Re: audiogames that deserve remake?

2021-02-27 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: audiogames that deserve remake?

Most people have already touched on many of my thoughts, but here's my insight.Before I start with a list, I should preface this by saying I'm big on the texture of the environments in games. I think exploring various different outdoor environments can really get me into a game, I have no idea why. Even though I'm not an outdoors person, I absolutely love the texture of outdoor sounds if that makes any sense. Grass, gravel, leaves, mud, water, birds, crickets etc. all do something to me when I can interact with them in a game. The crisper and closer they are recorded, the more I tend to like them. That probably sounds really weird and absurd to some people, but yeah. And then to have a solid movement/exploration system with those sounds providing atmosphere, it captivates me. The game doesn't even need to be that complex either to make that work. That alone has driven me to games like...1. Super Liam, Tarzan Junior and Hunter.I feel like all three of these could be turned into much, much more immersive experiences today.I'd love to see some platforming or just more variation in enemies in Super Liam. Afaik Liam was working on that once upon a time, but pretty much shelved that in favor of the April fools joke which was Super Liam II.Tarzan Junior would be amazing with more side-scrolling exploration and less repetitive/more varied tasks. Similar to Perilous Hearts. Level 3 comes to mind where you have to cross the river guarded by the monkeys. I'd love to hear the monkeys roaming around, or to dive under the water to see if I could find random power-ups there. I'd like to maybe explore the trees, testing my luck to see what items I can snag from the monkeys or the brittle branches.I'd love to see flushed-out 2D maps in Hunter similar to a Blind legend or the Papa Sangre games. Hunter is probably my favorite retro game when it comes to the diverse texture of the environments. A Blind Legend and especially the first Papa Sangre far surpass it for me, but those games are far newer.If Hunterr's environments could be brought up to match, I'd be all over that. I can imagine it right now, I'm exploring the jungle, the swamp, the tiger valley, the caves... all of which have intelligent enemies and animals I have to deal with, and my goal is simply to make it from one end of the map to the other, say bottom left to top right. The game works in such a way so that navigation isn't complex; you don't have to work your way around complex obstacles or anything, but you do have to avoid taking wrong steps into quicksand or  waterfalls, or off the mountain cliffs, and you have to be careful when encountering enemies and animals. The only real difficult part of this formula would be implementing a first-person view where you can turn and face things. Sooner or later you're going to lose track of which direction to go. I mean, you could always forgo that and just move forward and right and not be able to turn, but where's the fun in that, especially if you want binaural audio? A really creative and brutil way to handle that would be to place certain things on regions of the map you don't have to go, like make the top left or bototm right sections especially difficult, with the promise of goodies if you can get them, but also the risk of horrific death if you press your skills too hard.As it stands, the repetition of all three games gets old, and in the case of Hunter and Tarzan Junior, each level is its own thing, it almost feels like I'm playing 10 minigames, especially with Hunter. My imagination has to step in and remind me that this is one adventure. I have no problem with that really, I just have a slightly bigger preference for adventure games where I can rely on a stable set of mechanics to pull me thorugh.Funny enough, reading the hunter story immersed me more than the game did. At multiple points it had me sadly bowing my head and wishing the story was the game.Of course, all three games would be really awesome with high quality sound effects. The original sounds were great for their time, and many still hold up today, but there is a certain quality they have which for me doesn't age so well anymore, probably because the sounds are so familiar to me now. It's like the sounds themselves are pretty good, but weren't quite meant to be together at times.2. Shades of Doom, Technoshock, Monkey Business and Night of Parasite.All four of these deserve the Code Dungeon treatment I think. If the atmosphere was amped up with immersive binaural sound and professional quality sound effects which weren't ripped from games, all four would be an even bigger blast for me to play and explore. Heck, the levels wouldn't need to change, just the sounds and audio handling! All of those games have great level design imho, but in some cases are plagued with bugs and balance issues at higher difficulties.3. Pipe 2 Blast Chamber would also be cool as a remake.I didn't initially think of it, but 

Re: Solved! a bizarre, infuriating, wtf Crazy Party experience

2021-02-23 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: Solved! a bizarre, infuriating, wtf Crazy Party experience

@3, thanks for the explanation. I talked about this on the Skype group, and they said the same thing. WE even tested it, and that is exactly how it works. If the creator leaves, the second person in line gets hosting duties, but the party still uses the parameters set up by the person who originally created it eg. number of turns, the game list etc.You know, the only reason this never occurred to me was that I don't do online games at all, other than CP. Perhaps if I had, this would be a second nature idea, but right now this idea is a bit, well not mind-blowing, but I guess it's still a little wild to me.I mean it makes perfect sense, but when I started with CP, the central server was not a thing yet, and when it did become a thing I didn't really understand it so I didn't use it much at first.Same thing happened with Skype actually. Back in the good 'ol days of Skype 3.8, the host's Internet connection was responsible for holding a conference call together, at least that's what I was lead to believe. If the host dropped, everybody did. But as Skype's interface changed, I didn't use it as much. Now I'm getting back into it, and am told that the creator of the group has little bearing on the call quality or stability now. I don't really know what to believe in that case atm, Skype has always been a little convoluted in certain things to me underneath its clunky but simple interface.So yeah, judging by how Nidza puts it, I guess I have a lot to learn when it comes to how online things traditionally work. Not surprising really, at least I know what's going on!

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Solved! a bizarre, infuriating, wtf Crazy Party experience

2021-02-23 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Solved! a bizarre, infuriating, wtf Crazy Party experience

Edit: I've figured out what happened here thanks to post 3, so this topic is little more than a log of past experiences and perplexities. Original text is below for posterity's sake, but  you don't have to read it or respond if you don't want.Original post starts here:Hi all,I'm going to preface this by saying I'm not out to start throwing flames. The real purpose of this topic is to discuss a technical goof-up that makes no sense to me. Ideally I would keep it short and sweet, but I'm so flustered right now, both because of the technical weirdness and the unpleasant exchange it brought on, so I can't help but detail everything that happened, even the unimportant stuff lolShort version: I was waiting in the central server for a minigames party to start, and after leaving the game window for a few minutes, I came back to find out I was actually hosting a party myself. Having only hosted once or twice, I had no idea what was actually going on, and paid a price for my naivety. I only found out what truly happened after looking at the speech log, and even now I can't quite figure out how it happened. I'm desperately trying to piece this together for my own sanity.A much more in-depth account is below.It all started when I tried to do a recording for a friend to show how Crazy Party works online, and why I enjoy playing with other players. This was going to be a private recording I only share with him.So I connected to a minigames party. At first there were only two people other than me. Then there were three, then there were four. Then one left. This is pretty busy, I told myself. So I decided to get the recording ready. I left the game in that state, as I alt tabbed and went into Reaper to set things up. As I did this, I could still hear people coming and going, since Crazy Party does play those sounds even when you're in another window. If I heard the start sound, my plan was to start the recording real quick and then alt tab back to the game.So about two minutes later, I'm fully ready and am sitting there waiting for them to start. A few messages come in, but I don't read them because I figure they're just deciding whether to wait or not.Curiously, I checked the player list, and I found that there were only 2 players. Me, and someone I hadn't seen before.  Wow, I thought to myself. Did everyone really clear out like that? I've never seen that happen before.I assumed the player I now saw waiting was the host. I could've sworn he wasn't the host when I first joined, but whatever. I'm easily distracted from remembering names, so I wasn't going to question my memory. I casually asked, "What's going on?" And that's when it unraveled...It started with these messages. "God. Start! S, t, a, r, t!" Sheepishly, I said I don't think the host is here. I've been in online parties before, I know the host can't just disappear and that the host has to be the one to start the party. But what else was I to think?"Oh my God," he responded. "Hit control enter!" Completely perplexed, I did as he said and the game started. Then he proceeded to yell at me because I apparently didn't have auto-enter key enabled... Buddy I did. I even checked to make sure.I already didn't like how this was going, he didn't seem to have patience. He clearly was confident he knew what should be done, and I was an idiot for not doing it. But being a good sport, I decided to stick it out. Maybe I was reading it wrong.During the first game, he asked me if I was trying to infuriate him. My fingers were tantalizingly close to slamming alt F4 and then desperately trying to forget the incident. But I didn't. Instead, between games, I told him, admittedly in a rushed message full of typos, that I'd never had to use control enter to start a game in my history of online CP games, so I'd appreciate it if he was a little more patient. Or something like that.I was cooking up some really snide comment to send right before the last game ended, something he wouldn't have time to respond to. Mind you, I normally would think that is a horribly immature thing to do, but I was ticked off, and those of you who actually know me (I know most of you don't, but speaking to those who do), will know that I'm not naturally a snide person and I hardly ever have a mean thing to say to anyone. so anything I could've said would probably not have been that bad.As it turns out, he beat me to the punch. Just as I was deciding not to go through with the snide comment, he took the opportunity to send one right before the last game ended and the party terminated. The message was something along the lines of "Got ya good, n00b!" Though tbh that's only my best guess; the message had more typos than accuracies. I've got to hand it to him though, I barely registered the message receive sound; it cut off too quick, so he definitely had his timing down or something.I'd already had my mind made up that I would be making this 

Re: a bizarre, infuriating, wtf Crazy Party experience

2021-02-23 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: a bizarre, infuriating, wtf Crazy Party experience

@3, thanks for the explanation. I talked about this on the Skype group, and they said the same thing. WE even tested it, and that is exactly how it works. If the creator leaves, the second person in line gets hosting duties, but using the parameter set up by the person who originaly created the party eg. number of turns, the game list etc.You know, the only reason this never occurred to me was that I don't do online games at all, other than CP. Perhaps if I had, this would be a second nature idea, but this idea is a bit, well not mind-blowing, but I guess it's still a little wild to me.I mean it makes perfect sense, but when I started with CP, the central server was not a thing yet, and when it did become a thing I didn't really understand it so I didn't use it much at first.Same thing happened with Skype actually. Back in the good 'ol days of Skype 3.8, the host's Internet connection was responsible for holding a conference call together, at least that's what I was lead to believe. But as Skype's interface changed, I didn't use it as much. Now I'm getting back into it, and am told that the creator of the group has little bearing on the call quality or stability now. I don't really know what to believe in that case atm, Skype has always been a little convoluted in certain things to me underneath its clunky but simple interface.So yeah, judging by how Nidza puts it, I guess I have a lot to learn when it comes to how online things traditionally work. Not surprisingly really, at least I know what's going on!

URL: https://forum.audiogames.net/post/617840/#p617840




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a bizarre, infuriating, wtf Crazy Party experience

2021-02-23 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


a bizarre, infuriating, wtf Crazy Party experience

Hi all,I'm going to preface this by saying I'm not out to start throwing flames. The real purpose of this topic is to discuss a technical goof-up that makes no sense to me. Ideally I would keep it short and sweet, but I'm so flustered right now, both because of the technical weirdness and the unpleasant exchange it brought on, so I can't help but detail everything that happened, even the unimportant stuff lolShort version: I was waiting in the central server for a minigames party to start, and after leaving the game window for a few minutes, I came back to find out I was actually hosting a party myself. Having only hosted once or twice, I had no idea what was actually going on, and paid a price for my naivety. I only found out what truly happened after looking at the speech log, and even now I can't quite figure out how it happened. I'm desperately trying to piece this together for my own sanity.A much more in-depth account is below.It all started when I tried to do a recording for a friend to show how Crazy Party works online, and why I enjoy playing with other players. This was going to be a private recording I only share with him.So I connected to a minigames party. At first there were only two people other than me. Then there were three, then there were four. Then one left. This is pretty busy, I told myself. So I decided to get the recording ready. I left the game in that state, as I alt tabbed and went into Reaper to set things up. As I did this, I could still hear people coming and going, since Crazy Party does play those sounds even when you're in another window. If I heard the start sound, my plan was to start the recording real quick and then alt tab back to the game.So about two minutes later, I'm fully ready and am sitting there waiting for them to start. A few messages come in, but I don't read them because I figure they're just deciding whether to wait or not.Curiously, I checked the player list, and I found that there were only 2 players. Me, and someone I hadn't seen before.  Wow, I thought to myself. Did everyone really clear out like that? I've never seen that happen before.I assumed the player I now saw waiting was the host. I could've sworn he wasn't the host when I first joined, but whatever. I'm easily distracted from remembering names, so I wasn't going to question my memory. I casually asked, "What's going on?" And that's when it unraveled...It started with these messages. "God. Start! S, t, a, r, t!" Sheepishly, I said I don't think the host is here. I've been in online parties before, I know the host can't just disappear and that the host has to be the one to start the party. But what else was I to think?"Oh my God," he responded. "Hit control enter!" Completely perplexed, I did as he said and the game started. Then he proceeded to yell at me because I apparently didn't have auto-enter key enabled... Buddy I did. I even checked to make sure.I already didn't like how this was going, he didn't seem to have patience. He clearly was confident he knew what should be done, and I was an idiot for not doing it. But being a good sport, I decided to stick it out. Maybe I was reading it wrong.During the first game, he asked me if I was trying to infuriate him. My fingers were tantalizingly close to slamming alt F4 and then desperately trying to forget the incident. But I didn't. Instead, between games, I told him, admittedly in a rushed message full of typos, that I'd never had to use control enter to start a game in my history of online CP games, so I'd appreciate it if he was a little more patient. Or something like that.I was cooking up some really snide comment to send right before the last game ended, something he wouldn't have time to respond to. Mind you, I normally would think that is a horribly immature thing to do, but I was ticked off, and those of you who actually know me (I know most of you don't, but speaking to those who do), will know that I'm not naturally a snide person and I hardly ever have a mean thing to say to anyone. so anything I could've said would probably not have been that bad.As it turns out, he beat me to the punch. Just as I was deciding not to go through with the snide comment, he took the opportunity to send one right before the last game ended and the party terminated. The message was something along the lines of "Got ya good, n00b!" Though tbh that's only my best guess; the message had more typos than accuracies. I've got to hand it to him though, I barely registered the message receive sound; it cut off too quick, so he definitely had his timing down or something.I'd already had my mind made up that I would be making this thread, in an effort to at least gain insight on what happened, but with my last bit of patience, I decided to try to piece the whole thing together; it made no sense.Looking at the speech buffer, I saw that the person whose punishment I had been devising was not the person I 

Re: I'd like to do walkthroughs, but I struggle too much with presentation

2021-02-19 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: I'd like to do walkthroughs, but I struggle too much with presentation

Thanks guys so much for your responses!I'll respond to some points:Jayde wrote:I think you being on the autism spectrum is at least a small part of this. You probably care about smaller details more than your average player will. This is absolutely not a bad thing. It's just objective fact, so please don't take it as a criticism.Don't worry, no offense taken. I'm somewhat curious, do you think I'm on the spectrum because I've said here I have suspicions I might be? Or is it, well, a bit obvious somehow? FYI not many people believe I am, so hearing someone acknowledge it sort of peaks my interest and that's why I ask.Jayde wrote:The trick is going to be in hitting the sweet spot between the way you would want a walkthrough done, vs. how you believe others would want a walkthrough done.To that end, I think the level of description should be commensurate with the difficulty and/or the complexity. If you spent five minutes explaining the layout of a set of corridors, and you only actually navigate through them for a minute and twenty seconds, that might be overkill. There's no exact formula to this though.Generally, in my experience, walkthroughs can be of all types. Some are quick and dirty. Others are so exhaustive that no stone remains unturned. I personally tend more toward the latter, but not all the way. My manamon guide is an example of this. I explain almost everything...sort of. I don't tell you exact stats, but I give impressions and outlines of virtually anything you might care about except, like, the various coin-making games in the rocket hideout/casino place.I think you hit the nail on the head here. especially when it comes to finding the middle ground between what I want to do and what my audience wants to see. If I'm relaxed enough I can find said middle ground, but when I'm consciously thinking about it, it becomes quite difficult because then I go into planning mode which means I have to account for everything haha.I actually downloaded your Manamon walkthrough a while back, even though it's not really my kind of game. I intended to read it, to see how someone thorough like you tackles a walkthrough of that sort. I think my Technoshock walkthrough is longer than your Manamon one, but whether that's because of the length/complexity of the games or the difference in style, I'm not sure. I'll have to sit down and read your Manamon guide properly to get a better idea of that.Jayde wrote:I would love to see your TechnoShock walkthrough, by the way.I've been meaning to show it to you for a while since you expressed interest a while back. I'll make a point of getting it into a finished state and will probably send it over private message or something unless you have another preference.octoross wrote:You should play games are turn base, so you can do actions in game and explain at a same time, don't worry, i'm like you at that point. I will explain things and make things goes more, more further as my mmine gone far. So, you'll have a number of fans, me at least, will happy to see. And, btw: can I co-operate with you somehow? Just tell me and i'll be happy to help as best as I could.Thanks for the input and offer! I'm not super into turn-bassed games. The only one I really like at present is Tank Battle Endless Gunner, and the only reason I checked that out was it involved shooting things, which I find fun. I do like the game, so maybe I'll branch off into other turn-based things? It's possible, anyway.GrannyCheeseWheel wrote:You'll find people who vibe with your content. I much prefer simple and sweet. If I have to listen to someone drone on for 10 minutes, especially if they're chasing squirrels most of the time, I'm out.I appreciate your honesty and I totally get it. Personally I'm not like that... Well maybe as i've gotten older I've lost a tiny bit of my patience if the rambling is really lacking, but yeah. Even I have my threshold, so maybe that will help me haha

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I'd like to do walkthroughs, but I struggle too much with presentation

2021-02-18 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


I'd like to do walkthroughs, but I struggle too much with presentation

Hi all,I'm going to try not to make this longer than it needs to be, but no promises! I'm known to ramble, and to have my mind go a million miles a minute, but I hope I can articulate this in a way which makes sense.Basically, I've wanted to make walkthroughs for games, and other stuff too which is not game related.As a sort of introduction to this idea, I'm the type of person who likes knowing and sharing things. Things which seem workable, at any rate. For example, if I'm playing a game, I will spend sometimes an hour or two trying to work out patterns, step counts, interesting characteristics... anything I can think of to give me the information I need to develop a strategy. I know there are those who analyze more than me, but the older I've gotten, the more I catch myself analyzing things instead of running and gunning, because it does help. That said, I've been known to overthink and overanalyze in the past.My desire to turn this into making walkthroughs came from my preteen and teenage days listening to Raul Gallegos, Toonhead, Kelly Sappergia etc. It's been forever since I listened to any of that stuff, but when I was like 12 or 13, that was what I wanted to do when it came to games. I wanted to make reviews. I wanted to especially make walkthroughs to showcase an entire game. Maybe it's a little out there, but hearing someone else play an unfamiliar game does really wild things to my imagination. For instance when Raul played Shades of doom, and I heard these interesting sounds the game had, I felt like I was being transported farther into the world than I could ever get to go by myself. So when I do walkthroughs, I want to make my audience feel that, while also sharing my tips and knowledge.I've made several attempts to do walkthroughs of my favorite games. Not Shades of Doom, but others I consider myself pretty good at. At the end of the day though, I struggle a lot with presentation and it's really starting to eat at me.I'm the type of person who is prepared to pause what I'm doing and explain for 5 or 10 minutes how something works. Granted, my explanations often don't quite get the job done, but I make an honest attempt. But I feel like most people aren't like that. Why would they want to sit and listen to me talk for 10 minutes? Especially if I ramble on about how something works, when most people probably don't care and just want to see me get through the blasted game. So I never know how long to spend explaining something, or when to let the game or activity move forward. After all, some people do like to just watch and learn, as they say. So to put it simply, I never know how to balance explanation with example.Another thing I struggle with, though I'm trying to work on it, is how to be natural. Because of how well I try to explain things, I really hate being thrown off track by something which doesn't go to plan. I can't tell you the number of times I've attempted to do walkthroughs or stuff like that, only to get frustrated because I can't seem to pace things right. Either I forget things, or the game decides to be mean and throw me off track, or the explanation ends up being too long-winded... those are the three reasons I shelve any walkthroughs I start. If it were a let's play, I'd be totally fine rolling with it, because there's sort of an understanding that a let's-play is just narrating an experience in realtime, whether it be uneventful, bumpy or otherwise. But for a walkthrough, I don't want to give the sense that I've lost control of the situation. Because as soon as I lose control, I have to pretty much abandon script, and go by instinct and some prior knowledge I've been given no time to lay out. That is something I find notoriously difficult to explain to those who have no idea what happened.For example, the escape sequence in Scarlet Shells. If you've played it, you know what i'm talking about... how do you walk someone through that? Either explain it beforehand, or just say "Watch me and learn!" I'd personally explain it all, spending as much time talking as I'd be playing. But is that appropriate?I guess my low self-confidence doesn't help here either. I can think of times in the past where I went above and beyond to explain everything that seemed remotely relevant, only to get shot down because I didn't focus on what was really important. I went on too long, I was too technical, I didn't provide anything of substance. And even when I tried to moderate myself (shorten explanations, fix spelling errors, leave out all the stuff I didn't think was necessary), I was still criticized more or less the same way, and I didn't know really what to do about it, because doing something about it means changing it, which might conflict with my intentions. I struggle to deal with that. So, I've had this rather cynical feeling about uploading any big things of mine.Things I've thought of trying:Imitating my 

Re: I need to rant at you about your behavior in mainstream communities

2021-02-14 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: I need to rant at you about your behavior in mainstream communities

*sigh* Here we go again, debates turn into arguments where people just can't seem to agree or understand each other's side. To be fair, I don't think there's much to understand... Sure we'd love it if immature blind people could act respectable and stop soiling the reputations of respectable blind people, but it ain't gonna happen and we all know it. So what purpose does this topic serve?All I see is it giving @GrannyCheeseWheel an opportunity to rant. Fair enough, I suppose. But I at least feel that's quite a self indulgent thing. By ranting like this, all you're doing is pretty much giving those who agree with you a chance to thumb you up and add to the fire, and forcing those who disagree with you to either argue your point or just step away. Not a very healthy discussion dynamic you encourage there... And yeah I know some people don't care about encouraging  healthy discussion dynamic and blah blah, they just want a place where they can vent. Fair enough I suppose, but don't expect forum members to stand by and let you do it. Public self indulgent behavior has consequences, and those consequences affect other people and snowball and can do all sorts of things.GrannyCheeseWheel wrote:If you're running into something you believe is a blindness specific accessibility barrier, then by all means, talk about it. But make a god damn effort will you?Throwing the same back at ya, bud. If you actually think you're running into blindness specific issues with the way people act, make an effort to deal with it in a way that is actually, ya know, constructive. Don't stand on frustrated street ranting and raving about how the people you hang out with are shitbags, and don't drag us into the mess you have lost interest in cleaning up.Look, you made good points. There are certainly situations where bad behavior from blind people has tainted our reputation as a community. I'm sure there are at least a few people I will meet who will think you and I are as bad as those 13-year-old blind kids who don't have any social skills and engage in so-called blinky behavior. So I get your frustration, but I think it is 1, overstated and 2, expressed in a way that isn't doing any good. And to be honest, plenty of sighted kids have issues like that, not expressed the same way but yeah.You know autism has similar issues right? There are very respectable people with high functioning autism (I'm at least considering the fact that I am one of them), but when most people hear autistic, they immediately think stuff like, dependent, stupid, obsessive and inarticulate. To be fair Aspergers is closer to the high-functioning end of that scale, but still, it's lumped in with autism so carries some of that stigma with it. There are countless informal blogs by high-functioning autistics who try to get rid of these stereotypes, and none I have read resort to the op's tone. I mean, there are probably many which do, but all that's doing is making the outsider think autistics are a bunch of angry people who find it impossible to relate to normal folks. And if blind people do have a higher prevalence of autism, then you've got yourself a real issue, and calling groups of people with those issues fucktards and blinks isn't going to do anything good for them, no sir.So yeah as others have said, your delivery has shot you in the foot. You can make excuses, you can do what I think you're going to do and say I shouldn't have to taint what I say for a bunch of sensitive *insert insult here*. But truthfully, the delivery does matter. If you actually intend to do some good, you'd better find a way to control the negative emotions, because the way you're expressing them now is toxic and doesn't actually help solve the problems you're so fed up with; it just creates more petty generic problems.I know you can write better and think more deeply than this, based on some of your other posts here. To be frank, there are times when I almost wonder if your account has been hacked, because some of the time, you write extremely eloquently. Then sooner or later, something sets you off and you shift into this teenage emo "I hate the world and am going to have a one-man protest against this and that, and nothing you say will stop me" attitude, and it just saddens me to see. You've admitted in the past that you enjoy stirring shit up to see what happens, and while you're not doing that so much anymore, I still see this tendency you have to just let off steam without caring what anyone else thinks.Back when I made this thread, I was frustrated. I could have written a hate speech about how I hate my blindness, how I hate accessibility barriers, how nobody gives a fuck about my real problems, or if they do, they're not doing anything to make it go away. I mean, I did express some of that in a diplomatic way I think, but still. I do have those thoughts from time to time. I don't express them 

Re: I need to rant at you about your behavior in mainstream communities

2021-02-14 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: I need to rant at you about your behavior in mainstream communities

*sigh* Here we go again, debates turn into arguments where people just can't seem to agree or understand each other's side. To be fair, I don't think there's much to understand... Sure we'd love it if immature blind people could act respectable and stop soiling the reputations of respectable blind people, but it ain't gonna happen and we all know it. So what purpose does this topic serve?All I see is it giving @GrannyCheeseWheel an opportunity to rant. Fair enough, I suppose. But I at least feel that's quite a self indulgent thing. By ranting like this, all you're doing is pretty much giving those who agree with you a chance to thumb you up and add to the fire, and forcing those who disagree with you to either argue your point or just step away. Not a very healthy discussion dynamic you encourage there... And yeah I know some people don't care about encouraging  healthy discussion dynamic and blah blah, they just want a place where they can vent. Fair enough I suppose, but don't expect forum members to stand by and let you do it. Public self indulgent behavior has consequences, and those consequences affect other people and snowball and can do all sorts of things.GrannyCheeseWheel wrote:If you're running into something you believe is a blindness specific accessibility barrier, then by all means, talk about it. But make a god damn effort will you?Throwing the same back at ya, bud. If you actually think you're running into blindness specific issues with the way people act, make an effort to deal with it in a way that is actually, ya know, constructive. Don't stand on frustrated street ranting and raving about how the people you hang out with are shitbags, and don't drag us into the mess you have lost interest in cleaning up.Look, you made good points. There are certainly situations where bad behavior from blind people has tainted our reputation as a community. I'm sure there are at least a few people I will meet who will think you and I are as bad as those 13-year-old blind kids who don't have any social skills and engage in so-called blinky behavior. So I get your frustration, but I think it is 1, overstated and 2, expressed in a way that isn't doing any good. And to be honest, plenty of sighted kids have issues like that, not expressed the same way but yeah. You know autism has similar issues right? Theere are very respectable people with hugh functioning autism (I'm at least considering the fact that i am one of them), but when most people hear autistic, they immediately think dependent, stupid, obsessive and inarticulate. To be fair Aspergers is closer to the high-functioning end of that scale, but still, it's lumped in with autism so carries some of that stigma with it. If blind people do have a higher prevelence of autism, then you've got yourself a real issue, and calling groups of people with those issues fucktards and blinks isn't going to do anything good for them, no sir.So yeah as others have said, your delivery has shot you in the foot. You can make excuses, you can do what I think you're going to do and say I shouldn't have to taint what I say for a bunch of sensitive *insert insult here*. But truthfully, the delivery does matter. If you actually intend to do some good, you'd better find a way to control the negative emotions, because the way you're expressing them now is toxic and doesn't actually help solve the problems you're so fed up with; it just creates more petty generic problems.I know you can write better and think more deeply than this, based on some of your other posts here. To be frank, there are times when I almost wonder if your account has been hacked, because some of the time, you write extremely eloquently. Then sooner or later, something sets you off and you shift into this teenage emo "I hate the world and am going to have a one-man protest against this and that, and nothing you say will stop me" attitude, and it just saddens me to see. You've admitted in the past that you enjoy stirring shit up to see what happens, and while you're not doing that so much anymore, I still see this tendency you have to just let off steam without caring what anyone else thinks.Back when I made this thread, I was frustrated. I could have written a hate speech about how I hate my blindness, how I hate accessibility barriers, how nobody gives a fuck about my real problems, or if they do, they're not doing anything to make it go away. I mean, I did express some of that in a diplomatic way I think, but still. I do have those thoughts from time to time. I don't express them outwardly, but I do have intense feelings of hatred of my blindness, and yes, I have a lot of disgust toward this community about the very things the op is railing against. However, my interest in being sensitive an understanding, is also very strong. So before I write anything down, I try to calm myself down to a reasonable amount. I was still mad 

Re: Whoops?

2021-01-16 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: Whoops?

I guess I can see that.What annoyed me is the way @2 basically drew all its attention away from the issue and onto the topic title.sightlessHorseman wrote:You know, just as a friendly reminder, you should probably change the topic title to something that is aactually abit more explanatory than well, Whoops.I guess if you want people to click on the topic to see what it's all about it was a sorta right course of action, but it won't save you from whitty remarks like mine .There's nothing really wrong with that post, but it also carried a "helpful but not helpful" vibe to it which some people, me included, saw as dickish. I certainly think it was a justified post, it just could've been a little more focused on the body of the thread, since the body is what people normally respond to when they post anyway.The op's response:randomuser wrote:Rather curious if you did read the original post to find out what the topic is all about or just clicked to comment on the admittedly pretty generic subject? Could have done much better when it came to composing it but if somebody doesn't care to read on I quite frankkly couldn't be bothered to convince them.Sure, it's dickish, but it isn't unjustified. No doubt more people would've been satisfied had he just changed the title, or at least ignored the response. And frankly I can empathize with the op more in this situation; it's not a good feeling to genuinely need help with something and have your minor faults immediately pointed out to you as though they were more important than your problem.Preferably, the topic title exchange should've ended there... but people kept making a big issue out of it, and that's what led to my "Come on guys this is ridiculous, just let it go please!" response. Clearly that's what the op wants too, so after this post I will take leave of this thread.Whether the op edits the title or not imho is up to the op and the moderators. If both choose to let it go, there isn't much we as members can do other than fight about it.

URL: https://forum.audiogames.net/post/607249/#p607249




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Re: Whoops?

2021-01-16 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: Whoops?

@randomuser, I hope you can get that sorted. I won't be much help I'm afraid, but I wish you the best.Regarding the topic title, I'm agreeing with dark and Defender.Hmm, dark defender? Hey I like that game.To those of you who want to mudsling over the topic title and are willing to derail the thread over it... I am completely, utterly disgusted. This is how drama runs rampant and snowballs in this community, folks. If you're going to make a big deal out of something as inconsequential as a topic title which wont' change your life one way or another, then I can't trust you to, ya know, keep a cool head and have a civil discussion when something which is consequential happens.Sure, nondescript titles are inconvenient. Sometimes I could even say inconsiderate. But this one? It seems harmless enough.

URL: https://forum.audiogames.net/post/607232/#p607232




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Re: Circus Master's Revenge 2 - The Future Of Mental Vision Llc with Joe

2021-01-12 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: Circus Master's Revenge 2 - The Future Of Mental Vision Llc with Joe

Yeah, I didn't think JayJay called out the speech impediment for any bad intent. And just because they acknowledge and consider it doesn't make them an ablist either. Being an ablist is saying the dev wasn't accountable for whatever reason, and I don't think JayJay was going there with it.In any case, now may not have been a good time or a good place to bring it up, but I do think it was an innocent obervation. Then again, maybe I'm too damn innocent for my own good.

URL: https://forum.audiogames.net/post/606251/#p606251




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Re: Captain Dynamite and the Fallen Hero

2021-01-12 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: Captain Dynamite and the Fallen Hero

Meh, I don't personally hate topic reserections when they're actually relevant, or the point of slaughtering those who bring a topic like this back.I heard this game on anyaudio 2 or 3 years ago and really liked it. Unfortunately I couldn't try it then because it wouldn't run for some reason, but I did manage to get it working a couple weeks ago and, while the gameplay is very simple, it certainly got the adrenaline going! The controls were extremely responsive too.If anyone knows stuff which has music similar to this, I'd love to hear about it. I absolutely love that style of tense cinematic music with some electronic elements thrown in.

URL: https://forum.audiogames.net/post/606248/#p606248




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Re: Circus Master's Revenge 2 - The Future Of Mental Vision Llc with Joe

2021-01-12 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: Circus Master's Revenge 2 - The Future Of Mental Vision Llc with Joe

SLJ wrote:Well. Reading how people are reacting in this topic, I do understand if game developers just shake their heads and focus on other things than developing games.No, I don't support Circus master revenge, but I have other things to do than saying negative crap about it. Guys, that's not motivating at all...So you're saying we should either just ignore him or say positive things. Ordinarily I'd agree with that, but it ain't gonna happen; this dev has too much negative baggage, baggage which he put on himself, to allow that.If he really can produce a better game, I'm sure many of us will support him. But as it stands, his reputation is not so good. Perhaps if the dev had calmly said "I did my best, please stick with me here as I try to find ways to improve things," then this discussion wouldn't be happening. Instead we would be trying to motivate him. But he didn't do that. In fact, his responses to criticisms were defensive, perhaps inflammatory. One can't help but wonder how much he's tried his own game at times. And as stated before, he basically gave off the impression that if we weren't satisfied with his work, we were the problem. I don't know if he ever came out and said it, but he's definitely said things which weren't very nice to insinuate it or make excuses for it.Eventually we seemingly "chased him off the forums." In reality, we told him we had issues with the game and his marketting strategy etc. and rather than be receptive, he ran away on his own accord. Maybe the heat chased him away, but nobody physically chased him and barred him from coming back, so far as I know. His account isn't banned or anything.I'm sorry, but I can't look past that, even if he later comes along and promises an absolutely killer new game which will be just as good as the first game was bad. Nope, his reputation is still there, and it's going to take a lot of change to make me, at least, say anything to motivate him. He's at least going to have to admit he screwed up in the past and not act like a child when harsh disagreement comes up.And look, I am all for motivating new and or aspiring devs. Heck, I have extra money, so I might try CMR 2. But my hopes are not high. I'm not saying that to kill motivation, I'm saying it because it's honestly how I feel. If I do try it, it'll only be for my own curiosity, and I fully suspect if I do buy it, I won't feel I got my money's worth.And hey, I am in no way saying that joe is a bad person. I can tell he has some issues, maybe rage or wh knows what else? Maybe we just don't like his personality. And if these issues came out in milder form, I'd say yeah let's try to work with him a little more. But, there's a line where being naive and hoping it will just work out is hurting more than it helps. And I think we've pretty much unanimously reached that point with this dev. Some are willing to give him second and third chances, others are not. Either way, I can't blame anyone for being outright dismissive at this point, even if I personally end up taking a softer stance.

URL: https://forum.audiogames.net/post/606232/#p606232




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Re: space invaders games

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


  


Re: space invaders games

sightlessHorseman wrote:Why does noone actually mension the space invaders game by Freman? It can be found in the cave of marvels collection and actually is the only audio rendition I know that uses the games actual playstyle where you don't have multiple ships randomly coming down but the invaders actually beeing in a row moving from left to right.I really like that one.Personally I have a lot of trouble getting into that game because of the need to group the sounds. It messes with my probably limited ability to orient myself to the ship layout. I'm either trying in vane to hear sort of what's going on, or shooting like a madman not able to pay attention.I can confirm that I got the BSC Games working on Win10 a while ago. Can't remember precisely what it takes to do so, and I'm not sure if things have changed on more recent versions of Win 10 since I last tried.Great suggestions have been posed in this thread so far. There are a number of more obscure, admittedly more boring ones which haven't been pitched. Access Invaders, Rocky Invaders are two I can think of, plus one or two others I've tried recently which didn't really grab me.Enemy Attack is perhaps another option. It's not strictly space invaders, but does involve you shooting down falling bombs, helicopters, plains and jets. I kinda found it to be a strange combination of boring and overwhelming  after a while, but it was among the first arcade type games I messed with when I was 11-12, so they have a soft spot in my heart.

URL: https://forum.audiogames.net/post/605284/#p605284




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Re: crazy party rage quitters list

2021-01-05 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: crazy party rage quitters list

I'm also in agreement that the topic is a bit unnecessary, but will contribute my own experiences anyway.I know I'm not the best in minigame competitions, but I'm generally pretty good. One time I was on a server in competition mode(this was before the central server iirc) and I kept winning the games. I wasn't trying to brag and show off, hell I was just either really lucky or in good form or whatever. After winning about 3 or 4 consecutive games, I was kicked off the server. I could blame many things, perhaps bad Internet on the host's part, or maybe I was at the wrong place at the wrong time, or whatever. But still, it made me more self-conscious than I already am. Even now when I do come on a server, I often see my score being above my rivals. Thank goodness that's not always the case, in fact when I see someone is neck in neck with me or has actually beaten me, it makes me feel good in a way because at least I'm not being singled out as that one guy everybody hates for being too good.There is a game or two which I strongly consider not playing if they come up in competition, because I always seem to be better than everyone else. While I've never actually gone through with losing points on purpose, I've offered once or twice to do it.Making a giant snowball and musical flowers are the two games which come to mind at the moment; I'm pretty sure nobody has made it to 10 before I get to 20 on those. Of course, next time I play I'll probably be creamed on one or both, but hey, that would bring me relief.Come to think of it, making a giant snowball could be cheated pretty easily though, so I'm surprised nobody has accused me of cheating yet. Math games fall into that same category too, where I usually score pretty high but anyone could score highly by cheating. I don't always do amazingly well at the math games, but 7 out of 10 times I do, and 1 out of those 10 times I will be accused of cheating. At one stage I considered recording myself playing the games with my mic open, to prove that I don't cheat. But then I thought that people will believe what they want to believe, so it's best not to try to convince them. So the only ones who would benefit from such a recording are the curious.In conclusion, I'm not here to show off because I think I'm better than everyone else. That's not me. I'm just relaying my experience. For me, it's largely a  feeling of "Yeah I'm good, but I kinda wish I wasn't sometimes because it's awkward." Fortunately it's never been enough to get someone to ragequit, apart from that time I mentioned where I was kicked off a server for winning too much, but still.

URL: https://forum.audiogames.net/post/604566/#p604566




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Re: The annoying gameplay repetitiveness in audio games!

2020-11-06 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: The annoying gameplay repetitiveness in audio games!

Ehh, I can't give a super well-rounded perspective, but from what I hear anyway, repetitiveness is just one of those things in a game you like or you don't. Mainstream games have a lot of it too... there are grind heavy mainstream rpgs out there. Afaik, older rpgs especially require a ton of patience to tolerate the insane enemy encounter rate, and there are likely many sections of many well-respected rpgs which severely test your patience. Put simply those repetitive parts of BK3, as annoying as they are, shouldn't be too much of a surprise given the genre; similar mainstream games get grind heavy, and undoubtedly some are even worse.That said, maybe repetitiveness is more endemic to audio games, maybe it's more prevalent given our smaller library and generally less complex games. But there's plenty of repetition in mainstream games too so far as I've seen (I dont' play any mainstream games personally, only watched Youtube reviews).

URL: https://forum.audiogames.net/post/587337/#p587337




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Re: The Gates of Halloween

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


  


Re: The Gates of Halloween

CAE_Jones wrote:I like to use the knife on ghosts, because I find the speed advantage outweighs the range disadvantage. But I have not tried this on hard. I have, however, tried it on The Grey Lady and Carmilla, and ghosts tend to be slower than they are.I need to try this on hard at some point to see if it's actually viable.I don't think the knife works on ghosts at my point of the game. I tried it and it takes at least 4 knife hits to kill ghosts, plus they seem to be faster here too.The game definitely gets brutal quickly on hard... I'd hate to try anything past that!

URL: https://forum.audiogames.net/post/585306/#p585306




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Re: The Gates of Halloween

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


  


Re: The Gates of Halloween

keyIsFull wrote:how do you kill renfield on hard? That's where it really got impossible for me. With al the pits just spawning everywhere and then you can't avoid being hit by him because he can attack you while jumping, it's just crazy. PLus I think he regenerates if you die, so you can't just lose some lives killing him.Renfield is basically a giant gremlin. What I ended up doing was hitting him with a full pouch of arrows as he approached me, let him attack me, then used a miracle cure to heal. Then while he ran away from me, I ran to the first obstacle, waitd for him to approach, then hit him with another full pouch of arrows, then before he could attack, I jumped back to the beginning of the board to get some distance, hit him with  more arrows. Often he would attack me by this point, so I'd use another miracle cure. But yeah, I just went back and forth between the first obstacle and the left side of the board, trying to keep him from reaching me too much. In the end I probabl used like 10 arrow pouches, 4 angel's breaths and 10 miracle cures, and if you screw up at any point eg. you forget to heal, forget to use a mmiracle cure, forget to reload etc. you're kinda screwed.

URL: https://forum.audiogames.net/post/585304/#p585304




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The Gates of Halloween

2020-10-31 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


The Gates of Halloween

Hi all,Well a few weeks ago I promised myself I was going to play The Gate for Halloween this year, mainly because in 2015 when it came out I kinda liked it, and I made it my Halloween treat of sorts.I beat the game on normal a few days ago, then tried hard and... well. Brutal, but I'm managing. I've given up at the moment though, because...spoilerWhen I get to the ghost room, the ghosts require two sword hits to kill. No matter what I do, I can't kill them very easily, and if I try to jump/dash through, they get me. Not really sure what else to do here, though I know a handful of people have beaten the game on hard/prefer to play it on hard, so I'm probably just not good enough hahaSo, has anyone played this game in a small halloween celebration kind of way? Or any other game, for that matter? There are ahandful of others I could've picked, but The Gate just stuck out as one I hadn't played in years and that I knew well enough to just hall out and instantly get reacquainted with.

URL: https://forum.audiogames.net/post/585144/#p585144




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Re: good ios games that are offline.

2020-10-25 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: good ios games that are offline.

Huh interesting recommendations.@5, are Dark Echo, Dan the Man, or Nub, accessible without vision?Another game which comes to mind is Lane Splitter. I played this a little bit a few years ago. It's a cool driving game. Last time I played it, sounds were easy to hear, but menus/scoring was inaccessible. But with screen OCR in IOS 14 it just might work. Haven't tried it in ages, though, so of course I can't tell you how IOS 14 plays with it.

URL: https://forum.audiogames.net/post/583337/#p583337




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Re: advanced tips for The Blood Rain?

2020-10-20 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: advanced tips for The Blood Rain?

So... yesterday I actually made it to level 16! Barely, but I did. I think at this point I'm losing my enthusiasm for getting farther; stuff gets out of control way too quickly, and so far as I've seen, after level 12 there isn't anything new.dennybuster wrote:the shotgun sometimes blows up an enemie's shield, keep in mind that it's very short ranged.Just for clarification, which shotgun are you talking about? The one you buy from the store (destructer lkf2048), or the AGR-128mp which you find around level 12?dennybuster wrote:also, just curious about this. this game is discontinued, right? is it possible to work on it if anybody has the source?i know there's a rule about clones, but the guys totally vanished from the internet if i'm not wrong...again, take this as a question, since if somebody started working on tbr again probably that would be a take over or something... don't know how those things work, so if i'm breaking any rule just give me a shut the fuck up and i'll stopI think the dev sold the sourcecode to someone else, that's the last I heard. I kinda like what the dev was going for (there are a couple interesting things on anyaudio if you look at the right clips). Unfortunately I don't see anything new happening with this game or this dev though.

URL: https://forum.audiogames.net/post/581653/#p581653




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Re: advanced tips for The Blood Rain?

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


  


Re: advanced tips for The Blood Rain?

So, just a random update I guess. I made it to level 12 on my last game, and got the bow and arrows. They seemed nice, but I only got to try them once.Still struggling with panicking when I'm in a large group. I think what's happening is that I'm staying on one side too long, relishing the relative calm I find and waiting for single enemies and items to show up. So, the enemies eventually corner me on one side. I try to get away, only to realize that half of the board is completely filled with enemies, putting me in full retreat mode so to speak. I feel like the only way to fix this is to stay in the middle of the board more, to give myself a chance to clear things out before I'm cornered on one side. That's gonna be challenging for me since I'm, well, a bit of a coward I guess, who doesn't like the possibility of being attacked from both sides.I may also have to mess with the balance of my game vs my speech, because there are times when inventory management is impossible. It's already awkward enough when you have like 10 items to tab through, then add lots of enemies and a turret and it becomes impossible to hear what I'm doing lol

URL: https://forum.audiogames.net/post/580930/#p580930




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Re: Problems with the Game "the gate"

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


  


Re: Problems with the Game "the gate"

It's been forever since I played The Gate, but if I remember correctly, I walked up to the very edge of the pit, then pressed control, up arrow and right arrow all at the same time.Maybe I'll play it again in the Halloween spirit. I've beaten easy and normal, but wonder if hard is attainable.

URL: https://forum.audiogames.net/post/580921/#p580921




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Re: wierd audio glitch in a western drama

2020-10-16 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: wierd audio glitch in a western drama

If it's only one sound or set of sounds glitching, my best guess is something funny with Unity. If you exit and relaunch the game, maybe that'll fix it. But my best guesses are often wrong, so take this with a grain of salt.

URL: https://forum.audiogames.net/post/580635/#p580635




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Re: advanced tips for The Blood Rain?

2020-10-16 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: advanced tips for The Blood Rain?

Huh weird. Now that you mention it, I think I've only heard those weapons kill something, not hit. Will have to look into that.

URL: https://forum.audiogames.net/post/580615/#p580615




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Re: advanced tips for The Blood Rain?

2020-10-16 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: advanced tips for The Blood Rain?

Another question, because I'm confused about something.The assault rifle seems to have amazing power. But occasionally it seems to miss? Like if I try to shoot a shielded enemy with the assault rifle, only 3 or 4 out of every 5 shots seem to hit. I know it's not necessarily wise to use guns on the shielded guys, but once I started doubting the reliability, a shielded enemy was great to test with .It gets even worse when I use the shotgun, I believe it's called the destructatron 2048. It costs 4800 dollars if I remember right. I'm sure it can tear things up, but it seems to miss really often, which makes me hesitant to use it.So how good are these expensive shotguns? I really want to like them, but they seem, unreliable. Unless I'm missing something. Or maybe I'm just not giving them a fair chance? I dunno.BTW I haven't used the 7.62 kal machine gun much lately, but I probably should. I guess I'm just too addicted to the faster machine guns because they're fairly quiet and have rapid fire on their side.

URL: https://forum.audiogames.net/post/580612/#p580612




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Re: advanced tips for The Blood Rain?

2020-10-16 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: advanced tips for The Blood Rain?

@12 thanks for those tips. I have noticed that the omega machine gun is indeed good for small swarms of enemies.

URL: https://forum.audiogames.net/post/580592/#p580592




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Re: advanced tips for The Blood Rain?

2020-10-14 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: advanced tips for The Blood Rain?

@8, simple reason: cheating is fun and all, but some people don't find cheating as exciting as playing the game fair. If you play a game only to cheat in it, there's little sense of accomplishment that makes you feel like you're progressing.@9, The unfortunate truth is, this is not a clear-cut issue, both in the way that it is presented and the way it is enforced. From what I have heard, TBR uses stolen sounds from STW. I can't say whether it does or not since I do not play STW. This seems to be a recurring weakness with the moderation panel. Cases like this can't be evaluated because the mods, or at least the most active ones, haven't played the offending games enough to take notice of stolen sounds. So claims that such and such game uses stolen sounds are left for the community to discuss with no official stance being made.On one hand I get why this is happening. Mods don't want to make premature judgments. They only want to make calls on issues they can analyze for themselves. But this is giving a sense of unfair bias. Take the heat that CP has been getting every so often. No other game has gotten such a harsh treatment. Not even games which are just as guilty as CP.So if there's any cloud of suspicion surrounding something, I'll still try to obey rules and ask before I post links or whatever, because I do respect the rules, and I don't want to get in trouble for disregarding them. But my faith in getting an actual answer is low. I'm not saying the mods aren't doing their jobs, but I do think there's a problem here. This problem isn't mine to solve though, so I'm just doing my best to follow the rules and play it safe.

URL: https://forum.audiogames.net/post/580340/#p580340




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Re: advanced tips for The Blood Rain?

2020-10-14 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: advanced tips for The Blood Rain?

Ah yep I see. Will have to try those strategies. Hoping they work well!BTW @2 was asking for a link. I'm not sure what audiogames policy is on this game. From what i heard agarchive won't host it because it contains stolen sounds, but I have no idea how true this is. In any case I don't want to get in trouble for providing a link to a game which may be on questionable terms here, so I figure it's safer to ask.

URL: https://forum.audiogames.net/post/580138/#p580138




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Re: advanced tips for The Blood Rain?

2020-10-14 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: advanced tips for The Blood Rain?

Thanks for those tips. You and I certainly play the game differently. Probably because I get overwhelmed easily when lots is going on. I'm pretty good at devising strategies with small groups, but when things get too busy I really do panic. Well not literally getting an anxiety attack or anything, but my brain short circuits loldefender wrote:3. Item grabbers have a limited range, and in the time you spend using one, you could have gotten nearly everything it grabbed on your own, so they aren't really worth the risk IMO.Interesting. I didn't know their range was limited. I only use them when I have a turret protecting me and I'm in such a bind that I don't trust myself to leave its side. So in effect I'm being a chicken at that point loldefender wrote:4. When you go to the store, it pauses the game.  So you can switch to hands and when you know you are near the coordinates, just spam enter while walking.When you say switch to hands, do you mean just using one hand to walk and the other to spam enter? A bit confused.defender wrote:My method is to go to 275X around level 8, murder everything around me quickly, use the sniper rifle to scan in both directions, and then set up a turret there.As the enemies get stronger, I'll set up another at 274 or 276, that way they help each other and there is no space between.That's actually brilliant, setting up a safe zone of sorts with turrets. I like the idea of setting them up well before you're in a dire situation, so I will definitely try that. I guess I'm just, idk, not brave enough to try stuff like that. I'm so worried about getting hit and evading that I can't conceive of strategies which involve me sitting in the middle of the board.defender wrote:TBR definitely has a balance problem, and it's sad since the game is abandoned.Agreed. I always assumed the balance issues were just me being dumb, but yeah there's something that feels unbalanced about it. The low effectiveness of health items can be kind of a problem, and I wish the randomness of things was a bit tamer. I like the idea of being random, but it makes it hard to plan sometimes. After a certain point, it seems you almost always have to have shields or you're going to die a quick, violent death.Do you think bank chips give you more money as you raise in level? For a time I believed they did so I'd try to save them and not cash them until I absolutely had to, but now I'm not sure. Maybe it's better just to drop them off whenever I get a chance.

URL: https://forum.audiogames.net/post/580120/#p580120




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advanced tips for The Blood Rain?

2020-10-13 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


advanced tips for The Blood Rain?

Hi all,So over the past few weeks I have been getting into the Blood Rain again, as it is a great stress reliever . I'm not quite obsessed with this game now, but am close to it. At this time last year I could barely make it to level 2, but now I am able to go much further.Over the last two or three games I've played, I've made it to level 11, but I think that's as far as I'll be able to go at least for now. BTW I hate those damn bow and arrow things on level 11, tbh I don't even know if you can kill them. I have such a hard time even hitting them!Anyway I think the biggest weakness I have right now is dealing with large groups of enemies. I'm pretty good at using bombs/mines/grenades on small groups of enemies. But when it is clear I am surrounded/outnumbered, my composure, well, crumbles. I often end up jumping like crazy from one side of the map to the other, then hanging out and picking off individual enemies, until it gets too heated, at which point I jump like crazy to the other side of the map and repeat. I can usually survive for a while this way, but not forever, as this jumping from one side to the other really hurts my shields, especially after level 8 or so where I have to start making a habit of it.Sometimes if I'm feeling brave, I'll set up a turret on the edge of the board. I don't like doing that because setting up a turret freezes you for about 15 seconds I think, and I've already gotten myself beaten practically to death because I underestimated how far the enemies are from me. But when I do use turrets, I often end up setting one up on the edge of the field and then using item grabbers every now and then to pick up stuff, and let the turret take care of things. This helps me replenish a bit of shields if I'm running low.Since the store is often located in the middle of the board somewhere, I often have a hard time using it. One time I had 20 bank chips saved up because every time I passed the store, I was in no position to buy stuff; I was fighting for my life to get out of a group of enemies! It sort of put sharp focus to the problem.I've thought of a few strategies to maybe get enemies to clear out, but I haven't really gotten to try these yet. One thing I have thought of is setting up a turret on the edge of the field, loading it with rockets, then using those to clear stuff out, especially when I want to use the store. I know how the rockets work, but am not sure how effective they are with groups. Another thing I have thought of is using artillery batteries. I'm not really sure how they work, but they seem to be powerful and can kinda clear stuff out, though I have no idea how well they deal with large groups.Half of me is glad to have made the progress I made. Iirc most people who are good at the game are also struggling by this point. But, the other half of me is still curious to see what's next. For instance while I managed to craft the long chain weapon once, I didn't get to craft the lasso chain, or to see if other crafting possibilities would open up. Maybe I'll cheat one day so that  I can at least see what's coming, but I kinda like playing the game fair.So yeah, does anyone have thoughts/advice?Thanks!

URL: https://forum.audiogames.net/post/579917/#p579917




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Re: A WESTERN DRAMA WILL BE RELEASE 9th OCTOBER 2020

2020-10-09 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: A WESTERN DRAMA WILL BE RELEASE 9th OCTOBER 2020

SLJ wrote:When following someone, there voices gets interrupt if you reach the waypoint when they are talking. The game should pause until the speech is finish so it doesn't get cut off.I don't think this is a bug, at most it might be an overlooked consequence. I find it rather convenient to press space while walking so that I can correct my angle in realtime. If I had to pause and wait every time I wanted to hear where the leader was, it'd get even more tedious.I already don't like how the game pauses when the leader walks to a new spot, but I can understand why it's done. If you were able to move, you might get ahead of the leader which wouldn't be very realistic and it would defeat the whole point of trying to make your way through the map to follow him. A Blind Legend solves this by having Louise run faster than you, which I like a bit more even if it is a bit strange that a little girl can always run so much faster than a brave knight, but it works.Maybe this is stretching it a little but I feel like this game was inspired by A Blind Legend, which I really like. I prefer a Blind legend to be honest. If it had the multiple enemy fighting mechanic where you have a dozen enemies attacking you at once and you had to pop up and attack when there was a break, I would love it even more. A Blind legend could've done that with hoards of beasts or zombies and it could've been, well, sscary. Maybe it wouldn't have worked, but I really like the combat in a Western Drama, it's something we haven't really seen in audio games, so hats off to the designers for conceiving the idea.

URL: https://forum.audiogames.net/post/578983/#p578983




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Re: A WESTERN DRAMA WILL BE RELEASE 9th OCTOBER 2020

2020-10-09 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: A WESTERN DRAMA WILL BE RELEASE 9th OCTOBER 2020

@ogomez92, I just finished the game. It's repetitive but cool. Took me just under 5 hours to complete.Is it worth the price? I can't really answer definitively. Gameplay is repetitive. Voice acting can be weak. but still, the hours of recorded dialog, sound design and music have lots of good aspects I think. And the gameplay does have a number of really nice moments. So when you put it all together, I think the price can be justified if you aren't expecting complete perfection.

URL: https://forum.audiogames.net/post/578840/#p578840




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Re: A WESTERN DRAMA WILL BE RELEASE 9th OCTOBER 2020

2020-10-09 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: A WESTERN DRAMA WILL BE RELEASE 9th OCTOBER 2020

@ogomez92, I just finished the game. It's repetitive but cool. Took me just under 5 hours to complete.Is it worth the price? I can't really answer definitively. Gameplay is repetitive. Voice acting can be weak. but still, the hours of recorded dialog, sound design and music, there are good things here, and the gameplay does have a number of really nice moments. So when you put it all together, I think the price can be justified if you aren't expecting complete perfection.

URL: https://forum.audiogames.net/post/578840/#p578840




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Re: A WESTERN DRAMA WILL BE RELEASE 9th OCTOBER 2020

2020-10-09 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: A WESTERN DRAMA WILL BE RELEASE 9th OCTOBER 2020

@ogomez92, I just finished the game. It's repetitive but cool. Took me just under 5 hours to complete.Was it worth the price? I can't say. Gameplay wise I'd say no, but the hours of recorded dialog, sound design and music, possibly. When you put it all together, I think it can be justified if you aren't expecting complete perfection.

URL: https://forum.audiogames.net/post/578840/#p578840




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Re: A WESTERN DRAMA WILL BE RELEASE 9th OCTOBER 2020

2020-10-09 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: A WESTERN DRAMA WILL BE RELEASE 9th OCTOBER 2020

Just a heads-up to Liam or anyone who intends to stream. Don't activate your game on stream, or if you do, don't send the game audio to the stream. The game reads your user code letter by letter as you enter it, even if you copy and paste.

URL: https://forum.audiogames.net/post/578767/#p578767




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Re: A WESTERN DRAMA WILL BE RELEASE 9th OCTOBER 2020

2020-10-09 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: A WESTERN DRAMA WILL BE RELEASE 9th OCTOBER 2020

Just a heads-up to Liam or anyone who intends to stream. Don't activate your game on stream, or if you do, don't send the game audio to the stream. It will read your user code letter by letter as you enter it. Even if you copy/paste.

URL: https://forum.audiogames.net/post/578767/#p578767




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Re: A WESTERN DRAMA WILL BE RELEASE 9th OCTOBER 2020

2020-10-09 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: A WESTERN DRAMA WILL BE RELEASE 9th OCTOBER 2020

Haha yep. 

URL: https://forum.audiogames.net/post/578766/#p578766




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Re: A WESTERN DRAMA WILL BE RELEASE 9th OCTOBER 2020

2020-10-09 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: A WESTERN DRAMA WILL BE RELEASE 9th OCTOBER 2020

@81 not sure what's going on. I got mine right away.@82 yes. You get an e-mail with a user code which you have to enter into the game. Just like the other titles from that site.

URL: https://forum.audiogames.net/post/578754/#p578754




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Re: A WESTERN DRAMA WILL BE RELEASE 9th OCTOBER 2020

2020-10-09 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: A WESTERN DRAMA WILL BE RELEASE 9th OCTOBER 2020

Whoa, I didn't get an e-mail saying it's out, but it is. Just bought my copy and finished downloading it. Will check it out later today!

URL: https://forum.audiogames.net/post/578741/#p578741




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Re: A WESTERN DRAMA WILL BE RELEASE 9th OCTOBER 2020

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


  


Re: A WESTERN DRAMA WILL BE RELEASE 9th OCTOBER 2020

Thanks Liam for that insight from your experience as a developer and tester. I have my own feelings about what should and should not be revealed before release, but I didn't want to get too much into them since I tend to have unpopular opinions on stuff like this. But you basically said what I believed anyway, so it worked out 

URL: https://forum.audiogames.net/post/578360/#p578360




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Re: A WESTERN DRAMA WILL BE RELEASE 9th OCTOBER 2020

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


  


Re: A WESTERN DRAMA WILL BE RELEASE 9th OCTOBER 2020

Yeah... my feelings are really mixed now.@lirin post 51, despite you saying you weren't trying to spoil anything, you kind of have. You say you are only giving clear statements not spoilers. I feel like you don't know what spoiling actually means.Spoilers can be the clearest statements in the world eg. press F9 to get into a debug menu. Nothing unclear about that. But that statement was not meant to be cast out in the open, at least not at the time you said it, therefore it is a spoiler; it is information which was not supposed to be published.If this were me, I would've said nothing until the game was published. Say these things as soon as the game was published and you would've been fine. But now I almost feel like your post is an unfair jab at the game before anyone can give it a chance. It borders on breech in confidentiality, revealing opinions and potential details about the game which were supposed to be kept quiet until release.I do think you were well intentioned, you said yourself that people should try the game themselves and that you didn't want to spoil a lot. I believe you. Perhaps you were trying to keep people from getting overexcited, and maybe even trying to ward off sharp negative criticism which you anticipate will come. If this is the case, I actually get it. I just think this was not the right way to go about expressing that.

URL: https://forum.audiogames.net/post/578329/#p578329




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Re: A WESTERN DRAMA WILL BE RELEASE 9th OCTOBER 2020

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


  


Re: A WESTERN DRAMA WILL BE RELEASE 9th OCTOBER 2020

Yep, in less than 72 hours we should know. I will be among the first to buy. I have just enough money in my paypal I'm a tiny bit concerned that the full game will be boring and or not have much more content than the demo, simply because a lot of these more mainstream audio games I have tried feel like they lack substance after a while.However, I am still remaining optimistic. I won't know what I think of it until I try. After all, I did like the demo, so even if we just get more of that, I won't be totally disappointed. I won't be super excited to play it again, but I'll enjoy it a little bit, at any rate.

URL: https://forum.audiogames.net/post/577990/#p577990




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Re: A WESTERN DRAMA WILL BE RELEASE 9th OCTOBER 2020

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


  


Re: A WESTERN DRAMA WILL BE RELEASE 9th OCTOBER 2020

Yep, in less than 72 hours we should know. I will be among the first to buy. I have just enough money in my paypal I'm a tiny bit concerned that the full game will be boring and or not have as much more content than the demo, simply because a lot of these more mainstream audio games I have tried feel like that after a while.However, I am still remaining optimistic. I won't know what I think of it until I try. After all, I did like the demo, so even if we just get more of that, I won't be totally disappointed. I won't be super excited to play it again, but I'll enjoy it a little bit, at any rate.

URL: https://forum.audiogames.net/post/577990/#p577990




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Re: finally trying to get into ESP Pinball. Any tips?

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


  


Re: finally trying to get into ESP Pinball. Any tips?

Thanks @4 and @5 for your input!Yep Dark, atmospheric guidance would've been cool, but like you say, can't have 'em all. Besides, the atmospheric guidance seems to be a trend in later games. I'm noticing it doesn't show up much in earlier games, probably because it would've made the game bigger/more difficult to finish, with the amount of self-voicing in use at the time.From reading and messing around, I'm gathering that if I try too hard to map the tables out in my head and keep track of everything, I'll just get confused and wonder why things aren't playing out right. Instead I just, should try things and get a feel for what works and what doesn't, and have fun dealing with randomness. I admit this is new to me; the way I traditionally feel out games is trying to work every mechanic out so I always know what's going on. So this will take some getting used to, but it does seem like it would be fun once I adjust to it. While I don't like luck-based games, I can see that there would be strategies to the different tables once you learn them, which appeals to me.Multiple people have told me that packman isn't the best table for messing with, so I'll try the demo of Extreme as Dark suggested. For the record, I did clear a table on Packman just now, but only just. Probably not anything to be excited about, in the end I didn't really know what was going on half the time and just aimed for power-ups and ghosts.Anyway, my last stupid question which comes from my never having experienced a pinball machine. When the ball is just randomly moving, the shift keys have no purpose. The only time they do is if the table instructions say "press shift to do this action," or during a scan. Is that right?

URL: https://forum.audiogames.net/post/577013/#p577013




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Re: finally trying to get into ESP Pinball. Any tips?

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


  


Re: finally trying to get into ESP Pinball. Any tips?

Haha yeah, when I say Pinball here, I'm referring to all of ESP Pinball games collectively.

URL: https://forum.audiogames.net/post/576991/#p576991




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finally trying to get into ESP Pinball. Any tips?

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


  


finally trying to get into ESP Pinball. Any tips?

Hi all,I confess the ESP Pinball games are ones which I've wanted to get into and play, but I don't know if I can.I first tried Pinball classic demo as a kid and had absolutely no idea what I was doing. Then I heard Raul Gallegos playing Old Man Stanley's House (I wish that file was still up somewhere as it was funny!). Then I heard a friend play Safari and really enjoy it, and a while after that I heard PG13 messing around with Soccer star and Haunted House. I couldn't tell how good any of these people were at the games but they seemed to know more than I did.Over the past few years my spatial skills have improved. I'm now fairly good at Technoshock, Shades of Doom and Monkey Business. The latter is especially interesting to me because of the environmental landscapes, (I'm a real sucker for those btw and I could tell the Pinball games would be really cool for me because of that). I mean, I'm not the best at these games I'm sure, but I at least feel a sense of orientation now I didn't feel before. I still get my mind in knots trying to play Dynaman or packman Talks, but even those are at least a little easier for me to start out with than they were before, even if I still can't get past the first level in either game. Still, I wonder if I could perhaps tackle ESP Pinball now and get it.So far my results are mixed; I feel like I understand a good deal of what the manual says, but as this game type isn't really my forte, I know I'm going to have trouble. I started off with the Packman table, as it looks to be the easiest, and is 1 out of the 2 tables in the demo.Before I actually get into this, I was wondering a few things. Maybe these are silly questions, but I don't know anything about Pinball.I understand the concept of the scanning when your ball gets stuck to the flippers. I have a vague understanding of how the other objects work such as the bumpers, pop-up walls and spinners. I haven't encountered them fully, but while briefly messing with the Packman table, I got a sense that I would perhaps figure them out.What I'm trying to figure out is how much control does the player actually have over what happens in the game? Right now my feeling is that you only really have control when you're scanning and decide where to shoot the ball. So to get good at the game you have to know the layout of the table, follow the ball well when it's moving, and wisely make shots when you get the chance, hoping that the ball doesn't go in a bad corner in between shots. It's sort of a back-and-forth between active gameplay and passive listening but you still have to concentrate the whole time. Is this a fair assessment, or am I totally wrong here?Any other insight would also be welcome!

URL: https://forum.audiogames.net/post/576987/#p576987




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Re: A WESTERN DRAMA WILL BE RELEASE 9th OCTOBER 2020

2020-10-02 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: A WESTERN DRAMA WILL BE RELEASE 9th OCTOBER 2020

I'm pretty sure it's automated, but I had to wait several minutes to get it.

URL: https://forum.audiogames.net/post/576615/#p576615




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Re: A WESTERN DRAMA WILL BE RELEASE 9th OCTOBER 2020

2020-10-02 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: A WESTERN DRAMA WILL BE RELEASE 9th OCTOBER 2020

@spiderManiac, if you want I can record a demo of how the hsooting works. The draw/concentration sequences are arguably more confusing. Simple once you know what to do, but they're explained vaguely in the game.

URL: https://forum.audiogames.net/post/576565/#p576565




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Re: A WESTERN DRAMA WILL BE RELEASE 9th OCTOBER 2020

2020-10-02 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: A WESTERN DRAMA WILL BE RELEASE 9th OCTOBER 2020

I saw this e-mail too. Kinda excited about this. I'm not super well versed in old westerns, but I liked the demo for what it was. I hope the game difficulty increases, but I still will try it to see what the story and sfx are like. In other threads it was promised the difficulty has a curve to it so I'm remaining hopeful.

URL: https://forum.audiogames.net/post/576564/#p576564




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Re: got an idea for evolving my status from crapy youtuber to team talk st

2020-09-24 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: got an idea for evolving my status from crapy youtuber to team talk st

@2 the forum could really use an update to make title max length a bit longer *sigh*Anyway, getting back to actually helping the op!I'm not sure if Team Talk can stream your computer audio out. I kinda doubt it. You'll probably need to use something like VB Cable or Virtual Audio Cable. The former is free, the latter is not but I'm told it is leagues better. Be warned, though, that it isn't the easiest thing to use. Accessibility wise it's fine with an NVDA add-on (not sure if that add-on is updated though, but conceptually the program might be a little weird to get used to, since you're basically taking one input device and sending it to another output device. You may also run into audio delay issues, commonly known as lag. This means that the games may not feel as responsive, since you're probbably going to have to send your audio through an audio cable which creates this lag. There are potential ways around that, but they depend on the capabilities of the sound card in your computer.Maybe someone else will have a better idea.Regardless, using Team Talk for game streams is going to be a lot different from Youtube. While Team Talk can record, not everyone may be comfortable with being recorded. So if you're going to leave your server open, that could be a problem, but if you plan to do something similar to what PG13 does and only have certain people on while you're streaming, you should be fine. I suggest finding a way to archive your streams though, in case people want to hear them after the fact, or catch up on what they missed. Maybe you already plan to do this, but it doesn't really look like you've thought about that, judging by your post.In any case I wish you good luck!P.S. Your Youtube streams probably aren't as bad as you think they are. There are some pretty bad ones out there, and the only way you can improve is work at it. Unless you hate Youtube as a platform, I wouldn't advise switching to something else just yet.

URL: https://forum.audiogames.net/post/573841/#p573841




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Re: got an idea for evolving my status from crapy youtuber to team talk st

2020-09-24 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: got an idea for evolving my status from crapy youtuber to team talk st

@2 the forum could really use an update to make title max length a bit longer *sigh*Anyway, getting back to actually helping the op!I'm not sure if Team Talk can stream your computer audio out. I kinda doubt it. You'll probably need to use something like VB Cable or Virtual Audio Cable. The former is free, the latter is not but I'm told it is leagues better. Be warned, though, that it isn't the easiest thing to use. Accessibility wise it's fine with an NVDA add-on (not sure if that add-on is updated though, but conceptually the program might be a little weird to get used to, since you're basically taking one input device and sending it to another output device. You may also run into audio delay issues, commonly known as lag. This means that the games may not feel as responsive, since you're probbably going to have to send your audio through an audio cable which creates this lag. There are potential ways around that, but they depend on the capabilities of the sound card in your computer.Maybe someone else will have a better idea.Regardless, using Team Talk for game streams is going to be a lot different from Youtube. While Team Talk can record, not everyone may be comfortable with being recorded. So if you're going to leave your serve open, that could be a problem, but if you plan to do something similar to what PG13 does, you should be fine. I suggest finding a way to arhive your streams though, in case people want to hear them after the fact, or catch up on what they missed.In any case I wish you good luck!P.S. our Youtube streamsprobably aren't as bad as you think they are. There are some pretty bad ones out there, and the only way you can improve is work at it. Unless you hate Youtube as a platform, I wouldn't advise switching to something else.

URL: https://forum.audiogames.net/post/573841/#p573841




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Re: A long time coming --- Manamon copyright infringement report

2020-09-23 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: A long time coming --- Manamon copyright infringement report

LordLundin wrote:Everybody's rage made me laugh - and that's all that matters.That sounds quite psychopathic. I never understood the point of trolling tbh, I don't think it's funny to say something to deliberately stir shit. It's even less funny to stir shit about a topic which you know has fire associated with it already.Laugh at me all you like, tell me I can't take a joke or whatever. But this forum's difficulty in deciding exactly what to do with the copyright situation is a serious matter, and now is definitely not the time to get people fired up for your own amusement. Not unless you want to be thought of as selfish, and chip away at your chances of being taken seriously. Since you have the time to enrage people and giggle for a few minutes about it, why not use some of that time to provide intelligent input on what could actually get us a real claim against the site and how to avoid that situation?Thus far, the only posts you have made here either illustrate your amusement at people's reactions, or VGStorm for not crediting Nintendo for the inspiration behind manamon. You have yet to respond to the counterarguments, and turn this into a discussion of actual benefit. Then again, maybe you don't actually care about the discussion or what others will take from your posts. I wouldn't know.Edit: corrected spelling of manamon

URL: https://forum.audiogames.net/post/573606/#p573606




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Re: A long time coming --- Manamon copyright infringement report

2020-09-23 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: A long time coming --- Manamon copyright infringement report

LordLundin wrote:Everybody's rage made me laugh - and that's all that matters.That sounds quite psychopathic. I never understood the point of trolling tbh, I don't think it's funny to say something to deliberately stir shit. It's even less funny to stir shit about a topic which you know has fire associated with it already.Laugh at me all you like, tell me I can't take a joke or whatever. But this forum's difficulty in deciding exactly what to do with the copyright situation is a serious matter, and now is definitely not the time to get people fired up for your own amusement. Not unless you want to be thought of as selfish, and chip away at your chances of being taken seriously. Since you have the time to enrage people and giggle for a few minutes about it, why not use some of that time to provide intelligent input on what could actually get us a real claim against the site and how to avoid that situation?Thus far, the only posts you have made here either illustrate your amusement at people's reactions, or VGStorm for not crediting Nintendo for the inspiration behind manuman. You have yet to make counterarguments and turn this into a discussion of actual benefit. Then again, maybe you don't actually care about the discussion or what others will take from your posts. I wouldn't know.

URL: https://forum.audiogames.net/post/573606/#p573606




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Re: crazy party beta 74 is underway

2020-09-17 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: crazy party beta 74 is underway

Thank you Jayde for being receptive here. At this point, I've blown off my steam and am prepared to sit back and watch what happens. I'm not going to take sides and further this exchange, or at least I don't plan to. I am prepared to accept any decision made by the mods, so long as they're actually well-thought out and in the interest of keeping the site in an admirable light. I of course may not agree with those decisions, but if I can see the reason why something was done, I am generally very accepting even if I don't agree. My last post in this thread was made out of frustration that I could not understand the reasoning and the standards we were trying to set, but hopefully this will sort itself out in due time.As to the topic of bug testing, I don't use the online features of Crazy Party all that much these days, and well to be honest I never did. Iirc that's where most of the bugs have been. So I can't comment much on beta testing, but if I see an abnormally large amount of bug complaints, I too will wait for a bug fix release.

URL: https://forum.audiogames.net/post/571732/#p571732




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Re: crazy party beta 74 is underway

2020-09-17 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: crazy party beta 74 is underway

Okay folks, long wall of text ahead, but that's pretty usual for me.I'll be as up front and transparent as I can be here. I fall into the camp of not caring so much about pirated assets. So long as money isn't being made off of pirated assets, I have no problem with them being used in a free project. Call me morally corrupt if you like.I'll be honest, when the whole Crazy Party sounds revamp thing came to light a while ago to change the illegal assets to original ones, I thought of contributing because I have some retro sound design skills. Yes, even though I'm okay with Crazy Party using its illegal assets the way it does, I still would've liked to see the sounds changed, to see what they would become. I didn't participate though because I got the distinct impression that it was all fueled by anti-piracy, and there was little or no fan passion in it. It's one thing to slap sounds together, it's a completely different beast to design your own sounds imho.I can't comment on which strategy Pragma took. Some sounds are quite unfitting for me, but others do give me a distinct impression that he put them there very much on purpose and edited them a certain way. Especially the music, most of those loops are seamless and it must've taken hours of collective work to edit that. But when designing your own sounds, and composing your own music, it's 10 times harder than even that. Trust me. But having people stand over your shoulder going "Right, make these sounds because otherwise you're condoning illegal assets!" isn't very inspiring and generally doesn't lead to birsts of creativity, and perhaps I am being daft, but that's the feeling I got when I saw the project. We'd just come off a heated discussion about the topic, and while I didn't contribute, I did read it in its entirety, and thus wasn't in the mood to be creative.What does lead to creativity is discussion on what kind of sounds do we want? How exactly is this going to work? Is it a free-for-all where contributors make sounds and they're just slapped together and we all hope it works? Or do you want a specific style to the sounds? 8 bit? 16 bit? Reminiscent of the original without outright copying? And would there be a way for us to test our sounds in-game so we can decide if we like them? Could we even manage such an undertaking? Could we trust people not to muck about with things they weren't supposed to in the sourcecode (and yes you'd probably need to at least check the sourcecode to see how some events were timed so you could sync the sounds)? What, exactly, would be the mechanisms of collaboration and communication? I didn't get the sense we were anywhere near that point yet, instead we were halfway between is it worth it, and where do we start. So, I kept my distance, waiting for things to look a little more inviting.Ultimately, Pragma declined the efforts before it could go anywhere, and I get the sense that some people really hate him for that. Personally I'm indifferent for a number of reasons. First, I'm not hard anti-piracy like I said. Second, I have this way of becoming attached to a creation, and changing sounds would make it feel wrong, like a friend completely missing the entire point of your long-winded speech for example. Maybe Pragma feels that way too. And third reason for my indifference is that I've never been good at collaborations to begin with, and it appears a large portion of this community isn't much better.At this point my ideas go in a direction which could possibly derail the thread. I regret doing this, but there are important points concerning the whole piracy issue which I feel need to be raised. I would've made them a few months ago when this issue was last strung out, but I didn't have the guts to put it out there.Ogomez92 has admitted to using illegal assets on this forum (see this thread, post 29). And Rhythm Rage is a huge, huuuge reflection of that. Proportionally speaking, it has just about as many illegal assets as Crazy Party. Just browse through the .ogg files in the above package, and after a few minutes of searching you'll surely find tracks with tags so you can easily track down the songs. Some aren't tagged but I recognize them eg. Castlevania Judgment, Shantae and the Pirate's Curse, Killer Instinct, Rhythm Heaven, and Uptown Funk just to name five of what I'm sure to be many, and the game even admits to using the latter during gameplay. Yet we give it all a free pass. The uptown funk reference is even mentioned in a lighthearted way, with no regard to copyright infringement or anything of the sort. This tells me that while the site administration and database maintainers have one stance on this, the mods have a completely opposite stance, which is imho generating the biggest hypocrisy of all on this site.And another example: Night of Parasite which borrows heavily from Resident Evil for the music. As someone who's never played Resident Evil, and who hadn't heard 

Re: crazy party beta 74 is underway

2020-09-17 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: crazy party beta 74 is underway

Okay folks, long wall of text ahead, but that's pretty usual for me.I'll be as up front and transparent as I can be here. I fall into the camp of not caring so much about pirated assets. So long as money isn't being made off of pirated assets, I have no problem with them being used in a free project. Call me morally corrupt if you like.I'll be honest, when the whole Crazy Party sounds revamp thing came to light a while ago to change the illegal assets to original ones, I thought of contributing because I have some retro sound design skills. Yes, even though I'm okay with Crazy Party using its illegal assets the way it does, I still would've liked to see the sounds changed, to see what they would become. I didn't participate though because I got the distinct impression that it was all fueled by anti-piracy, and there was little or no fan passion in it. It's one thing to slap sounds together, it's a completely different beast to design your own sounds imho.I can't comment on which strategy Pragma took. Some sounds are quite unfitting for me, but others do give me a distinct impression that he put them there very much on purpose and edited them a certain way. Especially the music, most of those loops are seamless and it must've taken hours of collective work to edit that. But when designing your own sounds, and composing your own music, it's 10 times harder than even that. Trust me. But having people stand over your shoulder going "Right, make these sounds because otherwise you're condoning illegal assets!" isn't very inspiring and generally doesn't lead to birsts of creativity, and perhaps I am being daft, but that's the feeling I got when I saw the project. We'd just come off a heated discussion about the topic, and while I didn't contribute, I did read it in its entirety, and thus wasn't in the mood to be creative.What does lead to creativity is discussion on what kind of sounds do we want? How exactly is this going to work? Is it a free-for-all where contributors make sounds and they're just slapped together and we all hope it works? Or do you want a specific style to the sounds? 8 bit? 16 bit? Reminiscent of the original without outright copying? And would there be a way for us to test our sounds in-game so we can decide if we like them? Could we even manage such an undertaking? Could we trust people not to muck about with things they weren't supposed to in the sourcecode (and yes you'd probably need to at least check the sourcecode to see how some events were timed so you could sync the sounds)? What, exactly, would be the mechanisms of collaboration and communication? I didn't get the sense we were anywhere near that point yet, instead we were halfway between is it worth it, and where do we start. So, I kept my distance, waiting for things to look a little more inviting.Ultimately, Pragma declined the efforts before it could go anywhere, and I get the sense that some people really hate him for that. Personally I'm indifferent for a number of reasons. First, I'm not hard anti-piracy like I said. Second, I have this way of becoming attached to a creation, and changing sounds would make it feel wrong, like a friend completely missing the entire point of your long-winded speech for example. Maybe Pragma feels that way too. And third reason for my indifference is that I've never been good at collaborations to begin with, and it appears a large portion of this community isn't much better.At this point my ideas go in a direction which could possibly derail the thread. I regret doing this, but there are important points concerning the whole piracy issue which I feel need to be raised. I would've made them a few months ago when this issue was last strung out, but I didn't have the guts to put it out there.Ogomez92 has admitted to using illegal assets on this forum (see this thread, post 29). And Rhythm Rage is a huge, huuuge reflection of that. Proportionally speaking, it has just about as many illegal assets as Crazy Party. Just browse through the .ogg files in the above package, and after a few minutes of searching you'll surely find tracks with tags so you can easily track down the songs. Some aren't tagged but I recognize them eg. Castlevania Judgment, Shantae and the Pirate's Curse, Killer Instinct, Rhythm Heaven, and Uptown Funk just to name five of what I'm sure to be many, and the game even admits to using the latter during gameplay. Yet we give it all a free pass. The uptown funk reference is even mentioned in a lighthearted way, with no regard to copyright infringement or anything of the sort. This tells me that while the site administration and database maintainers have one stance on this, the mods have a completely opposite stance, which is imho generating the biggest hypocrisy of all on this site.And another example: Night of Parasite which borrows heavily from Resident Evil for the music. As someone who's never played Resident Evil, and who hadn't heard 

Re: level 36 in blindfold racer is unbeatable

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


  


Re: level 36 in blindfold racer is unbeatable

Making any stupid noise in your phone should work; it's just looking for a fairly loud continuous sound. Might help you if you're like me and don't like blowing into your microphone lol

URL: https://forum.audiogames.net/post/566381/#p566381




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Re: bk2 walkthrough

2020-08-21 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: bk2 walkthrough

Does anyone know how to unlock mass production?

URL: https://forum.audiogames.net/post/563373/#p563373




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Re: any good tank games

2020-08-19 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: any good tank games

The only other game I can think of with tanks in it is x-hour, and that is certainly difficult to get now with vipgameszone going out of business. But if you do decide to get GMA Tank Commander, I'm fairly certain you'll get your key. Iirc the registration system is automatic. I bought Shades of Doom 2 a year or two ago and had no issues.

URL: https://forum.audiogames.net/post/562869/#p562869




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Re: BK1 character build

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


  


Re: BK1 character build

Near the rock, is there a cut scene with a bunch of letters and numbers?

URL: https://forum.audiogames.net/post/559628/#p559628




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Re: BK1 character build

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


  


Re: BK1 character build

Ah yep, I could see that. Personally I'm a bit of a chicken around powerful bosses. If the arrow shot works, I'm all for using that, but the buster blade would certainly get the fight done quicker and would be an interesting challenge!

URL: https://forum.audiogames.net/post/559546/#p559546




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Re: BK1 character build

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


  


Re: BK1 character build

CAE_Jones wrote:disclaimer: I never actually got past KisenonI found him really really easy. Just stay away from him and shoot with arrows. His attacks can hurt a lot if you get in the way afaik, but it's not a hard fight.CAE_Jones wrote:I'm still not sure how pits are supposed to work (ok, I kinda get it—two steps of warning, then jump and hold forward and hope there's not another pit on the other side... but I fail at it hard enough that I wind up using the flying cheat too often  ).To jump the pits you have to take two steps forward as you say, but to actually clear the pit you need to press up and right, while holding control at the same time (control allows you to move faster in the air, just as it lets you move faster on the ground). Iirc there's an area where you have to use speed potions to move even faster as the pits are multiple steps wide. You can use object info to see where the pits are. Very handy.One thing to watch out for: Since the pits are randomly generated, it's possible to have pits generate at the end of the stage, making the stage impossible to complete. In those cases you should exit the stage and try again. I don't remember specifically where the ends of the stages are, but if the last broken ground is at position 200, 300, 400 etc. it's probably at the end of the stage.CAE_Jones wrote:There's also a weird step puzzle halfway through, and I don't even remember how you're supposed to solve it (is there a note somewhere and I overlooked / forgot it?).Yeah, right near that puzzle there's a cut scene where you are shown numbers and letters. Letters are u, d, l and r for up, down left and right respectively. Numbers are the number of steps you should take in those directions.As an aside, I wonder if it's possible to just navigate to the correct coordinates directly instead of working through the puzzle. Would be interesting to know. I did it once, but only after the sequence of numbers and letters didn't show up and I sort of stumbled around until I warped, so I'm assuming it's possible.

URL: https://forum.audiogames.net/post/559489/#p559489




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Re: BK1 character build

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


  


Re: BK1 character build

@nyanchan, where do you enter that code?@tayo.bethel, iirc there's only one edit box and that's where you input your name. When you're done, you hit control enter to move on. At least, that's what I remember doing.

URL: https://forum.audiogames.net/post/559329/#p559329




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Re: BK1 character build

2020-08-07 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: BK1 character build

@BlindNinja, interesting. Do you know bk1 cheats by any chance? If they can be unlocked in-game, any hints on how to unlock them?@JaydeOnly speaking from my own personal experience here. I don't keep much track of the stories in Bk games, so everything I say is based on gameplay alone. Sorry for the length of this post btw.When I started with the bk series, the only RPG experience I had was Night of Parasite if I remember right. So, I wasn't very familiar with RPGs, and still am not. At the time I got into the series, BK2 was just about finished with updates, and for me, I think it was the perfect introduction to the series. But for people who like the rpg stuff, BK2 is quite boring. And for people who like platforming, BK2 is also quite boring; it's strictly a side-scroller. You can jump, and there's some primitive height use, but no platforming.In BK2 you don't level up; the only way to upgrade your character is to buy better weapons or buy more hp. The really frustrating part about that is that the more hp you have, the more expensive HP increases become. For example if you have 100 hp, each hp costs 1 gold. At200, each hp costs 2 gold, at 300 each hp is 3 etc. So... it's annoying. One trick to at least slightly minimize that is to get your hp to 199, 299, 399 etc. Since the prices only increase once you cross the hundred boundary iirc.If you manage your gold and hp wisely, bk2 isn't super frustrating... well there are many parts of it which can be, and there's one part I have no idea how to do without a secret weapon, but yeah. I'd say half the bosses are at least fairly easy if you're prepared. Just as a heads-up, I found 8-4 particularly frustrating, not to mention stage 25 but yeah.BK2 is the simplest game in the series.  90 percent of the need-to-know stuff is translated to English. The story isn't, but most menus are.I like BK2's sounds and enemies a bit more than I do BK3, but I think the difference in complexity between the two games steers some people toward one or the other. I'm kinda in the middle tbh, I don't mind BK3, but I have quite a soft spot for BK2.Bk1 on the other hand, well I only recently started playing it a month ago, and... yeah. I initially wasn't going to use a guide, but it's quite obtuse as one of my friends put it. Firstly you navigate on a 2D map. I'm told it's a lot like palladan of the sky but since I haven't played that game, I can't make any personal comparison. At random points though you're drawn into battles in side-scroller form. The good news is that any time you're fighting, you're only fighting one enemy at a time, so at least the level of enemy noise is quite low. The bad news is that battles are in a third-person perspective i.e. as you move, your footsteps pan from left to right depending on where you are on the field. Same with the enemy. So if you don't have good spatial hearing, it may be hard to tell how close you are to an enemy. It's challenging, but I still find it fun.Easy is the last word I would use to describe the game though... I've taken, what, 3 breaks from it now because I was about to tear my hair out otherwise. And I ended up using a guide to get through the maizes. I'm already not a huge fan of the platforming in BK3, I'm good at it and I can do it, but it's not my thing, so the BK1 exploration stuff is really annoying to me. Not to knock the game any but, ehh. The exploration, combined with fun but awkward combat, make it something I'd only recommend to those who are either patient, ready for a challenge, or used to difficult games like that in the mainstream I suppose.BTW BK1 is Japanese only so you'll need a translator.HTHEdit: fixed typos, put in missing punctuation, clarified a few things.

URL: https://forum.audiogames.net/post/559232/#p559232




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Re: BK1 character build

2020-08-07 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: BK1 character build

@BlindNinja, interesting. Do you know bk1 cheats by any chance? If they can be unlocked in-game, any hints on how to unlock them?@JaydeOnly speaking from my own personal experience here. I don't keep much track of the stories in Bk games, so everything I say is based on gameplay alone. Sorry for the length of this post btw.When I started with the bk series, the only RPG experience I had was Night of Parasite if I remember right. So, I wasn't very familiar with RPGs, and still am not. At the time I got into the series, BK2 was just about finished with updates, and for me, I think it was the perfect introduction to the series. But for people who like the rpg stuff, BK2 is quite boring. And for people who like platforming, BK2 is also quite boring; it's strictly a side-scroller. You can jump, and there's some primitive height use, but no platforming.In BK2 you don't level up; the only way to upgrade your character is to buy better weapons or buy more hp. The really frustrating part about that is that the more hp you have, the more expensive HP increases become. For example if you have 100 hp, each hp costs 1 gold. At200, each hp costs 2 gold, at 300 each hp is 3 etc. So... it's annoying. One trick to at least slightly minimize that is to get your hp to 199, 299, 399 etc. Since the prices only increase once you cross the hundred boundary iirc.If you manage your gold and hp wisely, bk2 isn't super frustrating... well there are many parts of it which can be, and there's one part I have no idea how to do without a secret weapon, but yeah. I'd say half the bosses are at least fairly easy if you're prepared. Just as a heads-up, I found 8-4 particularly frustrating, not to mention stage 25 but yeah.BK2 is the simplest game in the series.  90 percent of the need-to-know stuff is translated to English. The story isn't, but most menus are.I like BK2's sounds and enemies a bit more than I do BK3, but I think the difference in complexity between the two games steers some people toward one or the other. I'm kinda in the middle tbh, I don't mind BK3, but I have quite a soft spot for BK2.Bk1 on the other hand, well I only recently started playing it a month ago, and... yeah. I initially wasn't going to use a guide, but it's quite obtuse as one of my friends put it. Firstly you navigate on a 2D map. I'm told it's a lot like palladan of the sky but since I haven't played that game, I can't make any personal comparison. At random points though you're drawn into battles in side-scroller form, with a weird twist: the audio perspective is not on you, it's on the center of the board. In other words, as you move, your footsteps pan from left to right depending on where you are on the field. Same with the enemy. It's challenging, but I find combat fun if I'm looking for challenge.Easy is the last word I would use to describe it though... I've taken, what, 3 breaks from it now because I was about to tear my hair out otherwise. And I ended up using a guide to get through the maizes. I'm already not a huge fan of the platforming in BK3, I'm good at it and I can do it, but it's not my thing, so the BK1 exploration stuff is really annoying to me. Not to knock the game any but, ehh. The exploration, combined with fun but awkward combat, make it something I'd only recommend to those who are either patient, ready for a challenge, or used to difficult games like that in the mainstream I suppose.BTW BK1 is Japanese only so you'll need a translator.HTHEdit: fixed typos and put in missing punctuation

URL: https://forum.audiogames.net/post/559232/#p559232




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Re: BK1 character build

2020-08-07 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: BK1 character build

@BlindNinja, interesting. Do you know bk1 cheats by any chance? If they can be unlocked in-game, any hints on how to unlock them?@JaydeOnly speaking from my own personal experience here. I don't keep much track of the stories in Bk games, so everything I say is based on gameplay alone. Sorry for the length of this post btw.When I started with the bk series, the only RPG experience I had was Night of Parasite if I remember right. So, I wasn't very familiar with RPGs, and still am not. At the time I got into the series, BK2 was just about finished with updates, and for me, I think it was the perfect introduction to the series. But for people who like the rpg stuff, BK2 is quite boring. And for people who like platforming, BK2 is also quite boring; it's strictly a side-scroller. You can jump, and there's some primitive height use, but no platforming.In BK2 you don't level up; the only way to upgrade your character is to buy better weapons or buy more hp. The really frustrating part about that is that the more hp you have, the more expensive it becomes. For example if you have 100 hp, each hp costs 1 gold. At200, each hp costs 2 gold, at 300 each hp is 3 etc. So... it's annoying. One trick to at least slightly minimize that is to get your hp to 199, 299, 399 etc. Since the prices only increase once you cross the hundred boundary iirc.If you manage your gold and hp wisely, bk2 isn't super frustrating... well there are many parts of it which can be, and there's one part I have no idea how to do without a secret weapon, but yeah. Just as a heads-up, I found 8-4 particularly frustrating, not to mention stage 25 but yeah. I think it's the simplest game in the series, and 90 percent of the need-to-know stuff is translaed to English. The story isn't, but most menus are.I like BK2's sounds and enemies a bit more than I do BK3, but I think the difference in complexity between the two games steers some people toward one or the other. I'm kinda in the middle tbh, I don't mind BK3, but I still love BK2, so if I could only play one in the series, that would be it.Bk1 on the other hand, well I only recently started playing it a month ago, and... yeah. I initially wasn't going to use a guide, but it's quite obtuse as one of my friends put it. Firstly you navigate on a 2D map, I'm told it's a lot like palladan of the sky but since I haven't played that game, I can't make any personal comparison. At random points though you're drawn into battles in side-scroller format with a weird twist: the audio perspective is not on you, it's on the center of the board. In other words, as you move, your footsteps pan from left to right depending on where you are on the field. Same with the enemy. It's challenging, but I find combat fun if I'm looking for challenge.Easy is the last word I would use to describe it though... I've taken, what, 3 breaks from it now because I was about to tear my hair out otherwise. And I ended up using a guide to get through the maizes. I'm already not a huge fan of the platforming in BK3, I'm good at it and I can do it, but it's not my thing, so the BK1 exploration stuff is really annoying to me. Not to knock the game any but, ehh. The exploration, combined with fun but awkward combat, make it something I'd only recommend to those who are patient ready for a challenge, or used to difficult games like that in the mainstream I suppose. BTW BK1 is Japanese only so you'll need a translator.HTH

URL: https://forum.audiogames.net/post/559232/#p559232




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Re: BK1 character build

2020-08-07 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: BK1 character build

I'm grinding through bk1 as well. I haven't quite beaten it but am getting there. At the moment I'm getting owned by the second death robot... 200 hp is just not cutting it, so will have to grind for more. Thanks Ficho for those tips, they're gonna help me a lot.The lesson I'm learning especially with these final battles is to up your hp when in doubt, or your fitness if your hp seems fine. I'll put down some observations about stats, take these with a grain of salt.Attack doesn't seem to do much beyond a certain point. I have half a mind to maybe cheat my stats to see how much of a difference attack makes. I'm not sure if attack simply adds to the weapon's existing power, or if it's multiplied like BK3 supposedly does it. Of course I can't easily check which one it does. But if I had to guess, attack in BK1 is added not multiplied, because on easier parts of the game, a few points of attack make a huge difference, but on later parts of the game, a few points of attack don't seem to change much of anything.Your defense seems to be subtracted from the amount of damage you receive from hits, so with 10 defense you will lose 10 less hp with each hit. Leveling that up is fine for grinding purposes I guess, it'll certainly mean less trouble when fighting normal enemies, but it wont' do you much good against bosses since their bassline damage is outrageous. A few extra defense isn't going to help much.Assuming I'm right about how defense works, I'd advise to get a good handle on  your hp as soon as possible, and level up your fitness if you want the hp to really pile on. That way you'll get lots of benefit from each leveling point. Only level up your defense if you're going through healing items too much. But don't depend on defense at all for bosses.Quickness is something I level up a bit because I like to move faster. It definitely helps getting away from enemies. I'm pretty satisfied with mine being at 7 or 8; there doesn't seem to be a whole lot of need to go higher unless you want to go reeeally fast lolAnd my stamina right now is at 180, which seems fine at the moment. It lets me get decent use of the buster blade before I tire out and either wait at the edges of the field to heal or use a stamina recovery item. I only level up my stamina if it seems to be running low a lot.Hope that helps and that I'm not spewing nonsense here lol

URL: https://forum.audiogames.net/post/559174/#p559174




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Re: BK1 character build

2020-08-07 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: BK1 character build

I'm grinding through bk1 as well. I haven't quite beaten it but am getting there. At the moment I'm getting owned by the second death robot... 200 hp is just not cutting it, so will have to grind for more. Thanks Ficho for those tips, they're gonna help me a lot.The lesson I'm learning especially with these final battles is to up your hp when in doubt, or your fitness if your hp seems fine. I'll put down some observations about stats, take these with a grain of salt.Attack doesn't seem to do much beyond a certain point. I have half a mind to maybe cheat my stats to see how much of a difference attack makes. I'm not sure if attack simply adds to the weapon's existing power, or if it's multiplied like BK3 supposedly does it. Of course I can't easily check which one it does. But if I had to guess, attack in BK1 is added not multiplied, because on easier parts of the game, a few points of attack make a huge difference, but on later parts of the game, a few points of attack don't seem to change much of anything.Your defense seems to be subtracted from the amount of damage you receive from hits, so with 10 defense you will lose 10 less hp with each hit. Leveling that up is fine for grinding purposes I guess, it'll certainly mean less trouble when fighting normal enemies, but it wont' do you much good against bosses since their bassline damage is outrageous. A few extra defense isn't going to help much.Assuming I'm right about how defense works, I'd advise to get a good handle on  your hp as soon as possible, and level up your fitness if you want the hp to really pile on. That way you'll get lots of benefit from each leveling point. Only level up your defense if you're going through healing items too much. But don't depend on defense at all for bosses.Quickness is something I level up a bit because I like to move faster. It definitely helps getting away from enemies. I'm pretty satisfied with mine being at 7 or 8; there doesn't seem to be a whole lot of need to go higher unless you want to go reeeally fast lolHope that helps and that I'm not spewing nonsense here lol

URL: https://forum.audiogames.net/post/559174/#p559174




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Re: looking for lesser-known action/adventure/arcade games

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


  


Re: looking for lesser-known action/adventure/arcade games

I haven't tried a lot of video games, but if they are accessible enough without having any vision, I'd be open to them. However I don't have any consoles, so that will limit my options. Right now all I have is PC and IPhone.

URL: https://forum.audiogames.net/post/556731/#p556731




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Re: looking for lesser-known action/adventure/arcade games

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


  


Re: looking for lesser-known action/adventure/arcade games

Yeah I really like Oriel's games. I think he's coming out with a revamped Roadsplat, so am excited to see where that goes.

URL: https://forum.audiogames.net/post/556547/#p556547




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Re: looking for lesser-known action/adventure/arcade games

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


  


Re: looking for lesser-known action/adventure/arcade games

I've tried all but Ah Damn It and Table Flipper. My first impression of the latter was that it was more a toy than a game, but that only comes from reading random tweets on it after its release. I'll have to try it.The others, yeah I tried and like them, I just didn't want to put them on my list as I thought they were more well-known, and I didn't want to make half of my post a boring game list But thanks for the suggestions!

URL: https://forum.audiogames.net/post/556524/#p556524




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looking for lesser-known action/adventure/arcade games

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


  


looking for lesser-known action/adventure/arcade games

Hi all,Lately I have been getting more into lesser-known action/adventure/arcade games. More specifically, Japanese or Chinese games which aren't in English. I've played pretty much all of the English games I can in these categories, though of course I could be missing some . So I'm wondering if there are resources to find other games.To give you an idea of what I'm looking for, let me list some games I greatly enjoy. This isn't a complete list, I just put a few of my favorites on here as of late.Bokurano Daibouken seriesWorld of WarMarina Break (can't really get into it though)Audio Strike by MorakumaNight of ParasiteOjamajo Doremi gamesThe Burning of CandlesBasically I'm looking for games which are mostly action-based. I'm not much into turn-based or strategic combat and story-driven games.I've heard people like Shadow Line, but I haven't tried it. From the limited stuff I've read, it has more story in it than I would like, but then I've also heard some interesting stuff concerning missions and action, so I'm not sure.Other than that, I don't have much else. Any suggestions or resources you can point me to?Thanks!Edit: fixed a broken link title

URL: https://forum.audiogames.net/post/556520/#p556520




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looking for lesser-known action/adventure/arcade games

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


  


looking for lesser-known action/adventure/arcade games

Hi all,Lately I have been getting more into lesser-known action/adventure/arcade games. More specifically, Japanese or Chinese games which aren't in English. I've played pretty much all of the English games I can in these categories, though of course I could be missing some . So I'm wondering if there are resources to find other games.To give you an idea of what I'm looking for, let me list some games I greatly enjoy. This isn't a complete list, I just put a few of my favorites on here as of late.Bokurano Daibouken seriesWorld of WarMarina Break (can't really get into it though)Audio Strike by MorakumaNight of ParasiteOjamajo Doremi games(Page 1) — New releases room — AudioGames.net Forum - Google ChromeThe Burning of CandlesBasically I'm looking for games which are mostly action-based. I'm not much into turn-based or strategic combat and story-driven games.I've heard people like Shadow Line, but I haven't tried it. From the limited stuff I've read, it has more story in it than I would like, but then I've also heard some interesting stuff concerning missions and action, so I'm not sure.Other than that, I don't have much else. Any suggestions or resources you can point me to?Thanks!

URL: https://forum.audiogames.net/post/556520/#p556520




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Re: your thoughts: endless v.s. goal orientated

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


  


Re: your thoughts: endless v.s. goal orientated

As the type of person who likes action-oriented arcade games, it's kind of a tough call for me.I don't quite know what I think of putting endless games against goal-oriented games. I don't think they have to be mutually exclusive. A game can be endless and goal-oriented too. Often the goal of endless games is to better your own skills, reach a higher level, compete on scoreboards etc.For me, the goal of many games is to at least get to see the toughest enemy, mechanic etc. and see how it works. That's my goal in any game, but doubly so for endless ones. But games with scripted endings often rely on this dynamic too, in addition to whatever scripted ending the game provides which may be so difficult to reach, especially at first, that getting used to the more mechanics takes full precedent for a while. And there are a few games, not audio games, but a few mainstream ones, where I'm not even sure if there's a scripted ending or not; back when my family was obsessed with Candy Crush, they didn't even know if there was an ending or not, but somehow the game kept on giving them more and more levels to play, so they obviously played it with the goal of completing levels. I don't know if they even cared about whether there was an ending or not. Some thought there must be, but others thought it would somehow go on forever, and I don't know which it is. So this can get blurry if you think about it long enough.I'm personally not super picky about whether games have endings or not, or whether the game has inherent goals. I don't mind endless, because it gives me the freedom to set my own challenges. I greatly enjoy challenges. I stop enjoying a game when I either, 1, have begun to find the gameplay so challenging that I can't find it in me to hope for improvement anymore, or 2, if the gameplay becomes dull and I can't find the challenge anymore. But if the challenge is balanced right, then I'll happily play even a stupid arcade time-waster, at least for a little while. But I know people who think such games are pointless. They don't understand why someone would play a game which is destined to end in their death because there's no alternative. So, it really is a personal thing I guess.I also really like games which give you goals too, like complete the story. I'm not opposed to those at all, provided that the challenge is balanced right. I want at least the last level to be challenging enough that I'm on the edge of my seat getting my nerves stretched nearly to breaking point. If the last boss isn't doing that, I can't find it in me to enjoy the game, no matter how exciting the story gets, because i'm not much for story. I'll read storylines, and try to understand them to a point, but I want to get into the action. Fortunately, most games, whether they're story-driven, goal-oriented, time-wasters etc. often have ways to make the game more difficult, and there are very few games which keep me comfortable at high difficulty settings. I've managed to beat a number of audio games at the highest difficulty level, but very few were still easy at that point. In fact, there are a fair number of audio games which I am afraid to play at anything higher than easy or normal, so if I get depressed about not having new games to play, I can at least find comfort in the fact that there is truly hard stuff out there for me to tackle if I'm feeling particularly sadistic and want to know where my limits are.Challenge has its downfalls though; a fair number of recently released endless audio games just don't do it for me. They ramp up the difficulty in a jerky way. I remember a few games in particular where I was fine for 30 seconds, and then after that I got killed without knowing why. Even after I've gotten over the shift in pace, I still have a hard time working out if it's really a sudden shift or if something is wrong with me lol. But with some other games, the difficulty ramps up smoothly, at least for me. I have a hard time drawing lines between easy, medium, hard and unsurviveable because the ramp is so smooth, and that kind of smooth progression is what I seek in any game.

URL: https://forum.audiogames.net/post/556516/#p556516




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Re: where's my super liam save?

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


  


Re: where's my super liam save?

I'm pretty sure it's in the registry, but I don't know where.

URL: https://forum.audiogames.net/post/555319/#p555319




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Re: audio strike, is that all?

2020-07-23 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: audio strike, is that all?

I always had trouble with Audio Strike when there are lots of missiles coming at me. If I remember right, I'm really confused as to how to get through stage 7 without getting shot down. I really like the game, but it gets overwhelming quickly. But as is often the case for me, I imagine it'll get better once I really get into the groove of it.Any tips for the final stage?Thanks!

URL: https://forum.audiogames.net/post/554826/#p554826




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Re: help with traitor mission in Sequence Storm?

2020-07-18 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: help with traitor mission in Sequence Storm?

Thanks man, that worked!I think my problem is largely that I don't know when hyperdrift or speed boost are more effective. As many audible cues as there are, I'm still left guessing about a lot of the physical things, such as how fast I'm going or where I and my rivals are.

URL: https://forum.audiogames.net/post/553662/#p553662




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Re: help with traitor mission in Sequence Storm?

2020-07-18 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: help with traitor mission in Sequence Storm?

Sadly, no success. Mind tap is only on level 3 though, I don't have quite enough credits to make it to level 4. Still am not seeing a glimpse of that damn bot anywhere on the track. I almost feel like I'm being tricked now.

URL: https://forum.audiogames.net/post/553444/#p553444




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Re: help with traitor mission in Sequence Storm?

2020-07-18 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: help with traitor mission in Sequence Storm?

Oh wow, I never messed much with mind tap. Fortunately I do have it, it looked useful lolWill let you know how it goes.

URL: https://forum.audiogames.net/post/553442/#p553442




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help with traitor mission in Sequence Storm?

2020-07-18 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


help with traitor mission in Sequence Storm?

Hi everyone,I just got back into Sequence Storm again and am having quite a bit of trouble with the Traitor mission. I think it's fairly close to the end of the game. The goal is to finish in first place, with the bonus objective being to release all holds at the proper time.The issue is that I can't catch the bot no matter what I do. I currently have 8 stat points at present, and I can put up to 5 stat points in one attribute. I tried top speed at 5 and acceleration at 3, I've tried acceleration at 5 and top speed at 3. I've tried maxing out the powerful boosts item, as well as the hyper drift extend item. I've tried boosting on straight sections of the track, and using hyper drift during busy sections. And even with close to 95 percent accuracy on the track, I can't catch the bot no matter what. I never even hear it.The only thing I can think of now is try with some stat points put into cornering, but I really haven't touched that to be honest, since I don't quite know what it does or how much it actually helps. That aside, I'm starting to think, either I'm missing something really bad and somehow have managed to proceed without knowing forever, or it's an actual bug.Any tips? thanks!

URL: https://forum.audiogames.net/post/553424/#p553424




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help with traitor mission in Sequence Storm?

2020-07-18 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


help with traitor mission in Sequence Storm?

Hi everyone,I just got back into Sequence Storm again and am having quite a bit of trouble with the Traitor mission. I think it's fairly close to the end of the game. The goal is to finish in first place, with the bonus objective being to release all holds at the proper time.The issue is that I can't catch the bot no matter what I do. I currently have 8 stat points at present, and I can put up to 5 stat points in one attribute. I tried top speed at 5 and acceleration at 3, I've tried acceleration at 3 and top speed at 5. I've tried maxing out the powerful boosts item, as well as the hyper drift extend item. I've tried boosting on straight sections of the track, and using hyper drift during busy sections. And even with close to 95 percent accuracy on the track, I can't catch the bot no matter what. I never even hear it.The only thing I can think of now is try with some stat points put into cornering, but I really haven't touched that to be honest, since I don't quite know what it does or how much it actually helps. That aside, I'm starting to think, either I'm missing something really bad and somehow have managed to proceed without knowing forever, or it's an actual bug.Any tips? thanks!

URL: https://forum.audiogames.net/post/553424/#p553424




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Re: traiding monky bisness kee for manamon 2

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


  


Re: traiding monky bisness kee for manamon 2

Agreeing with Defender here.amir tajik, I'm also going to give you the benefit of the doubt and assume you mean well, at the moment. The reason many people are bashing this is that there is literally no way to tell that you'd be doing an honest trade. Draconis and VGStorm don't have any sort of partnership which makes this sort of thing legit. So there's no way to do it legally, because there's no legal way to ensure the keys won't be misused.fredd wrote:hmm, eeven if i had that money, i would not eeven consider buying this for you, this might seem harsh, but 40 dollars is a lot of money, and whatever this monkeydonkey game is, i dont think it is wirth my time, i mutch rather enjoy playing pokemon fanmaid games like reborn rejuv and fusion generationA bit disrespectful there mate.Furthermore if you'd spent more time reading his post than mocking, you'd have seen that the guy wants to trade his Monkey Business key for a manamon II key. So you should be praising him for getting rid of the so-called monkeydonkey game. That kind of mockery is precisely one of the reasons I get fed up with forums sometimes. I don't see what it accomplishes; it's not a clever meme, just a jab at a game you don't like.For the record I actually wish more games like MB were out there. So far as I know it was considerably past its time when it first came out. I recently got back into it after having purchased it a long time ago, and, well the bugs are pathetic but the game has a lot going for it. It could be done so much better in 2020. Same with stuff like Shades of Doom, Technoshock etc. But I digress, I've derailed this enough already.Edit: fixed typos, clarified beginning paragraph

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Re: traiding monky bisness kee for manamon 2

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


  


Re: traiding monky bisness kee for manamon 2

Agreeing with Defender here.amir tajik, I'm also going to give you the benefit of the doubt and assume you mean well, at the moment. The reason many people are skeptical here is that there is literally no wayt o tell that you're doing an honest trade. Since there is no way to get rid of an MB key, there's no way to ensure you'll stop using it. Furthermore, draconis and VGStorm don't have any sort of partnership.  so that alone makes this trade impossible.fredd wrote:hmm, eeven if i had that money, i would not eeven consider buying this for you, this might seem harsh, but 40 dollars is a lot of money, and whatever this monkeydonkey game is, i dont think it is wirth my time, i mutch rather enjoy playing pokemon fanmaid games like reborn rejuv and fusion generationA bit disrespectful there mate.Furthermore if you'd spent more time reading his post than mocking, you'd have seen that the guy wants to trade his Monkey Business key for a manamon II key. So you should be praising him for getting rid of the so-called monkeydonkey game. That kind of mockery is precisely one of the reasons I get fed up with forums sometimes. I don't see what it accomplishes; it's not a clever meme, just a jab at a game you don't like.For the record I actually wish more games like MB were out there. So far as I know it was considerably past its time when it first came out. I recently got back into it after having purchased it a long time ago, and, well the bugs are pathetic but the game has a lot going for it. It could be done so much better in 2020. Same with stuff like Shades of Doom, Technoshock etc. But I digress, I've derailed this enough already.

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Re: where the hell is brainstation

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


  


Re: where the hell is brainstation

I think Liam stopped developing games due to personal issues. If not that, then he as well as many other devs have probably stopped developing games because they don't feel it is worth it anymore. With stuff like "Where the hell is your game!" I don't have a hard time seeing why devs would turn away.Urior, I'm going to give you the benefit of the doubt and assume for the moment that you didn't mean to be rude. You may be frustrated and confused as you say. I get that, I really do. But there is a polite way and an impolite way to ask about something, and as pointed out already, you've adopted an impolite tone, and God knows the level of snark and rudeness in this place,hell the level of snark and rudeness in the world at large, is at a high enough level already.Maybe I'm wrong though, maybe devs need to get a thicker skin and either deal with or ignore such remarks. After all, that kind of speech is thrown around in the mainstream all the time. It rarely gets any answers, however. So I still hold my case: if you want your question answered, ask it courteously.

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Re: Scoring 500 points on Classic in Super Egg Hunt?

2020-05-21 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: Scoring 500 points on Classic in Super Egg Hunt?

Technically it could be possible, but the probability of it is very, veeery low so far as I know.

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Re: Doom: Toby Accessibility Mod V3.0

2020-05-15 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

So... I listened to this video from Illegally Sighted. In addition, I did some basic research on older versions of the accessibility mod, and read about Doom on Wikipedia as sort of a crash course. I have never played Doom before and have only heard it maybe once, so I am completely new to the Doom universe. But ever since I heard Doom and its 90s sounds and fast action on Youtube videos, I've wanted to play it. It's perhaps why I got hugely into FPS audio games like Shades of Doom, Technoshock and Monkey Business, once I developed sufficient orientation skills to navigate through them. I haven't actually played the accessibility mod though, I've only read and watched videos. I really like where this is going. For those who haven't heard the video or the mod, I'll summarize it below:Many things in the game make a repeating sound when you get close to them. Doors have a high chirpy sound, switches sound like alarms, barrels make a weird bubbly sound. Health, ammo and armor all have their own sounds. In addition, you can now check direction facing, and I think? there's a snap function, but I'm not sure how it works. I'm not sure precisely how many sounds there are, for instance the original Doom games have toxic waste which in previous versions of the mod didn't seem to make sound, but in the example level in the 3.0 version of the mod, I don't think there was any toxic waste to show off, so maybe it makes sound now. We can hope anyway.A few things seem pretty frustrating though if you actually want to enjoy Doom solely with audio.Menus do not yet speak. I hope they can in the future, but it's not a dealbreaker.From what it looks like, the most accessible map is a custom one you have to import. Standard doom maps break as some sound beacons, such as doors and switches, won't be audible. This shows the mod is a work-in-progress, it won't really make the game fully playable yet.Enemies don't make enough sound to reliably kill them from a distance. Most of the time, you don't hear them until they are either ready to attack you or have begun attacking you directly. You pretty much have to play with God mode if you're not sighted.inability to hear items from a distance. Some items in the game do seem to be audible from a distance and change volume depending on how close you are to them, but others seem to be sensitive, only making sound if you're right next to them. Maybe I'm being too picky, but I feel like everything should be audible from at least a couple steps away.It doesn't seem like you get a good indication of whether doors are standard, locked, unlocked or open, although the navigation voice will tell you if a door requires a key, and which keys you collect and use. Still, I found myself confused since I couldn't tell where the locked doors were without the voice.Inability to check health, armor, ammo etc. Of course, whether any of this can be done or not will depend on the capabilities of the Doom engine to convey numeral information.The ability to hear sounds through doors and walls is really distracting for me. I'm not really sure at the moment how one is meant to know the difference between objects in a room and objects somewhere else in the map when playing with sound alone. If nothing else, I'd say just don't play sounds that aren't in the same room/hallway as yourself.I've heard that Doom has climbing up/dropping down. I admit this is a dimension that's hard to convey with audio though, and I haven't really played many audio games which attempt it without having extensive spoken or guided feedback. I also don't know of course how much the Doom engine could be pushed to convey with audio. If nothing else, I guess play a short ascending rise sound when  your character climbs, or a short descending sound when he falls, so at least you can use your memory of your previous attempts to map out the vertical structure of a level when needed.At the end of the day I'm a bit lost when trying to follow the level layout, but it does sound really cool. I'm very hesitant to say I dislike any aspects of this. I really, really want to like this, but I can't quite justify putting the time in, as I would find it frustrating at the current time. I would constantly be comparing myself to sighted gamers who have no trouble. Illegally sighted is really amazing though at conveying stuff in a way that mostly makes sense to me as an audio-only gamer who has no experience with mainstream, and at the same time he seems to cater well to what mainstream people relate to, so if you're still curious, I'd check out that video I linked to at the beginning of this post.For now, I'm going to be giving this a pass, but I'm still very open to other perspectives and am keeping a close eye on this.

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Re: Doom: Toby Accessibility Mod V3.0

2020-05-15 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

So... I listened to this video from Illegally Sighted. In addition, I did some basic research on older versions of the accessibility mod, and read about Doom on Wikipedia as sort of a crash course. I have never played Doom before and have only heard it maybe once, so I am completely new to the Doom universe. But ever since I heard Doom and its 90s sounds and fast action on Youtube videos, I've wanted to play it. It's perhaps why I got hugely into FPS audio games like Shades of Doom, Technoshock and Monkey Business, once I developed sufficient orientation skills to navigate through them. I haven't actually played the accessibility mod though, I've only read and watched videos. I really like where this is going. For those who haven't heard the video or the mod, I'll summarize it below:Many things in the game make a repeating sound when you get close to them. Doors have a high chirpy sound, switches sound like alarms, barrels make a weird bubbly sound. Health, ammo and armor all have their own sounds. In addition, you can now check direction facing, and I think? there's a snap function, but I'm not sure how it works. I'm not sure precisely how many sounds there are, for instance the original Doom games have toxic waste which in previous versions of the mod didn't seem to make sound, but in the example level in the 3.0 version of the mod, I don't think there was any toxic waste to show off, so maybe it makes sound now. We can hope anyway.A few things seem pretty frustrating though if you actually want to enjoy Doom solely with audio.Menus do not yet speak. I hope they can in the future, but it's not a dealbreaker.From what it looks like, the most accessible map is a custom one you have to import. Standard doom maps break as some sound beacons, such as doors and switches, won't be audible. This shows the mod is a work-in-progress, it won't really make the game fully playable yet.Enemies don't make enough sound to reliably kill them from a distance. Most of the time, you don't hear them until they are either ready to attack you or have begun attacking you directly. You pretty much have to play with God mode if you're not sighted.inability to hear items from a distance. Some items in the game do seem to be audible from a distance and change volume depending on how close you are to them, but others seem to be sensitive, only making sound if you're right next to them. Maybe I'm being too picky, but I feel like everything should be audible from at least a couple steps away.It doesn't seem like you get a good indication of whether doors are standard, locked, unlocked or open, although the navigation voice will tell you if a door requires a key, and which keys you collect and use. Still, I found myself confused since I couldn't tell where the locked doors were without the voice.Inability to check health, armor, ammo etc. Of course, whether any of this can be done or not will depend on the capabilities of the Doom engine to convey numeral information.The ability to hear sounds through doors and walls is really distracting for me. I'm not really sure at the moment how one is meant to know the difference between objects in a room and objects somewhere else in the map when playing with sound alone. If nothing else, I'd say just don't play sounds that aren't in the same room/hallway as yourself.I've heard that Doom has climbing up/dropping down. I admit this is a dimension that's hard to convey with audio though, and I haven't really played many audio games which attempt it without having extensive spoken or guided feedback. I also don't know of course how much the Doom engine could be pushed to convey with audio. If nothing else, I guess play a short ascending rise sound when  your character climbs, or a short descending sound when he falls, so at least you can use your memory of your previous attempts to map out the vertical structure of a level when needed.At the end of the day I'm a bit lost when trying to follow the level layout, but it does sound really cool. I'm very hesitant to say I dislike any aspects of this. I really, really want to like this, but I can't quite justify putting the time in, as I would find it frustrating at the current time. I would constantly be comparing myself to sighted gamers who have no trouble. Illegally sighted is really amazing though at conveying stuff in a way that mostly makes sense to me as an audioonly gamer who has no experience with mainstream, and at the same time he seems to cater well to what mainstream people relate to, so if you're still curious, I'd check out that video I linked to at the beginning of this post.For now, I'm going to be giving this a pass, but I'm still very open to other perspectives and am keeping a close eye on this.

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Re: Doom: Toby Accessibility Mod V3.0

2020-05-15 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: Doom: Toby Accessibility Mod V3.0

So... I listened to this video from Illegally Sighted. In addition, I did some basic research on older versions of the accessibility mod, and read about Doom on Wikipedia as sort of a crash course. I have never played Doom before and have only heard it maybe once, so I am completely new to the Doom universe. But ever since I heard Doom and its 90s sounds and fast action on Youtube videos, I've wanted to play it. It's perhaps why I got hugely into FPS audio games like Shades of Doom, Technoshock and Monkey Business, once I developed sufficient orientation skills to navigate through them. I haven't actually played the accessibility mod though, I've only read and watched videos. I really like where this is going. For those who haven't heard the video or the mod, I'll summarize it below:Many things in the game make a repeating sound when you get close to them. Doors have a high chirpy sound, switches sound like alarms, barrels make a weird bubbly sound. Health, ammo and armor all have their own sounds. In addition, you can now check direction facing, and I think? there's a snap function, but I'm not sure how it works. I'm not sure precisely how many sounds there are, for instance the original Doom games have toxic waste which in previous versions of the mod didn't seem to make sound, but in the example level in the 3.0 version of the mod, I don't think there was any toxic waste to show off, so maybe it makes sound now. We can hope anyway.A few things seem pretty frustrating though if you actually want to enjoy Doom solely with audio.[ul][*]Menus do not yet speak. I hope they can in the future, but it's not a dealbreaker.[/*][*]From what it looks like, the most accessible map is a custom one you have to import. Standard doom maps break as some sound beacons, such as doors and switches, won't be audible. This shows the mod is a work-in-progress, it won't really make the game fully playable yet.[/*][*]Enemies don't make enough sound to reliably kill them from a distance. Most of the time, you don't hear them until they are either ready to attack you or have begun attacking you directly. You pretty much have to play with God mode if you're not sighted.[/*][*]inability to hear items from a distance. Some items in the game do seem to be audible from a distance and change volume depending on how close you are to them, but others seem to be sensitive, only making sound if you're right next to them. Maybe I'm being too picky, but I feel like everything should be audible from at least a couple steps away.[/*][*]It doesn't seem like you get a good indication of whether doors are standard, locked, unlocked or open, although the navigation voice will tell you if a door requires a key, and which keys you collect and use. Still, I found myself confused since I couldn't tell where the locked doors were without the voice.[/*][*]Inability to check health, armor, ammo etc. Of course, whether any of this can be done or not will depend on the capabilities of the Doom engine to convey numeral information.[/*][*]The ability to hear sounds through doors and walls is really distracting for me. I'm not really sure at the moment how one is meant to know the difference between objects in a room and objects somewhere else in the map when playing with sound alone. If nothing else, I'd say just don't play sounds that aren't in the same room/hallway as yourself.[/*][*]I've heard that Doom has climbing up/dropping down. I admit this is a dimension that's hard to convey with audio though, and I haven't really played many audio games which attempt it without having extensive spoken or guided feedback. I also don't know of course how much the Doom engine could be pushed to convey with audio. If nothing else, I guess play a short ascending rise sound when  your character climbs, or a short descending sound when he falls, so at least you can use your memory of your previous attempts to map out the vertical structure of a level when needed.[/*][/ul]At the end of the day I'm a bit lost when trying to follow the level layout, but it does sound really cool. I'm very hesitant to say I dislike any aspects of this. I really, really want to like this, but I can't quite justify putting the time in, as I would find it frustrating at the current time. I would constantly be comparing myself to sighted gamers who have no trouble. Illegally sighted is really amazing though at conveying stuff in a way that mostly makes sense to me as an audioonly gamer who has no experience with mainstream, and at the same time he seems to cater well to what mainstream people relate to, so if you're still curious, I'd check out that video I linked to at the beginning of this post.For now, I'm going to be giving this a pass, but I'm still very open to other perspectives and am keeping a close eye on this.

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Re: Doom: Toby Accessibility Mod V3.0

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


  


Re: Doom: Toby Accessibility Mod V3.0

Hi everyone,This might be kind of weird but, my only exposure to these types of games were through audio games like Shades of Doom and Technoshock, both of which I love because of the blend of spoken navigation cues and sound. I want to try this mod out but I don't really know what I'm doing, though I'm willing to try to figure stuff out so I don't have to ask for help on every step . If I do have to purchase Doom or something, I want to make sure I'll enjoy the game before spending money on something I possibly won't like. So, can anyone post a little insight as to how playing this mod might compare to Shades/Technoshock, or a recording of this mod in action?Thanks!

URL: https://forum.audiogames.net/post/528835/#p528835




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Re: Does anyone have Radwin island?

2020-05-04 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: Does anyone have Radwin island?

From what I remember, it's a pretty cool fps game where you and a group of friends have been marooned on an island. You take control of the main character and try to find a way out, and you use the mouse and keyboard both for navigation. I can't remember much at all about what you're supposed to do though.I do have the Windows version, get it here.

URL: https://forum.audiogames.net/post/525763/#p525763




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Re: Does anyone have Radwin island?

2020-05-04 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: Does anyone have Radwin island?

From what I remember, it's a pretty cool fps game where you and a group of friends have been marooned on an island. YOu take control of the main character andd try to find a way out, and you use the mouse and keyboard both for navigation. I can't remember much at all about what you're supposed to do though.I do have the Windows version, get it here.

URL: https://forum.audiogames.net/post/525763/#p525763




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Re: Constant Motion

2020-04-28 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: Constant Motion

I don't think it's going to be released since Sam Tupy has left the community and put many of his projects on hold. I could be wrong though, maybe he's planning a release some time soon lolAs for similar games, the one I like the most right now is probably Blinded Guide from L-works. Need to dust that thing off and play it. I think Perilous Marathon might be a good contender too, though I haven't played it. There's Fere for IOS and I think Android as well. There's also Blindfold Runner, though Fere is honestly a world better in terms of pacing and difficulty. There are probably others but none are coming to mind right now. Besides, none would have the variety that Constant Motion promised.

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Re: Same sickenning sounds

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


  


Re: Same sickenning sounds

I think this is my cue to say this topic is starting to serve no purpose...

URL: https://forum.audiogames.net/post/522833/#p522833




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Re: Same sickenning sounds

2020-04-25 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: Same sickenning sounds

defender wrote:I'd personally say that Reaper is actually the least accessible of the three, but I've only seen bits and pieces of it.Lots of workarounds and remembering what unlabeled control does which thing, even with Osara, but that could just be with certain methods, since there are like three ways to get anything done in that program.I'm not intimately familiar with Reaper but I'm using it more and more, partially because I want to get used to and learn, and partially because I'm half forcing myself to at least try certain editing tasks with it more. Still can't use it full-time... but I'm getting somewhere ish. Anyway, I have yet to see an unlabeled control or the need for a workaround when doing bog standard editing or processing. It's as accessible as it can get, so far as I can tell. There are a few advanced things which I fight with and I think they need improvement, but nothing huge for me anyway. I'm not trying to say you're wrong about unlabeled controls and workarounds though, since I could well have missed them. I just don't want false information getting out which puts newcomers like myself off.

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Re: rythm game bpm

2020-04-17 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: rythm game bpm

Yeah 109.75 vs 109.76 is, uh, small. Even over a 4-minute song, the difference in their beat placement would only come to 15 ms by the end of the song (I did the math earlier but can't remember the exact numbers I got). I guess that's audible, but you'd have to be listening close to the end of the song to even hear the difference lol

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Re: rythm game bpm

2020-04-16 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: rythm game bpm

Ah, might want to make your usage a bit clearer, I kinda got the idea you were trying to make a rhythm game. Anyway, I don't think there's a site which tells you decimal bpm for a bunch of songs. I haven't looked, but regardless I'd recommend checking it yourself instead of blindly plugging numbers in from a web site. Those numbers are useful but anything could cause them to be wrong so you should confirm they're accurate before settling on them. Not to mention if you check against a metronome yourself, you'll know more about how tight the timing will be in the game.What I normally do when checking bpm is load the file into Reaper, trim the file so that the first beat is on the exact start of the project, and then keep changing the project tempo until the metronome lines up closely to the song. Iirc there's a project/item setting you'll have to change or else it'll try to time stretch the audio to match the tempo changes, , but we don't want that here. I'll look that setting up if you need it. Once you're close to the right tempo, go toward the end of the song and see how the metronome sounds, and perform further tempo adjustments if necessary. When you're done, the ending measures should be as tight as the starting measure. When that's the case, check the entire file to make sure nothing funny is happening in the middle. Assuming it checks out, then whatever tempo you settled on for the project will be the tempo of the track.

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Re: rythm game bpm

2020-04-16 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: rythm game bpm

Ah, might want to make your usage a bit clearer, I kinda got the idea you were trying to make a rhythm game. Anyway, I don't think there's a site which tells you decimal bpm for a bunch of songs. I haven't looked, but regardless I'd recommend checking it yourself instead of blindly plugging numbers in from a web site. Anything could cause those numbers to be wrong, not to mention if you check against a metronome yourself, you'll know more about how tight the timing will be in the game.What I normally do when checking bpm is load the file into Reaper, trim the file so that the first beat is on the exact start of the project, and then keep changing the project tempo until the metronome lines up closely to the song. Iirc there's a project/item setting you'll have to change or else it'll try to time stretch the audio to match the tempo changes, , but we don't want that here. I'll look that setting up if you need it. Once you're close to the right tempo, go toward the end of the song and see how the metronome sounds, and perform further tempo adjustments if necessary. When you're done, the ending measures should be as tight as the starting measure. When that's the case, check the entire file to make sure nothing funny is happening in the middle. Assuming it checks out, then whatever tempo you settled on for the project will be the tempo of the track.

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Re: rythm game bpm

2020-04-16 Thread AudioGames . net ForumGeneral Game Discussion : musicalman via Audiogames-reflector


  


Re: rythm game bpm

Yeah, decimal bpm is certainly a thing. Not as common as integer, but some DAWs such as Reaper support it, and I've used it on occasion when measuring the tempo of songs.I'm no game coder, but a friend of mine and I tested this very same thing with BGT, which I think you're using as well, so I'll be focusing on that. We found that using bpm isn't really appropriate with BGT for two reasons:First, sound events, with stock Direct Sound at least, seem to be quantized to 10 ms frames. I don't think it affects performance, it's just a sound limitation we noticed when testing how wildly we could play/modify sounds. Nevertheless it might be a factor, I don't know.Last, but certainly not least, timers aren't designed for musical precision. If you play a perfectly looped drum loop at 60 bpm, and then instruct BGT to play another sound on top of it every 1,000 milliseconds, the two will drift fairly significantly out of sync after a few seconds. But maybe I'm coding it wrong. So if you need actual proof of any of my claims, I can provide it.I'm not saying that rhythm games can't be done though. Obviously Rhythm Rage makes it work. Afaik it isn't BPM-conscious though. To make it work, they're just putting rhythm cues in manually by using milliseconds as ogomez said. I looked at the level designer a while back and noticed that these cues were absolute timestamps i.e. beat 1 goes from 0 to 1000 milliseconds, beat 2 is 1000 to 2000, beat 3 is 2000 to 3000 etc. So if you want something to occur on beat 65, you have to know where beat 65 starts in milliseconds, and put that value in the file. There's no relativity to it, you have to specify the absolute time for all events. This is a good thing because if one cue is slightly off for whatever reason, the rest of the cues won't be thrown off with it, unless of course you place them wrong.Even then this system isn't perfect; I remember when experimenting with my own level, which I never got far with, I had to knock the cues back about 30 ms because the sounds were playing a bit late. Technically speaking it wasn't a huge deal. Musically speaking though, that adjustment improved things a lot.The only time I can see BPM making any sort of difference is if you use it indirectly. You'd still use absolute timestamps like Rhythm Rage does, but you can then incorporate bpm into that with a bpm to ms conversion. Then instead of putting something at position 38762 ms, you could specify that the bpm is 130, and this event falls on beat 34.5 for example, and it would do the math and convert those cues to ms, preferably before the music starts playing. Musically speaking this would make a lot more sense and I dare say it would make it easier to write the cues out once you got the bpm right. I managed to write a bpm to ms calculator while testing the viability of using BPM in BGT games, and it isn't hard. So in that sense, decimal bpm wouldn't be a bad idea, since the more accurate you can start, usually the better the outcome. But I can see all sorts of timing problems getting in the way even with constant tempos, because rounding error. And what if your song changes tempo? That may become messy too. So if you're using BGT, I think the best solution is to babysit the rhythms like Rhythm Rage does. If you're using some other set of tools for game creation though, you might have better luck with BPM. Sequence Storm makes an excellent run with it, but I think that uses a custom sound engine. I don't know of any other games off the top of my head for PC which are musically tight, but I imagine many such games exist.

URL: https://forum.audiogames.net/post/520099/#p520099




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