Re: Say the Spire, a Slay the Spire Accessibility Mod

2020-10-20 Thread AudioGames . net ForumNew releases room : camlorn via Audiogames-reflector


  


Re: Say the Spire, a Slay the Spire Accessibility Mod

@186Merchants almost always have at least 1 decent card. It's also more fixed than it seems, but I think that that's more obvious visually, since things are color coded: the top row will always be cards specific to your character, the two on the bottom left are colorless, always 3 artifacts, always 1 card removal, always 3 potions.the game doesn't have useless cards.  There are some--for example genetic algorithm in act 3, endless agony without the right artifacts, Ironclad powers without a source of energy to let you play them.  But notice that all of those are actually useful and I had to explain under what situation they're useless.  If you're hitting merchants and deciding they don't have useful stuff, you should spend some time on the wiki figuring out what's available.  merchant reactions are more like "man, I wish I could have got that last act" or "man, that's so useful but I can't afford it right now".  Merchants are one of the best ways to control your deck, especially early on.  In the first act, whether you can get to one at an opportune point can make or break the run.

URL: https://forum.audiogames.net/post/581741/#p581741




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Re: Say the Spire, a Slay the Spire Accessibility Mod

2020-10-19 Thread AudioGames . net ForumNew releases room : camlorn via Audiogames-reflector


  


Re: Say the Spire, a Slay the Spire Accessibility Mod

The game isn't about winning.  If you go in expecting to win, you won't have fun with it. It's about seeing how far you can get.  But yes, winning is possible, and there's even people out there who can win consistently.

URL: https://forum.audiogames.net/post/581361/#p581361




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Re: Swamp, zombie FPS by Aprone

2020-10-12 Thread AudioGames . net ForumNew releases room : camlorn via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

As far as I know it's still up and still works fine.  It even got an update of some sort a few weeks ago.  But Aprone is one of the authors that the forum's drama managed to push off the forum, if I recall, so this thread is kind of abandoned.Note that I don't play it, so if it *did* go down or whatever I wouldn't know.  And it's no longer free, if you haven't played it since before that change.

URL: https://forum.audiogames.net/post/579824/#p579824




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Re: Say the Spire, a Slay the Spire Accessibility Mod

2020-10-10 Thread AudioGames . net ForumNew releases room : camlorn via Audiogames-reflector


  


Re: Say the Spire, a Slay the Spire Accessibility Mod

Between fights you're on the map, which the readme does explain.  Each of the things on the map is a "floor", but I think you're mixing up numbers in the score screen because the maximum number of floors is only 45 or so.The way the map works is like one of those flowcharts, where you've got circles for the rooms and arrows pointing to where you can go next. You choose the next room with the left stick, right stick lets you look ahead because the game's UI won't let you move "up" the map and is only selecting the next place to go to.  So if you come out of the first fight you might have more than one option (but this isn't always the case) and you can select that with the left stick.  Sighted players can see the whole map at once which is what the right stick is for: you push up and it'll read until there's a choice, then you get to explore the choices, and you can use that to find out which ways you should be going to hit the floors you want to hit.I'd suggest finding resources on the game.  There's a lot of stuff out there that should explain things like map and path planning, etc, if you look beyond the mod and audiogames.net.  I think that you and many others who are having trouble would benefit from finding out about the game, then figuring out how it maps to the mod, not just trying to hammer on it.  You don't necessarily need to go get all the spoilers or anything, but finding a guide on the basic mechanics to read will probably help you go a long way.

URL: https://forum.audiogames.net/post/579250/#p579250




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Re: Erion MUD: MSDP, Crafting Updates, and More!

2020-10-02 Thread AudioGames . net ForumNew releases room : camlorn via Audiogames-reflector


  


Re: Erion MUD: MSDP, Crafting Updates, and More!

@21They're a very nice set of people who do actually take feedback into account, but this is sort of just one of the places they advertise to because nowadays it's one of the places you need to advertise to if you want to run a mud.  It's a good mud though, if I'd found it 5 years ago when I wasn't jaded and mostly over muds I'd probably be playing it all the time.

URL: https://forum.audiogames.net/post/576475/#p576475




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Re: Erion MUD: MSDP, Crafting Updates, and More!

2020-10-02 Thread AudioGames . net ForumNew releases room : camlorn via Audiogames-reflector


  


Re: Erion MUD: MSDP, Crafting Updates, and More!

@18Probably best to give them feedback in game. I don't think they monitor this forum, but I might be wrong.

URL: https://forum.audiogames.net/post/576421/#p576421




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Re: Say the Spire, a Slay the Spire Accessibility Mod

2020-10-01 Thread AudioGames . net ForumNew releases room : camlorn via Audiogames-reflector


  


Re: Say the Spire, a Slay the Spire Accessibility Mod

Three things:1. Have your gamepad plugged in and powered on before opening the game.2. Only have the gamepad you want to use plugged in and powered on.3. Never open input settings because it's possible to accidentally remap controls by hitting gamepad buttons if you do.That might fix the gamepad issues.

URL: https://forum.audiogames.net/post/576209/#p576209




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Re: Erion MUD: New Soundpack, MSDP, Crafting Updates, and More!

2020-10-01 Thread AudioGames . net ForumNew releases room : camlorn via Audiogames-reflector


  


Re: Erion MUD: New Soundpack, MSDP, Crafting Updates, and More!

It should support ogg or mp3, I would hope?I should really keep playing.  I got drawn into Conquest, then I got drawn out of Conquest and into Slay the Spire.

URL: https://forum.audiogames.net/post/576154/#p576154




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Re: Say the Spire, a Slay the Spire Accessibility Mod

2020-09-30 Thread AudioGames . net ForumNew releases room : camlorn via Audiogames-reflector


  


Re: Say the Spire, a Slay the Spire Accessibility Mod

You can find out if it's free by googling for 5 seconds and didn't need to ask us, and the original post used the word fucking.  That's not asking.  That's making a point.  Don't defend it.

URL: https://forum.audiogames.net/post/575650/#p575650




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Re: Say the Spire, a Slay the Spire Accessibility Mod

2020-09-28 Thread AudioGames . net ForumNew releases room : camlorn via Audiogames-reflector


  


Re: Say the Spire, a Slay the Spire Accessibility Mod

Glad to see that this community is equal opportunity when starting in on the "I might have to pay money for the thing" discussion.  At least it's not just audiogames.

URL: https://forum.audiogames.net/post/575206/#p575206




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Re: Say the Spire, a Slay the Spire Accessibility Mod

2020-09-28 Thread AudioGames . net ForumNew releases room : camlorn via Audiogames-reflector


  


Re: Say the Spire, a Slay the Spire Accessibility Mod

@65Google it.  This is a game for the sighted that he made accessible, not an audiogame, there's plenty of info out there on it.  I'd give a better explanation, but it's really hard to describe.  Put card games, rpgs, and roguelikes in a blender and mix on high.

URL: https://forum.audiogames.net/post/575108/#p575108




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Re: Say the Spire, a Slay the Spire Accessibility Mod

2020-09-28 Thread AudioGames . net ForumNew releases room : camlorn via Audiogames-reflector


  


Re: Say the Spire, a Slay the Spire Accessibility Mod

The modern wireless Xbox controller just connects over bluetooth, and is probably what you want in general for modern games.  Thank Microsoft for deciding that Direct Input is deprecated and here's an entirely incompatible API.Stewie has already said keyboard is coming.  He can probably give a better explanation of the difficulty, but the game itself has no keyboard support whatsoever.  It's only mouse and gamepad.  SO getting keyboard support is going to require that he implement it from scratch via a mod, which is the kind of thing we call extremely difficult.

URL: https://forum.audiogames.net/post/575083/#p575083




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Re: Say the Spire, a Slay the Spire Accessibility Mod

2020-09-27 Thread AudioGames . net ForumNew releases room : camlorn via Audiogames-reflector


  


Re: Say the Spire, a Slay the Spire Accessibility Mod

For what it's worth I'm reasonably sure the game doesn't show sighted players more.If you're wondering how to play the thing, it's a memorization, probability, and planning game.  Dying isn't losing.  It's being able to learn more about the environment.  The game seems unfair, but actually it's merely impossibly difficult.  Spoilers below here:Take Sentry as an example.  It's an act 1 elite.  There's 3 common act 1 elites, so you know that if you take an elite it's going to be 1/3 of the time.  But to find that out you need to have played floor 1 a few times so that you've seen all the elites.  it's always a group of 3, and they take turns alternating middle for 9 damage, outer two for 9 damage, for a 9, 18, 9, 18 damage pattern.  Furthermore whichever one isn't attacking is putting dazed in your draw pile, which means that eventually you'll have more dazed (unplayable card) than anything, which means that the fight is effectively time limited: eventually you'll barely be able to play cards, then you die.  My Ironclad strategy is cleave plus killing the one on the left (which gets you to 9, 9, 9, which can be handled with defend +), fire breathing and holding out until the deck is full of dazed (if you have that card dazed does damage and they die in like 1 or 2 turns of full cards), or getting really, really good defense.Knowing the other two elites on floor 1 and having strategies for them as well then turns into a "should I go after an elite floor or not" answer, depending on what you got on the first few floors and if you think your deck is strong enough to deal with it.  However the downside is that some relics are stupidly powerful, and you only get them reliably from elites, so if you don't then by floor 3 you're falling behind.  But the point is, it's not about letting the game tell you things, it's about knowing what cards and relics might be available to your character, and what the patterns are.  We don't get significantly less information than the sighted, in fact I don't think we really get anything they don't get at all at this point.There's 3 bosses per floor, once you know those the game turns into "I have 14 floors to plan" and so on.Explaining this kind of makes me want to stream it, maybe I'll look into doing that once work slows down.  I don't win often, but i can reliably make it to act 2 and semi-reliably act 3 on Ironclad, and until I switched off Silent and started mastering Ironclad, Silent would usually die halfway up act 3 for me.

URL: https://forum.audiogames.net/post/574940/#p574940




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Re: Say the Spire, a Slay the Spire Accessibility Mod

2020-09-27 Thread AudioGames . net ForumNew releases room : camlorn via Audiogames-reflector


  


Re: Say the Spire, a Slay the Spire Accessibility Mod

I have no idea, that's also a Stewie question.  I haven't seen Liam play, but it's quite possible that if he's played a lot, he no longer needs those descriptions.  Alternatively, if he hasn't played a lot, he has yet to realize that they're critically important (playing defend against Gremlin Nob is an amusing way to get yourself killed).

URL: https://forum.audiogames.net/post/574904/#p574904




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Re: Say the Spire, a Slay the Spire Accessibility Mod

2020-09-27 Thread AudioGames . net ForumNew releases room : camlorn via Audiogames-reflector


  


Re: Say the Spire, a Slay the Spire Accessibility Mod

The enemy's intent is always visible.  Arrow across them and it will give you "strategic 7 block 3" for example, meaning: I'm going to do something, it will hit you for 7 damage, I've got 3 block, and it's strategic so it'll have a knock-on effect.  Sometimes more information is available via the right stick, and after the fact you'll be able to see what you and/or the enemy has.Not sure the sighted get attack names either.  Or at least not sure they get attack names that we don't.  Stewie would know more on that than me.In general, how you're supposed to play the game is by learning the patterns: there's only 20 or so unique enemies.

URL: https://forum.audiogames.net/post/574888/#p574888




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Re: Say the Spire, a Slay the Spire Accessibility Mod

2020-09-26 Thread AudioGames . net ForumNew releases room : camlorn via Audiogames-reflector


  


Re: Say the Spire, a Slay the Spire Accessibility Mod

I haven't personally encountered anything important to gameplay that it doesn't read.

URL: https://forum.audiogames.net/post/574464/#p574464




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Re: Say the Spire, a Slay the Spire Accessibility Mod

2020-09-25 Thread AudioGames . net ForumNew releases room : camlorn via Audiogames-reflector


  


Re: Say the Spire, a Slay the Spire Accessibility Mod

I've been beta testing this for a while.  It's eaten most of my free time for a bit now.  The game's learning curve is intense, but the mod's isn't.  Copy files into place and start it and you're done.  You'll be losing repeatedly, but that's because that's the slay the spire experience, not because accessibility (I think it took 50+ runs for my first win. Others do it faster and consistently. I do not yet know how they pull that off...).

URL: https://forum.audiogames.net/post/574307/#p574307




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Re: Procedural realms, the mud with crafting, cooking & building is back!

2020-08-29 Thread AudioGames . net ForumNew releases room : camlorn via Audiogames-reflector


  


Re: Procedural realms, the mud with crafting, cooking & building is back!

They're ansi color and formatting sequences. You have to turn off color however that works, and once you've done that if they're still there you're screwed.  I didn't know that clients even still existed that couldn't handle them though, so maybe find another client.

URL: https://forum.audiogames.net/post/565577/#p565577




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Re: Lucky Thirteen 1.0.0

2020-08-01 Thread AudioGames . net ForumNew releases room : camlorn via Audiogames-reflector


  


Re: Lucky Thirteen 1.0.0

@16Sure, it's not like there's a deadline, and you figuring out a minimal reproduction and logs and etc will be very useful.

URL: https://forum.audiogames.net/post/557505/#p557505




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Re: Lucky Thirteen 1.0.0

2020-08-01 Thread AudioGames . net ForumNew releases room : camlorn via Audiogames-reflector


  


Re: Lucky Thirteen 1.0.0

@14I released that earlier today.  If whatever this is is still happening, it's probably something I don't know about.

URL: https://forum.audiogames.net/post/557484/#p557484




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Re: Lucky Thirteen 1.0.0

2020-08-01 Thread AudioGames . net ForumNew releases room : camlorn via Audiogames-reflector


  


Re: Lucky Thirteen 1.0.0

@8Is it one that's already open?

URL: https://forum.audiogames.net/post/557376/#p557376




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Re: Lucky Thirteen 1.0.0

2020-07-31 Thread AudioGames . net ForumNew releases room : camlorn via Audiogames-reflector


  


Re: Lucky Thirteen 1.0.0

If anyone has audio issues, please report them here. I'll monitor this thread for a bit.  This'll be the first deployment of Synthizer on a wide variety of machines, so it'll be interesting to me to see if and/or how it falls over (and obviously I'll work to fix whatever problems arise).

URL: https://forum.audiogames.net/post/557131/#p557131




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Re: Sable Alpha is here!–free to download for Public alpha testing!

2020-05-22 Thread AudioGames . net ForumNew releases room : camlorn via Audiogames-reflector


  


Re: Sable Alpha  is here!–free to download for Public alpha testing!

At current rate of development and observing this thread from afar, I would estimate 2 to 3 years until something releasable, and then anyone who uses it who wants to not be flagged by antivirus is going to need to buy an EV code signing cert for $600 or so assuming that you can verify your identity sufficiently for it since if they want to commercialize they can't put the data files for the game next to the game and share a signed executable (because if they did, you can trivially buy one game and swap the content for another).  But maybe I will be surprised.

URL: https://forum.audiogames.net/post/532419/#p532419




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Re: Death match a new beginning, online roleplaying science fiction MMO

2015-03-07 Thread AudioGames . net ForumNew releases room : camlorn via Audiogames-reflector


  


Re: Death match a new beginning, online roleplaying science fiction MMO

Well. Yes, actually, it is. But I see no sense in continuing to argue with you. Saying who started it and who ended it with a comment about immaturity is pointing fingers at those people. But whatever, Im sure youre right and no one else in this thread agrees with me.Im really surprised we havent had moderation here yet. This is almost 300 posts of immaturity and uncalled-for finger pointing and argument. Except for Danny who gets points from me for keeping his head. Id have nuked the thread from orbit long ago, personally. Id probably have also nuked the project or taken it offline for major security and logging upgrades by now.Ive tried to not say anything, and I cant believe I lasted this long.

URL: http://forum.audiogames.net/viewtopic.php?pid=207770#p207770




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Re: Death match a new beginning, online roleplaying science fiction MMO

2015-03-06 Thread AudioGames . net ForumNew releases room : camlorn via Audiogames-reflector


  


Re: Death match a new beginning, online roleplaying science fiction MMO

yes, including at least two names. I think I do know the difference, thanks.

URL: http://forum.audiogames.net/viewtopic.php?pid=207683#p207683




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Re: Death match a new beginning, online roleplaying science fiction MMO

2015-03-06 Thread AudioGames . net ForumNew releases room : camlorn via Audiogames-reflector


  


Re: Death match a new beginning, online roleplaying science fiction MMO

@ethinFirst, there was no call for 448; Danny did explicitly say admin forum and it does make sense for him to do so in context. Secondly, if you actually want to be helpful, 450 is the last thing you should be doing; private wars stay private if you actually want to genuinely help in any way.personally, this whole thread shows the immaturity of a great many people. If people want to start pointing fingers at other people and call them out for showing immaturity, that only shows me that you are yourself immature.

URL: http://forum.audiogames.net/viewtopic.php?pid=207675#p207675




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Re: Death match a new beginning, online roleplaying science fiction MMO

2015-03-06 Thread AudioGames . net ForumNew releases room : camlorn via Audiogames-reflector


  


Re: Death match a new beginning, online roleplaying science fiction MMO

Just set up something like PHPBB or simple machines. Or PunBB, which is what this forum uses.You can find a million and one tutorials on getting a PHP webserver going with Apache or Nginx. it doesnt matter too much what you use. It should only take a few hours if you havent done it before; its faster after that.But at least theres some googlable terms for you.

URL: http://forum.audiogames.net/viewtopic.php?pid=207612#p207612




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Re: Death match a new beginning, online roleplaying science fiction MMO

2015-03-06 Thread AudioGames . net ForumNew releases room : camlorn via Audiogames-reflector


  


Re: Death match a new beginning, online roleplaying science fiction MMO

It takes 15 minutes for someone who knows what they are doing to instal a forum. I doubt you can code a complete forum in 15 minutes. Its only hard the first time because presumably youre setting up Apache or Nginx for the first time and have no clue how a webserver works. if you want to write your own forum, you must also go through this process. Then actually write the forum, instead of just using one.

URL: http://forum.audiogames.net/viewtopic.php?pid=207623#p207623




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Re: Death match a new beginning, online roleplaying science fiction MMO

2015-02-14 Thread AudioGames . net ForumNew releases room : camlorn via Audiogames-reflector


  


Re: Death match a new beginning, online roleplaying science fiction MMO

You probably want this. You can probably use the first verbatim. http://stackoverflow.com/questions/6968 … if-it-diesI figured there was some other reason that you werent doing one. Thatll work unless your game needs really complex and manually determined arguments, but these do come with the caveat that if you get into a crash loop its going to try to restart it forever and youll need to kill the script itself instead of just the game. That will allow for normal exits, so implementing a shutdown command/action will work.

URL: http://forum.audiogames.net/viewtopic.php?pid=204852#p204852




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Re: Death match a new beginning, online roleplaying science fiction MMO

2015-02-14 Thread AudioGames . net ForumNew releases room : camlorn via Audiogames-reflector


  


Re: Death match a new beginning, online roleplaying science fiction MMO

You probably want this. You can probably use the first verbatim. http://stackoverflow.com/questions/6968 … if-it-diesI figured there was some other reason that you werent doing one. Thatll work unless your game needs really complex and manually determined arguments, but these do come with the caveat that if you get into a crash loop its going to try to restart it forever and youll need to kill the script itself instead of just the game. That will allow for normal exits, so implementing a shutdown command/action will work.Edit:You may need:#!/bin/bashAt the top. This is very common Linux knowledge and is a big part of why you can do stuff like use .py files as commands and stuff like that, and the answer doesnt seem to have it. If you want explanation of that line specifically, as it is a very important one: http://stackoverflow.com/questions/8967 … cript-file

URL: http://forum.audiogames.net/viewtopic.php?pid=204852#p204852




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Re: Death match a new beginning, online roleplaying science fiction MMO

2015-01-29 Thread AudioGames . net ForumNew releases room : camlorn via Audiogames-reflector


  


Re: Death match a new beginning, online roleplaying science fiction MMO

So basically.You can actually do this via donations, but you will not turn a profit. In the case of an online game, making at least some money is the only long-term viable option unless you consider it to be pure fun and joy. Which it isnt, not if you do it right. The reason for this is that the task morphs from primarily coding to primarily managing people. Its kind of a catch 22. You can run something like Swamp for free, but the quality will always be less because dollars directly equals time. My game is higher quality if I have more time to put into my game. Money lets me literally buy solutions to my other problems like needing to work 40 hours a week. If I were basically retired and with a good source of income, I could do it as a hobby. If the programming was done and the team had 10 or 15 people who were all capable, unbiased moderators and willing to work for free, it could also be done in theory. But
  in all other cases, you need money to remove the roadblocks.Long-term, the choice to develop an online game is the choice of whether or not to have a second job for as long as the game is running, including things like allowing your game to call your phone and wake you up at 3 AM on the day before a final exam in the morning that you arent ready for because its crashed and the restart scripts failed. The irony is that as soon as you charge this kind of becomes an obligation, not an optional sort of thing. But it gives some idea just what kind of stuff gets put up with.if I do a single-player game for free, I spend some fixed amount of time on it. I then release it and you play it, also spending some fixed amount of time on it before youve won and its boring. I can spend as long as I want on my single-player game, working on it whenever I feel like it and ignoring it when I dont. Until day one of an online game,
  this is also true. But as soon as you push the button to open the game up, youve given yourself a pretty harsh deadline: solve any problems that come up before they happen or, failing that, drop everything to solve them as soon as possible. I also have to oversee and organize the generation of new content, probably with announced deadlines. if I dont do this, my online game again becomes a single-player game and you can finish it. The reason world of warcraft does so well is because by the time youve finished everything available theres something new waiting for you.So, as I said, you can support the game with donations. technically. As far as the server. Servers are really, really inexpensive for the scale being discussed here. You could find someone who is willing to give you $150 a year and keep the server going, the equivalent of two weeks of groceries and not a big deal for most emp
 loyed individuals. The only downside is that new content isnt on your schedule, its on the schedule of when the next big donation comes in. And if youre willing not to care about your players and consider them incidental, then thats fine because you can just work on it whenever you want. But this will not keep many players. Not at all.But I will take a great deal of convincing if someone seriously proposes that maintaining the online game and its social interactions for the next 5 years sounds like fun and something youd want to do for free. This includes abusive e-mails because you made someone hate you. This includes staying up until 7 in the morning to get that bugfix out or that feature thats part of the Christmas event coded in. One interesting problem that money solves is how you prevent people from botting account creation, as they did in Swamp; if people have to pay, then trolls are less prev
 alent because trolls have to pay for the rite to troll. As I understand it, this was actually part of why Swamp went paid.Do not be fooled. This is not a mud. The entire process is much trickier. A mud lets builders translate imagination directly into text. A game like this will ultimately cost money and take sound editing experts just for a new area. The engines for muds are fairly generic and can be shared. The engines for a game like this are usually developed specifically for the game and almost never reused outside the group that made them. I can start a mud in an hour. I can start an online game in 6 months, minimum, but probably more like a year before its fully stable, out of beta, and has enough content for me to be able to take a few weeks off.

URL: http://forum.audiogames.net/viewtopic.php?pid=202826#p202826




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Re: Death match a new beginning, online roleplaying science fiction MMO

2015-01-24 Thread AudioGames . net ForumNew releases room : camlorn via Audiogames-reflector


  


Re: Death match a new beginning, online roleplaying science fiction MMO

Yeah, the risks are the big question. The problem is that unless youre a big company, there isnt much you can do about them. I cant provide legal advice, but youd probably want some sort of EULA if youre super worried about it, or at least something that disclaims liability. In this specific case, Id not be too worried about them-set up an LLC or something and be on your way. There is a ton of information on the internet about them.Youd probably want to put credit card transactions through stripe, actually. You do not want to manually do any of this, if at all possible. The biggest concern to an online service that is storing credit card information is making sure that information is secure; stripe helps with this by putting the credit card information elsewhere, though you probably still need to be able to keep something safe. I would strongly, strongly suggest using an SQL database even for
  Stripe because anything you are likely to do if you roll your own is likely to be as secure as Swiss cheese. Melted Swiss cheese. For the record, that holds true for all of us.The only problem with selling is the reputation. This community is very, very small. As soon as you put a price tag on it, you will be judged more harshly. Price tags are basically saying Im better than the free competition by enough that youd be willing to pay. So if you arent, then people will speak out pretty vocally. After that point, your reputation takes a big hit and the next paid project will likely not have as many people at the start, or ever.

URL: http://forum.audiogames.net/viewtopic.php?pid=202220#p202220




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Re: Death match a new beginning, online roleplaying science fiction MMO

2015-01-24 Thread AudioGames . net ForumNew releases room : camlorn via Audiogames-reflector


  


Re: Death match a new beginning, online roleplaying science fiction MMO

You can obviously program. If your goal is to make enough money for a VPS, you might side-track onto a smaller project and sell it. Alternatively, ask for donations; judging by the response here, Im sure someone would be willing to give you $10, possibly a different person every month, but even so.This project will not become a long-term reality unless you or someone backs the costs. Youre only going to be able to put off having and controlling your own server and domain name for so long. You can have both for about $150/year, and there are lots and lots of ways to make that happen, especially if people think the project is worthwhile. If getting it out of pocket is a problem, you can maybe make the game paid, depending; theres also Kickstarter and a million clones of kickstarter, and its not like you need that much. You can maybe get away with it for now, depending what your situation is like. Its just not go
 ing to work long-term.

URL: http://forum.audiogames.net/viewtopic.php?pid=202190#p202190




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Re: Death match a new beginning, online roleplaying science fiction MMO

2015-01-23 Thread AudioGames . net ForumNew releases room : camlorn via Audiogames-reflector


  


Re: Death match a new beginning, online roleplaying science fiction MMO

Yeah. Its called overselling. They bet that no one will all want to use resources at the same time, and then sell more computing power than they actually have. Do you seriously not have $10/month? Because $10/month will make those kinds of problems go away for you, as well as giving you full control and letting you mighrate at will. You only need 512 mb of ram at most, and only a couple gigs of hard drive space at most; you could probably even go as low as $5 *before* looking for promo links.

URL: http://forum.audiogames.net/viewtopic.php?pid=202131#p202131




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Re: Death match a new beginning, online roleplaying science fiction MMO

2015-01-23 Thread AudioGames . net ForumNew releases room : camlorn via Audiogames-reflector


  


Re: Death match a new beginning, online roleplaying science fiction MMO

Yeah. I have no idea what youve done in code, but that doesnt sound right. Switching it so that the server has to okay the movement before the client can take the step should have added lag. Youre now doing the opposite of all the sighted MMos that have to deal with this kind of thing too, and they all allow the client to guess what the server is going to do. I suspect that the issue was the interpolation algorithm you were using, which possibly just moved the lag instead of eliminating it. This is a common problem when implementing them, especially when the question what do I do when the server says Im wrong? comes up. What youre telling me is that you did make the client a dumb terminal. This can be made to work reasonably, so long as realtime gameplay is not important. The interpolation is what covers up for the network spikes. This is why you need it. For the record, I have not solv
 ed interpolation to my satisfaction, either. I think Im close though.If you are using version control, it sounds like you might want to play with whatever your equivalent of bisect is. Unless its completely random network stuff over which you have no control, bisect can help you find it. The only problem is that you need a test case that reliably shows it first. If you are not using version control, start now-it can show you exactly what changed since last week.If youre not paying for your server, you may need to go that route. It may also be your internet and not your game. In the long run, youll want something with a really good network connection anyway. Do you have all clients reporting on ping time, and are you tracking country/region? If you have both pieces of information, you can get a pretty clear picture, especially if you write the recording program to be separate from the server (i.e. it can
 39;t lag if the server does). And dont rule out the client, as its more than possible that the lag is the client getting stuck waiting for something or accidentally blocking. It is more than possible for this to happen without the client taking up any CPU; most network libraries including Enet use something called select.So basically youve got three entirely separate things that might go wrong, and no, there is no good way to debug them.

URL: http://forum.audiogames.net/viewtopic.php?pid=202101#p202101




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Re: Death match a new beginning, online roleplaying science fiction MMO

2015-01-22 Thread AudioGames . net ForumNew releases room : camlorn via Audiogames-reflector


  


Re: Death match a new beginning, online roleplaying science fiction MMO

I doubt the lag is your VPS. It is possible. You probably have something blocking in the server, and thats probably whats killing you.If you need to separate the map downloading from the server, throw up an nginx or apache server on the same box and then use HTTp into a map directory. This is a good idea anyway. if you do so and the lag persists, youll know its your server and not your code.You may also garner some benefit from using UDP if you arent already, i.e. via Enet. TCP has to send a packet back from the client to the server for every packet to the client before the server may consider it sent. UDP gets rid of this at the cost of dropping packets. Many online games use a UDP socket for unreliable stuff you send often, i.e. position updates, and a TCP socket for important stuff that must arrive, i.e. chat messages. Enet can give you both types of things over UDP, and is almost certainl
 y something you want.

URL: http://forum.audiogames.net/viewtopic.php?pid=201936#p201936




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Re: Death match a new beginning, online roleplaying science fiction MMO

2015-01-22 Thread AudioGames . net ForumNew releases room : camlorn via Audiogames-reflector


  


Re: Death match a new beginning, online roleplaying science fiction MMO

Arrays are actually not bad, but if youre only hitting 1% CPU then this is probably a moot point all together. There are a bunch of tradeoffs, but if youre going to replace it with something else you should probably just go straight to a hashtable-your objects probably have unique ids anyway, and many hashtable operations are about O(1) instead of O(n) with lists or arrays. Put another way, most hashtable operations run in constant time, no matter how much you put in them.It sounds like your issue is networking, though. There are a few things that may be causing this besides your server, though changing servers temporarily may be an enlightening experiment and is probably worthwhile if only to rule it out. One valuable thing you can do is ping your server-it has options to run for much, much longer than 4 pings and a good long run can tell you a lot of things. Good round trip times average around 100-150 MS; this is typical for decen
 t U.S. residential internet packages and assuming the server is in the same country as you.You never wish to make your client authoritative in any way, but practically all online games end up using what I call interpolation-moving you before the server says youre moved, playing sounds for weapons fire before you know if it hit, etc. Unfortunately, this can be bad enough to necessitate a rewrite from scratch and requires a good bit of doing-its useless if everything starts happening twice, which means an addition to your protocol. It also means splitting game actions into two pieces: one which can happen whether it succeeds or not which is played to cover up for the network lag and one which indicates the final result. E.G. a gun firing and the bullet hitting.In enet specifically, a reliable packet on the same channel as an unreliable packet will delay unreliable packets, too, so using two or more channels can alleviate that problem. En
 et should be splitting packets for you, otherwise youd need to worry about packet size-UDP datagrams are more likely to get lost the more data you put in them. The only place that this should matter in enet is in terms of how many unreliable packets get lost, but this is theory and not practice. I think that a large reliable packet will have possible problems along the same lines. One of the niceties of TCP is that this view of all your data as a packet is hidden from you and handled automatically.As for lag itself, though, you need to code for 100 ms minimum delays on everything. You are not likely to get below this unless youre on a university campus or a high-end home internet package. Im on a university network and coded the naive walking algorithm over TCP: even with 65 MS round trips to my VPS, the entire thing felt like molasses. If you dont account for the fact that lag is going to happen, youll never ha
 ve a good experience; literally doing things like turning on the lights or the microwave can cause spikes in it, not to mention all the stuff thats not in your house.

URL: http://forum.audiogames.net/viewtopic.php?pid=202021#p202021




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Re: Death match a new beginning, online roleplaying science fiction MMO

2015-01-22 Thread AudioGames . net ForumNew releases room : camlorn via Audiogames-reflector


  


Re: Death match a new beginning, online roleplaying science fiction MMO

I think youre misunderstanding, or maybe I am. You seem to be saying that the client is a completely dumb terminal, but Im not 100% sure this is the case. Im telling you that the client *should* move the player client-side. Presumably it has enough information to do collision detection, etc. You then match this action to the next message from the server, probably by sending an id in your I walked message and matching it to a you moved message that has the same id on it.The only way that you can get an online game which is not entirely menu-based to work reasonably is by allowing the client to be fuzzy about all of this and perform part of the players actions presuming theyll be successful. In all honesty, it is as tricky as it sounds. If youre already doing this, there isnt much more you can do to cover up for the network itself.Also, were pretty sure
  that its not CPU at this point-but the benchmarks youre doing are basically useless. The only reason I am able to say probably not CPU is because youre saying 1%, but that particular number is merely a snapshot--you may be checking it just before or after the spike of your tick, for example, and its very poorly documented how its actually measured. If purebasic has one, you really, really want to use a profiler for this kind of thing. Its not even worth optimizing without measurements of some sort, in my opinion. But regardless, my friend runs it and the fans dont come on simply means that hes got a good cooling system and says basically nothing about the CPU-not to mention that one of the most common causes for a fan to come on in a modern computer is the graphics card, and CPUs are quite often almost completely passively cooled.If your game protocol allows it without too much effort, you can
  make bots. Id suggest doing as follows: start a private instance, create 100 player accounts, control them with 100 bot programs, and see what happens. They dont need to be smart, they just need to do random stuff. The thing that may be hiding on you is to do with complexity: how algorithms grow with the size of their inputs. You want to know if the game doesnt scale linearly now. If there is going to be a CPU problem in the near future, this is the kind of test that will show it.

URL: http://forum.audiogames.net/viewtopic.php?pid=202037#p202037




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Re: Death match a new beginning, online roleplaying science fiction MMO

2015-01-22 Thread AudioGames . net ForumNew releases room : camlorn via Audiogames-reflector


  


Re: Death match a new beginning, online roleplaying science fiction MMO

I think youre misunderstanding, or maybe I am. You seem to be saying that the client is a completely dumb terminal, but Im not 100% sure this is the case. Im telling you that the client *should* move the player client-side. Presumably it has enough information to do collision detection, etc. You then match this action to the next message from the server, probably by sending an id in your I walked message and matching it to a you moved message that has the same id on it.The only way that you can get an online game which is not entirely menu-based to work reasonably is by allowing the client to be fuzzy about all of this and perform part of the players actions presuming theyll be successful. In all honesty, it is as tricky as it sounds. If youre already doing this, there isnt much more you can do to cover up for the network itself.Also, were pretty sure
  that its not CPU at this point-but the benchmarks youre doing are basically useless. The only reason I am able to say probably not CPU is because youre saying 1%, but that particular number is merely a snapshot--you may be checking it just before or after the spike of your tick, for example, and its very poorly documented how its actually measured. If purebasic has one, you really, really want to use a profiler for this kind of thing. Its not even worth optimizing without measurements of some sort, in my opinion. But regardless, my friend runs it and the fans dont come on simply means that hes got a good cooling system and says basically nothing about the CPU-not to mention that one of the most common causes for a fan to come on in a modern computer is the graphics card, and CPUs are quite often almost completely passively cooled.If your game allows it, you can make bots. Id sugges
 t doing as follows: start a private instance, create 100 player accounts, control them with 100 bot programs, and see what happens. They dont need to be smart, they just need to do random stuff. The thing that may be hiding on you is to do with complexity: how algorithms grow with the size of their inputs. You want to know if the game doesnt scale linearly now. If there is going to be a CPU problem in the near future, this is the kind of test that will show it.

URL: http://forum.audiogames.net/viewtopic.php?pid=202037#p202037




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Re: Death match a new beginning, online roleplaying science fiction MMO

2015-01-22 Thread AudioGames . net ForumNew releases room : camlorn via Audiogames-reflector


  


Re: Death match a new beginning, online roleplaying science fiction MMO

When run locally, you dont have multiple players, not unless youre also doing load testing of some sort. There are a variety of algorithms and structures which will be fine in that case, but burn hard as soon as the game sees stress or spawns a few hundred objects. I dont have your code, but its possible some of the performance problems you keep having will go away simply by swapping out a list for a tree or a hashtable somewhere. SoundRTS was actually a victim of such problems-a friend of mine refactored it to use different data structures in a lot of places and made it go from handling maps with a hundred units before lag to maps with a few thousand units before lag. if you ask specific questions (probably not on this thread) I may be able to suggest alternatives to arrays and linked lists, though Im not sure what the landscape looks like for whatever language youre using.If the maps are not being sent by the serv
 er, then something is certainly interesting with the network configuration somewhere. It is unusual to say the least to find a VPS provider that is so bad that your map downloads will time out over HTTP, which is actually pretty forgiving on that sort of thing. Maybe try Chicago VPS-Ive had good experiences there after failing hard on bhost and another one I cant recall at the moment, and they also automatically back up stuff.. If I can find it, theres probably an old promo link thats still active-I got my server for $6 using a promo link from 2010 in like 2013, so i doubt theyve killed it. If I had to guestimate your bandwidth requirements, youre well under even the most restrictive limits Ive seen.

URL: http://forum.audiogames.net/viewtopic.php?pid=201966#p201966




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Re: An early christmas present

2014-12-24 Thread AudioGames . net ForumNew releases room : camlorn via Audiogames-reflector


  


Re: An early christmas present

Why dont you guys just code immortality for specific objects into your server and be done with this whole conversation?

URL: http://forum.audiogames.net/viewtopic.php?pid=198463#p198463




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Re: 3 Kingdoms Mud

2014-11-01 Thread AudioGames . net ForumNew releases room : camlorn via Audiogames-reflector


  


Re: 3 Kingdoms Mud

I dont mud anymore, so dont expect to see me.But:I dare those of you who think all muds are easy or more of the same to try mage. It is notable that Mage is completely accessible, that I am possibly the first blind player to have ever done it (proving all the people who said there was no way a blind person can wrong), and that its unique. You will possibly (probably?) need a bit of mud scripting--youll want hotkeys to track some of the mage-specific stats. But its the most unique mages Ive seen, and who doesnt like their armies of summoned creatures?

URL: http://forum.audiogames.net/viewtopic.php?pid=193669#p193669




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Re: Shades of Doom Version 2.0 Public Beta Released

2014-07-12 Thread AudioGames . net ForumNew releases room : camlorn via Audiogames-reflector


  


Re: Shades of Doom Version 2.0 Public Beta Released

A few things:I notice no difference with the sound as compared to the old version; whatever was changed in terms of sounding 3D is something I cant notice. I cant quote the specific equations off the top of my head, but the entire panning algorithm in both versions feels odd for lack of a better word. I cant aim manually with it and I used to be pretty good at Swamp. Perhaps the weapons are too unforgiving or something; nevertheless.I also dislike the new voice greatly. Bring the old one back-it fit the atmosphere much, much better.And one thing that Shades of Doom needs is navigational info. Carpet some of the hallways for example. Name some of the rooms (office b5, maintenance corridor), maybe even add text descriptions. The environment is empty. Completely empty. Im in a military base, not an oddly square cave system with random fans and coffee machines (
 ;you are in a maze of twisty little passages, all alike comes to mind and is really quite accurate). I should not need the visited keystroke to navigate a military base-there should be enough variety that I can remember Ive already been to the missile silo on this level, and [[wow]] I just hit the main corridor again-look at the carpet-or the atrium-say hello to the fountain. Maybe Im too critical, but this is my first thought related to content rather than interface when playing Shades of Doom.

URL: http://forum.audiogames.net/viewtopic.php?pid=180481#p180481




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