Re: Stop punishing developers trying to make their games accessible

2019-07-12 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Re: Stop punishing developers trying to make their games accessible

I don't think manipulating reviews to fix manipulated reviews is the right way to approach this...

URL: https://forum.audiogames.net/post/448399/#p448399




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Re: Stop punishing developers trying to make their games accessible

2019-07-11 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Re: Stop punishing developers trying to make their games accessible

K, made the thread here:https://forum.audiogames.net/topic/2975 … fications/

URL: https://forum.audiogames.net/post/448303/#p448303




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Re: Stop punishing developers trying to make their games accessible

2019-07-11 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Re: Stop punishing developers trying to make their games accessible

That's a great idea, but where should we start forming the ideas on how to structure this process? Would this thread work fine?I'm not familiar as much with the more bureaucratic side of things just being a developer myself, but I can explain the reasoning in maxseer, and also, if people have things to add, I can also add it there. Then we can merge maxseer into both a framework and a specification.I like it.

URL: https://forum.audiogames.net/post/448298/#p448298




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Re: Stop punishing developers trying to make their games accessible

2019-07-11 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Re: Stop punishing developers trying to make their games accessible

* you deal with different types of games by providing toolkits that have components that can be used in different kinds of games. Some components won't really be necessary for sone games. Having a tool kit with tons of tools for a wide variety of situations allows for the devs to have a wider set of options, without having to build everything from scratch. But when someone comes up with a great accessibility solution, we should be trying to make that an open source framework so that in most cases it can just be applied easily, and in others it can be adjusted for specific circumstances. It's important to understand that this is a progressive, community development. But the alternative is losing accessibility solutions to time and developers leaving the community. * You give devs the choice, but put pressure on them to comply through competition. Colors, the game I'm working on, intends to do this by having a highly accessible experience. By making an example out of ourselves, we cause the public to ask, why isn't AAA using this? We encourage adoption through simplicity and reducing work (automation). They don't have to use maxseer specifically, they can just make their own framework based on the specifications.* regarding authority, I think that having a main branch of the maxseer project is acceptable, but I want to promote the development of forks for specific design cases. Development should be decentralized and open, and based through spreading information in interested communities. Perhaps a maxseer forum or something. This could also be the origin of the official specifications. How this would work in practice, I'm not sure. But there should be minimized authority imho. Specifications could be a good idea in addition, maxseer is essentially a specification that has a framework built around it, but a problem with in house solutions is that they still require a large amount of development that is unlikely to be encouraged if the market shifts away from accessibility for some reason. So having an actual usable framework as well is vital. Also, it encourages indie implementation of accessibility. Pardon me if I'm a bit rough around the edges but I think maxseer is essentially trying to be a specification, I just didn't think about it that way. I'm not really sure what's wrong with having the development of both because indies will at least always have a free to use option.I knew what your NFB joke was. LolListen, I'm willing to develop this technology, but I need help from both communities to actually make it successful. If anyone actually gives a shit about accessibility its worth a shot, right?je97 wrote:Why does everyone hate the NFB? What have they actually done?lol nothing that's why everyone gets miffed. mostly loud barking noises. Although I think they have had a few accomplishments as an organization.

URL: https://forum.audiogames.net/post/448293/#p448293




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Re: discord

2019-04-17 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Re: discord

lmao hipster companies don't give a damn about accessibility until the fines are being filed. They act like that with every other responsibility they have. A few years ago I tried to open a ticket and offer my assistance but it was just ignored. funny to see they still are dragging their feet. Oh so predictable.Fun fact, did you know that the people who run discord are totally fine with people posting pictures of underage furry porn? It's actually explicitly ignored in the rules, there was a huge firestorm about it a few months ago. Furry pedos man. If we could have an accessible, decentralized alternative to discord that'd be rad.

URL: https://forum.audiogames.net/post/427345/#p427345




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Twitch/Streaming blind - what's the experience?

2017-02-20 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Twitch/Streaming blind - what's the experience?

What is the experience like for those blind folk here who've attempted to stream live gameplay or use Twitch?My current game has a streamer mode for the blind so that they can have graphics for sighted people to keep up with the action with accessibility features intact (most times the graphics are turned off to speed up processing); I was curious to know what the streaming experience is like for you all I personally use OpenBroadcaster software, it's free and connects to twitch easily, and it also produces video files so I could upload later.

URL: http://forum.audiogames.net/viewtopic.php?pid=298579#p298579





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Re: Careers for blind gamers

2017-02-17 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Re: Careers for blind gamers

I know this isn't what you want to hear, but getting stable income as a gamer personality is extremely hard (blind or not) and honestly unless you're willing to dedicate a lot of time and resources into things like production and have a very personable, charming personality, it's not gonna happen. I think a lot of people my age have tried this, myself included. For example, have you tried recording yourself while you play a game? If you sound like this: https://youtu.be/6XUR9_7_VUwthen you might as well pack up. Hahaha, that's what caused me to bail from the scene.One possibility that might work is you might be able to build a youtube/twitch persona around the fact that you're blind, but in order to keep a sizable audience, you will have to find games that are more popular, so then you'll probably need to play far less accessible games. But if you've got the personality, the time and the ef
 fort needed to try it out, then go for it, I'm not gonna stop you lol.

URL: http://forum.audiogames.net/viewtopic.php?pid=298018#p298018





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Re: Kickstarter - RELESS, 3D audio positioning system

2016-01-23 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Re: Kickstarter - RELESS, 3D audio positioning system

From what I can see from other libraries, they have the standard 3D audio positioning functions that are found in most advanced 3D engines. What RELESS offers instead is a 3D audio positioning system that relies on different sound properties indicating various conditions (such as moving in a certain direction, accelerating, ect). Standard 3D audio positioning already does this somewhat but only usually has doppler effect, panning and volume control, sometimes with a low pass directly behind the ears of the listener. RELESS also calculates collisions actively. In addition, unlike other 3D emitter engines, it can be customized so a variety of effects with various values can be applied, to have a much wider range of 3D effects.It's true that other games have used this sort of engine in the past, this is an attempt to commercialize it and perhaps even instill an accessibility standard.

URL: http://forum.audiogames.net/viewtopic.php?pid=247611#p247611





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Re: Kickstarter - RELESS, 3D audio positioning system

2016-01-23 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Re: Kickstarter - RELESS, 3D audio positioning system

From what I can see from other libraries, they have the standard 3D audio positioning functions that are found in most advanced 3D engines. What RELESS offers instead is a 3D audio positioning system that relies on different sound properties indicating various conditions (such as moving in a certain direction, accelerating, ect). Standard 3D audio positioning already does this somewhat but only usually has doppler effect, panning and volume control, sometimes with a low pass directly behind the ears of the listener. RELESS also calculates collisions actively. In addition, unlike other 3D emitter engines, it can be customized so a variety of effects with various values can be applied, to have a much wider range of 3D effects.My demo is buggy, the panning doesn't work if you're at a certain angle, and I had to combine the reverb channels into one since I was working with an external software package for the demo.It's true that other games have used this 
 sort of engine in the past, this is an attempt to commercialize it and perhaps even instill an accessibility standard.

URL: http://forum.audiogames.net/viewtopic.php?pid=247611#p247611





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Re: Kickstarter - RELESS, 3D audio positioning system

2016-01-23 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Re: Kickstarter - RELESS, 3D audio positioning system

From what I can see from other libraries, they have the standard 3D audio positioning functions that are found in most advanced 3D engines. What RELESS offers instead is a 3D audio positioning system that relies on different sound properties indicating various conditions (such as moving in a certain direction, accelerating, ect). Standard 3D audio positioning already does this somewhat but only usually has doppler effect, panning and volume control, sometimes with a low pass directly behind the ears of the listener. RELESS also calculates collisions actively. In addition, unlike other 3D emitter engines, it can be customized so a variety of effects with various values can be applied, to have a much wider range of 3D effects.My demo is buggy, the panning doesn't work if you're at a certain angle, and I had to combine the reverb channels into one since I was working with an external software package for the demo. The reverb's time drops as it approaches the sur
 face, but this is hard to hear because it's pretty buggy.It's true that other games have used this sort of engine in the past, this is an attempt to commercialize it and perhaps even instill an accessibility standard.

URL: http://forum.audiogames.net/viewtopic.php?pid=247611#p247611





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Re: Kickstarter - RELESS, 3D audio positioning system

2016-01-23 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Re: Kickstarter - RELESS, 3D audio positioning system

From what I can see from other libraries, they have the standard 3D audio positioning functions that are found in most advanced 3D engines. What RELESS offers instead is a 3D audio positioning system that relies on different sound properties indicating various conditions (such as moving in a certain direction, accelerating, ect). Standard 3D audio positioning already does this somewhat but only usually has doppler effect, panning and volume control, sometimes with a low pass directly behind the ears of the listener. RELESS also calculates collisions actively. In addition, unlike other 3D emitter engines, it can be customized so a variety of effects with various values can be applied, to have a much wider range of 3D effects.My demo is buggy, the panning doesn't work if you're at a certain angle, and I had to combine the reverb channels into one since I was working with an external software package for the demo. The reverb's time drops as it approaches the sur
 face, but this is hard to hear because it's pretty buggy.It's true that other games have used this sort of engine in the past, this is an attempt to commercialize it and perhaps even instill an accessibility standard.to long didn't read: It basically is a super customizable 3D audio positioning tool, not just a new audio engine. Although it has basic functions of those engines so you don't need to use two.

URL: http://forum.audiogames.net/viewtopic.php?pid=247611#p247611





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Kickstarter - RELESS, 3D audio positioning system

2016-01-19 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Kickstarter - RELESS, 3D audio positioning system

Hey guys, I just started my kickstarter for RELESS, which is an audio positioning system that uses collision detection to help users determine where walls are. I was hoping if you guys could take a look at this and check it out.I posted it in this link here.To show it off, I'm going to build a survival horror game that basically causes the main character to go blind, to appeal as a unique game to both the blind and the sighted. To the sighted it's a unique horror mechanic and to the blind it's a genre that hasn't been done much before (or had issues). The idea is that if I can deliver an equivalent experience, I've created a system that could easy be fine tuned to revolutionize sound design across the industry. This could potentially be huge.For now, I'm going to be finishing off the Braillemon bugs. I'm around Cinn
 abar Island, so we're in the home stretch. I should be able to release Braillemon in the next few weeks, or at least get a version out that gets all 8 gym badges and all the legends besides mewtwo. Thanks for your patience, I think this idea is going to really revolutionize 3D sound design.

URL: http://forum.audiogames.net/viewtopic.php?pid=247209#p247209





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Re: I'm gonna try to bring us Undertale

2016-01-16 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Re: I'm gonna try to bring us Undertale

magurp244 wrote:What sort of interface do you have planned for the C++ engine? Scripting, or a more UI based interface? I could also try and put a combat framework together in a bit for testing.I'm not 100% sure yet. I'm currently building out the prototype. What I do know is that the prototype right now is using a static listener and surface handler class, and everything else you call out something for. Former serves as the player's ears so to speak, and the latter stores the surfaces in range (a script can be written to update this to only include nearby surfaces). I built the geometry classes myself and they just take an array of points which is pretty easy to set up. The listener handles the global sound properties and the ears' location. It really won't need a UI to implement outside of possibly using some sort of 3D UI for the surfaces, but as long as you have something that can
  transform a 3D surface into a set of my point objects, you can use anything.

URL: http://forum.audiogames.net/viewtopic.php?pid=246949#p246949





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Re: I'm gonna try to bring us Undertale

2016-01-16 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Re: I'm gonna try to bring us Undertale

magurp244 wrote:What sort of interface do you have planned for the C++ engine? Scripting, or a more UI based interface? I could also try and put a combat framework together in a bit for testing.I'm not 100% sure yet. I'm currently building out the prototype. What I do know is that the prototype right now is using a static listener and surface handler class, and everything else you call out something for. Former serves as the player's ears so to speak, and the latter stores the surfaces in range (a script can be written to update this to only include nearby surfaces). I built the geometry classes myself and they just take an array of points which is pretty easy to set up. The listener handles the global sound properties and the ears' location. It really won't need a UI to implement outside of possibly using some sort of 3D UI for the surfaces, but as long as you have something that can
  transform a 3D surface into a set of my point objects, you can use anything.The basic idea is that you feed the surface handler object all the surfaces for audio detection (usually this would be your clipping data). Assign an emitter object with objects in space and it will automatically update its sound according to the static surface handler. Since emitters deactivate if they're out of range (if that option is selected) you can just have the surface range be no more than the range that your listener can hear.

URL: http://forum.audiogames.net/viewtopic.php?pid=246949#p246949





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Re: I'm gonna try to bring us Undertale

2016-01-16 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Re: I'm gonna try to bring us Undertale

magurp244 wrote:What sort of interface do you have planned for the C++ engine? Scripting, or a more UI based interface? I could also try and put a combat framework together in a bit for testing.I'm not 100% sure yet. I'm currently building out the prototype. What I do know is that the prototype right now is using a static listener and surface handler class, and everything else you call out something for. Former serves as the player's ears so to speak, and the latter stores the surfaces in range (a script can be written to update this to only include nearby surfaces). I built the geometry classes myself and they just take an array of points which is pretty easy to set up. The listener handles the global sound properties. It really won't need a UI to implement outside of possibly using some sort of 3D UI for the surfaces, but as long as you have something that can transform a 3D surface into
  a set of my point objects, you can use anything.

URL: http://forum.audiogames.net/viewtopic.php?pid=246949#p246949





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Re: I'm gonna try to bring us Undertale

2016-01-15 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Re: I'm gonna try to bring us Undertale

Unfortunately nobody responded yet and I do agree, I think rebuilding it from scratch would probably be best.I don't have much experience with Python but I'm going to be building out an audio engine in C++ that will be a library that can be used. We could just use the same audio engine there, I don't see the engine taking more than 4-5 months to develop the basics for.I think right now what would be best would be to produce an "undertale engine" that defines all the basic bullet types. Then we could make some simulations of some of the boss battles.In terms of Genocide mode, most people don't like playing it because of all the grinding that's required. Some of them require you to kill more than 20 encounters which is kind of ridiculous. This is especially considering that the whole point of the enemies is to have them be more human than monster - as shown with characters like Snowdrake.

URL: http://forum.audiogames.net/viewtopic.php?pid=246815#p246815





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Re: I'm gonna try to bring us Undertale

2016-01-15 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Re: I'm gonna try to bring us Undertale

Unfortunately nobody responded yet (outside of the "how does it work" comment) and I do agree, I think rebuilding it from scratch would probably be best.I don't have much experience with Python but I'm going to be building out an audio engine in C++ that will be a library that can be used. We could just use the same audio engine there, I don't see the engine taking more than 4-5 months to develop the basics for. We could even use an earlier version of it since a major component will be me trying to make it as customizable as possible - we can use a less customizable version specific for blind-tale or whatever we want to call it.I think right now what would be best would be to produce an "undertale engine" that defines all the basic bullet types. Then we could make some simulations of some of the boss battles.In terms of Genocide mode, most people don't like playing it because of all the grinding that's required. Som
 e of them require you to kill more than 20 encounters which is kind of ridiculous. This is especially considering that the whole point of the enemies is to have them be more human than monster - as shown with characters like Snowdrake.

URL: http://forum.audiogames.net/viewtopic.php?pid=246815#p246815





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Re: I'm gonna try to bring us Undertale

2016-01-15 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Re: I'm gonna try to bring us Undertale

Unfortunately nobody responded yet (outside of the "how does it work" comment) and I do agree, I think rebuilding it from scratch would probably be best.I don't have much experience with Python but I'm going to be building out an audio engine in C++ that will be a library that can be used. We could just use the same audio engine there, I don't see the engine taking more than 4-5 months to develop the basics for.I think right now what would be best would be to produce an "undertale engine" that defines all the basic bullet types. Then we could make some simulations of some of the boss battles.In terms of Genocide mode, most people don't like playing it because of all the grinding that's required. Some of them require you to kill more than 20 encounters which is kind of ridiculous. This is especially considering that the whole point of the enemies is to have them be more human than monster - as shown with characters l
 ike Snowdrake.

URL: http://forum.audiogames.net/viewtopic.php?pid=246815#p246815





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Re: I'm gonna try to bring us Undertale

2016-01-14 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Re: I'm gonna try to bring us Undertale

Sure, Magurp, that's probably the best idea.I've seen people making hacks and modifications to the original code of Undertale and I assume they're modifying the original Demo file so I think we should be alright, I'm gonna see if they have any issues with it. I'll ask the subreddit first since the fans probably already know if its alright.Like I said I can't focus too much on this project since I'm currently working on trying to get a kickstarter set up for a big revamp for 3D audio positioning systems and I also want to focus on my own IP. But I don't mind helping showing you the ropes to using the audio stuff that GML natively provides. I'll tell you this much it'd be freaking awesome to work with another developer on a project like this and go back and forth.Have you ever worked before in Game Maker? Apparently UT was built in it and I've built Braillemon in GML so I could show you the ropes at least fo
 r the overworld portions.GML's native audio is stupidly annoying to use for panning and pitch shift, but if you've already figured it out, then you should be fine. I dunno what you're building your prototypes in; if Toby already had a demo we could probably just recreate the game from that demo instead of building it from scratch.I almost feel from there we should reduce the Genocide run's requirements because it's kind of stupidly ridiculous and something no sane person would willfullingly play through on their first or second run.Also I sent you a private message about contacting me more closely.

URL: http://forum.audiogames.net/viewtopic.php?pid=246700#p246700





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Re: I'm gonna try to bring us Undertale

2016-01-14 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Re: I'm gonna try to bring us Undertale

Sure, Magurp, that's probably the best idea.I've seen people making hacks and modifications to the original code of Undertale and I assume they're modifying the original Demo file so I think we should be alright, I'm gonna see if they have any issues with it. I'll ask the subreddit first since the fans probably already know if its alright.Like I said I can't focus too much on this project since I'm currently working on trying to get a kickstarter set up for a big revamp for 3D audio positioning systems and I also want to focus on my own IP. But I don't mind helping showing you the ropes to using the audio stuff that GML natively provides. I'll tell you this much it'd be freaking awesome to work with another developer on a project like this and go back and forth.Have you ever worked before in Game Maker? Apparently UT was built in it and I've built Braillemon in GML so I could show you the ropes at least fo
 r the overworld portions.GML's native audio is stupidly annoying to use for panning and pitch shift, but if you've already figured it out, then you should be fine. I dunno what you're building your prototypes in; if Toby already had a demo we could probably just recreate the game from that demo instead of building it from scratch.I almost feel from there we should reduce the Genocide run's requirements because it's kind of stupidly ridiculous and something no sane person would willfullingly play through on their first or second run.Also I sent you a private message about contacting me more closely.Here's the URL by the way to the Reddit Thread.. Magurp, feel free to comment there if someone else comments.

URL: http://forum.audiogames.net/viewtopic.php?pid=246700#p246700





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Re: I'm gonna try to bring us Undertale

2016-01-14 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Re: I'm gonna try to bring us Undertale

Sure, Magurp, that's probably the best idea.I've seen people making hacks and modifications to the original code of Undertale and I assume they're modifying the original Demo file so I think we should be alright, I'm gonna see if they have any issues with it. I'll ask the subreddit first since the fans probably already know if its alright.Like I said I can't focus too much on this project since I'm currently working on trying to get a kickstarter set up for a big revamp for 3D audio positioning systems and I also want to focus on my own IP. But I don't mind helping showing you the ropes to using the audio stuff that GML natively provides. I'll tell you this much it'd be freaking awesome to work with another developer on a project like this and go back and forth.Have you ever worked before in Game Maker? Apparently UT was built in it and I've built Braillemon in GML so I could show you the ropes at least fo
 r the overworld portions.Also I sent you a private message about contacting me more closely.

URL: http://forum.audiogames.net/viewtopic.php?pid=246700#p246700





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Re: I'm gonna try to bring us Undertale

2016-01-14 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Re: I'm gonna try to bring us Undertale

Sure, Magurp, that's probably the best idea.I've seen people making hacks and modifications to the original code of Undertale and I assume they're modifying the original Demo file so I think we should be alright, I'm gonna see if they have any issues with it. I'll ask the subreddit first since the fans probably already know if its alright.Like I said I can't focus too much on this project since I'm currently working on trying to get a kickstarter set up for a big revamp for 3D audio positioning systems and I also want to focus on my own IP. But I don't mind helping showing you the ropes to using the audio stuff that GML natively provides. I'll tell you this much it'd be freaking awesome to work with another developer on a project like this and go back and forth.Have you ever worked before in Game Maker? Apparently UT was built in it and I've built Braillemon in GML so I could show you the ropes at least fo
 r the overworld portions.GML's native audio is stupidly annoying to use for panning and pitch shift, but if you've already figured it out, then you should be fine. I dunno what you're building your prototypes in; if Toby already had a demo we could probably just recreate the game from that demo instead of building it from scratch.Also I sent you a private message about contacting me more closely.

URL: http://forum.audiogames.net/viewtopic.php?pid=246700#p246700





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Re: I'm gonna try to bring us Undertale

2016-01-13 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Re: I'm gonna try to bring us Undertale

Magurp, are you developing samples too? If you want we could work together on this project. I'm trying to focus on building a prototype of my audio system and trying to get Braillemon finished, so I'm pretty busy, but I can help you design the individual battles. Maybe if we can show things like Undyne the Undying and Sans are possible, we might win the support of Toby.Unfortunately, I've heard he is pretty hard to convince to add new features to his game (such as a mobile version) so it may still not be enough to convince him, but at least blind players will be able to play these battles.

URL: http://forum.audiogames.net/viewtopic.php?pid=246593#p246593





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Re: I'm gonna try to bring us Undertale

2016-01-12 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Re: I'm gonna try to bring us Undertale

I was having a chat with my friend while deconstructing Sans's battle and here's what I came up with:[10:38:19 PM] Me: Well, see, the trick... is just looking at what pattern really is.[10:38:31 PM] Me: Sans does a lot of things. For example, he fires lasers at you.[10:39:20 PM] Me: What can be done here is that an object can emit a sound at a particular angle to determine where it is outside the box, and then it fires . You have to move out of range. It would have a slightly more delayed firing time to help ease the player into learning what it means.[10:39:39 PM] Me: He also hits the box with bones. That would be done by having a signal, which he gives visually, to junp[10:40:15 PM] Me: then there's also some of the bone puzzles... the tiny ones are tunnel shooters and while they could be a bit wider should be pretty simple to navigate[10:40:28 PM] Me: bones rising up of course is going to be just particles rising towards you i
 n a line[10:40:48 PM] Me: The jumping platformer mght be difficult. The one with two bones may have to be slightly changed.[10:40:59 PM] Me: But the other ones seem possible as long as they can hear the platforms coming.[10:41:19 PM] Me: So far though most of this seems possible if slowed down a notch[10:41:23 PM] Me: it'd still be challenging.[10:42:05 PM] Me: when you take damage on the menu, that would be signified by certain particles moving back and forth in space, and the menu sound can change its position to sound like it's in 4 spots[10:42:17 PM] Me: so that way it makes sense to an audio based listener[10:42:28 PM] Me: I don't understand why this isn't possible[10:43:32 PM] Me: Ah, the gravity hit thing has different heights. That could be indicated by volume.[10:43:37 PM] scott: Totally sounds possible[10:43:40 PM] Me: See, all you need to do is deconstruct these patterns.[10:43:42 PM
 ] Me: I don't get this.[10:43:49 PM] Me: Why am I the only person deconstructing these things?[10:44:07 PM] scott: I mean[10:44:30 PM] Me: When you get down to it, Scott, in a video game like this, all you need  to know is where you can be save and where you will get hurt.[10:44:37 PM] Me: *safe[10:44:56 PM] Me: And when you boil down these patterns, they're just that. TPatterns. What makes it hard is that there's a lot going on at once.[10:45:05 PM] Me: In fact, you might think I'm crazy for saying this[10:45:20 PM] Me: but I think that sans's battle, if slowed down to a reasonable speed, would actually be easier blind if you were trained for it[10:45:28 PM] Me: because you would be focused on a smaller area[10:45:36 PM] Me: instead of the whole box you would focus on what's right near you[10:45:50 PM] Me: and if it's traveling at a speed that accomidates that, it would require skill
  but might be somewhat easier.[10:51:39 PM] me: First part of his special attack is a fast paced tunnel shooter. Slowed down just a pinch would make this easy to make accessible, have the borders be having border sounds. After that, it's a gravity jump, so it prepares for that. Then two border gravity jumps, this can be done by having two gravity jump sounds playing at the same time. The laser circle can be done exactly the same way as it is visually - a lot of laser objects appearing very quickly in a circle and surrounding the player.[10:51:45 PM] me: Do the things he does after that sequence harm the player?Can someone please explain to me why this is impossible? It seems almost like it would be easier since it's pretty easy to get distracted with all those things flying across your screen, but these emitters wouldn't be audible past a certain distance (unless they were like the lasers where they have to be)[11:00:09 PM] me: It's a h
 ard battle, for sure, no way in hell would I beat that. But it's still POSSIBLE to make for the blind. Just because the battle is hard doesn't mean a blind player won't win.[11:00:25 PM] me: And ironically, blind players tend to have more determination to beat the boss because they can't just move on to the next game.Maybe if I can't get undertale accessible, I could possibly make a game out of Sans' battle as a demo for it. Maybe it could be better anyways because I could use my custom audio engine for it. I'm sure that would attract some attention to it as well.

URL: http://forum.audiogames.net/viewtopic.php?pid=246548#p246548





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Re: I'm gonna try to bring us Undertale

2016-01-12 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Re: I'm gonna try to bring us Undertale

I was having a chat with my friend while deconstructing Sans's battle and here's what I came up with:[10:38:19 PM] Me: Well, see, the trick... is just looking at what pattern really is.[10:38:31 PM] Me: Sans does a lot of things. For example, he fires lasers at you.[10:39:20 PM] Me: What can be done here is that an object can emit a sound at a particular angle to determine where it is outside the box, and then it fires . You have to move out of range. It would have a slightly more delayed firing time to help ease the player into learning what it means.[10:39:39 PM] Me: He also hits the box with bones. That would be done by having a signal, which he gives visually, to junp[10:40:15 PM] Me: then there's also some of the bone puzzles... the tiny ones are tunnel shooters and while they could be a bit wider should be pretty simple to navigate[10:40:28 PM] Me: bones rising up of course is going to be just particles rising towards you i
 n a line[10:40:48 PM] Me: The jumping platformer mght be difficult. The one with two bones may have to be slightly changed.[10:40:59 PM] Me: But the other ones seem possible as long as they can hear the platforms coming.[10:41:19 PM] Me: So far though most of this seems possible if slowed down a notch[10:41:23 PM] Me: it'd still be challenging.[10:42:05 PM] Me: when you take damage on the menu, that would be signified by certain particles moving back and forth in space, and the menu sound can change its position to sound like it's in 4 spots[10:42:17 PM] Me: so that way it makes sense to an audio based listener[10:42:28 PM] Me: I don't understand why this isn't possible[10:43:32 PM] Me: Ah, the gravity hit thing has different heights. That could be indicated by volume.[10:43:37 PM] scott: Totally sounds possible[10:43:40 PM] Me: See, all you need to do is deconstruct these patterns.[10:43:42 PM
 ] Me: I don't get this.[10:43:49 PM] Me: Why am I the only person deconstructing these things?[10:44:07 PM] scott: I mean[10:44:30 PM] Me: When you get down to it, Scott, in a video game like this, all you need  to know is where you can be save and where you will get hurt.[10:44:37 PM] Me: *safe[10:44:56 PM] Me: And when you boil down these patterns, they're just that. TPatterns. What makes it hard is that there's a lot going on at once.[10:45:05 PM] Me: In fact, you might think I'm crazy for saying this[10:45:20 PM] Me: but I think that sans's battle, if slowed down to a reasonable speed, would actually be easier blind if you were trained for it[10:45:28 PM] Me: because you would be focused on a smaller area[10:45:36 PM] Me: instead of the whole box you would focus on what's right near you[10:45:50 PM] Me: and if it's traveling at a speed that accomidates that, it would require skill
  but might be somewhat easier.[10:51:39 PM] me: First part of his special attack is a fast paced tunnel shooter. Slowed down just a pinch would make this easy to make accessible, have the borders be having border sounds. After that, it's a gravity jump, so it prepares for that. Then two border gravity jumps, this can be done by having two gravity jump sounds playing at the same time. The laser circle can be done exactly the same way as it is visually - a lot of laser objects appearing very quickly in a circle and surrounding the player.[10:51:45 PM] me: Do the things he does after that sequence harm the player?Can someone please explain to me why this is impossible? It seems almost like it would be easier since it's pretty easy to get distracted with all those things flying across your screen, but these emitters wouldn't be audible past a certain distance (unless they were like the lasers where they have to be)[11:00:09 PM] me: It's a h
 ard battle, for sure, no way in hell would I beat that. But it's still POSSIBLE to make for the blind. Just because the battle is hard doesn't mean a blind player won't win.[11:00:25 PM] me: And ironically, blind players tend to have more determination to beat the boss because they can't just move on to the next game.

URL: http://forum.audiogames.net/viewtopic.php?pid=246548#p246548





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Re: I'm gonna try to bring us Undertale

2016-01-12 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Re: I'm gonna try to bring us Undertale

I was having a chat with my friend while deconstructing Sans's battle and here's what I came up with:[10:38:19 PM] Me: Well, see, the trick... is just looking at what pattern really is.[10:38:31 PM] Me: Sans does a lot of things. For example, he fires lasers at you.[10:39:20 PM] Me: What can be done here is that an object can emit a sound at a particular angle to determine where it is outside the box, and then it fires . You have to move out of range. It would have a slightly more delayed firing time to help ease the player into learning what it means.[10:39:39 PM] Me: He also hits the box with bones. That would be done by having a signal, which he gives visually, to junp[10:40:15 PM] Me: then there's also some of the bone puzzles... the tiny ones are tunnel shooters and while they could be a bit wider should be pretty simple to navigate[10:40:28 PM] Me: bones rising up of course is going to be just particles rising towards you i
 n a line[10:40:48 PM] Me: The jumping platformer mght be difficult. The one with two bones may have to be slightly changed.[10:40:59 PM] Me: But the other ones seem possible as long as they can hear the platforms coming.[10:41:19 PM] Me: So far though most of this seems possible if slowed down a notch[10:41:23 PM] Me: it'd still be challenging.[10:42:05 PM] Me: when you take damage on the menu, that would be signified by certain particles moving back and forth in space, and the menu sound can change its position to sound like it's in 4 spots[10:42:17 PM] Me: so that way it makes sense to an audio based listener[10:42:28 PM] Me: I don't understand why this isn't possible[10:43:32 PM] Me: Ah, the gravity hit thing has different heights. That could be indicated by volume.[10:43:37 PM] scott: Totally sounds possible[10:43:40 PM] Me: See, all you need to do is deconstruct these patterns.[10:43:42 PM
 ] Me: I don't get this.[10:43:49 PM] Me: Why am I the only person deconstructing these things?[10:44:07 PM] scott: I mean[10:44:30 PM] Me: When you get down to it, Scott, in a video game like this, all you need  to know is where you can be save and where you will get hurt.[10:44:37 PM] Me: *safe[10:44:56 PM] Me: And when you boil down these patterns, they're just that. TPatterns. What makes it hard is that there's a lot going on at once.[10:45:05 PM] Me: In fact, you might think I'm crazy for saying this[10:45:20 PM] Me: but I think that sans's battle, if slowed down to a reasonable speed, would actually be easier blind if you were trained for it[10:45:28 PM] Me: because you would be focused on a smaller area[10:45:36 PM] Me: instead of the whole box you would focus on what's right near you[10:45:50 PM] Me: and if it's traveling at a speed that accomidates that, it would require skill
  but might be somewhat easier.[10:51:39 PM] me: First part of his special attack is a fast paced tunnel shooter. Slowed down just a pinch would make this easy to make accessible, have the borders be having border sounds. After that, it's a gravity jump, so it prepares for that. Then two border gravity jumps, this can be done by having two gravity jump sounds playing at the same time. The laser circle can be done exactly the same way as it is visually - a lot of laser objects appearing very quickly in a circle and surrounding the player.[10:51:45 PM] me: Do the things he does after that sequence harm the player?Can someone please explain to me why this is impossible? It seems almost like it would be easier since it's pretty easy to get distracted with all those things flying across your screen, but these emitters wouldn't be audible past a certain distance (unless they were like the lasers where they have to be)

URL: http://forum.audiogames.net/viewtopic.php?pid=246548#p246548





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Re: I'm gonna try to bring us Undertale

2016-01-11 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Re: I'm gonna try to bring us Undertale

I have, but I'd rather not, because if I do get to work on accessibility on Undertale, I would be working in game maker. If not, I'm not going to recreate the game because I want to move forward with developing my own audio engine and game.In fact, I'm currently working on a kickstarter to work on a 3D audio engine that takes into consideration collisions and orientation, and the end product will be a game for EVERYONE that has NO GRAPHICS. You go blind in a horrible accident and you have to struggle to survive in the wilderness. The way this audio engine is going to be built, it's going to have to be in C++. The goal is to have larger developers pick up on the model I developed and potentially have this accessible engine running in triple A titles. For the sighted, this improves their immersion in the game and allows for new mechanics and puzzles. For the blind, it makes previously unplayable games playable. I'm confident that I'll be able to 
 create this game, so even if I can't work on Undertale with Toby, I'll have exciting things headed our way 

URL: http://forum.audiogames.net/viewtopic.php?pid=246432#p246432





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Re: I'm gonna try to bring us Undertale

2016-01-11 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Re: I'm gonna try to bring us Undertale

I have, but I'd rather not, because if I do get to work on accessibility on Undertale, I would be working in game maker. If not, I'm not going to recreate the game because I want to move forward with developing my own audio engine and game.In fact, I'm currently working on a kickstarter to work on a 3D audio engine that takes into consideration collisions and orientation, and the end product will be a game for EVERYONE that has NO GRAPHICS. You go blind in a horrible accident and you have to struggle to survive in the wilderness.

URL: http://forum.audiogames.net/viewtopic.php?pid=246432#p246432





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Re: I'm gonna try to bring us Undertale

2016-01-11 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Re: I'm gonna try to bring us Undertale

GM has changed tremendously since then, I don't know if that option is still there. I'm not updating the demo since it's just a proof of concept and I wanted to just see how long it would be to set up a basic particle audio detection system. Since the game closing doesn't really have much to do with that... yeah.At this point I'm just waiting for Toby's response. I kind of figured he wouldn't reply on a weekend but it's still pretty tense.

URL: http://forum.audiogames.net/viewtopic.php?pid=246360#p246360





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I'm gonna try to bring us Undertale

2016-01-06 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


I'm gonna try to bring us Undertale

Undertale is probably one of the most critically acclaimed games of 2015. With witty storytelling and memorable characters this game was a massive hit across the internet. The problem?It's not accessible!So I just sent the creator an email about fixing that! I really hope I can get this together for you guys. My attempt to contact the creator of FNAF failed pretty miserably so hopefully this reaches through.And don't worry, I'm still working on Braillemon, I'm just still weeding out the bugs 

URL: http://forum.audiogames.net/viewtopic.php?pid=245820#p245820





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Re: considering selling our audiogames via steam

2015-07-17 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Re: considering selling our audiogames via steam

Sightless Kombat wrote:@dark@daigoniteI disagree with your point on Steam being inaccessible just because blind people dont use it for two reasons. One of these is that blind people, myself included, do use it and the second is my subjective point that its not the communitys fault but Valve as developers and publishers of the platform. They should be the ones to introduce these changes and hopefully if the appropriate laws etc are passed/worked through in certain areas, that shouldnt be a long time coming. But we can keep up hope regardless of what happens.I didnt mean to imply that blind people have no interest in using Steam/dont use Steam (although from my experience I couldnt get ANYTHING to work in Steam through its interface and could only use the right click context menu for launching games, so unless Im just missing somethi
 ng its horrible in accessibility). It would be stupid to suggest otherwise, Steam is the largest video game client out there and is a huge marketplace and full of opportunities for both gamers and developers.But, to Valve, the amount of people using Steam blind is going to be so low that they dont even care. It is completely Valves fault but that doesnt really change the fact that theyre not going to develop for a currently non-existent audience, which is too bad - if they spent the time in making their client even just tabbable it could be a great audio game platform.The problem with mandating accessibility is that some software would take way too long to make accessible on a timely manner. Of course, not a game client like Steam, but many games themselves dont have the time to focus on that and must stress their efforts elsewhere to remain competitive in todays market. Other software has no purpose in being made blind accessi
 ble such as photoshop. What may be better is educating developers on how to properly work with accessibility integrated into their code - this was something that seemed to be more popularized 10-15 years ago but has really been shifted to the wayside lately, as well as tightening on the standards for generic software.In addition, there really needs to be definitions set in place with what kind of software is classified as what. This way people can make the distinction between software being a nice-to-have if accessible, such as a video game, and something that has no reason to not be accessible, such as Steam.Sorry for the confusion.

URL: http://forum.audiogames.net/viewtopic.php?pid=224504#p224504




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Re: considering selling our audiogames via steam

2015-07-17 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Re: considering selling our audiogames via steam

Sightless Kombat wrote:@dark@daigoniteI disagree with your point on Steam being inaccessible just because blind people dont use it for two reasons. One of these is that blind people, myself included, do use it and the second is my subjective point that its not the communitys fault but Valve as developers and publishers of the platform. They should be the ones to introduce these changes and hopefully if the appropriate laws etc are passed/worked through in certain areas, that shouldnt be a long time coming. But we can keep up hope regardless of what happens.I didnt mean to imply that blind people have no interest in using Steam/dont use Steam (although from my experience I couldnt get ANYTHING to work in Steam through its interface and could only use the right click context menu for launching games, so unless Im just missing somethi
 ng its horrible in accessibility). It would be stupid to suggest otherwise, Steam is the largest video game client out there and is a huge marketplace and full of opportunities for both gamers and developers.But, to Valve, the amount of people using Steam blind is going to be so low that they dont even care. It is completely Valves fault but that doesnt really change the fact that theyre not going to develop for a currently non-existent audience, which is too bad - if they spent the time in making their client even just tabbable it could be a great audio game platform.The problem with mandating accessibility is that some software would take way too long to make accessible on a timely manner. Of course, not a game client like Steam, but many games themselves dont have the time to focus on that and must stress their efforts elsewhere to remain competitive in todays market. Other software has no purpose in being made blind accessi
 ble such as photoshop. What may be better is educating developers on how to properly work with accessibility integrated into their code - this was something that seemed to be more popularized 10-15 years ago but has really been shifted to the wayside lately, as well as tightening on the standards for generic software.In addition, there really needs to be definitions set in place with what kind of software is classified as what. This way people can make the distinction between software being a nice-to-have if accessible, such as a video game, and something that has no reason to not be accessible, such as Steam.Sorry for the confusion.Dark wrote:However the problem with steams current access as I said above is that old chestnut, namely blind people dont have money and the fat companies like valve dont care about anyone who wont pay them. Generally speaking in terms of ac
 cess, you can get on with access best when you can speak to the people who do the designing and care about what their making, but if a company has got so huge that the design is all done by committee and the programmers are a bunch of hundreds of code monkies who make up for their lack of ability to do original work by shear weight of drudgery, then there really is nothing to address access wise. its true of Nintendo, its true of Capcom (both of whom ive tried to communicate with directly in the past), and its also true of Valve.Valve is a pretty small company (only about 300 employees) and quite frankly a very lazy company considering they havent really released a game in quite a long time, but if they see no real financial gain from it they probably wont do anything. Hell, thats part of the reason why they rarely develop new games anymore - its simply less profitable than adding new content to their bi
 g cash-cow franchises like TF2 or selling games on their marketplace. Why, profit-wise, should they sit down, go through the code of their Steam client, and make it not actually suck for keyboard users? Unfortunate but thats the way companies like that run.I have pretty big ambitions for trying to reverse this trend but quite honestly at 22 theres not really much I can do other than try to squeeze myself into the accessibility industry, as niche as it is.

URL: http://forum.audiogames.net/viewtopic.php?pid=224504#p224504




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Accessible Team Fortress 2 Mod?

2015-07-17 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Accessible Team Fortress 2 Mod?

I heard through word of mouth that an accessible version of TF2 exists. Im a huge tf2 fan and I love playing the game and Id love to try it while blind and see what the experience is like. Anyone have any word on this?Also, feel free to mention any other accessibility mods for various other first person shooters. A big problem for me with many FPS games is that the visuals make me get motion sickness (TF2 is one of the few that doesnt) but I may actually be able to play them if there is a non-visual mod available.

URL: http://forum.audiogames.net/viewtopic.php?pid=224519#p224519




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Re: My view on audio games and a DFE announcement

2015-07-17 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Re: My view on audio games and a DFE announcement

Why make a language specific for audiogames when you could develop a devkit or toolbox for them in something like C++ or Java or something? If you provide more common languages with access to the best audio modification tools available, it will help improve the quality of both sighted games and their sound design as well as making audio game development more familiar to those who have never done it before.

URL: http://forum.audiogames.net/viewtopic.php?pid=224542#p224542




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Re: My view on audio games and a DFE announcement

2015-07-17 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Re: My view on audio games and a DFE announcement

No, not an IDE, although thats not a bad idea. I mean like a package.

URL: http://forum.audiogames.net/viewtopic.php?pid=224566#p224566




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Re: considering selling our audiogames via steam

2015-07-16 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Re: considering selling our audiogames via steam

Dark wrote:Loll Daigonite, Audiogames own client is pretty much what Guidedog is, though the eventual plan I believe according to the documentation on its site is to have all sorts of games sold through it. at the moment it has audiogames, the Alteraeon mud, and will have stelleraeon when it is released, though I think Dentins eventual plan is to have graphical games on there as well thus encouraging the hole intigration business.Steam has some extended functionality beyond just buying and playing games. You have friend lists, can chat with them, invite them to games, trade inventory, gift games, easy access to forums and communities... all in the client.I dont know much about Guide Dog but yeah, Steam probably has more functionality, and it also has a lot more visibility.In my opinion it may be a good idea for some audio game developers to share their works on both if at
  all possible. I dont know what Steams regulations are on that; if they restrict access to Steam only for some reason then Steam should NOT be used. Some audio games could really connect well with a sighted audience depending on the nature of them.

URL: http://forum.audiogames.net/viewtopic.php?pid=224372#p224372




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Re: considering selling our audiogames via steam

2015-07-16 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Re: considering selling our audiogames via steam

Dark wrote:Loll Daigonite, Audiogames own client is pretty much what Guidedog is, though the eventual plan I believe according to the documentation on its site is to have all sorts of games sold through it. at the moment it has audiogames, the Alteraeon mud, and will have stelleraeon when it is released, though I think Dentins eventual plan is to have graphical games on there as well thus encouraging the hole intigration business.Steam has some extended functionality beyond just buying and playing games. You have friend lists, can chat with them, invite them to games, trade inventory, gift games, easy access to forums and communities... all in the client.I dont know much about Guide Dog but yeah, Steam probably has more functionality, and it also has a lot more visibility.In my opinion it may be a good idea for some audio game developers to share their works on both if at
  all possible. I dont know what Steams regulations are on that; if they restrict access to Steam only for some reason then Steam should NOT be used. Some audio games could really connect well with a sighted audience depending on the nature of them.For example, I wanted to write a braille tutor game, which teaches the different braille characters through an RPG game (think paper mario but putting in braille characters instead of quicktime events for attacks). I could make two versions of this game, an accessible version where blind people could play the game but also a Steam release that has a fully graphical layout and removes the accessibility (since Steam is inaccessible in of itself and it may cause conflicts if it cant connect with a screen reader).

URL: http://forum.audiogames.net/viewtopic.php?pid=224372#p224372




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Re: considering selling our audiogames via steam

2015-07-16 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Re: considering selling our audiogames via steam

Dark wrote:Loll Daigonite, Audiogames own client is pretty much what Guidedog is, though the eventual plan I believe according to the documentation on its site is to have all sorts of games sold through it. at the moment it has audiogames, the Alteraeon mud, and will have stelleraeon when it is released, though I think Dentins eventual plan is to have graphical games on there as well thus encouraging the hole intigration business.Steam has some extended functionality beyond just buying and playing games. You have friend lists, can chat with them, invite them to games, trade inventory, gift games, easy access to forums and communities... all in the client.I dont know much about Guide Dog but yeah, Steam probably has more functionality, and it also has a lot more visibility.In my opinion it may be a good idea for some audio game developers to share their works on both if at
  all possible. I dont know what Steams regulations are on that; if they restrict access to Steam only for some reason then Steam should NOT be used. Some audio games could really connect well with a sighted audience depending on the nature of them.Sighted players dont really want to play a blind game theyve already played before, so some spin is needed.For example, I wanted to write a braille tutor game, which teaches the different braille characters through an RPG game (think paper mario but putting in braille characters instead of quicktime events for attacks). I could make two versions of this game, an accessible version where blind people could play the game but also a Steam release that has a fully graphical layout and removes the accessibility (since Steam is inaccessible in of itself and it may cause conflicts if it cant connect with a screen reader). It works because from a blind perspective its a new RPG with a fun mechanic 
 that uses something that pretty much most people playing these games can use (and if they dont they learn a valuable skill), while to sighted players it offers a fun and not-to-hard-to-learn mechanic for them to work with.Problem is I suck with visual interfaces so...

URL: http://forum.audiogames.net/viewtopic.php?pid=224372#p224372




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Re: considering selling our audiogames via steam

2015-07-16 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Re: considering selling our audiogames via steam

Dark wrote:Loll Daigonite, Audiogames own client is pretty much what Guidedog is, though the eventual plan I believe according to the documentation on its site is to have all sorts of games sold through it. at the moment it has audiogames, the Alteraeon mud, and will have stelleraeon when it is released, though I think Dentins eventual plan is to have graphical games on there as well thus encouraging the hole intigration business.Steam has some extended functionality beyond just buying and playing games. You have friend lists, can chat with them, invite them to games, trade inventory, gift games, easy access to forums and communities... all in the client.I dont know much about Guide Dog but yeah, Steam probably has more functionality, and it also has a lot more visibility.In my opinion it may be a good idea for some audio game developers to share their works on both if at
  all possible. I dont know what Steams regulations are on that; if they restrict access to Steam only for some reason then Steam should NOT be used. Some audio games could really connect well with a sighted audience depending on the nature of them.Sighted players dont really want to play a blind game theyve already played before, so some spin is needed.For example, I wanted to write a braille tutor game, which teaches the different braille characters through an RPG game (think paper mario but putting in braille characters instead of quicktime events for attacks). I could make two versions of this game, an accessible version where blind people could play the game but also a Steam release that has a fully graphical layout and removes the accessibility (since Steam is inaccessible in of itself and it may cause conflicts if it cant connect with a screen reader). It works because from a blind perspective its a new RPG with a fun mechanic 
 that uses something that pretty much most people playing these games can use (and if they dont they learn a valuable skill), while to sighted players it offers a fun and not-to-hard-to-learn mechanic for them to work with, while again, learning a useful skill (although less useful for them).Problem is I suck with visual interfaces so...

URL: http://forum.audiogames.net/viewtopic.php?pid=224372#p224372




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Re: considering selling our audiogames via steam

2015-07-16 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Re: considering selling our audiogames via steam

Dark wrote:Loll Daigonite, Audiogames own client is pretty much what Guidedog is, though the eventual plan I believe according to the documentation on its site is to have all sorts of games sold through it. at the moment it has audiogames, the Alteraeon mud, and will have stelleraeon when it is released, though I think Dentins eventual plan is to have graphical games on there as well thus encouraging the hole intigration business.Steam has some extended functionality beyond just buying and playing games. You have friend lists, can chat with them, invite them to games, trade inventory, gift games, easy access to forums and communities... all in the client.I dont know much about Guide Dog but yeah, Steam probably has more functionality, and it also has a lot more visibility.In my opinion it may be a good idea for some audio game developers to share their works on both if at
  all possible. I dont know what Steams regulations are on that; if they restrict access to Steam only for some reason then Steam should NOT be used. Some audio games could really connect well with a sighted audience depending on the nature of them.The problem is that sighted players dont really want to play a blind game theyve already played before, so some spin is needed.For example, I wanted to write a braille tutor game, which teaches the different braille characters through an RPG game (think paper mario but putting in braille characters instead of quicktime events for attacks). I could make two versions of this game, an accessible version where blind people could play the game but also a Steam release that has a fully graphical layout and removes the accessibility (since Steam is inaccessible in of itself and it may cause conflicts if it cant connect with a screen reader). It works because from a blind perspective its a new RPG 
 with a fun mechanic that uses something that pretty much most people playing these games can use (and if they dont they learn a valuable skill), while to sighted players it offers a fun and not-to-hard-to-learn mechanic for them to work with, while again, learning a useful skill (although less useful for them).Problem is I suck with visual interfaces so...Another interesting idea is to build games where you play as a blind person going around trying to achieve certain tasks. My friend was talking for example about a submarine game he was playing and I think that could be very interesting having a blind mechanic where a player needs to navigate using sound and cues alone as opposed to seeing whats going on. That alone could attract attention to the game, but it should really be part of the experience, not just list of everything to be accessible sort of deal.

URL: http://forum.audiogames.net/viewtopic.php?pid=224372#p224372




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Re: about folder blind pokémon in dropbox

2015-07-16 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Re: about folder blind pokémon in dropbox

Are you looking for Braillemon? The current release is here.https://www.dropbox.com/s/v4n08tale65w8 … 0.zip?dl=0This game isnt complete yet and is pretty buggy so be warned.Theres also a Pokemon Crystal accessible port here; this is just a set of scripts that help enable accessibility with the original game though, so there are some accessibility problems (discussed more in the thread)http://forum.audiogames.net/viewtopic.php?id=16302So Braillemon is buggy but more accessible, Crystal is the exact game but less accessible.

URL: http://forum.audiogames.net/viewtopic.php?pid=224373#p224373




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Re: considering selling our audiogames via steam

2015-07-16 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Re: considering selling our audiogames via steam

Dark wrote:Loll Daigonite, Audiogames own client is pretty much what Guidedog is, though the eventual plan I believe according to the documentation on its site is to have all sorts of games sold through it. at the moment it has audiogames, the Alteraeon mud, and will have stelleraeon when it is released, though I think Dentins eventual plan is to have graphical games on there as well thus encouraging the hole intigration business.Steam has some extended functionality beyond just buying and playing games. You have friend lists, can chat with them, invite them to games, trade inventory, gift games, easy access to forums and communities... all in the client.I dont know much about Guide Dog but yeah, Steam probably has more functionality, and it also has a lot more visibility.In my opinion it may be a good idea for some audio game developers to share their works on both if at
  all possible. I dont know what Steams regulations are on that; if they restrict access to Steam only for some reason then Steam should NOT be used. Some audio games could really connect well with a sighted audience depending on the nature of them.The problem is that sighted players dont really want to play a blind game theyve already played before, so some spin is needed.For example, I wanted to write a braille tutor game, which teaches the different braille characters through an RPG game (think paper mario but putting in braille characters instead of quicktime events for attacks). I could make two versions of this game, an accessible version where blind people could play the game but also a Steam release that has a fully graphical layout and removes the accessibility (since Steam is inaccessible in of itself and it may cause conflicts if it cant connect with a screen reader). It works because from a blind perspective its a new RPG 
 with a fun mechanic that uses something that pretty much most people playing these games can use (and if they dont they learn a valuable skill), while to sighted players it offers a fun, unique and not-to-hard-to-learn mechanic for them to work with, while again, learning a useful skill (although less useful for them).Problem is I suck with visual interfaces so...Another interesting idea is to build games where you play as a blind person going around trying to achieve certain tasks. My friend was talking for example about a submarine game he was playing and I think that could be very interesting having a blind mechanic where a player needs to navigate using sound and cues alone as opposed to seeing whats going on. That alone could attract attention to the game, but it should really be part of the experience, not just list of everything to be accessible sort of deal.

URL: http://forum.audiogames.net/viewtopic.php?pid=224372#p224372




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Re: considering selling our audiogames via steam

2015-07-16 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Re: considering selling our audiogames via steam

Dark wrote:Loll Daigonite, Audiogames own client is pretty much what Guidedog is, though the eventual plan I believe according to the documentation on its site is to have all sorts of games sold through it. at the moment it has audiogames, the Alteraeon mud, and will have stelleraeon when it is released, though I think Dentins eventual plan is to have graphical games on there as well thus encouraging the hole intigration business.Steam has some extended functionality beyond just buying and playing games. You have friend lists, can chat with them, invite them to games, trade inventory, gift games, easy access to forums and communities... all in the client.I dont know much about Guide Dog but yeah, Steam probably has more functionality, and it also has a lot more visibility.In my opinion it may be a good idea for some audio game developers to share their works on both if at
  all possible. I dont know what Steams regulations are on that; if they restrict access to Steam only for some reason then Steam should NOT be used. Some audio games could really connect well with a sighted audience depending on the nature of them.The problem is that sighted players dont really want to play a blind game theyve already played before, so some spin is needed.For example, I wanted to write a braille tutor game, which teaches the different braille characters through an RPG game (think paper mario but putting in braille characters instead of quicktime events for attacks). I could make two versions of this game, an accessible version where blind people could play the game but also a Steam release that has a fully graphical layout and removes the accessibility (since Steam is inaccessible in of itself and it may cause conflicts if it cant connect with a screen reader). It works because from a blind perspective its a new RPG 
 with a fun mechanic that uses something that pretty much most people playing these games can use (and if they dont they learn a valuable skill), while to sighted players it offers a fun, unique and not-to-hard-to-learn mechanic for them to work with, while again, learning a useful skill (although less useful for them).Problem is I suck with visual interfaces so...Another interesting idea is to build games where you play as a blind person going around trying to achieve certain tasks. My friend was talking for example about a submarine game he was playing and I think that could be very interesting having a blind mechanic where a player needs to navigate using sound and cues alone as opposed to seeing whats going on. That alone could attract attention to the game, but it should really be part of the experience, not just list of everything to be accessible sort of deal.Theres also the idea of adding visuals to currently blind games but 
 that puts you in a very competitive position. Now youre basically just another sighted game on the market, with only the distinction that blind people can play your game to push it apart. Again, that little extra spin is key to having any access to the sighted market.I mean its kind of disappointing too, there are a lot of titles that with a little here and there would be completely accessible (FNAF comes to mind, unless Im mistaken). And theres no excuse for Steam being so inaccessible other than the fact that blind people dont use it.

URL: http://forum.audiogames.net/viewtopic.php?pid=224372#p224372




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Re: My view on audio games and a DFE announcement

2015-07-15 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Re: My view on audio games and a DFE announcement

I think personally one of the most difficult things about being a developer for audio games (even though I only made one) is that it takes a very long time to create these games and overall it isnt necessarily profitable to build something from scratch. Now, I enjoy doing what I do but I know I couldnt make a career off of this because I simply cannot sustain myself on this work alone - this is why I have my day job. And while I love working in building accessible games, I feel like my talents would be better used in more general software where I could actually be able to sustain myself.What developing an audio game has done for me though was really help understand not only how to develop for a specific demographic with unique needs, but also developing a project in general. Its a huge learning experience that has proven to be invaluable in getting my career started as a programmer, but also making me realize that I wanted to work with developing accessibl
 e software for a career choice. So even though my profits have been minimal in comparison to a big studio or something, I would say that its worth it.Now I dont think that accessible gaming is something that is entirely out of the water. I think the biggest challenge with sighted developers is that they dont understand how a blind person may be able to play this or that or the other - I was told this repeatedly with Braillemon even though quite honestly designing the game for accessibility wasnt too difficult. They dont understand how it would work themselves so they neglect accessibility, forcing people to build mods and stuff. I wonder if gaming will improve as programmers learn about how accessibility actually works? I find it frequently neglected and I often have to educate my colleagues on basic concepts that arent really taught. I think that at least in certain kinds of games, as accessibility is taught and accepted, the situation wil
 l improve. Certain genres simply dont have the resources to implement an accessible version in a normal timeline but others, such as most basic role playing and puzzle games, could accommodate accessibility fairly easy if it is implemented early in its design. The problem is getting there lolI havent dabbled with Unity but what is the issues in terms of accessibility? I wanted to make a title that was a survival game where youre blind and have to gather supplies to survive until youre found in Unity but I have no experience, and I did want to make the title accessible as well as available for normally sighted players.Im a little drunk so pardon me if this makes no sense, lol.

URL: http://forum.audiogames.net/viewtopic.php?pid=224271#p224271




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Re: considering selling our audiogames via steam

2015-07-15 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Re: considering selling our audiogames via steam

From my experience Steam isnt even usable with a keyboard layout. Ive tried to use it several times with a screen reader Im not able to do anything. Hell, even the chat windows arent accessible. Which is disappointing since it could be a really great distribution platform. I havent tried Origin but Origin has other issues lol.I wonder if audiogames should just build its own java client or something? I had an idea like that a few years ago but I think I was super over ambitious about it.

URL: http://forum.audiogames.net/viewtopic.php?pid=224273#p224273




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Re: My view on audio games and a DFE announcement

2015-07-15 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Re: My view on audio games and a DFE announcement

I think personally one of the most difficult things about being a developer for audio games (even though I only made one) is that it takes a very long time to create these games and overall it isnt necessarily profitable to build something from scratch. Now, I enjoy doing what I do but I know I couldnt make a career off of this because I simply cannot sustain myself on this work alone - this is why I have my day job. And while I love working in building accessible games, I feel like my talents would be better used in more general software where I could actually be able to sustain myself.What developing an audio game has done for me though was really help understand not only how to develop for a specific demographic with unique needs, but also developing a project in general. Its a huge learning experience that has proven to be invaluable in getting my career started as a programmer, but also making me realize that I wanted to work with developing accessibl
 e software for a career choice. So even though my profits have been minimal in comparison to a big studio or something, I would say that its worth it.Now I dont think that accessible gaming is something that is entirely out of the water. I think the biggest challenge with sighted developers is that they dont understand how a blind person may be able to play this or that or the other - I was told this repeatedly with Braillemon even though quite honestly designing the game for accessibility wasnt too difficult. They dont understand how it would work themselves so they neglect accessibility, forcing people to build mods and stuff. I wonder if gaming will improve as programmers learn about how accessibility actually works? I find it frequently neglected and I often have to educate my colleagues on basic concepts that arent really taught. I think that at least in certain kinds of games, as accessibility is taught and accepted, the situation wil
 l improve. Certain genres simply dont have the resources to implement an accessible version in a normal timeline but others, such as most basic role playing and puzzle games, could accommodate accessibility fairly easy if it is implemented early in its design. The problem is getting there lolI agree, the 3D sound situation sucks. I develop my game in Game Maker and their 3D sound is more like left-and-right pan sound which is quite irritating, and I did have to resort to the pitch trick to actually build something. Struggling with GMs wonky sound system that sometimes just randomly cuts out is absolutely infuriating. Something like that isnt really reliable and if the technology is there to give that illusion then its quite disappointing that this hasnt been actually popularized. This would really improve the experience of many traditionally sighted titles as well.Unless Im misunderstanding?I havent dabbled w
 ith Unity but what is the issues in terms of accessibility? I wanted to make a title that was a survival game where youre blind and have to gather supplies to survive until youre found in Unity but I have no experience, and I did want to make the title accessible as well as available for normally sighted players.Im a little drunk so pardon me if this makes no sense, lol.

URL: http://forum.audiogames.net/viewtopic.php?pid=224271#p224271




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Re: considering selling our audiogames via steam

2015-07-15 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Re: considering selling our audiogames via steam

From my experience Steam isnt even usable with a keyboard layout. Ive tried to use it several times with a screen reader Im not able to do anything. Hell, even the chat windows arent accessible. Which is disappointing since it could be a really great distribution platform. I havent tried Origin but Origin has other issues lol.

URL: http://forum.audiogames.net/viewtopic.php?pid=224273#p224273




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LSDJ accessibility - A quick pet project

2015-07-02 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


LSDJ accessibility - A quick pet project

LSDJ is a tracker for the gameboy that allows people to write music fairly easily using the hardware of the gameboy.https://www.youtube.com/watch?v=iPI1IBc7IEAMost people use LSDJ in an emulated form since obtaining the actual cartridges is quite expensive.LSDJ is a fairly simple program but because of the limitations of the gameboy, blind users would have to rely completely on memorization to know where they are located within a song, making it quite difficult to play. As a bit of a pet project, Im making my own custom emulator for LSDJ that will allow blind users to know more about what theyre actually doing in LSDJ so they can write their own music with this tool.I have gone through the RAM and determined the location important variables located in the RAM, such as the current page, the cursor position, and the locations of some data in the game. As a bit of a pet project this weekend Im going to be modifying an open source Java emulator to see if I can program a new cycle that checks these values in the RAM for changes and announces those changes when they occur. Fun fact - this is also how asynchronous tasks are handled by most software, such as pressing a key down.Based on what I extracted I should be able to write something that announces the following:- Current screen (for example, song screen or instrument screen)- Cursor location- Some Data, such as what references are used.This isnt a super serious project but yeah. Ive been depressed as hell lately and Im just starting to put my life together again and I want to practice making accessible software not named Braillemon. lolI wont personally distribute LSDJ with this project but you can obtain the most recent demo version here: http://www.littlesounddj.com/lsd/latest … 5b_demo.gbIt doesnt come with saving, but emulators usually support save states.

URL: http://forum.audiogames.net/viewtopic.php?pid=222351#p222351




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LSDJ accessibility - A quick pet project

2015-07-02 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


LSDJ accessibility - A quick pet project

LSDJ is a tracker for the gameboy that allows people to write music fairly easily using the hardware of the gameboy.https://www.youtube.com/watch?v=iPI1IBc7IEAMost people use LSDJ in an emulated form since obtaining the actual cartridges is quite expensive.LSDJ is a fairly simple program but because of the limitations of the gameboy, blind users would have to rely completely on memorization to know where they are located within a song, making it quite difficult to play. As a bit of a pet project, Im making my own custom emulator for LSDJ that will allow blind users to know more about what theyre actually doing in LSDJ so they can write their own music with this tool.I have gone through the RAM and determined the location important variables located in the RAM, such as the current page, the cursor position, and the locations of some data in the game. As a bit of a pet project this week
 end Im going to be modifying an open source Java emulator to see if I can program a new cycle that checks these values in the RAM for changes and announces those changes when they occur. Fun fact - this is also how asynchronous tasks are handled by most software, such as pressing a key down.Based on what I extracted I should be able to write something that announces the following:- Current screen (for example, song screen or instrument screen)- Cursor location- Some Data, such as what references are used.This isnt a super serious project but yeah. Ive been depressed as hell lately and Im just starting to put my life together again and I want to practice making accessible software not named Braillemon. lol

URL: http://forum.audiogames.net/viewtopic.php?pid=222351#p222351




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Re: I just had a crazy idea.

2015-03-15 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Re: I just had a crazy idea.

connor142 wrote:yes. but if wed start building, wed actually have a Problem because from what i know, to build something you actually Need to place the blocks yourself. Well I suppose it could work if the modder creates a blueprint for say a Strip down house which has a few rooms and there should be enough space to both store items and furniture and stuff. If what Im saying is not acurate I cant do much about that, Im not much of a minecraft expert. The modder could get the Screen Reader to just tell you where to place the blocks, but leave the nature of the block to the one building.Maybe. I mean, its not imperative to build magnificent structures. You could just be like me and build huge plots of land and grow farms on it. If I do this, Ill probably work tightly with you guys to figure out what works best. It may not be exactly the Minecraft experience but its some
 thing.

URL: http://forum.audiogames.net/viewtopic.php?pid=208597#p208597




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Re: I just had a crazy idea.

2015-03-15 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Re: I just had a crazy idea.

Theres a lot more to the game than just building. Sometimes players lazily just etch out a 2x2 pit somewhere so they can put their bed down and sleep, and then continue the game.I was pretty drunk when I came up with this and its derived from a bit simpler of an idea, so I may just develop that idea instead.Basically it was a 3D game where you play as a blind person who is the only survivor in an apocalypse scenario on an island or space or something. I was thinking that could appeal to sighted players too.

URL: http://forum.audiogames.net/viewtopic.php?pid=208642#p208642




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I just had a crazy idea.

2015-03-14 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


I just had a crazy idea.

So I was playing minecraft, and I just had the best idea, and I dont know how great it would be...Alright, if you guys would be cool playing with a mouse, I was thinking of some ideas to actually make the game accessible.Minecraft is super moddable too so maybe we could make this work.Anyways, in the game, you move the mouse around to change what your eyes are looking at. W moves your body forward, A strafes left, D strafes right, and D walks backwards. And each time you hover over an item within the vicinity, it highlights the block. Well, why not replace that with the blocks name in the screen reader? And when you hover over items of the same type, it will just make a little sound cue to let people know what it is.I was thinking that it would be a really interesting mod for visual players as well, to play blindcraft. Hahahaha!Also I would improve the audio so that you actually hear things when theyre near you properly (for exa
 mple in the regular game you can hear monsters through walls as if there was no wall there... very annoying). It really throws me off while playing the game, but if I improve it, it will make the game a lot better. Oh, and offer a wider variety of sound effects, to make it easier to mine and explore.And regarding the crafting, lets see if we can make a menu based crafting system so that you dont have to imagine items visually. lolAlso this isnt in the game, but have it tell you if a mob comes in your line of sight and its distance, or anything else you should need to see from far away.Anyways Im a bit drunk right now, sorry! I just came up with this great idea and I think a lot of people would find it interesting! Maybe you can come up with ideas too?

URL: http://forum.audiogames.net/viewtopic.php?pid=208553#p208553




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I just had a crazy idea.

2015-03-14 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


I just had a crazy idea.

So I was playing minecraft, and I just had the best idea, and I dont know how great it would be...Alright, if you guys would be cool playing with a mouse, I was thinking of some ideas to actually make the game accessible.Minecraft is super moddable too so maybe we could make this work.Anyways, in the game, you move the mouse around to change what your eyes are looking at. W moves your body forward, A strafes left, D strafes right, and D walks backwards. And each time you hover over an item within the vicinity, it highlights the block. Well, why not replace that with the blocks name in the screen reader? And when you hover over items of the same type, it will just make a little sound cue to let people know what it is.I was thinking that it would be a really interesting mod for visual players as well, to play blindcraft. Hahahaha!Also I would improve the audio so that you actually hear things when theyre near you properly (for exa
 mple in the regular game you can hear monsters through walls as if there was no wall there... very annoying). It really throws me off while playing the game, but if I improve it, it will make the game a lot better. Oh, and offer a wider variety of sound effects, to make it easier to mine and explore.And regarding the crafting, lets see if we can make a menu based crafting system so that you dont have to imagine items visually. lolAnyways Im a bit drunk right now, sorry! I just came up with this great idea and I think a lot of people would find it interesting! Maybe you can come up with ideas too?

URL: http://forum.audiogames.net/viewtopic.php?pid=208553#p208553




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I just had a crazy idea.

2015-03-14 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


I just had a crazy idea.

So I was playing minecraft, and I just had the best idea, and I dont know how great it would be...Alright, if you guys would be cool playing with a mouse, I was thinking of some ideas to actually make the game accessible.Minecraft is super moddable too so maybe we could make this work.Anyways, in the game, you move the mouse around to change what your eyes are looking at. W moves your body forward, A strafes left, D strafes right, and D walks backwards. And each time you hover over an item within the vicinity, it highlights the block. Well, why not replace that with the blocks name in the screen reader? And when you hover over items of the same type, it will just make a little sound cue to let people know what it is.I was thinking that it would be a really interesting mod for visual players as well, to play blindcraft. Hahahaha!Also I would improve the audio so that you actually hear things when theyre near you properly (for exa
 mple in the regular game you can hear monsters through walls as if there was no wall there... very annoying). It really throws me off while playing the game, but if I improve it, it will make the game a lot better.And regarding the crafting, lets see if we can make a menu based crafting system so that you dont have to imagine items visually. lolAnyways Im a bit drunk right now, sorry! I just came up with this great idea and I think a lot of people would find it interesting! Maybe you can come up with ideas too?

URL: http://forum.audiogames.net/viewtopic.php?pid=208553#p208553




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Re: a complain about playroom and its moderators!

2014-09-08 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Re: a complain about playroom and its moderators!

Andy93 wrote:@Dagonite: man, Im not gonna start a discussion here, but Im gonna stand in the solid rock. I aint forcing my beliefs, and I dont even know why youre saying that. Im preaching the only truth, the only way and the life in Christ. if you wanna hear the word of God, fine. if not its fine as well, but every choice you make has its consequences.Now, I aint gonna compromise the truth, nor Im gonna change my methods. Jesus doesnt came to this earth to respect doctrines, or to respect religions, nor he came to establish any religion, but to impose the Fathers Will.Thats all for now, case closed as Nocturnus said onceAndy, I dont want to come off as rude, but what you were describing was exactly as forcing your beliefs on others. Thats what preaching to others in an attempt to follow Jesus is. Its fine th
 at you are dedicated in your beliefs, but others will not agree with you. Wouldnt you feel uncomfortable if people were telling you to believe in something that you didnt agree with? They can just as easily claim that they were trying to impose the Fathers will, and claim that you were against the Fathers will. Because of this very fact, preaching the gospel to people is generally frowned upon in a highly heterogeneous religious population today.Nobody wants to hear it in an irrelevant topic. Discussing religion would be interesting (as long as one remains open minded and willing to hear other interpretations) however the site clearly laid out that such discussions were not allowed. They had every right to revoke your privileges.I was an admin on a forum in the past, and I can guarantee you that most other forums would have low tolerance for such behaviour for aforementioned reasons.Not only this but Nocturnus has also changed
  his opinion on the subject as you revealed more information about the situation.

URL: http://forum.audiogames.net/viewtopic.php?pid=188454#p188454




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Re: a complain about playroom and its moderators!

2014-09-08 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Re: a complain about playroom and its moderators!

Andy93 wrote:@Dagonite: man, Im not gonna start a discussion here, but Im gonna stand in the solid rock. I aint forcing my beliefs, and I dont even know why youre saying that. Im preaching the only truth, the only way and the life in Christ. if you wanna hear the word of God, fine. if not its fine as well, but every choice you make has its consequences.Now, I aint gonna compromise the truth, nor Im gonna change my methods. Jesus doesnt came to this earth to respect doctrines, or to respect religions, nor he came to establish any religion, but to impose the Fathers Will.Thats all for now, case closed as Nocturnus said onceAndy, I dont want to come off as rude, but what you were describing was exactly as forcing your beliefs on others. Thats what preaching to others in an attempt to follow Jesus is. Its fine th
 at you are dedicated in your beliefs, but others will not agree with you. Wouldnt you feel uncomfortable if people were telling you to believe in something that you didnt agree with? They can just as easily claim that they were trying to impose the Fathers will, and claim that you were against the Fathers will. They can cite their own religious texts to back them up. Because of this very fact, preaching the gospel to people is generally frowned upon in a highly heterogeneous religious population today.Nobody wants to hear it in an irrelevant topic. Discussing religion would be interesting (as long as one remains open minded and willing to hear other interpretations) however the site clearly laid out that such discussions were not allowed. They had every right to revoke your privileges.I was an admin on a forum in the past, and I can guarantee you that most other forums would have low tolerance for such behaviour for aforementioned re
 asons.Not only this but Nocturnus has also changed his opinion on the subject as you revealed more information about the situation.

URL: http://forum.audiogames.net/viewtopic.php?pid=188454#p188454




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Re: a complain about playroom and its moderators!

2014-09-07 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Re: a complain about playroom and its moderators!

You do realize that trying to preach gospel to other people, especially those who are not Christians, is very uncalled for and shows disrespect for other peoples beliefs, right?

URL: http://forum.audiogames.net/viewtopic.php?pid=188279#p188279




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Re: a complain about playroom and its moderators!

2014-09-07 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Re: a complain about playroom and its moderators!

You do realize that trying to preach gospel to other people, especially those who are not Christians, is very uncalled for and shows disrespect for other peoples beliefs, right? If you are a dedicated Christian, thats fine and dandy, nobody is going to get up in arms about that, but what you are doing is you are essentially saying that other people are wrong because you believe in Jesus; that is not only incredibly close minded but also extremely disrespectful to other peoples beliefs - especially since something like religion cannot really be proven. The only proof for religion lies in its literature, which will not be interpreted the same way by people who are not Christians.If Im reading this correctly.

URL: http://forum.audiogames.net/viewtopic.php?pid=188279#p188279




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Re: a complain about playroom and its moderators!

2014-09-07 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Re: a complain about playroom and its moderators!

You do realize that trying to preach gospel to other people, especially those who are not Christians, is very uncalled for and shows disrespect for other peoples beliefs, right? If you are a dedicated Christian, thats fine and dandy, nobody is going to get up in arms about that, but what you are doing is you are essentially saying that other people are wrong because you believe in Jesus; that is not only incredibly close minded but also extremely disrespectful to other peoples beliefs - especially since something like religion cannot really be proven. The only proof for religion lies in its literature, which will not be interpreted the same way by people who are not that religion. Just like how you dont believe in Shiva or Mohammed the same way they might, they dont believe in Jesus the same way that you do.If Im reading this correctly.This is the reason why such behaviour is banned. It has no pertinence to the discussi
 on, is uncalled for, is disrespectful and completely unnecessary. I think the mods were completely right in banning you.

URL: http://forum.audiogames.net/viewtopic.php?pid=188279#p188279




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Re: a complain about playroom and its moderators!

2014-09-07 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Re: a complain about playroom and its moderators!

Dentin wrote:Does this mean Im evil because Im an atheist?Nah, I mean the real thing is, dont be a prick about religion or lack thereof. Pushing your beliefs on others is just a bad thing to do since not everyone is going to agree with you and youre going to cause unnecessary upset.Im not really athiest but Im not really religious either. I dont think it should be important either way to bring up in a video game discussion, considering its controversial nature. Exactly, that is the reason why that kind of rule is in place.

URL: http://forum.audiogames.net/viewtopic.php?pid=188304#p188304




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Re: Newly Blind friend, could use some help.

2014-09-03 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Re: Newly Blind friend, could use some help.

BlackBird wrote:My suggestion is not games but simply a screen reader and a web browser. At least initially. He needs to get used to the idea of synthesized voices and navigation by sound because most games for sight impaired players are quite hard to play if you lack the familiarity. Why not tell him to come here, to this forum himself and discuss this directly with the community? You would probably need to get him started. And here is how:http://www.nvaccess.org - Free and very good screen reader that allows you to navigate windows and software by sound alonehttps://www.mozilla.org/firefox - Web browser that works well with nvda and is better than all other browsers anywayAnd if you get bored on the internet then you might be doing it wrong *laugh*. Im not sight impaired myself but a few months ago I decided to turn off my m
 onitor for a weekend while still using my computer to browse the internet. Its not easy and some of my favorite websites are terrible to use this way but I was surprised by how fast I learned to get around and find interesting stuff to listen to.Im not blind, but I agree with this entirely. Understanding a screen reader is pretty hard at first. You kind of have to get used to it for a while to have much fun in anything that isnt strictly turn based. Besides, have the wikipedia adventure of a lifetime!Back last winter some days were so cold that it would affect my ability to see the screen at work; my prior knowledge of using screen readers in the past helped me get through those times.

URL: http://forum.audiogames.net/viewtopic.php?pid=187798#p187798




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Re: Newly Blind friend, could use some help.

2014-09-03 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Re: Newly Blind friend, could use some help.

BlackBird wrote:My suggestion is not games but simply a screen reader and a web browser. At least initially. He needs to get used to the idea of synthesized voices and navigation by sound because most games for sight impaired players are quite hard to play if you lack the familiarity. Why not tell him to come here, to this forum himself and discuss this directly with the community? You would probably need to get him started. And here is how:http://www.nvaccess.org - Free and very good screen reader that allows you to navigate windows and software by sound alonehttps://www.mozilla.org/firefox - Web browser that works well with nvda and is better than all other browsers anywayAnd if you get bored on the internet then you might be doing it wrong *laugh*. Im not sight impaired myself but a few months ago I decided to turn off my m
 onitor for a weekend while still using my computer to browse the internet. Its not easy and some of my favorite websites are terrible to use this way but I was surprised by how fast I learned to get around and find interesting stuff to listen to.Im not blind, but I agree with this entirely. Understanding a synthesized voice is pretty hard at first. You kind of have to get used to it for a while to have much fun in anything that isnt strictly turn based. Besides, have the wikipedia adventure of a lifetime! Since Im making a blind game in my spare time, Ive gotten quite used to the sound of synthesized voices and can understand them at fairly high speed (although not to blind speeds yet)Back last winter some days were so cold that it would affect my ability to see the screen at work; my prior knowledge of using screen readers in the past helped me get through those times.

URL: http://forum.audiogames.net/viewtopic.php?pid=187798#p187798




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Re: Newly Blind friend, could use some help.

2014-09-03 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Re: Newly Blind friend, could use some help.

BlackBird wrote:My suggestion is not games but simply a screen reader and a web browser. At least initially. He needs to get used to the idea of synthesized voices and navigation by sound because most games for sight impaired players are quite hard to play if you lack the familiarity. Why not tell him to come here, to this forum himself and discuss this directly with the community? You would probably need to get him started. And here is how:http://www.nvaccess.org - Free and very good screen reader that allows you to navigate windows and software by sound alonehttps://www.mozilla.org/firefox - Web browser that works well with nvda and is better than all other browsers anywayAnd if you get bored on the internet then you might be doing it wrong *laugh*. Im not sight impaired myself but a few months ago I decided to turn off my m
 onitor for a weekend while still using my computer to browse the internet. Its not easy and some of my favorite websites are terrible to use this way but I was surprised by how fast I learned to get around and find interesting stuff to listen to.Im not blind, but I agree with this entirely. Understanding a synthesized voice is pretty hard at first. You kind of have to get used to it for a while to have much fun in anything that isnt strictly turn based. Besides, have the wikipedia adventure of a lifetime! Since Im making a blind game in my spare time, Ive gotten quite used to the sound of synthesized voices and can understand them at fairly high speed (although not to blind speeds yet)Back last winter some days were so cold that it would affect my ability to see the screen at work; my prior knowledge of using screen readers in the past helped me get through those times. If I didnt I would have to wait for my eyes t
 o recover, which could take up to an hour and a half some times.SLJ wrote:Hi.Remember: If someone just has become blind and hes used to use the keyboard with his sight, he wont be able to use a keyboard without his sight without a lot of practise. So thats the first reason for hes not joining the forum himself. Secondly, he have to learn how to use a screenreader and get used to listen to text rather than reading it. So, this is a really huge challenge just to start using a computer when people has just become blind. I know it, because Im training blind people! Ill recommend some of the more simpler audiogames, so he can get used to listen for things instead of seeing things.That depends. If they use the computer a lot they may have their own keyboard(s) memori
 zed. However, I have profound difficulty using a new keyboard that Im not familiar with, because sometimes the keys are offset oddly. This little segment of writing was written without looking at the screen.So its possible for him to still be able to type at least - it might be the keyboard shortcuts that are tricky at first.

URL: http://forum.audiogames.net/viewtopic.php?pid=187798#p187798




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Spirits - a game idea I want to try out

2014-08-28 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


  


Spirits - a game idea I want to try out

I just launched an indiegogo page for a project that I want to create alongside Braillemon called Spirits.You can view it here: https://www.indiegogo.com/projects/spir … /x/8534331Its an RPG that I want to build with similar overworld design to Braillemon, but with the unique mechanic of your characters stats being based on the character that you possess. The story will involve you trying to figure out how you turned into a spirit that possesses people.Anyone want to try to help out with this?A few things - funds will go directly to either purchasing tools for the game or for getting sound effects. If it hits over $500 I also want to try to get artwork for the game to make it both accessible as well as visually appealing.

URL: http://forum.audiogames.net/viewtopic.php?pid=186958#p186958




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Re: petition

2014-05-18 Thread AudioGames . net ForumGeneral Game Discussion : daigonite via Audiogames-reflector


Re: petition

Thats incredibly lame on the hackers part. Oh noez! We dont want to pay money for our games! So well just hack everything! Jeez, shouldnt they just make their own games with that kind of attitude? I bet these are just some script kiddie losers who have nothing better to do with their lives. They probably have no idea what it takes to be able to even make them. And if theyre so smart, why not just come up with a cracked version or something? Lame lame lame. In the meantime I sure hope that were going to have better security in the future...URL: http://audiogamesforum.captivatingsound.com/viewtopic.php?pid=174814#p174814

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