804#p218804




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Looking blind testers for Sol

2015-06-03 Thread AudioGames . net ForumGeneral Game Discussion : Sik via Audiogames-reflector


  


Looking blind testers for Sol

Over here in Azura Sun were looking for blind testers to try some new feature in our game Sol that should be relevant for those without any remaining vision (i.e. audio only). Youll need either the full version or the demo version (either works for this test). You can get Sol here (both versions). People who are interested please go to Azura Suns contact page for more information.

URL: http://forum.audiogames.net/viewtopic.php?pid=218804#p218804




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Re: Looking for blind testers for Sol

2015-06-03 Thread AudioGames . net ForumGeneral Game Discussion : Sik via Audiogames-reflector


  


Re: Looking for blind testers for Sol

The new feature isnt live yet, Im looking for testers so I can send them an updated build with a prototype of this feature. Im trying to see what works and what doesnt before releasing it publicly. The feature in question involves making the level (scenery, enemies, items) to get displayed using sound. Its an attempt towards including the fully blind as well.One-switch mode makes the entire game playable with a single button. That one is for motor issues, not vision ones The key bindings screen works just fine, but if a mapping is selected, Esc will clear the key instead of quitting the menu. Not an issue when you can tell where the proper Back button is... Part of support for the new feature will include adding a new audio-only interface, but that still is work in progress yet (again, I want testers).Nice to know that i
 t plays nice with NVDA, however! 

URL: http://forum.audiogames.net/viewtopic.php?pid=218810#p218810




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Re: Looking for blind testers for Sol

2015-06-03 Thread AudioGames . net ForumGeneral Game Discussion : Sik via Audiogames-reflector


  


Re: Looking for blind testers for Sol

The new feature isnt live yet, Im looking for testers so I can send them an updated build with a prototype of this feature. Im trying to see what works and what doesnt before releasing it publicly. The feature in question involves making the level (scenery, enemies, items) to get displayed using sound. Its an attempt towards including the fully blind as well.One-switch mode makes the entire game playable with a single button. That one is for motor issues, not vision ones The key bindings screen works just fine, but if a mapping is selected, Esc will clear the key instead of quitting the menu. Not an issue when you can tell where the proper Back button is... Part of support for the new feature will include adding a new audio-only interface, but that still is work in progress yet (again, I want testers).

URL: http://forum.audiogames.net/viewtopic.php?pid=218810#p218810




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