Re: Blind Drive

2021-03-14 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Blind Drive

@rings2006: Either that or a subliminal cliffhanger that there is more coming.spoilerIf there is more story content planned, Donnie getting a job as Blindfold Taxi driver with Granny as dispatch would be a hilariously epic part 2.All the pancake pedestrians you rammed will resurface for revenge, and it's up to you to get these crazy passengers to their destinations...wherever the hell that is. You'll get everything from a half a dozen squatters overpacking your 4seat sedan, wasted and riled up passengers, and passengers that insist on riding shotgun and playing their horrible music over the aux to distract you! Along the way, the ever-so-friendly GPS will make getting to each destination or pitstop a delightful experience...or something.

URL: https://forum.audiogames.net/post/622814/#p622814




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Re: Blind Drive

2021-03-14 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Blind Drive

@rings2006: Either that or a subliminal cliffhanger that there is more coming.spoilerIf there is more story content planned, Donnie getting a job as Blindfold Taxi driver with Granny as dispatch would be a hilariously epic part 2.All the pancake pedestrians you rammed will resurface for revenge. You'll get everything from a half a dozen squatters overpacking your 4seat sedan, drunken and rialed up passengers, andpassengers that insist on riding shotgun and playing their orrible music over the aux to distract you! Along the way, the ever-so-friendly GPS will make getting to each estination or pitstop a delightful expiernence...or something.

URL: https://forum.audiogames.net/post/622814/#p622814




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Re: Blind Drive

2021-03-14 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Blind Drive

@rings2006: Either that or a subliminal cliffhanger that there is more coming.spoilerDonnie getting a job as Blindfold Taxi driver with Granny as dispatch would be hilariously epic part 2.All the pancake pedestrians you rammed will resurface for revenge. You'll get everything from a half a dozen squatters overpacking your 4seat sedan, drunken and rialed up passengers, andpassengers that insist on riding shotgun and playing their orrible music over the aux to distract you! Along the way, the ever-so-friendly GPS will make getting to each estination or pitstop a delightful expiernence...or something.

URL: https://forum.audiogames.net/post/622814/#p622814




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Re: Blind Drive

2021-03-12 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Blind Drive

@ondrosik: echo wouldn't have really worked in a car. The audio meshes pretty well on this one.

URL: https://forum.audiogames.net/post/622251/#p622251




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Re: Blind Drive

2021-03-11 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Blind Drive

@JasonBlaze: That's because Android has had gesture latency as well. Only just now being addressed in Android 11 on Pixels with the new Talkback release. But try any reaction game on Android, Archery in audio game hub for instance, and you'll notice there's a definite ddelay from when you let go of the screen and hear the arrow release. Flagship devices such as the Pixels, Samsung Galaxies, ONe Plus, etc. have low latency audio enough for a game like this. I feel like part of the problem is that most phones use software amplification to recoop the damage caused by the shitty speakers most phones are actually shipped with, and software amplification post-processing will always have latency. How much or how little depends on hardware, and the flagship phones have the least amount of latency.

URL: https://forum.audiogames.net/post/622154/#p622154




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Re: Blind Drive

2021-03-11 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Blind Drive

Android in general has a low-latency audio problem. The devs had the right idea implementing a low-latency requirement, since after all a higher latency setup would not take well to the reaction speeds needed for the shoot-o-rama. THe fact that that requirement fudged the play store's compatibility determination just tells you how few Android devices actually have good low-latency audio. Lol!Glad that issue is getting sorted out.

URL: https://forum.audiogames.net/post/622091/#p622091




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Re: Blind Drive

2021-03-11 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Blind Drive

Android in general has a low-latency audio problem. The devs had the right idea implementing a low-latency requirement, since after all a higher latency setup would not take well to the reaction speeds needed for the shoot-o-rama. THe fact that that requirement fudged the play store's compatibility determination just tells you how few Android devices actually have good low-latency audio. Lol!Glad that issue got sorted out.

URL: https://forum.audiogames.net/post/622091/#p622091




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Re: Blind Drive

2021-03-10 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Blind Drive

Let me tell ya, the one-liners and Granny are worth the price of admission alone! Lol.This is definitely a great game, I too played it all the way through andspoilerman, that showdown made the other stray bullet outrun levels look tame!By the way, the database entry for Blind Drive has just been updated, check it out.

URL: https://forum.audiogames.net/post/621938/#p621938




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Re: Golden Crayon, a new building game!

2021-03-09 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Golden Crayon, a new building game!

@StarFire: Credit to you for the admission, though it might be better to edit your post in the future. It's only a minor inconvenience in this case, but as you said the post count being out of line might have confused some people.

URL: https://forum.audiogames.net/post/621552/#p621552




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Re: Golden Crayon, a new building game!

2021-03-09 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Golden Crayon, a new building game!

Good evening folks.WE would like to report that there is an initial draft of what will soon become case law regarding the handling of asset theft. None of this is being enforced just yet as we are waiting on approval from an additional admin, but it's safe to assume that this is how things are going to be going forward.read them here

URL: https://forum.audiogames.net/post/621550/#p621550




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Re: Two new free games from GMAGames

2021-02-17 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Two new free games from GMAGames

Whoa! Welcome back David. Good stuff!

URL: https://forum.audiogames.net/post/616351/#p616351




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Re: Revenge Of The Undead, a new zombie shooter

2021-02-02 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Revenge Of The Undead, a new zombie shooter

JayJay: Responded to your pm.

URL: https://forum.audiogames.net/post/612253/#p612253




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Re: Revenge Of The Undead, a new zombie shooter

2021-02-01 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Revenge Of The Undead, a new zombie shooter

Moderation.Going to have to give whoever is presumably controlling Maxi's account a caution right out of the gate. This kind of personal attack would immediately warrant a warning, but it's kind of hard to exactly issue a warning and account for it if we can't exactly pinpoint the user in question. That said, further disciplinary action will absolutely be taken if it can be proven who has control of Maxi's account. Owing to the severity of the personal attacks, whoever is controlling his account has one chance to come clean, but if they don't and we find out through other means, they are most likely looking at an indefinite ban if they have a forum account to their name.Meanwhile, if the real Maxi can read this, he should change his password and keep it secure, so that his account does not do anything else.

URL: https://forum.audiogames.net/post/612019/#p612019




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Re: Onslaught, Audio Asteroids, released for Windows, macOS, and Linux

2020-12-19 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Onslaught, Audio Asteroids, released for Windows, macOS, and Linux

@zargonbr:1. They're improving the combat system in that game.2. What would you expect in a demo of this game? The tutorial? 1 wave?Honestly, due to the infinite level nature of this game a demo would pretty much reveal all the game would have to offer. Five bucks is a complete steal.

URL: https://forum.audiogames.net/post/600125/#p600125




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Re: Scarlet Shells, concept demo 1!

2020-12-05 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

@titan_of_war:There is a slightly different sound when kicking. You need toh ave landed 6 or more consecutive attacks first. If you can't tell the difference in sound, perhaps a better pair of headphones might help.

URL: https://forum.audiogames.net/post/595812/#p595812




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Re: Scarlet Shells, concept demo 1!

2020-12-05 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Scarlet Shells, concept demo 1!

Agreed re: area 1-3.spoilerGet rid of as many enemies while on the first truck as possible, as those are unarmed. They will eventually stop coming after you, so in the inbetween times when you are ininsible, run off the truck, waste a half dozen or so armed guards while they can't hit you, and do a running jump back to the truck. If luck is on your side, one of the armed guards will drop an AA12 as loot, so you won't need to go as close to the second truck. Once you have that, you've got enough cartridges to get you through. ONce you've destroyed all the guards, it's over and you'll get a cutscene. It's alright if you're low on ammo by the time you win the level, since you will have picked up enough ammo to last you a while through the second level, and you'll have another more powerful weapon to pick up. You have less rounds per cartridge, but the damage makes up for it.

URL: https://forum.audiogames.net/post/595761/#p595761




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Re: Pokémon access

2020-11-11 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Pokémon access

Moderation.Removing the links in 1, instead referring to some definitive resources on where to buy the game. Thanks for pointing out the 3ds e-shop, Kenshira.If anyone's looking for a better link for the script, I've uploaded it here so that you don't have to deal with Mega.

URL: https://forum.audiogames.net/post/588949/#p588949




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Re: Pokémon access

2020-11-11 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Pokémon access

Excellent, glad to see another Pokemon game be made accessible via these scripts.Anyone have any local resources for buying the game at a reasonable price? Over here, game-stopis selling it for $25.

URL: https://forum.audiogames.net/post/588864/#p588864




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Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

2020-09-12 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

I believe it is the registry either under local machine or current user. IT is a dword value, so you should be able to delete it no problem - I would also venture to guess though that the system won't freak out if your ip's are virtually the same.

URL: https://forum.audiogames.net/post/570228/#p570228




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Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

2020-09-12 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

I believe it is the registry either under local machine or current user. IT is a dword value, so you should be able to delete it no problem - I would also venture to guess though that the system won't freak out if your ip's are virtually the same.

URL: https://forum.audiogames.net/post/570227/#p570227




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Re: Build to Survive, version 5.0.5

2020-09-02 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Build to Survive, version 5.0.5

Sorry, Omer, but Pun-Marma seems to be against that. Lol!

URL: https://forum.audiogames.net/post/566518/#p566518




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Re: Build to Survive, version 5.0.5

2020-09-01 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Build to Survive, version 5.0.5

And now, for the post a lot of folks have probably been waiting for...Moderation:Deathstar: At it again with the bad faith arguments I see. I think we can all agree that the buildup to thisdeathstar wrote:He's only saying his own opinions, just like I'm saying mine. It's interesting that as soon as someone is more involved in developing, they try to wipe out the problems that they generated, by saying something that the whole community feels sorry for.Tell me, are you Tunmi13?Hey, don't all answer at once...Ok, I thought not. So you don't get to decide how he handles grief. You don't get to imply that how he's handling grief doesn't add up. You don't get to just barely fall short of practically accusing him of lying, making an excuse, or trying to exhaust the pity-pool. Call it whatever it is, this is a few fries short of victim-blaming, and the problem here is that you seem to be a few fries short of all of your rule violations. Well, that ends now. You've gotten three warnings so far so normally your ban would be 6 months, but by way of the community failure clause, it is being extended to a year. Hopefully this is enough time for you to seriously reflect on the way you handle yourself on this forum.

URL: https://forum.audiogames.net/post/566353/#p566353




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Re: Build to Survive, version 5.0.5

2020-09-01 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Build to Survive, version 5.0.5

And now, for the post a lot of folks have probably been waiting for...Moderation:Deathstar: At it again with the bad faith arguments I see. I think we can all agree that the buildup to thisdeathstar wrote:He's only saying his own opinions, just like I'm saying mine. It's interesting that as soon as someone is more involved in developing, they try to wipe out the problems that they generated, by saying something that the whole community feels sorry for.Tell me, are you Tunmi13?Hey, don't all answer at once...Ok, I thought not. So you don't get to decide how he handles grief. You don't get to imply that how he's handling grief doesn't add up. You don't get to just barely fall short of practically accusing him of lying, making an excuse, or trying to exhaust the pity-pool. Call it whatever it is, this is a few fries short of victim-blaming, and the problem here is that you seem to be a few fries short of all of your rule violations. Well, that ends now. You've gotten three warnings so far so noramlly your ban would be 6 months, but by way of the community failure clause, it is being extended to a year. Hopefully this is enough time for you to seriously reflect on the way you handle yourself on this forum.

URL: https://forum.audiogames.net/post/566353/#p566353




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Re: [PC/Mac] [PARTICIPANTS NEEDED] Virtual Soundwalk

2020-09-01 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: [PC/Mac] [PARTICIPANTS NEEDED] Virtual Soundwalk

@soren: You have got to be kidding me.Unsigned test app? Hello?Fair point that it's always better when apps are signed, but just like the old Windows Defender argument, just because a scanner says it will damage your machine doesn't mean it actually will.@Lirin: Gotcha, that definitely puts a lot of things into perspective. Did you report your findings in the feedback form?

URL: https://forum.audiogames.net/post/566350/#p566350




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Re: Build to Survive, version 5.0.2

2020-08-30 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Build to Survive, version 5.0.2

I can definitely understand that, just as long as you don't also show skepticism towards his grieving, whatever it may be.

URL: https://forum.audiogames.net/post/565754/#p565754




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Re: [PC/Mac] [PARTICIPANTS NEEDED] Virtual Soundwalk

2020-08-30 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: [PC/Mac] [PARTICIPANTS NEEDED] Virtual Soundwalk

YEah, figured ocr wouldn't work - the thing to remember is that this isn't really a game but an audio environment, is it binaural? That being said, you should definitely put that in as feedback on the form.

URL: https://forum.audiogames.net/post/565730/#p565730




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Re: Build to Survive, version 5.0.2

2020-08-30 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Build to Survive, version 5.0.2

Moderation:Deathstar wrote:because, in quotes, he was grieving. I wish grief was this kind of easy.You are most definitely on thin ice there, Deathstar. Implying that you are belittling @tunmi13's legitimate grieving is going right into personal attack territory, no matter how covert you might have been being. The problem is that this is far from your first rodeo, and this is not even a month into you being unbanned. So consider this a second warning, one more outburst and you are being banned again. Please do us a solid and show a bit more sensitivity so this does not have to escalate further.RIP to your friend, @tunmi13.

URL: https://forum.audiogames.net/post/565710/#p565710




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Re: Build to Survive, version 5.0.2

2020-08-30 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Build to Survive, version 5.0.2

Moderation:Deathstar wrote:because, in quotes, he was grieving. I wish grief was this kind of easy.You are most definitely on thin ice there, Deathstar. Implying that you are belittling @tunmi13's legitimate grieving is going right into personal attack territory, no matter how covert you might have been being. The problem is that this is far from your first rodeo, and this is not even a month into you being unbanned. So consider this a second warning, one more outburst and you are being banned again. Please do us a solid and show a bit more sensitivity so this does not have to escalate further.RIP to your friend, @tunme13.

URL: https://forum.audiogames.net/post/565710/#p565710




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Re: Build to Survive, version 5.0.2

2020-08-30 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Build to Survive, version 5.0.2

Moderation:Deathstar wrote:because, in quotes, he was grieving. I wish grief was this kind of easy.You are most definitely on thin ice there, Deathstar. Implying that you are belittling @tunmi13's legitimate grieving is going right into personal attack territory, no matter how covert you might have been being. The problem is that this is far from your first rodeo, and this is not even a month into you being unbanned. So consider this a second warning, one more outburst and you are being banned again. Please do us a solid and show a bit more sensitivity so this does not have to escalate further.

URL: https://forum.audiogames.net/post/565710/#p565710




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Re: Build to Survive, version 5.0.2

2020-08-30 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Build to Survive, version 5.0.2

Moderation:Deathstar wrote:because, in quotes, he was grieving. I wish grief was this kind of easy.You are most definitely on thin ice there, Deathstar. Implying that you are belittling @tunmi13's legitimate grieving is not cool, no matter how covert you might have been being. The problem is that this is far from your first rodeo, and this is not even a month into you being unbanned. So consider this a second warning, one more outburst and you are being banned again. Please do us a solid and show a bit more sensitivity so this does not have to escalate further.

URL: https://forum.audiogames.net/post/565710/#p565710




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Re: Build to Survive, version 5.0.2

2020-08-30 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Build to Survive, version 5.0.2

Moderation:Deathstar wrote:because, in quotes, he was grieving. I wish grief was this kind of easy.You are most definitely on thin ice there, Deathstar. Implying that you are belittling @tunmi13's legitimate grieving is not cool, no matter how covert you might have been being. The problem is that this is far from your first rodeo, and this is not even a month into you being unbanned. So consider this a second warning, one more outburst and you are being banned again. Please do us a solid and don't escalate this further.

URL: https://forum.audiogames.net/post/565710/#p565710




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Re: [PC/Mac] [PARTICIPANTS NEEDED] Virtual Soundwalk

2020-08-30 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: [PC/Mac] [PARTICIPANTS NEEDED] Virtual Soundwalk

@ironcross32 there's kind of a point if either OCR works, or you can call up Aira to do the job - you can definitely do that in less than five minutes. To my knowedge, you only need to click inaccessible buttons to start up the environment, afterwhich everything else should be sound-based anyway. Just make sure to put that in your feedback form. It's going to be kind of difficult to fill it out without having tried it in full. THat being said, have some extra Aira minutes on me, because if you make this first call after signing up via this link you will get some extra minutes you can use, 30 or 60 I believe, which should be planty of time should something go wrong when testing the environment.

URL: https://forum.audiogames.net/post/565673/#p565673




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Re: [PC/Mac] [PARTICIPANTS NEEDED] Virtual Soundwalk

2020-08-30 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: [PC/Mac] [PARTICIPANTS NEEDED] Virtual Soundwalk

Moderation:Soren, I'm issuing you a caution. This is not the first time a university study has come to this forum to seek feedback from us on a new audio environment development. This post, for all intents and purposes, was very eloquent and seemed legitimate. I'm issuing you a caution because you need to think about what message you are sending to a new developer. This is especialy prudent given the growing mainstream presence this forum is gaining, we really need to put our best foot forward and be accommodating to these new developers/user studies, so that in future they may recommend this site as a good potential venue for feedback. That is unless of course irrefutable proof that this post was indeed spam does surface, but wild assumptions are not the way to go about doing that.Ok, now with the moderation out of the way,@ahnoleis: Welcome to the forum. This sounds great, however I am at present unable to download this (thanks a lot, unstable internet connection). The Google form is working on my end though. I do agree with Mazen, screen-reader support for the main menu would be nice. Are you aware of the Unity Accessibility Plugin? That might help you in developing accessible ui elements. It has been used in such games as Crafting Kingdom, Galactic Colonies, and Audio Wizards.Good luck and thank you for your contribution!

URL: https://forum.audiogames.net/post/565649/#p565649




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Re: [PC/Mac] [PARTICIPANTS NEEDED] Virtual Soundwalk

2020-08-30 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: [PC/Mac] [PARTICIPANTS NEEDED] Virtual Soundwalk

Moderation:Soren, I'm issuing you a caution. This is not the first time a university study has come to this forum to seek feedback from us on a new audio environment development. This post, for all intents and purposes, was very eloquent and seemed legitimate. I'm issuing you a caution because you need to think about what message you are sending to a new developer. This is especialy prudent given the growing mainstream presence this forum is gaining, we really need to put our best foot forward and be accommodating to these new developers/user studies, so that in future they may recommend this site as a good potential venue for feedback.Ok, now with the moderation out of the way,@ahnoleis: Welcome to the forum. This sounds great, however I am at present unable to download this (thanks a lot, unstable internet connection). The Google form is working on my end though. I do agree with Mazen, screen-reader support for the main menu would be nice. Are you aware of the Unity Accessibility Plugin? That might help you in developing accessible ui elements. It has been used in such games as Crafting Kingdom, Galactic Colonies, and Audio Wizards.Good luck and thank you for your contribution!

URL: https://forum.audiogames.net/post/565649/#p565649




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Re: [PC/Mac] [PARTICIPANTS NEEDED] Virtual Soundwalk

2020-08-30 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: [PC/Mac] [PARTICIPANTS NEEDED] Virtual Soundwalk

Moderation.Soren, I'm issuing you a caution. This is not the first time a university study has come to this forum to seek feedback from us on a new audio environment development. This post, for all intents and purposes, was very eloquent and seemed legitimate. I'm issuing you a caution because you need to think about what message you are sending to a new developer. This is especialy prudent given the growing mainstream presence this forum is gaining, we really need to put our best foot forward and be accommodating to these new developers/user studies, so that in future they may recommend this site as a good potential venue for feedback.Ok, now with the moderation out of the way,@ahnoleis: Welcome to the forum. This sounds great, however I am at present unable to download this (thanks a lot, unstable internet connection). The Google form is working on my end though. I do agree with Mazen, screen-reader support for the main menu would be nice. Are you aware of the Unity Accessibility Plugin? That might help you in developing accessible ui elements. It has been used in such games as Crafting Kingdom, Galactic Colonies, and Audio Wizards.Good luck and thank you for your contribution!

URL: https://forum.audiogames.net/post/565649/#p565649




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Re: [PC/Mac] [PARTICIPANTS NEEDED] Virtual Soundwalk

2020-08-30 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: [PC/Mac] [PARTICIPANTS NEEDED] Virtual Soundwalk

Moderation.Soren, I'm issuing you a caution. This is not the first time a university study has come to this forum to seek feedback from us on a new audio environment development. This post, for all intents and purposes, was very eloquent and seemed legitimate. I'm issuing you a caution because you need to think about what message you are sending to a new developer. This is especialy prudent given the growing mainstream presence this forum is gaining, we really need to put our best foot forward and be accommodating to these new developers/user studies, so that in future they may recommend this site as a good potential venue for feedback.Ok, now with the moderation out of the way,@ahnoleis: Welcome to the forum. This sounds great, however I am at present unable to download this (thanks a lot, unstable internet connection). The Google form is working on my end though. I doagree with Mazen, screen-reader support for the main menu would be nice. Are you aware of the Unity Accessibility Plugin? That might help you in developing accessible ui elements. It has been used in such games as Crafting Kingdom, Galactic Colonies, and Audio Wizards.Good luck and thank you for your contribution!

URL: https://forum.audiogames.net/post/565649/#p565649




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Re: [PC/Mac] [PARTICIPANTS NEEDED] Virtual Soundwalk

2020-08-30 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: [PC/Mac] [PARTICIPANTS NEEDED] Virtual Soundwalk

Moderation.Soren, I'm issuing you a caution. This is not the first time a university study has come to this forum to seek feedback from us on a new audio environment development. This post, for all intents and purposes, was very eloquent and seemed legitimate. I'm issuing you a caution because you need to think about what message you are sending to a new developer. This is especialy prudent given the growing mainstream presence this forum is gaining, we really need to put our best foot forward and be accommodating to these new developers/user studies, so that in future they may recommend this site as a good potential venue for feedback.Ok, now with the moderation out of the way,@ahnoleis: This sounds great, however I am at present unable to download this (thanks a lot, unstable internet connection). The Google form is working on my end though. I doagree with Mazen, screen-reader support for the main menu would be nice. Are you aware of the Unity Accessibility Plugin? That might help you in developing accessible ui elements. It has been used in such games as Crafting Kingdom, Galactic Colonies, and Audio Wizards.

URL: https://forum.audiogames.net/post/565649/#p565649




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

2020-06-10 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


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

Try the links again, folks. Not sure what was making our server choke, but I just rebooted it and it should be working again.

URL: https://forum.audiogames.net/post/539731/#p539731




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

2020-06-05 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


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

Alright, great. Votes are still being counted over here, and the only one vote per person is in place. That being said, I am not looking at email addresses; the form only has to ask for one to insure one vote per person.

URL: https://forum.audiogames.net/post/537825/#p537825




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

2020-06-05 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


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

What's the error message you receive.TRy the link again. Not sure why it keeps disappearing.

URL: https://forum.audiogames.net/post/537727/#p537727




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

2020-06-05 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


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

@Pates: What doesn't work? THe link, just to be sure, ishttps://docs.google.com/forms/d/e/1FAIp … sp=sf_linkThe videos have all been recently fixed.

URL: https://forum.audiogames.net/post/537703/#p537703




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

2020-06-05 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


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

What's the error message you receive.

URL: https://forum.audiogames.net/post/537727/#p537727




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

2020-06-05 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


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

@Pates: What doesn't work? THe link, just to be sure, ishttps://docs.google.com/forms/d/e/1FAIp … sp=sf_linkThe videos have all been recently fixed.

URL: https://forum.audiogames.net/post/537703/#p537703




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

2020-06-05 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


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

Rain delay so it seems? I'll fix this up and then post the proper link. It' broken on my end too.Edit: Right. here's the correct link.https://docs.google.com/forms/d/e/1FAIp … sp=sf_linkGood chance the url got split down the middle that first time.

URL: https://forum.audiogames.net/post/537626/#p537626




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

2020-06-05 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


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

Rain delay so it seems? I'll fix this up and then post the proper link. It' broken on my end too.

URL: https://forum.audiogames.net/post/537626/#p537626




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Re: Space wave race has been released.

2020-05-28 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Space wave race has been released.

It's a hellf of a lot more smooth than AudioSpeed was, but it's a bit more barren. It's good for a sub-$5 game, but it really could be better.

URL: https://forum.audiogames.net/post/534348/#p534348




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

2020-05-10 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


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

@pates: I think cluttering the thread with class-type requests is rather unproductive if I can say so myself. Also, within the final product I am sure there will be more variability that you can use to add things like evolutions and pokeballs and the like.Cool your jets, and remember that they did say that the main focus here in this alpha build is hunting bugs.

URL: https://forum.audiogames.net/post/527960/#p527960




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

2020-05-10 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


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

@pates: I think cluttering the thread with class-type requests is rather unproductive if I can say so myself. Also, within the final product I am sure there will be more variability that you can use to add things like evolutions and pokeballs and the like.Relax, and remember that they did say that the main focus here in this alpha build is hunting bugs.

URL: https://forum.audiogames.net/post/527960/#p527960




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

2020-05-10 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


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

@gregsteel TRue enough, though the existence of the phrase detection bug means that sounds and speech are likely to be misaligned. While what you described is technically possible, you aren't usually supposed to hit escape after it's done speaking.As such I am not currently seeing any significant speech and sound misalignment, but will be keeping a close eye on this.

URL: https://forum.audiogames.net/post/527898/#p527898




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

2020-05-10 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


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

@gregsteel TRue enough, though the existence of the phrase detection bug means that sounds and speech are likely to be misaligned. While what you described is technically possible, you aren't usually supposed to hit escape after it's done speaking.

URL: https://forum.audiogames.net/post/527898/#p527898




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

2020-05-10 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


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

@gregsteel TRue enough, though the existence of the phrase detection bug means that sounds and speech are likely to be misaligned.

URL: https://forum.audiogames.net/post/527898/#p527898




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

2020-05-10 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


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

@wlomas This question has been answered before. The problem with extending the test out till final release is exactly that, people would probably be reporting bugs for a dead version left and right. Or reporting that their old maps aren't working with the latest new build. The only hypothetical way this would actually be able to work off technicality alone is if they had an always-on disclaimer when the engine started instructing the users outside the testing team not to send feedback for this build, or their email will be ignored in the order it is received. And how much do you wanna bet people are actually going to honor that. We all know every time an honor system is deployed in the community there's always one that is going to make it crash and burn, unfortunately. Plus, it would not benefit you being able to polish your projects until the final product anyway, because you are absolutely right it likely will be in another language altogether, and you can't just move it over/finalize it in the final build. THat being said, perhaps a sort of read-only mode may be a good idea to curb that, so that if people make something memorable during this test period, they can go back and replay it as a point of reference of sorts when they go to construct their game in the final build, i.e. generally more or less what their map looked like, the text lines so they don't have to be typed in again, etc. long and short of it, using their progress made in the alpha build as a breadboard of sorts for their final product. That kind of implementation would only be possible if the drm system they are using has breakpoint/trip-wire functionality where they can simply move the check_date/check_license function over to trigger when someone goes to create a new game/goes into creation/debug mode. But if what they're doing is simple try-and-die drm, this implementation would run the risk of having something public alpha-specific coded in, when there is so much more to the engine that must needs doing before final release.

URL: https://forum.audiogames.net/post/527885/#p527885




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

2020-05-10 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


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

@wlomas This question has been answered before. The problem with extending the test out till final release is exactly that, people would probably be reporting bugs for a dead version left and right. Or reporting that their old maps aren't working with the latest new build. The only hypothetical way this would actually be able to work off technicality alone is if they had an always-on disclaimer when the engine started instructing the users outside the testing team not to send feedback for this build, or their email will be ignored in the order it is received. And how much do you wanna bet people are actually going to honor that. We all know every time an honor system is deployed in the community there's always one that is going to make it crash and burn, unfortunately. Plus, it would not benefit you being able to polish your projects until the final product anyway, because you are absolutely right it likely will be in another language altogether, and you can't just move it over/finalize it in the final build. THat being said, perhaps a sort of read-only mode may be a good idea to curb that, so that if people make something memorable during this test period, they can go back and replay it as a point of reference of sorts when they go to construct their game in the final build, i.e. generally more or less what their map looked like, the text lines so they don't have to be typed in again, etc. long and short of it, using their progress made in the alpha build as a breadboard of sorts for their final product. That kind of implementation would only be possible if the drm system they are using has breakpoint/trip-wire functionality where they can simply move the check_date/check_license function over to trigger when someone goes to create a new game/goes into creation/debug mode. But if what they're doing is simple try/and/die drm, this implementation would run the risk of having something public alpha-specific coded in, when there is so much more to the engine that must needs doing before final release.

URL: https://forum.audiogames.net/post/527885/#p527885




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

2020-05-10 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


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

@wlomas This question has been answered before. The problem with extending the test out till final release is exactly that, people would probably be reporting bugs for a dead version left and right. The only hypotehtical way this would actually be able to work off technicality alone is if they had an always-on disclaimer when the engine started instructing the users outside the testing team not to send feedback for this build, or their email will be ignored in the order it is received.  Plus, it would not beenefit you being able to polish your projects until the final product anyway, because you are absolutely right it likely will be in another language altogether, and you can't just move it over/finalize it in the final build. THat being said, perhaps a sort of read-only mode may be a good idea to curb that, so that if people make something memorable during this test period, they can go back and replay it as a point of reference of sorts when they go to construct their game in the final build, i.e. generally more or less what their map looked like, the text lines so they don't have to be typed in again, etc. long and short of it, using their progress made in the alpha build as a breadboard of sorts for their final product. That kind of implementation would only be possible if the drm system they are using has breakpoint/trip-wire functionality where they can simply move the check_date/check_license function over to trigger when someone goes to create a new game/goes into creation/debug mode. But if what they're doing is simple try/and/die drm, this implementation would run the risk of having something public alpha-specific coded in, when there is so much more to the engine that must needs doing before final release.

URL: https://forum.audiogames.net/post/527885/#p527885




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

2020-05-10 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


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

Pates wrote:Hello, I have another idea. Getting characters inside the game, not on the start but later in the gameHave you tried event triggers? I believe that's one of the things you can have happen after completing a quest given by an npc.

URL: https://forum.audiogames.net/post/527894/#p527894




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

2020-05-10 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


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

More to the point, be glad we even have! time to play around withh Sable in the first place. For the record, this wasn't originally in the cards, and is basically a thankyou for the support that has been shown, and a nice gesture in light of the pandemic situation. Maybe come back to the extended access question once you have that unforgettable blockbuster of a production done, bringing forth a shitload of constructive feedback in the process. Threeblacknoises brings up an interesting point re: game jams. Maybe this could be turned into a contest of sorts where the best games produced in the three week period could get a compromise of sorts re: extended access, the final product, etc. Just a thought, something like that would only happen in Paul was interested in facilitating something like that. Needless to say a vocal minority isn't leaving a good impression what with already asking about extended access during the alpha's first hours of release, and also apparently trying to circumvent the drm to bypass the access restrictions.Back on the subject of feedback, @Lem: empounding upon the previous bug with screen-reader calibration, I just tested with JAWS and I'm getting near-exact results re: long waits in between the end of the utterence and the brrel getting smashed. And SAPI speech is apparently quite laggy, though I recognize that as a BGT fault with the native sapi speech-handling methods employed, so I doubt that's Sable-specific.

URL: https://forum.audiogames.net/post/527893/#p527893




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

2020-05-10 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


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

@wlomas This question has been answered before. The problem with extending the test out till final release is exactly that, people would probably be reporting bugs for a dead version left and right. The only hypotehtical way this would actually be able to work off technicality alone is if they had an always-on disclaimer when the engine started instructing the users outside the testing team not to send feedback for this build, or their email will be ignored in the order it is received.  Plus, it would not beenefit you being able to polish your projects until the final product anyway, because you are absolutely right it likely will be in another language altogether, and you can't just move it over/finalize it in the final build. THat being said, perhaps a sort of read-only mode may be a good idea to curb that, so that if people make something memorable during this test period, they can go back and replay it as a point of reference of sorts when they go to construct their game in the final build, i.e. generally more or less what their map looked like, the text lines so they don't have to be typed in again, etc. THat kind of implementation would only be possible if the drm system they are using has breakpoint/trip-wire functionality where they can simply move the check_date/check_license function over to trigger when someone goes to create a new game/goes into creation/debug mode. But if what they're doing is simple try/and/die drm, this implementation would run the risk of having something public alpha-specific coded in, when there is so much more to the engine that must needs doing before final release.

URL: https://forum.audiogames.net/post/527885/#p527885




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

2020-05-10 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


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

@lem: That's fair, even more especially when considering the fact that the time that would have to be spent grandfathering older projects into any newer framework would obviously much rather be spent improving and polishing the full product.Speaking of, I believe I have found a bug in the current build during screen-reader calibration. Tried this with several different synthesizer and configurations, and two different NVDA builds, the first one being an alpha version of the 2020.1 branch and the second being 2019.2.1. The version number of the first NVDA is noted in the recording of the results of the calibration, with the barrel getting smashed several seconds after the speech finishes. Will test with JAWS 2020 later.https://sndup.net/9kw5/a

URL: https://forum.audiogames.net/post/527868/#p527868




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

2020-05-10 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


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

pates wrote:9. Possibility to playing games with out sable engine app, like compilation in bgt.That's a bit redundant, as the commercial final rlease will no doubt have that ability. Well, ok. Your game may be bundled with a dll, or be inside an executable with an express copy of the engine powering your game behind the scenes, but that's no different from your Unity/Unreal/Gamer-Maker-Studio engines that power most mainstream titles. IN fact each BGT game is a copy of hte BGT virtual machine plus the game data hanging at the end (one of the reasons why external drm systems don't play nice with the default data/memory location management settings.

URL: https://forum.audiogames.net/post/527865/#p527865




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

2020-05-10 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


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

Good stuff! Downloading as we speak.To anyone butthurt about the beta expiring in three weeks, this is precisely how most *most* public alpha/beta periods are done, especially for a commercial project. Also, Paul can correct me if I'm wrong, but when it's said that projects will be lost after the beta period, is that due to the fact that the full product will be written in another language entirely and older projects wouldn't be compatible in the first place?Perhaps it would also pay to give some honest feedback if you're going to request a longer beta period when the thing literally just launched, maybe post a video of this killer game that you made so that if, hypothetically, popular demand influenced whether or not to extend the testing period, they'd have actual legitimate usage and feedback backing that up. Keep in mind that he did say public testing periods are not meant to be stretched out much either.

URL: https://forum.audiogames.net/post/527839/#p527839




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Re: SoniFight v1.1.5 released and paid user trial starts Monday

2020-04-12 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: SoniFight v1.1.5 released and paid user trial starts Monday

And the solution is indeed to launch the Sonifight config after you launch the game.

URL: https://forum.audiogames.net/post/518859/#p518859




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Re: SoniFight v1.1.5 released and paid user trial starts Monday

2020-04-12 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: SoniFight v1.1.5 released and paid user trial starts Monday

I am having the same problem over here, running NVDA2020.1 betas.

URL: https://forum.audiogames.net/post/518858/#p518858




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Re: Ever wanted to be random evil guy? Now you can!

2020-04-11 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Ever wanted to be random evil guy? Now you can!

@Muhammad: How do you know that this is some power trip?For the love of all that's good, let people have fun for once. If people want to try something other than the traditional number guessing game/Trivia/what have you: freaking let them. It may not be the next Manamon 3: Ogmaross's Revenge, or bulwark in the City of Farhaven, or anything like that, but it's original, it's coded from the ground up, and it isn't a forked game. Instead of shitting on the developer, perhaps encouraging them to take those next steps is a better approach.AS for the game, I got a kick out of it, though knew full well it was a simulator and not rally a game. Take the description into account when setting your expectations, y'all.

URL: https://forum.audiogames.net/post/518305/#p518305




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Re: Grand theft Accessibility Has Arrived!

2020-04-11 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Grand theft Accessibility Has Arrived!

@MichaelJ: What browser are you using? Are you at the stage in the account creation screen that requires a captcha,? I assume you are, because the login phase of the actual Rockstar Games launcher also requires a captcha, and that can't fault you for automated requests. I'd switch browsers.

URL: https://forum.audiogames.net/post/518291/#p518291




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Re: Grand theft Accessibility Has Arrived!

2020-04-09 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Grand theft Accessibility Has Arrived!

@Marco: Relax, dude.get the numpad emulation script hereRe: buying the game. If Steam captchas are getting in the way, you can buy it fromhttps://www.cdkeys.com/pc/games/grand-t … -pc-cd-keyThis is where I purchased my copy. This looks legitimate, and the purchase process is painless. No captchas, only a two-factor verification to insure you're the one accessing your purchase when done. You need to redeem the product key they give you in your Rockstar Games launcher, which is accessible if not extremely sluggish with NVDA. You should not need to OCR anything though. There are captchas to deal with, but an audio challenge is always available.

URL: https://forum.audiogames.net/post/517858/#p517858




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Re: Grand theft Accessibility Has Arrived!

2020-04-08 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Grand theft Accessibility Has Arrived!

@Marco: Dude. Numpads are 10 bucks, at least the wired ones. The wireless ones shouldn't be that bad either. Most native system numpad emulation on a laptop is either one or the other as not all machines have numlock toggles when using j, k, l, u, i, o etc. However, there is an auto-hotkey script that configures those keys are numpad keys that do not perform functions as though numlock is off, so you may want to look into that. Though if GTA requires the j, k, l, u, i, or o keys during gameplay, that may not be such a good idea.

URL: https://forum.audiogames.net/post/517440/#p517440




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Re: tk!

2020-02-04 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: tk!

Uh, yeah. Can we say clone? And judging by its file size it certainly isn't the joke TK we saw a while back. And you know what's wonderful? These cloners aren't even trying anymore, as if they even were. His server's downspeed sucks. Any reasonable person, self included, would never want to play a clone game, but this on a technicality alone wouldn't even be considered fun, even for these kids. Yeah. For the record this is report number 2 y'all, don't do dozens of reports on this. I'm sure it'll get taken care of soon enough.

URL: https://forum.audiogames.net/post/498536/#p498536




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Re: AudioWizards now on Steam and PC!

2020-01-22 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: AudioWizards now on Steam and PC!

Good stuff! Hopefully Saundaman gets comfortable in his new home in Windows land.

URL: https://forum.audiogames.net/post/494916/#p494916




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Re: VGStorm Presents Manamon, a new fully featured RPG!

2020-01-15 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: VGStorm Presents Manamon, a new fully featured RPG!

He should just stick to sapi if he wants the best speech feedback. Certainly should not use JAWS due to the arrow keys, keyhook doesn't always work.

URL: https://forum.audiogames.net/post/493151/#p493151




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Re: Bulwark in the City of Flesh

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


  


Re: Bulwark in the City of Flesh

Um, yeah. Upgrade your ram if you can. 8gb minimum highly recommended from personal experience with windows 10 on 4gb. Trust me. Not pretty. Plus, 4gb is the maximum acceptable ram for 32bit, or more to the point 3.5gb, and the point of 64bit was to up the anti a bit. As 16gb ram laptops become more commonplace, 8gb's will become cheaper, and if you live in the states then you should get in contact with a reseller that reissues machines for less than half their msrp.

URL: https://forum.audiogames.net/post/491901/#p491901




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Re: Bulwark in the City of Flesh

2020-01-05 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Bulwark in the City of Flesh

What are the specs of your Surface Pro 3? Unless it's a surface book I doubt it's go much in the way of disposable resources for games. I would recommend at least 8gb of ram and a quad core, and anything that performs well from NVidia for your gpu.

URL: https://forum.audiogames.net/post/490736/#p490736




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Re: Swamp, zombie FPS by Aprone

2019-12-31 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

Is the server still down? It's giving a connection interrupted. Yes, the game is fully allowed through the firewall. And dll's were registered. And the game is running as admin.

URL: https://forum.audiogames.net/post/489816/#p489816




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Re: Bloodbath released!

2019-12-31 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Bloodbath released!

Also, the server's pretty flaky at the moment. Pretty good game so far though, just could use some more server stability.@cmerry: Check your pm's.

URL: https://forum.audiogames.net/post/489815/#p489815




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Re: Bulwark in the City of Flesh

2019-12-31 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Bulwark in the City of Flesh

@SLJ:spoilerWhile a sound index menu would be standard issue in most audio games, the abstract environment is kidn of the point of the game, so saving the people does take some getting used to. What you're looking for is a looping ambient noise when you press one of the keys in the grid. There can be multiple of these with subtle volume adjustments, so if you have trouble telling one aprt from the other, try them until you find the right one that saves the people and fixes the power node. To your benefit the game does of course allow you to retry multiple times.Also, can confirm that stuttering audio would be a system issue. @phoenix1991 you might want to see if your system is upgradeable, I'd recommend upgrading that i3 to at least an i5 and upping your ram, 8gb is fine. Though depending on where you live it may be cheaper to get a new machine rather than trying to breathe life into an older one, especially if you know a reseller that reissues machines.

URL: https://forum.audiogames.net/post/489786/#p489786




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Re: Bloodbath released!

2019-12-30 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Bloodbath released!

And this just after I was actually considering trying the game. He has enough warnings to go around on this forum, multiple bans, and has basically admitted to being one in the same with Audiogame in the defiance league. Sediment was about the only reason I gave the other thread even the least bit of attention because I know he has a not so great track-record on here and other places.

URL: https://forum.audiogames.net/post/489612/#p489612




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Re: Bloodbath released!

2019-12-27 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Bloodbath released!

Also, congrats on the release. I'm definitely going to download this and have a look.@DanGero: Could the lag be your internet connection by any chance? Otherwise it depends on what machine hcarlie is using to run the server. IA VPS would be ideal as it avoids residential internet barriers, but at the same time where the vps is located may have a speed impact when it comes to rapidfire packet-flow.

URL: https://forum.audiogames.net/post/488823/#p488823




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Re: Bloodbath released!

2019-12-27 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Bloodbath released!

Also, congrats on the release. I'm definitely going to download this and have a look.@DanGero: Could the lag be your internet connection by any chance? Otherwise it depends on what machine hcarlie is using to run the server. IA VPS would be ideal as it avoids residential internet barriers, but at the same time where the vps is located may have a speed impact when it comes to rapidfire packet-flow.

URL: https://forum.audiogames.net/post/488824/#p488824




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Re: Bloodbath released!

2019-12-27 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Bloodbath released!

Erik wrote:this could be an awesome star wars game as well, since I have almost every single star wars sound effect this could be an epic game! Let me know if this is a good idea.If you want to get this game struck down by Palpatine, the deathstar, or worse, or in non-intergalactic terms, a copyright strike, then have on...or not. I know you're excited, but you need to understand that an indie developer, much less an audiogame developer, will never be able to straight-up do a Starwars game. Starwars content licensing is at expensive prices payable by game studios who can put millions into development. Telltale games tried it with The Walking Dead, and while it got them a game award, they funded the game by losing all their money. So probably not a good idea to go all hey, let's use every Starwars sound effect we have. Then again we do have light battles, which is just as much a legal grayarea but both games are free, I mean at least I assume Charlie doesn't plan on making money on this game yet. But there's a stark difference between an fps like this, and Light BAttles/Star-Trek Final Conflict and company.

URL: https://forum.audiogames.net/post/488822/#p488822




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Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

2019-12-10 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

That's intentional. You're supposed to go in there and walk through the picture, then realign the items in the real world to exactly match the picture.

URL: https://forum.audiogames.net/post/484534/#p484534




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Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

2019-12-09 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

spoilerPostgame area, there are three Paladin bosses and one of them is, well, you know who.Re, Neww Game Plus: If you're talking about importing your Manamon, that would be in the Tangerian Embasy in Brightenburg East.

URL: https://forum.audiogames.net/post/484313/#p484313




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Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

2019-12-09 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

Merging into the more appropriate section for this kind of report as I just realized I never posted this here.Anyone getting a runtime error at the beginning of the Pierre fight? This doesn't matter what move I use, though it happened after using polish with Mightaurus.A runtime error occurred.In function: stat_change_helper[]@ powerdown_formula_base(turn@, bool, bool = true)Description: Null pointer accessWould you like to copy the stack trace text to the clipboard?Call stack size: 27Function: stat_change_helper[]@ powerdown_formula_base(turn@, bool, bool = true)Function: stat_change_helper[]@ powerdown_formula(turn@, bool)Function: bool skill::will_fail(character@, string = void, string = void)Function: void pierre_behavior_object::act(character@[]@, character@[]@, character@ = null)Function: void character::invoke_callbacks(int, character@[]@, character@[]@, character@ = null, object_info@ = null)Function: void battle::invoke_callbacks(character@, int, character@ = null, object_info@ = null)Function: void battle::handle_callbacks(int, character@ = null, object_info@ = null)Function: bool battle::beginning_of_turn()Function: bool battle::battle_loop()Function: void battle::start()Function: void pierre_battle(interact@)Function: bool interact::check_events()Function: bool interact::manage_events()Function: bool interact::run_events_and_texts()Function: bool interact::standard_act()Function: void interact::act()Function: void field_event::act_step(location@ = null)Function: void map::run_step_actors(location@)Function: void player_object::check_interacts_on_step(location@)Function: void player_object::moved_to_tile(bool, bool, bool, bool = false)Function: bool player_object::walk(int, bool = false)Function: void player_object::act()Function: void map::loop()Function: void map::play()Function: void play_game(bool = false)Function: void launch_manamon()Function: void main()

URL: https://forum.audiogames.net/post/484304/#p484304




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Re: Bulwark in the City of Flesh

2019-12-08 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Bulwark in the City of Flesh

@Phoenix: 4gb of ram, and that old cpu? Yeah you're gonna need a better system sooner or later, newer games ned more compute power. Find a wholesale supplier that sells refurbs, you'd be surprised how many highly regarded machines you can find for relatively cheaper prices compared to msrp (your milage may vary if you aren't in the U.S. and surrounding countries, though). My system has specs as follows, not saying you need these exact specs to run, but I'd at least upgrade your cpu to this product line.4.1ghz intel core i7, hyperthreading splits the already 6core cpu16gb (2x8) of ddr4 ramnvidia geforce gtx1650Windows 10 Pro 64bitI'd recommend 8gb at a bare minimum, and at least a quad core cpu. BEing as my machine is not consumer-grade by any means you are going to survive without a 4.1ghz cpu, but a 2.7ghz that can turboboost is what most high-end consumer machines have nowadays.Now then. Heard Liam stream this game earlier and am definitely liking it. Looks like I need to adjust my trackpad sensitivity a bit since we are having problems moving through the menu, but I have my sensitivity set to low and my cursor speed set to 44%. If it turns out I need to get an actual mouse I can pick one up for next to nothing. You definitely don't need to invest a lot of money in a good mouse the way you do a trusted mechanical keyboard, you just need one that works and is comfortable to grip, bonus points if it's wireless.

URL: https://forum.audiogames.net/post/484032/#p484032




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Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

2019-11-25 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

@Ty: Strange. I was able to connect to receive the most recent unknown gift today. I'd contact Aaron about that. I did however get an asset error on launch that prompted me to reinstall the game after I took the update. Reinstalling the game worked fine.@Remi Re, Symphonid: I would advise you to go into this topic in this future when asking gameplay questions, but since you asked and are probably going to look here for the answer,spoilerHave you captured Gosolo? Has he transformed into Quartantula? Did you play any of the music minigames while you had Quartantula in your party?

URL: https://forum.audiogames.net/post/479977/#p479977




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Re: My new game!

2019-11-14 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: My new game!

feedforward, feedleft and feedright.copyright, left, and center 205 bc, Unauthorized Forks Studios. All rights reversed.

URL: https://forum.audiogames.net/post/476548/#p476548




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Re: My new game!

2019-11-14 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: My new game!

On second thought, I'd be careful since even though this alone was a pretty harmless joke, there is a blanket blanket ban on overt mentioning of the game. I'm honestly not sure if this would fall under that though since no harm was actually done this time and it was more making fun of the actual clone situation.

URL: https://forum.audiogames.net/post/476537/#p476537




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Re: My new game!

2019-11-14 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: My new game!

Urm, lol. Very nice take on this actually. Sure it's low-hanging fruit, but this is definitely a nice demented take on the whole situation. In truth, the amount of effort you put into that actual original gag game is probably unmatched with the fruitless effort someone spends modifying one line of code and calling it their own damn game when they know damn well they are not allowed to. Lol!

URL: https://forum.audiogames.net/post/476534/#p476534




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Re: a new fersion of a cm releaset

2019-11-03 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: a new fersion of a cm releaset

By the way, I just reported, and unless someone got to it before I did this would be the first one. Just so that no one suddenly goes and piles up the reports, which may or may not happen in these types of situations.

URL: https://forum.audiogames.net/post/472439/#p472439




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Re: a new fersion of a cm releaset

2019-11-03 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: a new fersion of a cm releaset

Lol, Simter weren't you the one that was roginally talking about clones in the other topic? How, then, are you suddenly happy that this thing's going to be down in a matter of hours? I know why I am. Cuzz it's a fork! And it's got no place here of course.

URL: https://forum.audiogames.net/post/472438/#p472438




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Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

2019-11-02 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

@Vulcan_Raven: Importing your old Manamon is a new game Plus-ish feature that you get when you beat the game. Catch any of them that hold significant benefit to you, or if you just have a bunch of nets to spare. Generally, though, save your nets for the new stuff as there are more of those around.

URL: https://forum.audiogames.net/post/471980/#p471980




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Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

2019-11-02 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

Yeah, that cave system is complicated, especially with those rocks blocking the path that you can't crush quite yet.

URL: https://forum.audiogames.net/post/471973/#p471973




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Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

2019-11-02 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

@132, Have to agree with 136. The music is much too good to pass up completely, but turning it down further is definitely something that may help hear the rest of the game better. A lot more of the music in this game is custom made and fits in with the atmosphere pretty well, having the option to not have the music at all would take that away from the game.On a completely unrelated note, I doubt wine users are going to see this game surface as a stand-alone package for the mac any time soon. Unless Wineskin Winery is 64bit (which it probably isn't seeing as it hasn't been updated in quite some time) then there's no way it'll run on Catalina. Sorry!

URL: https://forum.audiogames.net/post/471925/#p471925




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Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

2019-11-02 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

@106: You're right, the net doesn't work in the hyperform Mondivol fight. All goes according to plan.

URL: https://forum.audiogames.net/post/471816/#p471816




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Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

2019-11-01 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

@wlomas: Really?Registration Email wrote:Please save this email for your records, as VGStorm is not obligated to replace lost registration information.While that situation was undesirable, when you make that big a purchase it would behoove you to heed that warning and backup your information in a backup, and backup the backup, you know. Just some food for thought.@AaronBaker: I don't think so. I can try and see if it does (saving the game beforehand of course) but given you don't really have the means to catch a mythical this early on in the game, I think it would make perfect sense if it doesn't let you throw a net as it wouldn't stand a snowball's chance of catching one of those.@Chris: You actually should be given 7 mananets, and that's when you hit the research facility to get your taming license.

URL: https://forum.audiogames.net/post/471811/#p471811




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Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

2019-11-01 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

@wlomas: Really?Registration Email wrote:Please save this email for your records, as VGStorm is not obligated to replace lost registration information.While that situation was undesirable, when you make that big a purchase it would behoove you to heed that warning and backup your information in a backup, and backu pthe backup, you know. Just some food for thought.@AaronBaker: I don't think so. I can try and see if it does (saving the game beforehand of course) but given you don't really have the means to catch a mythical this early on in the game, I think it would make perfect sense if it doesn't let you throw a net as it wouldn't stand a snowball's chance of catching one of those.@Chris: You actually should be given 7 mananets, and that's when you hit the research facility to get your taming license.

URL: https://forum.audiogames.net/post/471811/#p471811




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Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

2019-11-01 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

spoilerThe mythical mondivol in the game. You're not supposed to catch that thing, right? AT least not at this point in the game? Not with only one giganet if you even manage to obtain it.

URL: https://forum.audiogames.net/post/471805/#p471805




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Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

2019-11-01 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

To people who are wondering about bringing in manamon from the original, it literally is a new game plus feature, so beating the game will be all-original for the first runthrough.

URL: https://forum.audiogames.net/post/471634/#p471634




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Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

2019-11-01 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

Also curious to see how bringing in old manamon 1 creatures work, it's like a new game plus across different games.

URL: https://forum.audiogames.net/post/471626/#p471626




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Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

2019-11-01 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

I would assume it's in bgt if this has been a few years in the making. Also, clearly @TheTrueSwampGAmer is not familiar with how franchises work, or just wants to put this game down because of the price. I know, $80's a bit much for both, but think about it - this is a totally new game. Also, while Draconis/ESP had a lot of cross-references to their other games in things like pinball table versions of them, but this is the first time we've had a franchise in the land of audio games.

URL: https://forum.audiogames.net/post/471623/#p471623




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Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

2019-11-01 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: Return to the world of Manamon in Manamon 2: The Eternal Requiem

Longtime Manamon player here, pretty chuffed about this. Excited to see where Manamon 2 leads!

URL: https://forum.audiogames.net/post/471588/#p471588




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Re: The killer: A new cool game

2019-09-13 Thread AudioGames . net ForumNew releases room : jack via Audiogames-reflector


  


Re: The killer: A new cool game

@Mamiice97: I'm afraid there is the possibility you may be used by a cloner, also I will refer you to this topic

URL: https://forum.audiogames.net/post/461757/#p461757




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