Re: Swamp, zombie FPS by Aprone

2018-12-12 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

Apologies if this is already a thing and I just don't know how to do it, but could we have the ability to reassign skillpoints without having to reset them all? I sometimes would like to take 50 each out of sneak and elusive and put them into quick learner. Having to reassign everything is a bit of a pain.

URL: http://forum.audiogames.net/post/398238/#p398238




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Re: Swamp, zombie FPS by Aprone

2018-12-06 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

Just reporting a dodgy thing that just happened to me, but not asking or expecting anything to be done about it other than being fixed if possible in a future update. I decided to donate all the low and medium armour I had because I'll never use it and it was just cluttering up my inventory. When I logged back on, I wasn't wearing any armour, and when I went to put some on, half of my high armour was missing. Stuff that I didn't donate by mistake. Bit pissed off about the apronic belt and vest, but I can loot the other stuff. Also quite a few weapons are missing too. I definitely only donated armour, no weapons. I certainly won't be donating a bunch of stuff in future that's for sure. I have noticed before this happened that the inventory menu behaves strangely, in that things appear and disappear as you arrow up and down. Maybe this is what happened, I don't know. Anyway, I need to go do some serious looting.

URL: http://forum.audiogames.net/post/397123/#p397123




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Re: Swamp, zombie FPS by Aprone

2018-11-03 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

I think it's worth considering the current event for permanent inclusion in the game. It adds an extra dimension to the main game, and is great motivation to loot, and another way of earning a bit of extra exp. I'd just say, Get rid of the 50 exp for doing nothing, and as Ace suggested, make the 1000 exp only apply to those within 100 tiles of the looter. I'd even maybe suggest making the zombies a bit more aggressive because to be honest, when I was the target, I didn't notice any real difference. If you did do this though, you might have to have a command that lets players opt out if they wish.

URL: http://forum.audiogames.net/post/390449/#p390449




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Re: Swamp, zombie FPS by Aprone

2018-11-03 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

I think it's worth considering the current event for permanent inclusion in the game. It adds an extra dimension to the main game, and is great motivation to loot, and another way of earning a bit of extra exp. I'd just say, Get rid of the 50 exp for doing nothing, and as Ace suggested, make the 1000 exp only apply to those within 100 tiles of the looter. I'd even maybe suggest making the zombies a bit more aggressive because to be honest, when I was the target, I didn't notice any real difference. If you did do this, you might have to have a command that lets players opt out if they wish.

URL: http://forum.audiogames.net/post/390449/#p390449




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Re: Eurofly Version 2.0 now available

2017-12-26 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Eurofly Version 2.0 now available

@cwfenton. sorry if this isn't the issue and I'm stating the obvious, but you do have your flaps extended yes?

URL: http://forum.audiogames.net/viewtopic.php?pid=343794#p343794





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Re: Eurofly Version 2.0 now available

2017-12-25 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Eurofly Version 2.0 now available

Just to clarify, not being able to take off is probably due to the fly according to timetable setting in the flight tab of options. Uncheck it and see if it helps.

URL: http://forum.audiogames.net/viewtopic.php?pid=343607#p343607





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Re: Eurofly Version 2.0 now available

2017-12-25 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Eurofly Version 2.0 now available

The API key edit field in the weather setting is really difficult to fill in with jaws. It just doesn't seem to announce things properly, and you're never sure if you've entered the key correctly. NVDA works okay though

URL: http://forum.audiogames.net/viewtopic.php?pid=343561#p343561





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Re: Eurofly Version 2.0 now available

2017-12-25 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Eurofly Version 2.0 now available

Has anyone got the real weather thing to work? I signed up, got a key, ENTERED IT, but no matter what I do, whenever I press shift w it just says not available. Also, the key edit field is really glitchy with jaws, it's very difficult to read correctly, and seems to chop the first bit off. NVDA is okay though.

URL: http://forum.audiogames.net/viewtopic.php?pid=343561#p343561





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Re: Eurofly Version 2.0 now available

2017-12-25 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Eurofly Version 2.0 now available

Has anyone got the real weather thing to work? I signed up, got a key, ENTERED IT, but no matter what I do, whenever I press shift w it just says not available. Also, the key edit field is really glitchy with jaws, it's very difficult to read correctly. Seems to chop the first bit off.

URL: http://forum.audiogames.net/viewtopic.php?pid=343561#p343561





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Re: Bokurano Daibouken 3 : secondary topic

2017-12-18 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

Don't think the command to retract the hook appears anywhere in the documentation. It's one of those things I stumbled on accidentally. And the thing is, I don't think you can get up those little platforms without knowing it as there's not enough space to retract it by just walking to the side.

URL: http://forum.audiogames.net/viewtopic.php?pid=342690#p342690





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Re: Bokurano Daibouken 3 : secondary topic

2017-12-18 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

after hooking up to the little platform, try taking one step to the left before hitting r to retract the hook. it seems you only fall back down if you retract the hook without first taking a step.

URL: http://forum.audiogames.net/viewtopic.php?pid=342624#p342624





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Re: Bokurano Daibouken 3 : secondary topic

2017-12-16 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

The platforms do close off after you set the dial, but they open again when you transport using the discs. It's a pretty confusing level.

URL: http://forum.audiogames.net/viewtopic.php?pid=342328#p342328





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Re: Bokurano Daibouken 3 : secondary topic

2017-12-15 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

If you start at the bottom and hook up, the transportation discs become redundant, so I think you're supposed to do it from top to bottom, but I don't think it's as efficient. It seems quicker and less hassle to just drop all the way down then do them in reverse by hooking up.

URL: http://forum.audiogames.net/viewtopic.php?pid=342166#p342166





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Re: Bokurano Daibouken 3 : secondary topic

2017-12-15 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

If you start at the bottom and hook up, the transportation discs become redundant, so I think you're supposed to do it from top to bottom, but I don't think it's as efficient. Makes more sense to just drop all the way down then do them in reverse by hooking up.

URL: http://forum.audiogames.net/viewtopic.php?pid=342166#p342166





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Re: Bokurano Daibouken 3 : secondary topic

2017-12-12 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

I actually found myself wishing there were fewer weapons in BK. I was only ever interested in the ones that get the job done as efficiently as possible: quiet, fast, rangy, not too energy sapping and with no need to reload. The main three weapons that carried me through most of the game were the needle launcher, super yoyo, and spirit sword. I found all the tons of stuff just made it a bit frustrating to search through the shops for the few things you really needed. There is the usual better and better weapon arc in BK, but it's kind of camouflaged by all the tons of superfluous stuff. I think it adds an extra dimension for those who are into collecting things, but that's about it.

URL: http://forum.audiogames.net/viewtopic.php?pid=341824#p341824





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Re: Bokurano Daibouken 3 : secondary topic

2017-12-12 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

I actually found myself wishing there were fewer weapons in BK. I was only ever interested in the ones that get the job done as efficiently as possible, quiet, fast, not too energy sapping with no need to reload. The main three weapons that carried me through most of the game were the needle launcher, super yoyo, and spirit sword. I found all the tons of stuff just made it a bit frustrating to search through the shops for the few things you really needed. There is the usual better and better weapon arc in BK, but it's kind of camouflaged by all the tons of superfluous stuff. I think it adds an extra dimension for those who are into collecting things, but that's about it.

URL: http://forum.audiogames.net/viewtopic.php?pid=341824#p341824





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Re: Bokurano Daibouken 3 : secondary topic

2017-12-01 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

@Chris, you get past the wall by climbing the ladder at 150, all the way up. The same thing happened to me, I assumed the ladder only lead up to the platform at 10, but it goes much higher.

URL: http://forum.audiogames.net/viewtopic.php?pid=340648#p340648





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Re: Bokurano Daibouken 3 : secondary topic

2017-10-22 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

On 25-1, ride the lift up to the platform at the top where there's a door at 0, 350 or something. It's the room with the jet in. When you destroy the jet it will leave behind a lift sensor that lets you know where the lift is and where the platforms are while you're on the lift. You need to choose a weapon that will destroy the jet, but not the sensor it leaves behind. After you've got the sensor, ride the lift to the platform with a switch at 0, 300, and hit it. Ignore the other switch to the right.After hitting the switch, ride the lift down to platform 100, and go through the door at that level. Destroy all the stamina killers, but be careful not to destroy the metal box in the process. after you've got rid of all the staminas, open the metal box and take the shape it leaves behind.Go back out the door and hook up to platform 200 and go through the door. Again,kill everything without destroying the metal box, then take the shape. Go do
 wn to the ground platform and exit through the door. Can't remember what you need to do after going through this last door, but it's straight forward.

URL: http://forum.audiogames.net/viewtopic.php?pid=334749#p334749





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Re: Survive the Wild!

2017-10-07 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Survive the Wild!

thanks. seems like I had the wrong idea about what I was supposed to be doing. I assumed you just climbed straight up the face moving side to side to avoid over-hangs or something. this is the trouble with STW, you can't just have another crack at something straight away, you have to go through a ton of stuff to get back to where you were. I suppose that's where the stuff in the store comes in. The game's probably deliberately a bit tortuous for that very reason. Still a great environment to explore though.Really wish you could disable out of character chat for a while. Sometimes when you're trying to concentrate, it can really disrupt your attention.Edit just did it. It was loads easier once I knew what I was supposed to be doing. Cheers.

URL: http://forum.audiogames.net/viewtopic.php?pid=332466#p332466





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Re: Survive the Wild!

2017-10-06 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Survive the Wild!

thanks, f12 works. there seem to be quite a number of commands that don't seem to be listed in the readme. always makes me wonder how people figure these things out.

URL: http://forum.audiogames.net/viewtopic.php?pid=332233#p332233





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Re: Survive the Wild!

2017-10-02 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Survive the Wild!

What's with the you have to stop a second to cool off thing? I think it's killed me twice. I was asleep in a pond in the middle of the night, and it was still saying you have to stop a second to cool off. I appreciate the game is trying to be realistic, but dying from over-heating while fishing in a pond, fully hydrated after having spent the night asleep in water...

URL: http://forum.audiogames.net/viewtopic.php?pid=331597#p331597





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Re: Survive the Wild!

2017-10-02 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Survive the Wild!

Thanks amine.

URL: http://forum.audiogames.net/viewtopic.php?pid=331591#p331591





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Re: Survive the Wild!

2017-10-01 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Survive the Wild!

Hey everyone. I just had a go at this game. It seems like it'd be great, but I keep getting this login problem. It keeps saying there was an error logging in make sure information is correct then try again. I go into options and enter the log in info under set account, and it says success, but I still can't log in. I've created a few new characters, but this keeps happening. Any advice? Thanks.

URL: http://forum.audiogames.net/viewtopic.php?pid=331526#p331526





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Re: Bokurano Daibouken 3 : secondary topic

2017-09-09 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

You get the clear medals after passing modes. You need to beat super wolf mode to get those medals. The water cooler can be found on the secret landing of 18-2. You first need to set the dial at the secret landing of 18-3 to number 4 or something.

URL: http://forum.audiogames.net/viewtopic.php?pid=328875#p328875





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Re: Bokurano Daibouken 3 : secondary topic

2017-08-23 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

I didn't know you could hear the shield. I'll listen for that next time I play that level. My approach probably is a bit over-cautious.

URL: http://forum.audiogames.net/viewtopic.php?pid=325754#p325754





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Re: Bokurano Daibouken 3 : secondary topic

2017-08-23 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

The way I approach the devil guardian on 14-4 is as follows.Check to see if its shield is up by opening your objects list and seeing if it's glowing red, or growing red as it actually says. It's not worth firing when it's in this state. What I do is fly at full speed at an altitude of 30 or higher to the edge of the screen. After the skyracer automatically turns, I check the objects list to see if the devil now has its shield down, and at what height the lasers and missiles it's fired at me are. Then I dive to below the height of the missiles/lasers, and  wait for the devil itself to get close. I check again to make sure it hasn't fired anything new at my new lower altitude, if so I dive a bibt more. After the missiles have past and the devil approaches, I rise and fire. Now it will put its shields back up, so rise back to 30 or higher, and again fly to the edge and after you turn, check objects to see what missiles are headed your way. Dive to 
 avoid them. This time you just want to fly by because its shields are up, and turn again at the far edge, then check to see if it's shields are down. If you keep repeating this pattern, the DG is easy to beat.Sorry I don't know anything about the chaos version.

URL: http://forum.audiogames.net/viewtopic.php?pid=325742#p325742





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Re: Bokurano Daibouken 3 : secondary topic

2017-08-23 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

The way I approach the devil guardian on 14-4 is as follows.Check to see if its shield is up by opening your objects list and seeing if it's glowing red, or growing red as it actually says. It's not worth firing when it's in this state. What I do is fly at full speed at an altitude of 30 or higher to the edge of the screen. After the skyracer automatically turns, I check the objects list to see if the devil has its shield up, and at what height the lasers and missiles it's fired at me are. Then I dive to below the height of the missiles/lasers, and  wait for the devil itself to get close. I check again to make sure it hasn't fired anything new at my new lower altitude, if so I dive a bibt more. After the missiles have past and the devil approaches, I rise and fire. Now it will put its shields back up, so rise back to 30 or higher, and again fly to the edge and after you turn, check objects to see what missiles are headed your way. Dive to avoid 
 them. This time you just want to fly by and turn again at the far edge, then check to see if it's shields are down. If you keep repeating this pattern, the DG is easy to beat.Sorry I don't know anything about the chaos version.

URL: http://forum.audiogames.net/viewtopic.php?pid=325742#p325742





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Re: Bokurano Daibouken 3 : secondary topic

2017-08-23 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

thanks for the help. I got it with the hyper buster in the end. Nice to have a tricky challenge again even if it were frustrating as hell at times.

URL: http://forum.audiogames.net/viewtopic.php?pid=325650#p325650





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Re: Bokurano Daibouken 3 : secondary topic

2017-08-22 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

At the moment I just can't find a weapon that works. Every one I try that's powerful enough to kill the boss destroys the flare too.

URL: http://forum.audiogames.net/viewtopic.php?pid=325539#p325539





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Re: Bokurano Daibouken 3 : secondary topic

2017-08-22 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

Anyone have any tips for getting past the last part where you and Carla run through the level with the cracking walls? I had an approach that seemed to work where I ran a bit stopped, ran a bit, and so on, but that doesn't seem to be working now. It's really bugging me that I keep failing at that last hurdle, and I can't work out why.Also, I'm at the end of chaos mode, and the chaos flare and warp launcher have started being dropped by the bosses on 25-5, but I don't seem to be able to kill the bosses without destroying them. I got the burner down to a low enough % that one blow with the gravity killer finished it off, and I still damaged the chaos flare. How can a single blow kill the boss and also destroy the thing it dropped after it died?

URL: http://forum.audiogames.net/viewtopic.php?pid=325481#p325481





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Re: Code 7 - A fully-voiced text adventure

2017-08-19 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Code 7 - A fully-voiced text adventure

When trying to install this game I get the error:Failed to initialize player. Failed to initialize direct 3d. Make sure you have at least directX 9.0c installed, have drivers for your graphics card, and have not disabled 3d acceleration in display settings. InitializeEngineGraphics failed.I ran dxdiag and got the following info:DirectX version: 11.0Name: Standard VGA Graphics AdapterDirectDraw acceleration not availableDirect3D acceleration not availableAGP texture acceleration not available.Being blind, graphics has never been a top priority but I was just curious as to what the issue might be. Is it just a crap graphics card, or are there some settings I could change somewhere?

URL: http://forum.audiogames.net/viewtopic.php?pid=325094#p325094





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Re: Code 7 - A fully-voiced text adventure

2017-08-19 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Code 7 - A fully-voiced text adventure

When trying to install this game I get the error:Failed to initialize player. Failed to initialize direct 3d. Make sure you have at least directX 9.0c installed, have drivers for your graphics card, and have not disabled 3d acceleration in display settings. InitializeEngineGraphics failed.I ran dxdiag and got the following info:DirectX version: 11.0Name: Standard VGA Graphics AdapterDirectDraw acceleration not availableDirect3D not availableAGP texture acceleration not available.Being blind, graphics have never been a top priority but I was just curious as to what the issue might be. Is it just a crap graphics card, or are there some settings I could change somewhere?

URL: http://forum.audiogames.net/viewtopic.php?pid=325094#p325094





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Re: Our Great Adventure III -- now fully playable in English!

2017-08-17 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Our Great Adventure III -- now fully playable in English!

Don't know about the other stuff, but the hyper yoyo will be lying around at the secret landing on 6-1. I think you need all three of the other yoyos first, but not sure.

URL: http://forum.audiogames.net/viewtopic.php?pid=324772#p324772





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Re: Our Great Adventure III -- now fully playable in English!

2017-08-16 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Our Great Adventure III -- now fully playable in English!

Check your objects list. There's a fish up the tree. Climb up and give it a smack.

URL: http://forum.audiogames.net/viewtopic.php?pid=324724#p324724





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Re: You're a Cyclepath!

2017-08-14 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: You're a Cyclepath!

KS, are you turning browse mode on with insert space? Sometimes you need to do this with NVDA, and sometimes you don't.

URL: http://forum.audiogames.net/viewtopic.php?pid=324392#p324392





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Re: Our Great Adventure III -- now fully playable in English!

2017-08-14 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Our Great Adventure III -- now fully playable in English!

Just a tiny translation issue. It's not very important but thought I'd mention it. On 2.2, if you go to the third door without activating the switch in the room with the falling light bulbs, you get a message telling you it won't open. This message isn't translated.

URL: http://forum.audiogames.net/viewtopic.php?pid=324314#p324314





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Re: Bokurano Daibouken 3 : secondary topic

2017-08-13 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

the bomb bomb fall is on 21-3, which is very similar to the one on stage 17.@Grryf, once you start levelling up the spirit sword, and now you know how to beat the game, you'll rip through the modes in a fraction of the time it takes to beat normal. I went through them in sequence so not sure how many modes you could bypass to be honest.

URL: http://forum.audiogames.net/viewtopic.php?pid=324201#p324201





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Re: Bokurano Daibouken 3 : secondary topic

2017-08-13 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

There are two types of basic yoyo, the weapon type and the collection items type. You get the weapon type by going to the secret landing on 6-1 and hitting the switch. You need a huge coil to activate the switch for the first time, but if you already have a yoyo weapon, then you've already done this. After hitting the switch, go to 15-1, and press t for the menu. There'll be the option to drop a yoyo.The collection yoyos can be found on the secret landing on 18-2, but you first need to set the dial that you find on the secret landing of 18-3. Set it to 4, and you should get the yoyos and possibly the magnet set, I'm not sure to be honest. At the landing site of 18-2, Stuff falls from the sky and makes a thumping sound as it lands. just wait until the sound changes to a blooping sound, then check your objects list to see what's lying around. If you just run around picking everything up as it falls, you'll have to check your collection list and that
 39;s a pain because of the amount of stuff in there.Two weapons I would get before you change the mode are the spirit sword and super UFO. They're in the bonus shops that unlock after beating the game. To get the spirit sword started, go into the games in extras, and play the bread crusher game. After that your spirit sword should have just enough power to kill insects and stuff on level 1. By the time you get back to level 25, it'll be a lot easier with a levelled up spirit sword than it was with the weapons you had this time.Sorry don't know anything about the miracle edge. When I find a weapon I like, I tend to stick with it.

URL: http://forum.audiogames.net/viewtopic.php?pid=324154#p324154





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Re: Bokurano Daibouken 3 : secondary topic

2017-08-12 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

You could have got the super yoyo. The hyper yoyo isn't available until you beat normal mode, but to be honest, I still prefer the super yoyo anyway.

URL: http://forum.audiogames.net/viewtopic.php?pid=324001#p324001





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Re: Bokurano Daibouken 3 : secondary topic

2017-08-11 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

I always lock myself out of tactical items by taking speed drinks all the time hehehe. I wish there were speed shoes or something that you could get after you beat the game that allowed you to run at super speed whenever you wanted to. first thing I buy whenever I complete a mode is 200 large super speed drinks.

URL: http://forum.audiogames.net/viewtopic.php?pid=323901#p323901





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Re: Bokurano Daibouken 3 : secondary topic

2017-08-11 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

@Grryf, not sure I could offer any suggestions other than it's just the hardest boss on the game and you just have to keep bashing away at it, and hopefully at some point you'll get a good run and you'll make it. It seems like forever ago, but I think when I first played that level in normal mode, I most likely would have been using the super yoyo. It has a long range, and depending on your attack, does a fair bit of damage.@Simba. I don't know what other people think, but my approach to the level with Carla and the firestones was to try as much as possible to stay at her back and let her slowly walk forward killing in front while you kill stuff behind including stuff that gets past her. I think you just have to accept the role of Carla's nursemaid, giving priority to injecting her whenever she needs it.

URL: http://forum.audiogames.net/viewtopic.php?pid=323895#p323895





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Re: Bokurano Daibouken 3 : secondary topic

2017-08-11 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

3*4=12. 12*5=60. 60*6=360.

URL: http://forum.audiogames.net/viewtopic.php?pid=323815#p323815





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Re: Bokurano Daibouken 3 : secondary topic

2017-08-10 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

Hi Simba. There are bomber platforms above. If you have the sonar thing you can detect them. If you walk underneath these platforms, it starts the bombs falling and if you hang around underneath them you won't live long. Carla doesn't set them off, nor do enemies, only you do. The trick is to use your sonar to know where they are, then speed past them and fight in  the space between each one.

URL: http://forum.audiogames.net/viewtopic.php?pid=323757#p323757





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Re: You're a Cyclepath!

2017-08-09 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: You're a Cyclepath!

Ghorthalon has already said that this game will not have missions, but maybe if it goes open source at some point then it might happen. At the moment the game is enjoyable and sounds great, but I find I only play it for 10 minutes or so because there's nothing really motivating me to keep trying in that way where you suddenly look at the time and find you've been playing for two hours. The arcade game, hang on, where you got on a mock up of a real superbike with a screen on the handlebars, and banked it to turn was one of my favourites as a kid. It was like cyclepath in that once you crash it's game over, but it had stages that started off quite short but got longer and longer. I never beat it, but I had some good runs, and the fact that you complete individual stages gave you a sense of triumph and achievement, and a moment to gather yourself for the next stage. I really think that sort of thing would give cyclepath more playability. Like distance stages, or collec
 t so many coins in a certain time or whatever. It'd give you something to tick off, and I think that sense of progresss is a hugely important aspect of gameplay. I appreciate Ghorthalon is busy ironing out bugs, so this isn't a suggestion, merely wishful thinking.

URL: http://forum.audiogames.net/viewtopic.php?pid=323616#p323616





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Re: You're a Cyclepath!

2017-08-09 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: You're a Cyclepath!

Ghorthalon has already said that this game will not have missions, but maybe if it goes open source at some point then it might happen. At the moment the game is enjoyable and sounds great, but I find I only play it for 10 minutes or so because there's nothing really motivating me to keep trying in that way where you suddenly look at the time and find you've been playing for two hours. The arcade game, hang on, where you got on a mock up of a real superbike with a screen on the handlebars, and banked it to turn was one of my favourites as a kid. It was like cyclepath in that once you crash it's game over, but it had stages that started off quite short but got longer and longer. I never beat it, but I had some good runs, and the fact that you complete individual stages gave you a sense of triumph and achievement, and a moment to gather yourself for the next stage. I really think that sort of thing would give cyclepath more playability. Like distance stages, or collec
 t so many coins in a certain time or whatever. It'd give you something to tick off, and I think that sense of progresss is a hugely important aspect of gameplay. I appreciate Ghorthalon is busy ironing out bugs, so this isn't a suggestion, merely wishful thinking.If I could wave a magic wand, I'd have this game contain stages that take you through different environments as you progress, like countryside, urban streets, and built up cities.

URL: http://forum.audiogames.net/viewtopic.php?pid=323616#p323616





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Re: You're a Cyclepath!

2017-08-09 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: You're a Cyclepath!

Ghorthalon has already said that this game will not have missions, but maybe if it goes open source at some point then it might happen. At the moment the game is enjoyable and sounds great, but I find I only play it for 10 minutes or so because there's nothing really motivating me to keep trying in that way where you suddenly look at the time and find you've been playing for two hours. The arcade game, hang on, where you got on a mock up of a real superbike with a screen on the handlebars, and banked it to turn was one of my favourites as a kid. It was like cyclepath in that once you crash it's game over, but it had stages that started off quite short but got longer and longer. I never beat it, but I had some good runs, and the fact that you complete individual stages gave you a sense of triumph and achievement, and a moment to gather yourself for the next stage. I really think that sort of thing would give cyclepath more playability. Like distance stages, or collec
 t so many coins in a certain time or whatever. It'd give you something to tick off, and I think that sense of progresss is a hugely important aspect of gameplay. I appreciate Ghorthalon is busy ironing out bugs, so this isn't a suggestion, merely wishful thinking.

URL: http://forum.audiogames.net/viewtopic.php?pid=323616#p323616





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Re: Bokurano Daibouken 3 : secondary topic

2017-08-08 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

The way to speed it up is to use the A key to skip the dialog. Just press enter then A back and forth really quickly and it should speed things up quite a bit.

URL: http://forum.audiogames.net/viewtopic.php?pid=323484#p323484





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Re: Our Great Adventure III -- now fully playable in English!

2017-08-06 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Our Great Adventure III -- now fully playable in English!

For the hyper yoyo, you have to have beaten the game, and I think you need to have all three of the previous yoyos:, the yoyo, triple yoyo and super yoyo. After you've beaten the game, if you go to the secret landing on 6-1, where the switch is to get the first yoyo, it'll be lying on the ground somewhere. The gravity killer is dropped by the extra large battleship in later modes, but I think there's another way to get it involving the dial on 18-3. I believe the chaos flare is dropped by one of the bosses on 25-5 but it must be in the very advanced modes because I've beaten all the modes up as far as but not including no future, and I've yet to see it. Not sure about the gigavolt laser. Don't know how levelled up the spirit sword has to be before the blade and fork appear, I just know they are offered to you at some point when you're leaving the bonus shop where the spirit sword is.

URL: http://forum.audiogames.net/viewtopic.php?pid=323127#p323127





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Re: You're a Cyclepath!

2017-08-03 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: You're a Cyclepath!

I've just worked out what people mean by the ambience increasing as you get closer to the walls. I was listening for what I thought of as ambient noise. You know the sort of thing you get when you go from a very quiet room to the outdoors and you hear that whooshy white noise everywhere. Or that thing when you walk towards a wall and the sound subtley thickens so you know something's in your way. That's the kind of stuff I was listening for. I only just twigged it's the sound effects from the sides that increase/decrease depending on which side you're closest to.

URL: http://forum.audiogames.net/viewtopic.php?pid=322743#p322743





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Re: You're a Cyclepath!

2017-08-02 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: You're a Cyclepath!

All that was stopping me from installing a 64bit version of windows was the hassle of reinstalling the OS and all my apps. This is the first piece of software I've come across where 32bit has been an issue. Just a few years ago, having 64bit windows caused more compatibility issues than having 32bit does now. My system is quad core i5 3.1ghz, 8GB so is powerful enough, but if it weren't for the fact you can get a 64bit copy of windows for under 15 quid on ebay, I wouldn't be paying 70 or 80, just because of one audio game. I've wanted to install 64bit anyway just so I have full access to my ram, but to be honest I don't need anywhere near 8GB on this pc. Up to now, having 32bit hasn't been an issue. |I could run music production software on this PC with a ton of VSTs running at the same time. If I were doing that, I definitely wouldn't want half my RAM unavailable, but one audio game surely shouldn't need more than 4GB should it?

URL: http://forum.audiogames.net/viewtopic.php?pid=322583#p322583





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Re: You're a Cyclepath!

2017-08-01 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: You're a Cyclepath!

I think it's a frequency thing rather than volume myself. I had a hearing test a couple of years ago and according  to the audiologist doing the testing, my hearing was good, but I'm definitely not hearing what others are describing. The thing is, Later in life you just don't hear heigher frequencies. There's a device called a mosquito that a British guy invented to keep teens from hanging around areas causing nuisance. It plays a high pitched whine that the young can't stand but older people can't hear. I hear the tyre noise, but it tends to get lost in amongst all the other noises, and I definitely don't hear the panning, or the ambience as you get near a wall. The only noise I hear regarding walls is the scraping, and that's clear as a bell. I'm not suggesting you should go to any trouble over this, if it sounds fine to you and most people can hear it, then go with the majority, but the only way to understand the disparity
  would be to test it on a group of people of all ages. In my case, I die so quickly in modern mode that I don't get much chance to judge differences in sounds at all. I'm not suggesting this be implemented, but in an ideal world a sound tutorial where you ride down an empty road and sounds are introduced one at a time instead of having everything happen at once would be good. but it's only deaf old farts like me who are having trouble anyway . When the mobile version works, I'm going to email my brother and ask him to have a go. He has the same eye condition as me, and is a couple of years older. He only has a work computer and he won't play games on that, but he will on his phone. I'd be interested if he can hear this stuff and I can't.

URL: http://forum.audiogames.net/viewtopic.php?pid=322398#p322398





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Re: You're a Cyclepath!

2017-07-31 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: You're a Cyclepath!

Maybe my hearing isn't as bad as I thought. Think I've misinterpreted what people were saying about the turning sound. From what I can tell classic turning doesn't work the same way as modern. If you press left in classic you just sort of side step left a bit, whereas pressing left in modern actually turns you left a bit and if you don't straighten up again you'll keep going left until you hit the wall. Is this right? When people are saying they can't hear the turning sound in modern mode, I assumed they meant they could in classic, but maybe there is no turning sound in classic? I don't know because I can hear no panning sound in either hahah.What I do know is the soundcard on this PC is awful. It's a business computer and I knew it wasn't great, but this game has exposed it as missing a ton of depth. The sound's just too washed out. Playing on my music laptop with good headphones I got loads farther and could hear cars much
  sooner and tended not to crash into ghost cars at all. Still have a bit of trouble hearing individual cars when there's lots of noise, but I'm in my forties, there are frequencies I know I can't hear now that I could when I was 25.

URL: http://forum.audiogames.net/viewtopic.php?pid=321915#p321915





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Re: Our Great Adventure III -- now fully playable in English!

2017-07-31 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Our Great Adventure III -- now fully playable in English!

The lift with all the cutting blades, this is how I do it. The lift's width is from tile 5 to tile 9. I start at 9, then after I go past 100 in height, I step across to tile 8. Then after height 350, step across to tile 7. Then after height 660, I step all the way across to 5. Now comes the trickiest part. There are a bunch of blades that are just ten tiles apart in height going from tile 9 to 5. They start somewhere around 790. I take a defence drink at about 750, then try to step across in between the one at tile 5 and the one at tile 6. I'm not sure what the heights are, something like 840 and 830. Sometimes I make it, but usually I get sliced a bit, that's why the defence drink. Once I get through that, I wait at tile 8 to get past the last blade before the top, which is at tile 9, height 980. I keep checking using the q key, and as soon as I hear about 975 or more, remember the q key always reports your position a little late so you've moved a bit since, I
  quickly step across and drop off onto the platform at 980where the door is.

URL: http://forum.audiogames.net/viewtopic.php?pid=321949#p321949





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Re: Our Great Adventure III -- now fully playable in English!

2017-07-31 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Our Great Adventure III -- now fully playable in English!

The lift with all the cutting blades, this is how I do it. The lift's width is from tile 5 to tile 9. I start at 9, then after I go past 100 in height, I step across to tile 8. Then after height 350, step across to tile 7. Then after height 660, I step all the way across to 5. Now comes the trickiest part. There are a bunch of blades that are just ten tiles apart in height going from tile 9 to 5. They start somewhere around 790. I take a defence drink at about 750, then try to step across in between the one at tile 5 and the one at tile 6. I'm not sure what the heights are, something like 840 and 830. Sometimes I make it, but usually I get sliced a bit, that's why the defence drink. Once I get through that, I wait at tile 8 to get past the last blade before the top, which is at tile 9, height 980. I keep checking using the q key, and as soon as I hear about 978 or more, remember the q key always reports your position a little late so you've moved a bit since, I
  quickly step across and drop off onto the platform at 980where the door is.

URL: http://forum.audiogames.net/viewtopic.php?pid=321949#p321949





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Re: You're a Cyclepath!

2017-07-31 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: You're a Cyclepath!

Maybe my hearing isn't as bad as I thought. Think I've misinterpreted what people were saying about the turning sound. From what I can tell classic turning doesn't work the same way as modern. If you press left in classic you just pan left a bit, whereas pressing left in modern actually turns you left a bit and if you don't straighten up again you'll keep going left until you hit the wall. Is this right? When people are saying they can't hear the turning sound in modern mode, I assumed they meant they could in classic, but maybe there is no turning sound in classic? I don't know because I can hear no panning sound in either hahah.What I do know is the soundcard on this PC is awful. It's a business computer and I knew it wasn't great, but this game has exposed it as missing a ton of depth. The sound's just too washed out. Playing on my music laptop with good headphones I got loads farther and could hear cars much sooner and te
 nded not to crash into ghost cars at all. Still have a bit of trouble hearing individual cars when there's lots of noise, but I'm in my forties, there are frequencies I know I can't hear now that I could when I was 25.

URL: http://forum.audiogames.net/viewtopic.php?pid=321915#p321915





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Re: You're a Cyclepath!

2017-07-31 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: You're a Cyclepath!

Maybe my hearing isn't as bad as I thought. Think I've misinterpreted what people were saying about the turning sound. From what I can tell classic turning doesn't work the same way as modern. If you press left in classic you just pan left a bit, whereas pressing left in modern actually turns you left a bit and if you don't straighten up again you'll keep going left until you hit the wall. Is this right? When people are saying they can't hear the turning sound in modern mode, I assumed they meant they could in classic, but maybe there is no turning sound in classic? I don't know because I can hear no panning sound in either hahah.What I do know is the soundcard on this PC is awful. It's a business computer and I knew it wasn't great, but this game has exposed it as missing a ton of depth. The sound's just too washed out. Playing on my music laptop with good headphones I got loads farther and could hear cars much sooner and te
 nded not to crash into ghost cars at all. Still have a bit of trouble hearing individual cars when there's lots of noise, but I'm 44, there are frequencies I know I can't hear now that I could when I was 25.

URL: http://forum.audiogames.net/viewtopic.php?pid=321915#p321915





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Re: You're a Cyclepath!

2017-07-31 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: You're a Cyclepath!

This game has made me realise my hearing is not as sharp as it could be. I hear no wheel noise when turning even on classic. No wonder I'm always hitting things I didn't hear. Slightly terrifying given all the busy roads I cross every day using just my ears, lol.

URL: http://forum.audiogames.net/viewtopic.php?pid=321798#p321798





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Re: Bokurano Daibouken 3 : secondary topic

2017-07-31 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

@jayde, Liam Erven does a playthrough on youtube called let's play Bokurano Daibouken 3, It's worth watching for secrets, at least those Liam knows about. I'd watch it only as far as the point you're at so you don't have any spoilers, but it's good for tips and stuff you might have missed. It could also help you beat a level if you get really stuck. And it's pretty funny here and there. For some reason stages that drove me mad became really funny when Liam was being driven mad by them. I think Germans might have a word for this .A few times I've thought about putting up an audio walkthrough of BK3 divided into stages because people tend to ask about the same bits  all the time, and Liam's vids are entertaining, but you have no idea which vid contains which levels so it's not a very good way to see how to get passed a level y
 ou might be stuck on. But people wouldn't be aware of it, and would still come here to ask questions, so it would be a futile gesture.

URL: http://forum.audiogames.net/viewtopic.php?pid=321793#p321793





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Re: Bokurano Daibouken 3 : secondary topic

2017-07-31 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

@jayde, Liam Erven does a playthrough on youtube called let's play Bokurano Daibouken 3, It's worth watching for secrets, at least those Liam knows about. I'd watch it only as far as the point you're at so you don't have any spoilers, but it's good for tips and stuff you might have missed. It could also help you beat a level if you get really stuck. And it's pretty funny here and there. For some reason stages that drove me mad became really funny when Liam was being driven mad by them. I think Germans might have a word for this .

URL: http://forum.audiogames.net/viewtopic.php?pid=321793#p321793





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Re: Our Great Adventure III -- now fully playable in English!

2017-07-31 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Our Great Adventure III -- now fully playable in English!

csm120, have you tried putting it in the warehouse, then playing again the level where Carla's father gives it to you? I think it might be 12-4, but am not sure.

URL: http://forum.audiogames.net/viewtopic.php?pid=321792#p321792





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Re: Our Great Adventure III -- now fully playable in English!

2017-07-31 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Our Great Adventure III -- now fully playable in English!

gamer, here's a walkthrough of the way I approach 25-3. Walk as far as tile 8 of the platform you start on, but don't get on that little lift there because if it takes you to the bottom, it'll get you chopped up. Instead jump the gap. Walk to the end of the platform on the other side of the gap and drop off. You should land at 22, 30. Walk back to the left and wait for the little lift at 12, 30. It won't get you chopped up this way. Ride it up and after you get up to about 38, start trying to get off to the right. You're trying to get onto platform 45 where all the health stuff is. If you fall off and end up back on platform 30, try again.Once you make it on to 45, walk to the right picking up all the stuff and then drop off so you end up back at 22, 30 again. Now stay there and wait for the second lift to come pick you up. Ride it up to 90 and get off to the left. Hit the switch. Missiles will start firing. Jump over them as best you can. Walk back 
 to the right til you get to the edge of the lift gap at 21, 90. If you take a speed drink you can jump a gap of 3 tiles, and this is what I'd do to get to the switch on the right side of the gap on platform 90. If not you'll need to use the lift to get across. Hit the second switch. The third lift will now be working.  Go left back to the second lift and wait for it to come past you. Get on it on the way down, and get off to the right at platform 50. Walk to the right edge of platform 50, and wait for the third lift. Only get on it on the way down or it'll get you chopped up. Ride it to the ground and exit via the door on the right.

URL: http://forum.audiogames.net/viewtopic.php?pid=321791#p321791





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Re: Our Great Adventure III -- now fully playable in English!

2017-07-30 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Our Great Adventure III -- now fully playable in English!

@JaydeIt gets easier. I think playing stage 1 for the first time with low stats and undeveloped skills is as tough as playing through stage 25 in one of the advanced modes because by the time you get to that level you have a powerful weapon, great stats and are pretty adept at playing the game. When I first played this game I nearly gave up on stage 1. I thought how are people playing stage 20 or whatever when I'm finding stage 1 so hard. I must be really shit. But by the time I got to stage 20 I was racing along.

URL: http://forum.audiogames.net/viewtopic.php?pid=321710#p321710





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Re: Our Great Adventure III -- now fully playable in English!

2017-07-30 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Our Great Adventure III -- now fully playable in English!

Don't touch the switch on the right at platform 300. Hit the one on the left, then kill everything in the room at 100, get the piece out of the box, go up to 200 do the same, then down to 0 and exit. You need to kill everything before the boxes will open, but be careful not to destroy the boxes.. Also, if you destroy the jet in the room on the top platform it will leave behind a lift sensor that helps with using lifts.

URL: http://forum.audiogames.net/viewtopic.php?pid=321704#p321704





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Re: Our Great Adventure III -- now fully playable in English!

2017-07-30 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Our Great Adventure III -- now fully playable in English!

Don't touch the switch on the right at platform 300. Hit the one on the left, then kill everything in the room at 100, get the piece out of the box, go up to 200 do the same, then down to 0 and exit. You need to kill everything before the boxes will open. Also, if you destroy the jet in the room on the top platform it will leave behind a lift sensor that helps with using lifts.

URL: http://forum.audiogames.net/viewtopic.php?pid=321704#p321704





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Re: You're a Cyclepath!

2017-07-30 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: You're a Cyclepath!

It's nice to know someone else is having trouble hearing stuff. I thought my hearing just sucked, and maybe it does. I've made it to level 3 a few times, but it's often as much down to dumb luck as skill. I hardly ever die because I heard something and dodged too late, but because I hit something I just didn't hear at all. And I still haven't found a tunnel . Ramps are obvious, and even if you didn't know what to listen for, you'd eventually hit one without trying. I've never entered a tunnel though. I'd love to hear the audio of what it sounds like so I'd stand a better chance of spotting it.

URL: http://forum.audiogames.net/viewtopic.php?pid=321666#p321666





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Re: Our Great Adventure III -- now fully playable in English!

2017-07-30 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Our Great Adventure III -- now fully playable in English!

Jaws doesn't work with this game. But NVDA is free to install, and there's an eloquence addon if you google it, so it'll sound no different to jaws anyway.

URL: http://forum.audiogames.net/viewtopic.php?pid=321637#p321637





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Re: You're a Cyclepath!

2017-07-29 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: You're a Cyclepath!

I think the mistake I made with the ramps was I thought the electric bike would be good because it was quiet and I'd hear the other traffic better, but I don't think it was jumping far enough to get many coins. Don't know if its my earphones or my hearing but I still haven't found a tunnel. I can't hear the turning noise people mentioned at all  either.

URL: http://forum.audiogames.net/viewtopic.php?pid=321594#p321594





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Re: You're a Cyclepath!

2017-07-29 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: You're a Cyclepath!

I think the mistake I made with the ramps was I thought the electric bike would be good because it was quiet and I'd hear the other traffic better, but I don't think it was jumping far enough to get many coins. Don't know if its my earphones or my hearing but I still haven't found a tunnel. I can't hear the turning noise people mentioned at all .

URL: http://forum.audiogames.net/viewtopic.php?pid=321594#p321594





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Re: You're a Cyclepath!

2017-07-29 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: You're a Cyclepath!

What do tunnels sound like? I have had them unlocked for a while but am yet to find one. Also, collecting coins is seriously reduced when ramps are turned on. Seems you can no longer pick up the regular ones and can only get them in the air. Makes having ramps on a bit of a negative thing. And the settings not sticking is a real pain.

URL: http://forum.audiogames.net/viewtopic.php?pid=321557#p321557





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Re: You're a Cyclepath!

2017-07-29 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: You're a Cyclepath!

Just tried the browser version again and it worked fine this time with NVDA and Firefox. Using modern turns is a recipe for certain death though. It's loads more responsive than the classic so you can get across to ramps and stuff quicker, but I seem to crash loads more when I use it. Maybe it's a lack of expertise thing. I think it would be nice if the game remembered your setup so you don't have to keep choosing bikes, environments, etc, every time. The game's great, but having to constantly set stuff is inconvenient.

URL: http://forum.audiogames.net/viewtopic.php?pid=321524#p321524





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Re: You're a Cyclepath!

2017-07-29 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: You're a Cyclepath!

Seems like a fun morish game. Haven't been able to get it to work with jaws at all, either in the browser version with virtual turned off, or in the windows version. Also the browser version doesn't appear to work at all with IE, and with FF is just too buggy to be enjoyable. Tried it on my music PC, and things work a lot better there. Will there ever be a 32bit version because it's not convenient to use my music PC for anything but music. Just wanted to test it out on windows to see if it worked better than the browser version, which it did.

URL: http://forum.audiogames.net/viewtopic.php?pid=321499#p321499





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Re: You're a Cyclepath!

2017-07-28 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: You're a Cyclepath!

Is the win version 64bit only? When I try to run the .exe file, it says it's not compatible with my version of windows, which is 32bit.

URL: http://forum.audiogames.net/viewtopic.php?pid=321407#p321407





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Re: Bokurano Daibouken 3 : secondary topic

2017-07-27 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

Oh yeah, lol. You know I used to work on a construction site. Imagine how dangerous I was. To think all the time I spent messing around with that rocket launcher when I could have just smashed that thing out of the air in a few seconds.

URL: http://forum.audiogames.net/viewtopic.php?pid=321251#p321251





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Re: Our Great Adventure III -- now fully playable in English!

2017-07-27 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Our Great Adventure III -- now fully playable in English!

gamer, you were given a piece of paper with a number on it: 35980. You need to destroy the five sparkboxes and set the dials from top to bottom to match that number, the top one should be 3. when you fall down through the gap, you can use your hook to grab on to platforms and climb back up to them. You need to fall past the platform you want, then hook it and climb up. The discs transport you back to the top.

URL: http://forum.audiogames.net/viewtopic.php?pid=321232#p321232





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Re: Bokurano Daibouken 3 : secondary topic

2017-07-27 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

That particular helicopter only comes down as low as 43. Is there anything that hits that high? My spirit sword is pretty levelled up, but it only reaches about 20 horizontally, I have to jump just to hit things in flight that are 5 up like the jets, giant insects, mud killers, dragons, etc.

URL: http://forum.audiogames.net/viewtopic.php?pid=321230#p321230





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Re: Bokurano Daibouken 3 : secondary topic

2017-07-27 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

I just played through extreme mode and have a couple of questions. On 15-4 where you fight the helicopter, I'm only doing it 50,000 damage with each rocket. This works out to 2% of its HP. I get 50 rockets, so if I miss with just one of them, the level is unbeatable as I don't believe any other weapon I have can reach the copter. I had to cheat to get past it. That's the first time I've cheated and I'm not happy about having to do it. Other than buying death rockets in one of the bonus shops at the end, how would I beat this thing? It's funny because 15-4 was the last level where a weapon I was given especially to use had become inadequate for the job, I'm talking about the laser thing and the slimes. That thing just isn't powerful enough anymore, and it seems neither are the rockets.My other question is, I want the ultra yoyo, and now that I've passed extreme mode, I have everything I need except the chaos flare. When does it sho
 w up and where? Thanks.

URL: http://forum.audiogames.net/viewtopic.php?pid=321224#p321224





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Re: Bokurano Daibouken 3 : secondary topic

2017-07-26 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

Check your objects list. There's a tree at the far right of the screen with a fish in it. Go climb the tree and hit the fish to knock it down into the river.

URL: http://forum.audiogames.net/viewtopic.php?pid=321097#p321097





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Re: Bokurano Daibouken 3 : secondary topic

2017-07-25 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

Can't recall what's needed for making metal, and don't have access at the moment to stages above 14 so can't look. I imagine it'll involve finding the secret landing on 18-3, changing the dial to something between 3 and 9, then going back to 18-2, landing and seeing what falls.

URL: http://forum.audiogames.net/viewtopic.php?pid=320993#p320993





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Re: Our Great Adventure III -- now fully playable in English!

2017-07-25 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Our Great Adventure III -- now fully playable in English!

Someone mentioned this the other day. The devil guardian's glowing red notice is not translated. You have to turn the translation addon back on if you want to know when it's got its shield up. I've only just noticed this because I normally beat it without having to check, but it just got a lot tougher so that I had to play cat and mouse much more. I think this is something really important that the translation needs to address.And thanks dd for clarifying. And CAE, I can only do elementary school arithmetic lol. I can't speak for gamer, but I didn't understand that. Even though I use variables a bit in scripting, I don't know a thing about algebra, equations and the like. I quit school really early because of failing sight.

URL: http://forum.audiogames.net/viewtopic.php?pid=320991#p320991





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Re: Our Great Adventure III -- now fully playable in English!

2017-07-25 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Our Great Adventure III -- now fully playable in English!

I asked that same question a few weeks ago. Yukio couldn't remember what his original thinking was. Someone suggested triangular numbers, but I couldn't get all the numbers to appear in that sequence, but I mightn't have understood the logic behind triangular numbers, and it still didn't explain why those particular numbers made a pattern. dd came up with a neat solution, which was to take the difference of the prior two numbers and add 25 to it. So the difference between 15 and 55 is 40, add 25 makes 65, added to 55 gets you 120. The difference between 120 and 55 is 65, add 25 = 90, add it to 120, and that's the next number in the sequence.

URL: http://forum.audiogames.net/viewtopic.php?pid=320937#p320937





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Re: Bokurano Daibouken 3 : secondary topic

2017-07-25 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

I think you craft it. if you look in collection items in the crafting workshop at stage 16, it'll probably tell you what you need. I think it'll be in the collection items category anyway. .

URL: http://forum.audiogames.net/viewtopic.php?pid=320934#p320934





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Re: Our Great Adventure III -- now fully playable in English!

2017-07-25 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Our Great Adventure III -- now fully playable in English!

@gamer smash all the stones, then find a place to hook up to the platform where the key is. Use your camera to examine the platform.@dd, so I assume there's another way to get that weapon, but you don't want to spoil it . Maybe I'll come back one day and say alright where is it hahaha.

URL: http://forum.audiogames.net/viewtopic.php?pid=320905#p320905





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Re: Our Great Adventure III -- now fully playable in English!

2017-07-25 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Our Great Adventure III -- now fully playable in English!

In the crafting workshop there's a needle launcher ten. It says it can break one of the natural laws of the game. To craft it you need 3 needle launcher nines. To get a needle launcher nine, you need three needle launcher eights. To get a needle launcher eight, you need three needle launcher sevens, and so on down to needle launcher two, which you can buy in one of the bonus shops for 900 each. So do I have the math right? You multiply 3 by itself 7 times, then multiply that by 900? So by my reckoning, one NL10 costs nearly six million. At the moment the place I seem to get the most money quickest is 16-2, where I get about 1500 a time. That means I'd have to play that level 4000 times to get the NL10. If it takes on average ten minutes to complete that level, including all the restarts and such, and presuming I never waste any time by dying, it would take me almost a month of non-stop playing just to get the NL10. This can't be right can it?By the way, 10 min
 utes multiplied by 4000 equals 666 hours. Maybe this weapon is truly evil .

URL: http://forum.audiogames.net/viewtopic.php?pid=320897#p320897





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Re: Our Great Adventure III -- now fully playable in English!

2017-07-25 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Our Great Adventure III -- now fully playable in English!

In the crafting workshop there's a needle launcher ten. It says it can break one of the natural laws of the game. To craft it you need 3 needle launcher nines. To get a needle launcher nine, you need three needle launcher eights. To get a needle launcher eight, you need three needle launcher sevens, and so on down to needle launcher two, which you can buy in one of the bonus shops for 900 each. So do I have the math right? You multiply 3 by itself 7 times, then multiply that by 900? So by my reckoning, one NL10 costs nearly six million. At the moment the place I seem to get the most money quickest is 16-2, where I get about 1500 a time. That means I'd have to play that level 4000 times to get the NL10. If it takes on average ten minutes to complete that level, including all the restarts and such, and presuming I never waste any time by dying, it would take me almost a month of non-stop playing just to get the NL10. This can't be right can it?

URL: http://forum.audiogames.net/viewtopic.php?pid=320897#p320897





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Re: Our Great Adventure III -- now fully playable in English!

2017-07-25 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Our Great Adventure III -- now fully playable in English!

In the crafting workshop there's a needle launcher ten. It says it can break one of the natural laws of the game. To craft it you need 3 needle launcher nines. To get a needle launcher nine, you need three needle launcher eights. To get a needle launcher eight, you need three needle launcher sevens, and so on down to needle launcher two, which you can buy in one of the bonus shops for 900 each. So do I have the math right? You multiply 3 by itself 7 times, then multiply that by 900? So by my reckoning, one NL10 costs nearly six million. At the moment the place I seem to get the most money quickest is 16-2, where I get about 1500 a time. That means I'd have to play that level 4000 times to get the NL10. So my question is:where can I get money faster than this  .

URL: http://forum.audiogames.net/viewtopic.php?pid=320897#p320897





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Re: Our Great Adventure III -- now fully playable in English!

2017-07-25 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Our Great Adventure III -- now fully playable in English!

In the crafting workshop there's a needle launcher ten. It says it can break one of the natural laws of the game. To craft it you need 3 needle launcher nines. To get a needle launcher nine, you need three needle launcher eights. To get a needle launcher eight, you need three needle launcher sevens, and so on down to needle launcher two, which you can buy in one of the bonus shops for 900 each. So do I have the math right? You multiply 3 by itself 8 times? So by my reckoning, one NL10 costs nearly six million. At the moment the place I seem to get the most money quickest is 16-2, where I get about 1500 a time. That means I'd have to play that level 4000 times to get the NL10. So my question is:where can I get money faster than this  .

URL: http://forum.audiogames.net/viewtopic.php?pid=320897#p320897





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Re: Our Great Adventure III -- now fully playable in English!

2017-07-23 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Our Great Adventure III -- now fully playable in English!

You get the code for that door later. I think it's written on a piece of paper you pick up amongst a load of trash on 12-4. If you want it now, let me know and I'll tell it to you.

URL: http://forum.audiogames.net/viewtopic.php?pid=320690#p320690





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Re: Our Great Adventure III -- now fully playable in English!

2017-07-23 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Our Great Adventure III -- now fully playable in English!

You need to set the three screens to a particular combination and that will unlock the door in the main room. Each screen has two choices. I don't know if it's improved since the translation, but the text description that accompanied those screens was confusing as hell and was no help at all in letting you know what you were supposed to do. All that stuff about silhouettes, neutral images, and rotating the screen made not a bit of sense to me. If you want to try all the combinations yourself, it's a case of two choices on each screen, so 2 multiplied by 2 multiplied by 2 equals 8 possible combinations, so it will mean potentially running backwards and forwards 8 times, which is not much fun. If you just want to know the combo, read on...Flamethrower, fire extinguisher, battery.

URL: http://forum.audiogames.net/viewtopic.php?pid=320690#p320690





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Re: Bokurano Daibouken 3 : secondary topic

2017-07-22 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

@flame go to page 78 and read post 1,929.

URL: http://forum.audiogames.net/viewtopic.php?pid=320506#p320506





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Re: Our Great Adventure III -- now fully playable in English!

2017-07-22 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Our Great Adventure III -- now fully playable in English!

the coordinate is around 1304.Be prepared though because there's a similar tricky part immediately after you get past that bit.

URL: http://forum.audiogames.net/viewtopic.php?pid=320503#p320503





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Re: Bokurano Daibouken 3 : secondary topic

2017-07-21 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

I wonder if Yukio would consider giving some sort of incentive for passing the stealth levels without being noticed. If you smash your way through, you get cash and level up points, but if you play it stealthily as it's meant to be played, you get nothing. If there were a nice reward, that's what would make me stop smashing carts and go back to doing it stealthily.

URL: http://forum.audiogames.net/viewtopic.php?pid=320465#p320465





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Re: Bokurano Daibouken 3 : secondary topic

2017-07-21 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

I wonder if Yukio would consider giving some sort of incentive for passing the stealth levels without being noticed. If you smash your way through, you get cash and level up points, but if you play it stealthily as it's meant to be played, you get nothing except a pass to the next level. If there were a nice reward, that's what would make me stop smashing carts and go back to doing it stealthily.

URL: http://forum.audiogames.net/viewtopic.php?pid=320465#p320465





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Re: Bokurano Daibouken 3 : secondary topic

2017-07-21 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

Yeah, I just meant Yukio said it wasn't translated, and I noticed something lying around on 25-5 that seemed like it might not be translated. That's the closest I've come to noticing anything that could be it, but doubt it is. It's something that sounds useful, but I'm not sure I really want it. There are things in this game that make you lazy and levels become kind of bypassable after you get them, and I think a reverse hook would be one of those items. It's like after you get the hook, you no longer need to go to a ladder. After you get the UFO, you no longer need to carefully pick your way down from a height, you just drop off and float down. Or on the level where you have to climb lots of trees to het up to one at the end, you can just run to the end then fly up through a gap, bypassing all the other trees. At 25-3, you don't have to stand there dodging missiles while you wait for a lift, you just fly. Having a powered up spirit sword has mad
 e me not bother being stealthy when security carts are around, I just chop them once and they're gone, two or three times for security cameras. The reverse hook would mean you didn't have to run to find a gap, just drop down anywhere, so there would be even more redundancy if you know what I mean. I can't help powering through stealth levels and dropping off heights using the UFO, but I kind of wish I wasn't allowed to do these things and still had to play the game properly.

URL: http://forum.audiogames.net/viewtopic.php?pid=320463#p320463





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Re: Bokurano Daibouken 3 : secondary topic

2017-07-21 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

Dunno, might have been in exciting when I went back to normal. I just know I have done it twice and have 38 clear medals for the normal mode. Don't know where two of them went. Must have used them for something.

URL: http://forum.audiogames.net/viewtopic.php?pid=320459#p320459





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Re: Bokurano Daibouken 3 : secondary topic

2017-07-21 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

Yukio said something about waiting for a translation re the reverse hook. That made me think of something I've noticed a couple of times on 25-5, but haven't managed to pick up. Sometimes there's something that appears on the objects list that just says, @320, 0, or whatever coordinate. It's as if the name of whatever it is hasn't been translated. It always disappears before I get to it though. I wonder if it gets destroyed by the clear burn or something.

URL: http://forum.audiogames.net/viewtopic.php?pid=320457#p320457





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Re: Bokurano Daibouken 3 : secondary topic

2017-07-21 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

Yeah, go into extras, modes, and select normal, then say yes to the prompts asking if you're sure you want to reset the mode. I did it after I first beat normal and got the spirit sword. I wanted to power it up in the easiest mode, though this probably wasn't necessary. Could've gone straight to exciting and done okay.

URL: http://forum.audiogames.net/viewtopic.php?pid=320455#p320455





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Re: Bokurano Daibouken 3 : secondary topic

2017-07-21 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

You get 20 clear medals whenever you play any of the modes from start to finish, even if you've played them before

URL: http://forum.audiogames.net/viewtopic.php?pid=320449#p320449





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Re: Our Great Adventure III -- now fully playable in English!

2017-07-21 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Our Great Adventure III -- now fully playable in English!

On 18-2 the point you refer to has three turbulances from 2 to 4, and one from zero to three. You hear the announcement turbulence passed for the first two from two to four, but the alarm sounds for the turbulence from zero to three before it announces the final one from two to four. Fly real slow, ignore the alarm til you hear turbulence passed, then up arrow to altitude 4 for the final turbulence. This wasn't easy to explain, but just remember there are three lots of turbulances from two to four, but the third one isn't announced until the alarm starts sounding for the turbulence at zero  to three.

URL: http://forum.audiogames.net/viewtopic.php?pid=320438#p320438





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Re: Bokurano Daibouken 3 : secondary topic

2017-07-21 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

When I first started playing it, several times I got past the really awkward bit with the three lifts, the bit that's like a lift in a food mixer, beat the bosses, then after all that, in the room with the bomber pods, fell down a whole and died where the objects list said a ladder was. That happened about four times and it made me furious. But I eventually learned how to tackle each room comfortably, and I'm saying I now really enjoy the variety of that level. I'm a democrat, if the concensus is that that stage should be split up, then I'll go along with it, but I'm just expressing my opinion.

URL: http://forum.audiogames.net/viewtopic.php?pid=320422#p320422





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Re: Bokurano Daibouken 3 : secondary topic

2017-07-21 Thread AudioGames . net ForumNew releases room : flackers via Audiogames-reflector


  


Re: Bokurano Daibouken 3 : secondary topic

When I first started playing it, several times I got past the really awkward bit with the three lifts, the bit that's like a lift in a food mixer, beat the bosses, then after all that, in the room with the bomber pods, fell down a whole and died where the objects list said a ladder was. That happened about four times and it made me furious. But I eventually learned how to tackle each room comfortably, and I'm saying I now really enjoy the variety of that level. I'm a democrat, if the concensus is that that stage should be split up, then I'll go along with it, but I'm just expressing my opinion, and it's as valid as anyone else's.

URL: http://forum.audiogames.net/viewtopic.php?pid=320422#p320422





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