Re: The last of us part ii discussion

2020-06-21 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: The last of us part ii discussion

Ah, I see. So basically I got the idea right but didn't realize that actively using the right stick even when playing blind allows for turning in smaller chunks and thus to better center items directly. Thanks a lot for this. There you see, many of the posters in this topic, here's your free movement in an unimaginably complex environment, to an extent I would never have thought could be made possible at all.Lukas

URL: https://forum.audiogames.net/post/543733/#p543733




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Re: The last of us part ii discussion

2020-06-21 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: The last of us part ii discussion

Exactly. If you miss something, or die several times trying a certain encounter, it's not as much about accessibility as about first play-through and still learning issues. Every player has these with a new game, even the sighted or just able-bodied ones in general. Well, in many games not being able to accomplish or find absolutely everything on the first try would certainly be because of poorly implemented accessibility or none at all, but it's not the case with this game at all. The more I hear about this, the more I'm convinced so.Seb, can you please explain more about the difference between using the left and right stick, before I get to play the game in person, probably on Wednesday? Does it work so that the left stick actually moves your playable character and the right stick rotates just the camera, so that you can look around? I mean, if you want to center items directly based on the position of that audio cue during the scan, why not just face them directly with the left stick?Lukas

URL: https://forum.audiogames.net/post/543704/#p543704




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Re: The last of us part ii discussion

2020-06-19 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: The last of us part ii discussion

Toto, unfortunately the answer to both of your questions is no. Well, The Last of Us  1 might be playable to some extent, but it's certainly not accessible as in having been designed for accessibility. In no way at all.What a pity, I can't afford a PS4 right now, not to mention I'm still not convinced I would really go for it just for a single game. I don't even have a TV or a capture card, either. But my brother does have a PS4 Pro, so I think I'll be moving to his apartment for the next couple of months. :-D Just joking, that's not really possible, plus I don't have the time. How I wish we lived in an ideal world where making any wish come true is just a matter of seconds. :-)What the heck, I was in the middle of Liam's live stream of the game when it suddenly stopped. When I checked it out, I found out that the video was removed because it was violating Youtube's terms and conditions. What the hell? I've never seen this happen with a game play-through video before, and certainly not mid-stream. This is an undisputable proof that AI is in deed evil. )Lukas

URL: https://forum.audiogames.net/post/543019/#p543019




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Re: AudioWizards now on Steam and PC!

2020-01-28 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: AudioWizards now on Steam and PC!

Well, Dark, I was just as outraged about Steam as you until the release of AudioWizards. My wanting to support the devs as much as I could made me give it another fair chance. I admit it was quite extensive, I had to search and try various things for around two hours in total, but it was worth the effort in the end. A couple of days ago, the site didn't have any captcha at all, just Google's Recaptcha where you just tick an accessible checkbox called I'm not a robot. Can't be any simpler than that in my opinion. As for not being able to read anything at the screen at all, that was also happening to me until I could find and fully read Pitermach's guide on How to use Steam with a screen reader in 2019 at this very forum, in the off-topic room, close to the top. I posted a link here as well in one of my earlier posts.Of course, I fully agree about Valve's attitude being wrong and despicable, and it needing to change, etc. However, if I really want a game, that's not a reason for me to give up and not try to do my best to overcome the issues. Until AudioWizards was released on Steam, I had no reason or not enough motivation from any other game to do that. Now, I did, and fortunately it works for the time being. Valve being a bunch of pricks is not the fault of My True Sound, and from their standpoint, I do understand they did what was best for them as a company in the long run.Lukas

URL: https://forum.audiogames.net/post/496692/#p496692




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Re: Sound of Magic - A fantastical journey for young and old adventurers

2018-11-20 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: Sound of Magic - A fantastical journey for young and old adventurers

At 49 (Defender), I don't think they expect potential would be customers to buy the non-English version just to support them, even if they don't understand German well enough to be able to actually get some enjoyment out of playing the game. I think Everbyte was rather pointing at the fact that actual interested German speakers who do genuinely want to play the game right after release, because they are perfectly capable of doing so, understanding it and enjoying it, will come on and buy the game, and although there might not be exactly a thousand of German speaking customers, it will still help them to fill in the hole in the budget at least a bit. But I agree, they should definitely consider other means of gathering donations or crowdfunding as well.Lukas

URL: http://forum.audiogames.net/post/394129/#p394129




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Re: Code 7 VI Mode Is Out Now And Has A Charity Sale

2018-01-15 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: Code 7 VI Mode Is Out Now And Has A Charity Sale

@Ulisesmonge39: Yes, unfortunately there is no other way. The devs are partially limited by the limited Sapi support, and non-existent screen reader support, for Unity, because this game is created in Unity, and partially by their own inexperience in this field.@Mike-tan: Just look at post 233. Does that help?Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=347723#p347723





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Re: TargetShot v0.1 has been released!

2018-01-10 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: TargetShot v0.1 has been released!

Either that, or another very frequent and logical situation is that you can't just expect everyone to host a file on Dropbox for several years or something, because it also keeps filling up their hard drive storage in most cases.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=346919#p346919





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Re: Code 7 VI Mode Is Out Now And Has A Charity Sale

2018-01-08 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: Code 7 VI Mode Is Out Now And Has A Charity Sale

Yup. Others have confirmed this as well, and right control plus right shift definitely didn't work for me either.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=346562#p346562





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Re: Code 7 VI Mode Is Out Now And Has A Charity Sale

2018-01-08 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: Code 7 VI Mode Is Out Now And Has A Charity Sale

At post 220, I believe the keystroke to start the blind mode is bugged in that it only works with the left control and shift keys, plus the letter v, which is totally counterintuitive and even against all decent ten-finger typing rules, and not the right ones. Iritating as it may be, it's just how it is.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=346555#p346555





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Re: Code 7 VI Mode Is Out Now And Has A Charity Sale

2017-12-27 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: Code 7 VI Mode Is Out Now And Has A Charity Sale

Douglas, 4 gb is unfortunately almost nothing these days, even for Windows 7. The system as such must be getting slow for you even with common general operations.But perhaps the RAM alone could still be enough to handle the game. What about the processor and especially graphics? If you only have a cheap and possibly older laptop with an Intel processor, these often come with just an integrated graphics card which, again, is barely enough to play the simplest and most casual among mainstream games.You can find out your exact specs by using a program like Speccy by Piriform, that's what I use myself. Given how rarely I've ever needed to check my exact specs, I never had to look for anything more accessible or sophisticated.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=344014#p344014





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Re: Code 7 VI Mode Is Out Now And Has A Charity Sale

2017-12-19 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: Code 7 VI Mode Is Out Now And Has A Charity Sale

I'm now gonna make this drift a little off-topic as I was only able to get back to this thread after several busy days, but regarding the specs of Chris's macBook Air, does Apple actually really mean that seriously? Selling a 1 point something and only dual-core CPU in 2013? With 4 gb of RAM? I mean, if it was a low end netbook, I wouldn't bat an eyelit, but a supposedly design and almost fashionable machine for such an insane price? I'm perfectly fine and satisfied with my iPhone 7 Plus, 2017 15 inch macBook Pro and Airpods, sold the Apple Watch Series 3 to a friend as it's an useless piece of crappy slow hardware that only collected dust on my desk after being worn for three days, and even that with interruptions, but this is just too much, too cocky even for Apple. I mean, I had 4 gb of RAM and a dual-core 1 point 4, I think, CPU on a crappy plastic Acer laptop from 2005 for like a quarter of the Air's price. The thing ran XP for 7 years. Yeah, the last two years I had been thinking it's going to explode or rocket off straight into space because of the fan noise and heat, and booting up the system took so long that I could, without any exageration, take a quick shower in the meantime, but it did last and did the job that I wanted from it well, for its time.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=342824#p342824





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Re: Code 7 VI Mode Is Out Now And Has A Charity Sale

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


  


Re: Code 7 VI Mode Is Out Now And Has A Charity Sale

At post 91, yeah, this puzzle and other parts of the game like that are a real pain in that we don't get the overall picture, or as much intuitively apparent information as visual players.At Chris, what model of macBook are you using? I seem to remember you mentioning it was a macBook Air? In that case, I'm sorry to say that but these low end machines just aren't supposed to handle Unity and similar mainstream games. Another Unity developer in a different topic, unfortunately I can't remember which one, was already struggling with a similar situation, trying to work around the inner mechanics of Unity itself in order to try to provide an option to disable any and all visual display whatsoever, to make the game work for blind players using underpowered machines like yours. As far as I know, he has not found a working solution yet.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=342282#p342282





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Re: news about Super Egg Hunt 1.51 and 2.0

2016-11-28 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: news about Super Egg Hunt 1.51  and 2.0

I see how the pause feature might be a concern with cheaters, but I have to strongly disagree that it breaks the purpose of the game. There is nothing more annoying than when you are aiming for the number 1 score in chicken coop or basically any mode other than minute rush and your phone rings, or someone rings the doorbell, or your partner who is also blind needs to talk about something right now and not several minutes later, etc. You get the point.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=287565#p287565





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Re: eurofly a flight audio simulator from slovakia

2016-11-16 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: eurofly a flight audio simulator from slovakia

I don't think so. Czech numbers are much more similar to Slovak than to Russian ones.In any case, you may want to try Google Translating the following page:http://stefankiss.sk/modules.php?name=C … amp;pid=23Find a download center link there, and there is the Czech language pack available for download.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=286108#p286108





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Re: news about Super Egg Hunt 1.51 and 2.0

2016-11-16 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: news about Super Egg Hunt 1.51  and 2.0

[[wow]], Dark, thanks a lot for pointing out how far Crazy Party has obviously evolved since I last tried it several months ago. I was pretty intrigued by the whole idea. Then, when I actually tried it, I only got several not exactly interesting mini games about catching animals, although I admit there were some interesting concepts introduced such as new paths opening in the base valley once you completed one game. Still, I would have to know there was more, or even how to access that more, to get interested again.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=286035#p286035





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Re: eurofly a flight audio simulator from slovakia

2016-11-16 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: eurofly a flight audio simulator from slovakia

At post 223, yes, I think that once the new update with the translation comes out, you will have to reinstall the whole game. However, it should notify you that an update is available when you try to launch it. Huge updates like this have usually been complete reinstalls in the past.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=286033#p286033





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Re: news about Super Egg Hunt 1.51 and 2.0

2016-11-15 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: news about Super Egg Hunt 1.51  and 2.0

You might be surprised by how addictive it actually is, SLJ. :-) Games that are this simple in principle can prove really catchy in fact.I do like Super Egg Hunt precisely for the reason that it's not just another board or card game, which often boast a simplistic and not very well thought out UI, but still it's a wonderful concept that just has not been seen in audiogames before or after. With all its different modes and trophies, it does actually have quite a lot of replay value.You get two extremes with recent audiogames, you know, little board or card games on one hand, and either boring repetitive Bopit like arcade games or zombie themed first person shooters on the other.So yeah, I'm looking forward to the major update. :-)I'm not saying we don't need more RPG's or just story-driven FPS's in general, but just that this is a nice little refresher among the others.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=285911#p285911





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Re: eurofly a flight audio simulator from slovakia

2016-11-11 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: eurofly a flight audio simulator from slovakia

Rio_unesa, I believe you have to complete the task successfully first. :-)Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=285469#p285469





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Re: eurofly a flight audio simulator from slovakia

2016-10-29 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: eurofly a flight audio simulator from slovakia

@120: It's probably asking you to change your altitude. The actual number is random and different every time, so good luck. :-)guys, I see that you are impatient and excited, but why not just wait until the English translation actually comes out? It won't probably take much longer now and the game is freeware anyway, so why not wait for a while and be clear on everything?Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=284521#p284521





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Re: eurofly a flight audio simulator from slovakia

2016-10-26 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: eurofly a flight audio simulator from slovakia

Then you might want to read the relevant messages later, when you're more awake. :-)But yeah, that's basically it. The translation guys have written the scripts they need recorded with as many different native speaker voices as possible. Not much more than that has to be done on your part, really.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=284139#p284139





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Re: Code 7 - A fully-voiced text adventure

2016-10-25 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: Code 7 - A fully-voiced text adventure

Minorspoilersforthelastpuzzleahead:Brian, it seems you have so far only tried to actually redistribute the energy from one unit to another. Try looking directly into the individual ship systems rather than into the rredistribute branch at the generator level of the command hierarchy, if you see what I mean. :-) That should help.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=284097#p284097





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Re: Code 7 - A fully-voiced text adventure

2016-10-25 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: Code 7 - A fully-voiced text adventure

Hi Kevin,I'm so relieved, happy and delighted you made it, even though I personally was not able to spare the cash. Congratulations forever! :-) I'll be looking forward to the final game so much.At the previous, relatively old post by Eternal Gamer, yes, I'm afraid your definition of an accessible app *is* in deed a bit too super strict. Screen readers were not designed to support games. This game, like many other modern mainstream ones, is made in Unity, which doesn't compose its GUI's using the standard graphics API's and controls provided by the system but rather through custom sprites that you as the developer later fill with any textures of your choice, if I understand it correctly, and there really is no way to make the current screen readers able to support that setup, so I see it as a minor miracle that an Unity dev implemented at least Sapi support, and, most importantly and above all, was motivated enough to do that in the first
  place. Just look at the screen reader support problems many devs face even when creating audiogames as such. If someone wants to make their game output text directly through a popular screen reader, they will usually come across one or another programmatic issue regarding the obsolete and relatively unfriendly, closed setup of thescreen readers sooner or later. Let's face it, even though screen readers should be providing us with access to as much information and as many different kinds of GUI controls and applications as possible, the amount of information they expose through their own API's, and especially the ways in which you can control that provided information, is pretty limited, so much that it's not sufficient at all for a third party app to be able to hook into the screen reader efficiently. And, last but not least, games just inflict new controls, concepts and paradigms at you as the player in general anyways, so I don't see any problems with that mys
 elf.I mean, as an end user, I would tend to agree with you wholeheartedly. Unfortunately, though, we are not yet living in an ideal world and the amounts and complexity of the technical obstacles currently preventing such an ideal universal access support solution is still too large. However, I see other areas where this problem matters much more than with games, since as I said, games do expect you to learn new controls and ways of thinking anyway, so what.Just my thoughts. I'm not sure whether there'd be any good in this evolving into a discussion though. Quite a lot of such discussions have already been held in the past, I know, and they never led to anything as the screen reader developers won't just be making as complex a redesign of their software as would be needed to make that kind of support possible, after so many years spent coming up with the relatively solid and stable code bases they already have. Asking them to do something like that would
  be almost like asking, say, the developers of Twitter to integrate Facebook, Skype and Whatsapp support all at once into all their native websites and clients. :-DLukas

URL: http://forum.audiogames.net/viewtopic.php?pid=284096#p284096





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Re: Code 7 - A fully-voiced text adventure

2016-10-20 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: Code 7 - A fully-voiced text adventure

Well, Nick, you haven't figured it out, you were given a step by step spoiler. But anyways, at least you have completed the game now. I mean, there is 100% of energy in the ship, just like there is 100% in any total, 50% is locked on the shields, so you only had the remaining 50% to redistribute between life support and the engine. Then, inside the individual ship systems, you had to figure out how to split the assigned percentages into two and three parts, respectively. That's like elementary school math. You could have tried all these questions out yourself to see what the results are, rather than asking them out right here without making any effort. That's just something I don't understand. If you don't want to try all the possibilities for yourself, you shouldn't be playing an adventure game but rather, say, reading an adventure book instead.Just my two cents.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=283387#p283387





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Re: Code 7 - A fully-voiced text adventure

2016-10-10 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: Code 7 - A fully-voiced text adventure

Hi Jason,ah, thanks, the restart command was available directly in room control itself. I see now. It worked. Nice trick. :-)Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=282306#p282306





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Re: Code 7 - A fully-voiced text adventure

2016-10-10 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: Code 7 - A fully-voiced text adventure

Thanks, Kevin, I'll download it.By the way, a question for anyone:Slightspoilersahead:What's the other mentioned way to get rid of the robot at the elevator door? I was only able to figure out the first, and probably most obvious one, override the robot and deactivate it. Even if I get access to the robot, no other commands become available for it, it won't still let me use the elevator even when overridden, and if I try to access room control, it says that it doesn't respond and I need to restart, but the system.restart command is no longer available. I have completed the game so I don't really need this, but I would just like to discover this other way out of curiosity and also to know that I have explored every single possibility this game offers. :-)Thanks,Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=282291#p282291





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Re: Code 7 - A fully-voiced text adventure

2016-10-10 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: Code 7 - A fully-voiced text adventure

I agree, I also like the hacking like feel that it gives when you have to type the usernames and passwords character by character. I probably have the old version myself, too, as it does read the usernames as a single word to me. Does the same link still work but being updated with the new version?Thanks,Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=282277#p282277





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Re: Code 7 - A fully-voiced text adventure

2016-10-09 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: Code 7 - A fully-voiced text adventure

Hi Kevin,thanks for all these explanations. Knowing the inspiration behind the accessibility efforts is really interesting and pretty unique and admirable, to tell the truth. There have been countless occasions in history as well as at present where a blind individual or accessibility advocate tried to contact a large mainstream dev trying to ask them to add at least marginal accessibility to their best selling titles, and in many cases these were even very realistic, well founded and technically achievable changes that wouldn't require that much extra work for a big, well established company, yet no big studio has responded to these inquiries positively yet as far as I'm aware of. On the other hand, there have been quite a couple of indie devs who were just as fantastic as you are in this regard, or even developed their games with blind accessibility in mind since the very beginning and it worked perfectly. So that really leaves a lot of bitterness and sadness to 
 feel towards the big budget companies and a lot of respect and admiration for the indies. And, if you sum it up, to hear that your inspiration was in fact a mention in a documentary that interactive fiction used to be very popular among blind people, which led you to the idea of trying it to get distracted from the endless stress of the campaign, and the result, the very first prototype and your very first attempt at implementing accessibility support if I understand it correctly, being this brilliant, that's just amazing! :-)I do understand the stress around the campaign. I'll certainly be tweeting about it both in Czech which is my native language and in English a lot. That's about the most I can do at the moment, I'm afraid, but I won't give up. :-) This just mustn't be done on a smaller scale, that would be an eternal pity. :-) I'm crossing my fingers for you!When you do have the time, perhaps after the campaign is over, I think i
 t would really be a good idea to check out some of the more advanced audiogames such as Shades of Doom, GMA Tank Commander, Swamp, Entombed, Manamon, Psycho Strike or The Gate and others. Everyone would recommend you different titles based on their personal preferences but there is certainly quite a lot to choose from in each major genre by now, and the ways these games implement certain navigational or spatial challenges is really innovative and interesting, to say the least.The problem with Sapi voices is that there are quite a lot for every major language, including mine. In fact, I prefer to use a Czech voice for all my work, including even programs that are written in English. :-) Everyone is just used to a different voice, and being forced to use a voice that you don't understand well, don't like, or that just lags like hell on your system, can be a major annoyance to some. I mean, I completed the demo even with Microsoft Zira, so clearly that's not the c
 ase with me, but being able to choose whichever of the available voices that you desire is pretty much a standard feature in mostly any other audiogame or even a general purpose program with Sapi support that I've seen so far, so I really hope you will be able to do something about this when time permits.Keep up the great work! I'll be spreading the word about the game everywhere. I can see it already.*Stops a random passerby on the street*Hey, have you heard about this cool adventure called Code 7? Two awesome guys from Germany are developing it and it's pretty cool. And you know what, it even has Sapi support so that you can play it all fine even when you are blind. Go back it on Kickstarter. Thanks. What do you say? You have no idea what I'm talking about? You don't care for stupid computer games atall? Well, doesn't matter, just support this campaign, I say, or else! :-D :-D :-DLukas

URL: http://forum.audiogames.net/viewtopic.php?pid=282048#p282048





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Re: Code 7 - A fully-voiced text adventure

2016-10-08 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: Code 7 - A fully-voiced text adventure

Warning! This post contains some seriously major storyline spoilers!!! If you haven't finished the demo yet, read on at your own risk!Hi Kevin,I'm bowing down as deep as I can to you and your friend. Just hope it's not Soli. :-DI have just finished the demo and I really admire the amount of work that must have been put into making this accessible, when accessibility obviously was not built right into the design process. It does actually work very well. And the story is so incredibly atmospheric, immersive, creepy. I mean it, I still have goosebumps even after a few minutes since I finished the game, and I can't remember if any game ever managed to do this to me before! I have played and seen several mainstream games before, not that I was ever sighted but I did have my brother and a friend who showed some games to me a few years ago, but I have no idea which game genre or particular titles inspired this but still, it's such an unique ex
 perience. And the story line is really engaging! I mean, actualy entering the commands on a computer within the game, then revealing you are in fact that very computer, then... Just [[wow]]! I'm typing this in a very hurried way, so excited, so it's probably one big mess, but I hope you can see what I mean anyway.The Sam actress is just absolutely amazing! There were times I really felt sorry for her. When trying to override the robot, I was actually panicking. I had the elevator door integrity at 25% and it still took me a while to get the job done even after that, so I probably managed to save her only in the last few seconds, as the Sapi voice the game chose for me is too slow and laggy. Still, I enjoyed the atmosphere immensely!I was so sorry for Alex at the end. I mean, the ending is so emotional! How did you manage to convey so much in such brief technical messages? When she read unknown identity, I was like what the hell? Then the message could not be 
 sent, and the final words: I am Alex. I am Soli. I am Alex. Just [[wow]], so creepy! Cybernetic schizophrenia? :-DWhat do the decisions for a given episode actually mean? I mean, it does read the percentages, which probably means how much a particular choice is going to shape the future storyline development, but it's not clear to me what I chose. Does it say "you chose this" before or after the decision choice?There definitely needs to be a way for the player himself to manually choose the Sapi voice they want to use, and it should recognize even 32-bit voices if any are installed. I know the possibilities of the Unity Sapi plugin are probably pretty limited, so I hope this is at all possible to program, because the only 64-bit voice which is available for me to configure in the Windows 10 text to speech control pannel is Microsoft Zira, which sounds pretty good but she is just so slow and unresponsive that it forces me to play at the pace of a snail, a
 nd even that is probably too fast. :-DI'm so sorry I won't probably manage to support your campaign until it ends! It just really sucks but I have purchased a pretty expensive audiogame just a few days before I found Code 7 and I'm also in the process of starting up my own business, so I'm pretty tight on money until the end of the month. Really sincerely sorry about that, it feels frustrating, I really wish I could send some cash your way. This game deserves it a lot!By the way, I do think Soli actually doesn't seem villainous at all. Judging by its remarks, and how it tries so hard to learn to lie, I tend to think its motives might in fact be good, in a twisted sort of way. Perhaps the truth it found out is really too dangerous for mankind to know or something, so it's trying to do all it can not to be forced to reveal it eventually. I almost wished I could teach it how to lie. But then I would probably be dead anyway, or rather erased, 
 so yeah. :-) And I'm really itching to know what the heck Code 7 actually means and does!You've done the nastiest thing a game developer or story writer can ever do, you've left us stuck at such an incredible cliffhanger! :-)Seriously, though, this is just incredible work! I'm almost tempted to say I don't care about the mini games for the time being, if only I could actually play the rest of the story right now. :-)Did you have the time to check out any other audiogames listed on the site, even if just briefly? I think many of them could perhaps provide you with some inspiration to overcome some of these accessibility challenges.Keep up the great work, and please do keep us updated on the progress. I really wish your campaign succeeds.By the way, if I may ask, what brought you to the idea to make this accessible to visually impaired players in the first place?Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=282000#p282000





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Re: newsflash: judgement day released as freeware!

2016-09-07 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: newsflash: judgement day released as freeware!

Look at posts 20, 21 and 22.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=278057#p278057





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Re: Super Racing by Storm Productions!

2016-06-15 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: Super Racing by Storm Productions!

Yeah, this is still a pretty rough alpha, but I will nevertheless be very interested in seeing how far this actually develops. I see some potential here, and I very much appreciate the sound design. Who knows, maybe this is going to become an alternative and competitor to say Top Speed 3 in a year or so. :-) Good luck with further development.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=264502#p264502





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Re: Castaways 2 public beta

2016-03-09 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: Castaways 2 public beta

Hi Aprone,I can connect to the server just fine, and I have to take this opportunity to say I really appreciate the way your account system is made up. It's been ages since I purchased mine for Swamp but then I haven't touched Swamp at all for many months, so I just find it incredibly ingenious and fair that my account still works all right after all those unused months. :-)However, I have a 100% reproduceable error whenever I try to assign a job to a tile of either type. I've tried it on grass, tall grass, trees and stone so far, with exactly the same results every time. I might be doing something wrong but the way I understand how it works is I am supposed to press enter on the tile and then choose how many out of the available workers I want to assign to that job. Is that right? I can't confirm this because as soon as I press enter on the tile, I get a runtime error 13: type mismatch. I may not remember the exact number correctly but the reason 
 specified is certainly type mismatch.I wonder if this might have anything to do with my language/regional settings. Should I try changing these to US English?One more thing I am incredibly grateful for: You must have changed something about the way Sapi is handled in Castaways 2. I remember you sent me the executable of Swamp a really long time ago over Skype which was modified as compared to the official distribution in some way. I had written to you saying that all of your games stopped working for me at some point, as neither of them was able to use Sapi any more and I think there was no runtime error, no entry in the debuglog file or anything like that - the games just froze and eventually crashed with the standard Windows "program stopped responding" dialog. The modified Swamp executable you sent me back then resolved the issue until you posted an official patch again. This means I used to be able to play Swamp and your other games perfectly fine at the b
 eginning, then this issue started occurring to me and it was temporarily resolved for Swamp with that modified executable, then Sapi stopped working in Swamp for me again with every new official update. This means I can't play even those of your games that support screen readers as well as Sapi, because I always had them configured to use Sapi, and if I remember right, they are configured to start with Sapi by default if no user changes have been made to the configuration, so I can't even start them up for long enough to actually change it over to NVDA.Now, however, you must have changed something about Sapi Handling in Castaways 2 right since the beginning, because this game works flawlessly for me. I am using Windows 7 X64, but al of the voices I actively use are natively 32-bit. This might be the source of my Sapi issue with your other games. It's not a problem at all for Castaways 2 though, as it uses Microsoft Anna by default, and I can easily configure it 
 to use one of my 32-bit voices in the alternate Windows control pannel (c:\Windows\SysWOW64\Speech\SpeechUX\sapi.cpl).One last thing to conclude this pretty long post: I absolutely love the sound quality of Castaways 2, I was very pleasantly surprised when I heard it for the first time. The soundtrack is excellent, even the tiny sounds such as the menu clicks, and I absolutely love the narrator voice! Just great job!Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=253181#p253181





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Re: New horror and adventure sidescroller, The gate!

2015-11-29 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

Hi,the game doesn't tell you anything special after completing the normal difficulty but you should see the infinite mode menu item in the main menu anyway, right below load game.Hope this helps,Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=240493#p240493





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Re: New horror and adventure sidescroller, The gate!

2015-11-29 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

If you still can't see infinite mode in the main menu below load game, then I'm afraid that was probably the case. I can't think of any other explanation.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=240564#p240564





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Re: New horror and adventure sidescroller, The gate!

2015-11-28 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

Hi Aaron,here are a couple of bugs I have recently noticed in the game. Some of them are not obvious bugs, they might have been design decisions instead, but I believe the majority should be pretty easy to fix and the game would deserve it. At least one more bug fixing update like that which would finally polish up the otherwise excellent product properly. In my opinion, it would be a shame not to fix even those small details when the game is such a job well done.1. The alt key shouldn't repeat the selected menu item when alt+tab is pressed. Reliably and easily reproduceable 100% of the time.2. The last chosen weapon doesn't seem to be included in the saved game state. When I respawn at a checkpoint after losing a life, the last chosen weapon is properly remembered, but I always start with the knife whenever reloading from a save. This also seems 100% reproduceable.3. Not sure if the current music volume is saved. Needs more reliable testing o
 n my part but this should also be easily reproduceable.4. If a cut scene is triggered while jumping (the hall of Morgana, the hole that's too big to jump over in level 9), the landing sound is never heard after the scene finishes playing, but this might be by design? If this is not the intended behavior, then it's also 100% reproduceable.5. I killed Hades just as the attack with the electricity sound was right in the center of the stereo field, about to hit me. The attack sound correctly faded out along wit the others before the dialogue with the friendly vampire character played, but when that dialogue faded out, before the final cut scene where Patrick returns home started, a hurt scream was played. This seems very difficult to reproduce in exactly the same way but it does make sense to me - some of the last used attack state variables probably aren't cleared properly before triggering a cut scene.6. Sometimes, such as when hit by a rock at the 
 end of level 10, the game reports 0% health left. I understand how this can happen, and it's just a tiny cosmetic issue, but wouldn't it look a bit better if it said like 1% health instead? Probably not that easy to get to happen all the time (not sure if those rocks right before the door leading to the final boss level actually take away almost 100% health while still leaving a tiny bit remaining) but it's not impossible either.7. When a bird bomber's bomb takes out other enemies nearby, I never seem to hear their dying screams. However, I realize this might just be the explosion sound having a greater max_distance than the enemy sounds or it simply being too loud, overpowering the screams. This seems to happen to me pretty consistently, so not too difficult to reproduce either, although the situation where the bomb explodes near enough to other enemies requires some careful moves to get right. It happens much easier by accident rather than when trying to
  make it happen on purpose.8. The screen voice (checked with the h key during gameplay) seems to share the same sound object with the player vocals or something along those lines. If I try to check my health while the player's jump up or pain sounds are playing, the health either doesn't get spoken at all or maybe it's in fact just immediately interrupted. I can't get it to happen 100% consistently but I would say about 99% of the time, so not that hard to spot either.Hope this helps you to track these bugs down.I would appreciate your feedback on this very much.Thanks,Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=240305#p240305





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Re: New horror and adventure sidescroller, The gate!

2015-11-28 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

Hi John,spoilerspace:The squeaky metal thingy is the gate that has been mentioned in the cut scene and that the whole game is about. :-DYou have certainly noticed that after you hurt her a little, hitting her starts making the blood sound you hear when an enemy has almost been killed. You can hear this with standard enemies as well, which informs you that they will be gone in one or two more hits. However, as you certainly know, Carmilla just doesn't seem to die no matter what. :-)The answer lies in the wooden pieces. If you get all three of them, press enter on them. You'll hear an item used sound and they will disappear from the inventory. Who knows what actually happened, but it's the way to defeat her. One last hint: Try to switch to another weapon after you do that. :-)You're right, as soon as you defeat her, Hades appears on stage. And remember the last fata
 l blow has to be handed from very close up.This whole puzzle is in fact pretty logical. Remember the few things that are said to be able to kill vampires according to vampire myths. :-)Hope this helps,Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=240304#p240304





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Re: New horror and adventure sidescroller, The gate!

2015-11-19 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

Hi John,this is a very weird part of the game that seems to have troubled a lot of people when they first discovered it, including me, but it's actually pretty cool in the end.Just wait there patiently until the music fades out completely, then you'll be battling another boss character.You should know that no matter what you do after taking that door, you are always supposed to die there in the end before the boss actually appears. It even seems to me that when you die is time limited, so even if you manage to kill some of the enemies in that area and still have some health left, you die after a certain amount of time anyway. So, don't spend too many valuable resources on enemies in that spot. :-)Hope this helps,Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=239092#p239092





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Re: New horror and adventure sidescroller, The gate!

2015-11-04 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

That's right. If you use this tactic, you should of course never leave any enemies remaining behind you if at all possible. :-DBy the way, I wonder if I've ever had a bomber actually drop his bomb. Yeah, if I try to attack the bird and don't get it while there are plenty of other enemies around, then I'm sure in trouble as the bird can just get farther away from me and drop the bomb in that case. And sure, it's sometimes difficult to jump back away from the bomb in time. But other than that, if I'm facing a bomber who's alone, he can usually never drop the bomb in time.The key to avoiding enemy attacks or even not giving them enough time to attack is just to keep on moving in a swarm of enemies. If that's not possible because of rocks or holes, then yeah, there are bound to be several places like that in the game. For me personally, if such spots weren't there at all, the game would present absolutely no challenge at al to m
 e any more. On easy or normal, that is, I'm not enough of a masochist to play the harder difficulties as things are at the moment.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=237374#p237374





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Re: New horror and adventure sidescroller, The gate!

2015-11-04 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

What's the difference between having a single quiver for all the arrows rather than individual pouches, other than cosmetic? To reload the bow, you don't need to find the arrow pouches in the inventory or anything like that. So that wouldn't have any influence on the actual count of arrows that are available to you anyway, if I got your point.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=237375#p237375





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Re: New horror and adventure sidescroller, The gate!

2015-11-04 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

That's right. If you use this tactic, you should of course never leave any enemies remaining behind you if at all possible. :-DBy the way, I wonder if I've ever had a bomber actually drop his bomb. Yeah, if I try to attack the bird and don't get it while there are plenty of other enemies around, then I'm sure in trouble as the bird can just get farther away from me and drop the bomb in that case. And sure, it's sometimes difficult to jump back away from the bomb in time. But other than that, if I'm facing a bomber who's alone, he can usually never drop the bomb in time.The key to avoiding enemy attacks or even not giving them enough time to attack is just to keep on moving in a swarm of enemies. If that's not possible because of rocks or holes, then yeah, there are bound to be several places like that in the game. For me personally, if such spots weren't there at all, the regular game levels would present absolutely no chall
 enge at al to me any more. On easy or normal, that is, I'm not enough of a masochist to play the harder difficulties as things are at the moment.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=237374#p237374





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Re: New horror and adventure sidescroller, The gate!

2015-11-04 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

I agree about the rocks. They're the perhaps somewhat artificially factored difficulty that's supposed to occur in such places. However, if there is just a single rock and not a row of them, it should still be manageable. Basically, if you can hear multiple enemies behind the rocks and they haven't reached or started chasing you yet, try to lure them to you one by one by walking as close to the rocks as possible very, very slowly. That way, there's a great chance that the enemy who is in the lead of the group will notice you first and chase after you alone, without the rest of them. If you hear that is the case, just take a few jumps back away from the rocks, let the enemy get closer, and bye bye. :-)That's the reason why I usually find it better to walk very slowly and cautiously, listening very hard to what's far ahead of me all the time, through these parts of a level that I haven't explored yet whenever I'm low on health or am jus
 t very concerned about losing a life in a particular spot. On the other hand, there are also often times when I don't have to care about that very much and it could on the contrary be advantageous to run as far as possible as quickly as possible, to get as many creatures as I can chasing me at once, if I am just interested in reaching the next checkpoint before dying, or something like that. By the time you reach that checkpoint and die in the process, there's a great chance you'll have at least some of the currently present enemies killed, and when you respawn at the checkpoint, they'l be ahead of you in most cases, not behind, so you'll find yourself in a much better position strategically when starting over with the next life.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=237342#p237342





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Re: New horror and adventure sidescroller, The gate!

2015-11-04 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

I agree about the rocks. They're the perhaps somewhat artificially factored difficulty that's supposed to occur in such places. However, if there is just a single rock and not a row of them, it should still be manageable. Basically, if you can hear multiple enemies behind the rocks and they haven't reached or started chasing you yet, try to lure them to you one by one by walking as close to the rocks as possible very, very slowly. That way, there's a great chance that the enemy who is in the lead of the group will notice you first and chase after you alone, without the rest of them. If you hear that is the case, just take a few jumps back away from the rocks, let the enemy get closer, and bye bye. :-)Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=237342#p237342





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Re: New horror and adventure sidescroller, The gate!

2015-11-04 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

I'm just realy surprised how difficult people seem to take the game for. If you have such issues with level 4 on easy, I already regret you when you get to level 10. :-DI would love to be able to record the remainder of the walk-through I started in the other topic. Might be able to do like 3 or 4 levels today if all goes well.Certainly do jump over the spiders though. If you need to retreat from them or get to their other side, there's no other chance. Jumping over most of the enemies above level 4 or 5 is practically a necessity. If you are in the air, their attacks have a much, really noticeably much greater chance of missing, and if you jump up quickly again after you've landed, they won't have enough time to react and attempt another attack. That way, you can comfortably get as far from them as you need. Just make sure you time the jump right as not to fall directly in front of them and within knife range, that's not good as it decreases 
 your own chances of avoiding the enemy.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=237285#p237285





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Re: New horror and adventure sidescroller, The gate!

2015-11-04 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

I'm just realy surprised how difficult people seem to take the game for. If you have such issues with level 4 on easy, I already regret you when you get to level 10. :-DI would love to be able to record the remainder of the walk-through I started in the other topic. Might be able to do like 3 or 4 levels today if all goes well.Certainly do jump over the spiders though. If you need to retreat from them or get to their other side, there's no other chance. Jumping over most of the enemies above level 4 or 5 is practically a necessity. If you are in the air, their attacks have a much, really noticeably much greater chance of missing, and if you jump up quickly again after you've landed, they won't have enough time to react and attempt another attack. That way, you can comfortably get as far from them as you need. Just make sure you time the jump right as not to fall directly in front of them and within knife range, that's not good as it decreases 
 your own chances of avoiding the enemyLukas

URL: http://forum.audiogames.net/viewtopic.php?pid=237285#p237285





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Re: New horror and adventure sidescroller, The gate!

2015-11-02 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

I think the rock impact on the ground sound is stereo. It might be a part of the design but I would certainly make that sound mono if I were making this game. This way, its position can be misleading at times.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=237062#p237062





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Re: New horror and adventure sidescroller, The gate!

2015-11-01 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

A few quick remarks:1. Bats, birds and harpies can only be hit while you are in the air. So theyre not dodging at all, you're actually missing them if you try to hit them while standing.2. Minimum range for a knife is probably out of place, I have to agree with that. However, except for the knife, I find the minimum range believable for any other weapons. The sword might just be too long and cumbersome to hit at such a short (grapling) distance, the bow might very well be difficult to aim, etc. It's strange that I hardly ever have to mash the space bar rapidly to progress in the game. On the contrary, I find I have to learn the movement and attack patterns of the various enemies to be able to hit them at just the right time and the right spot, and that, to me, is the core of the game's challenge. I wonder how it's possible that so many seemingly experienced gamers seem to fail to grasp this and constantly complain about wild useless button mashing
 , etc. Haven't experienced that.3. There's certainly no need to keep tapping the up arrow to keep yourself in the air. Just press it once and then press the right arrow as soon as you can to get over the pit, but make sure you don't press it too late after leaping up. Otherwise, you'll not jump far enough and fall through the pit. The jumping is not difficult at all. It's the same mechanic used in the Perilous Hearts demo and in Psycho Strike. Seems natural to me. It's quite different from the way Q9, Super Liam or the demo/betas of Mysteries of the Ancients/Aztecs worked, so that might be the reason everyone seems to have trouble with it. Hope this helps.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=236962#p236962





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Re: New horror and adventure sidescroller, The gate!

2015-11-01 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

In that case, I would suggest a compromise. Leave the knife as is, as I'm not sure it does actually have a minimum range at all. Similarly, leave the bow as is, because it would probably be easier to miss at a short distance, when you try to aim and shoot in a rush.Likewise, keep the minimum range of the sword because I believe a sword must be practically impossible to use when the enemy is already too close to you. If this wasn't the case, then why would weapons like daggers be invented at all? However, make it so that the sword's attack is much stronger when the enemy is within the minimum range. Perhaps not an instant kill but if you made it so that an animated statue or a soul sucker on normal, for instance, could be killed in 2 to 3 hits instead of 8 or 9 that way. That would be an interesting balance mechanic especially for the higher difficulties, for instance. And you could make enemies faster or use a different attack/movement pattern on the higher di
 fficulties, too.I know an incredible amount of work must have went into this game already, and you might not be willing or able to put the extra amount required for this, which wouldn't be exactly small, either. But you have to admit that like this, the higher difficulties are just simply overkill and often unrealistic even in the context of the game.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=236974#p236974





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Re: New horror and adventure sidescroller, The gate!

2015-10-31 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

Collision detection from arrow shots and knife thrusts is dodgy at best? Have you realized the weapons have both a minimum and a maximum range? That means you can't hit the enemy with a given weapon not only when standing too far away from them, but also when you are too close to them. You have to learn the weapon's perfect range over time. So, it's not a bug but this is the way it was designed.If it was me who understood that remark incorrectly, then I'm sorry and will gladly accept an explanation. :-)Thanks,Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=236908#p236908





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Re: New horror and adventure sidescroller, The gate!

2015-10-27 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

Thanks for the tips, KeyIsFull. You're probably right, telling all the sounds apart quickly is probably the main source of issues for me. How much do you actually jump in that fight? Like if he is not currently launching any attacks, do you still jump constantly in order to keep moving fast? Because that might be another problem I am having, too - more often than not, I fail to notice a hole or an attack in time just because I always tend to jump. The fight is just so stressful that it feels to me as though i wouldn't be able to stand a chance for longer than a few seconds if I didn't. :-)Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=236331#p236331





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Re: New horror and adventure sidescroller, The gate!

2015-10-27 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

All right, thanks a ton once again! I seem to be using the same strategy then, so I guess I'll just have to keep trying, hope for some good luck to stand on my side, and especially learn to ignore certain attacks when I'm far away, etc.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=236353#p236353





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Re: New horror and adventure sidescroller, The gate!

2015-10-26 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

Possiblespoilersforthewholepost:Folks, how on Earth do you manage to beat Hades on normal? I've tried perhaps even more times now than when I was originally stuck with him on easy before the 1.01 update was released, and still no luck.I am able to get up to the phase where he starts opening holes in the floor, then I'm stuck and can never proceed any further. I have killed his dog (probably Kerberos as that thing launches fireballs at you), the priests, the diabolic creature (Satan, Satan), and I haven't had the ghosts yet. I can avoid the holes themselves without any issue and I can usually tell all his attacks. The only attack I'm having difficulties avoiding is the one that throws you all the way across the area, either at the staircase or at the gate. Sometimes he even manages to freeze me, which is bad as the char stays frozen for way too long and he then either adds the attack that deals like 60% health damage, o
 r he launches the throwing attack and boom, there goes a life.Even though I have about 20 lives left and start with 16 arrow pouches where I don't use a single arrow on Carmilla, it's still not enough to beat this stupid god. :-)I guess my problem is timing my moves and judging distances right to hit him enough times with the sword. The weapon's minimal range seems to be getting in my way.So, does anyone perhaps have any tips on how to get him reliably on normal? This is really beginning to frustrate me to no end. :-)Thanks,Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=236268#p236268





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Re: New horror and adventure sidescroller, The gate!

2015-10-26 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

Of course, but do you recommend not to spend the arrows on the dog and the priests? The problem is that I can usually bring him pretty low on health but then he gets me. I have like 8 angel breaths but I usually spend them in one life too, as I try to survive for as long as possible without losing a life as to hurt him as much as possible in one go.The priests are pretty challenging to me too. Before I get them all, they usually heal all the damage I've done to him, and I try to hit them with the arrows too as that seems to be the fastest way to get rid of them.Thanks,Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=236287#p236287





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Re: New horror and adventure sidescroller, The gate!

2015-10-23 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

Music097, did you listen to my play-through? There is a topic for it, called The Gate Play-through. I just started it a few days ago and will continue soon, but The Gray Lady is already covered.Veronika, they are working to fix that issue. No more information has been provided yet.Hope this helps,Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=235954#p235954





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Re: New horror and adventure sidescroller, The gate!

2015-10-21 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

You just can't let them get close enough to you. Use the bow or the sword to hit them, and as soon as you make your attack, jump away from them im the direction you approached them from. If you repeat this processand hit them three times, I believe, they should be history. :-)Hope this helps,Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=235679#p235679





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Re: New horror and adventure sidescroller, The gate!

2015-10-21 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

In this particular case, I have to say I agree as well. Easy and normal seem just fine for the gate, the way it's set up, and I even dare to say these particular two difficulty levels seem to be extremely carefully balanced. But as for the higher ones, I think I'm not even going to try them unless the way they work is changed in the future. Normal is entertaining and challenging to the point where I still like it and it seems fair to me, but having tried nightmare in the first level and not being able to complete it, my mind is made up. :-)Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=235657#p235657





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Re: New horror and adventure sidescroller, The gate!

2015-10-20 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

[[wow]], SLJ, I had no idea the game was really that difficult for you in this particular sense. I don't know what's causing it then. I admit I was struggling initially as well, probably until I first beat level 3 while still having only the demo. Then things seemed to have clicked into place for me, I figured out the style of the game and the best ways to play it.It seems as though the ghosts are the greatest issue for you for the time being but I'm not sure I can suggest any particular strategy. Do you realize you have to jump a lot in this game, particularly on the harder difficulties or in the higher levels even on easy? This is similar to the Psycho Strike missions. You won't be able to just outrun most enemies simply by walking, certainly not on the harder difficulties or, like I said, even on easy on the higher floors of the castle. There aren't that many holes in the lower levels so you can usually just jump back from the enemy once or twice
  and that should do the trick, giving you a bit of a break. You don't need to worry about timing the jump in any way for the most part. Usually, it's just enough to hit the up arrow along with the left or right one at the same moment to jump as far to the left or right as possible. There is nothing like jumping too far over a pit. Even if there is a row of pits placed very close to each other, which you will unsurprisingly encounter especially higher up, there are always at least two or three steps between every two pits. I personally don't have any issues distinguishing the pit edges from the normal step just bysound, either. Since there is no true platforming in The Gate, the surface is just flat and you have to jump over an obstacle, there is in my opinion really no need for a scanner of any sort to get the visual idea. I believe telling two pits apart is just part of the challenge in the game. After all, look at how it was done in Super Liam or Q9, the only differ
 ence here is that the enemies in The Gate are tougher to kill, faster and probably smarter.The idea is to move slowly and cautiously through the level until you spot an enemy. Usually, if you are slow enough, unless you are in a predetermined ambush where a lot of enemies spawn all around you at once, you can hear a single enemy before it spots you. So if you hear say a goblin to your right, take one step at a time very slowly until he starts chasing you. That way you can lure him away from the rest of the possible group of waiting enemies, jump back with him on your tail until you feel comfortable having enough room around you, and he has no chance. :-)Likewise, I honestly can't see what's so difficult about hitting the ghosts, although I would love to be able to help you out. It's all a matter of perfect timing, nothing more and nothing less. By the same token, you can usualy get enough space between yourself and even a ghost, unless you're surrou
 nded on both sides. If you jump, you are faster even than a ghost.When walking through the level for the first time, before you have killed all the enemies present, you have to be on a constant lookout for any that spawn very close to you, so that you are ready to take one or two fast jumps away from them. If you don't manage to do this in time, you'll usually just get hit. The only problem with enemies spawning very close to you can be with the ghosts. You just have to get used to jumping almost every time you're in an encounter in general. It's usually just the slower enemies such as the animated statues or the soul suckers that you can just walk away from easily. :-)I guess I should probably record a walk-through of some sort. That explains stuff much better than just trying to write out a few tips so that they sound sensible. It would be the first time doing something like that for me, and thus probably a bit of a challenge at the beginning, but
  I believe The Gate is worth this. The enemies in this game are so challenging that I'm afraid just a written guide wouldn't suffice for most.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=235502#p235502





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Re: New horror and adventure sidescroller, The gate!

2015-10-20 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

[[wow]], SLJ, I had no idea the game was really that difficult for you in this particular sense. I don't know what's causing it then. I admit I was struggling initially as well, probably until I first beat level 3 while still having only the demo. Then things seemed to have clicked into place for me, I figured out the style of the game and the best ways to play it.It seems as though the ghosts are the greatest issue for you for the time being but I'm not sure I can suggest any particular strategy. Do you realize you have to jump a lot in this game, particularly on the harder difficulties or in the higher levels even on easy? This is similar to the Psycho Strike missions. You won't be able to just outrun most enemies simply by walking, certainly not on the harder difficulties or, like I said, even on easy on the higher floors of the castle. There aren't that many holes in the lower levels so you can usually just jump back from the enemy once or twice
  and that should do the trick, giving you a bit of a break. You don't need to worry about timing the jump in any way for the most part. Usually, it's just enough to hit the up arrow along with the left or right one at the same moment to jump as far to the left or right as possible. There is nothing like jumping too far over a pit. Even if there is a row of pits placed very close to each other, which you will unsurprisingly encounter especially higher up, there are always at least two or three steps between every two pits. I personally don't have any issues distinguishing the pit edges from the normal step just bysound, either. Since there is no true platforming in The Gate, the surface is just flat and you have to jump over an obstacle, there is in my opinion really no need for a scanner of any sort to get the visual idea. I believe telling two pits apart is just part of the challenge in the game. After all, look at how it was done in Super Liam or Q9, the only differ
 ence here is that the enemies in The Gate are tougher to kill, faster and probably smarter.The idea is to move slowly and cautiously through the level until you spot an enemy. Usually, if you are slow enough, unless you are in a predetermined ambush where a lot of enemies spawn all around you at once, you can hear a single enemy before it spots you. So if you hear say a goblin to your right, take one step at a time very slowly until he starts chasing you. that way you can lure him away from the rest of the possible group of waiting enemies, jump back with him on your tail until you feel comfortable having enough room around you, and he has no chance. :-)Likewise, I honestly can't see what's so difficult about hitting the ghosts, although I would love to be able to help you out. It's all a matter of perfect timing, nothing more and nothing less. By the same token, you can usualy get enough space between yourself and even a ghost, unless you're surrou
 nded on both sides. If you jump, you are faster even than a ghost.When walking through the level for the first time, before you have killed all the enemies present, you have to be on a constant lookout for any that spawn very close to you, so that you are ready to take one or two fast jumps away from them. If you don't manage to do this in time, you'll usually just get hit. The only problem with enemies spawning very close to you can be with the ghosts. You just have to get used to jumping almost every time you're in an encounter in general. It's usually just the slower enemies such as the animated statues or the soul suckers that you can just walk away from easily. :-)I guess I should probably record a walk-through of some sort. That explains stuff much better than just trying to write out a few tips so that they sound sensible. It would be the first time doing something like that for me, and thus probably a bit of a challenge at the beginning, but
  I believe The Gate is worth this. The enemies in this game are so challenging that I'm afraid just a written guide wouldn't suffice for most.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=235502#p235502





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Re: New horror and adventure sidescroller, The gate!

2015-10-20 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

All right, guys, here it is. The first part of the play-through I actually started recording. I started a new topic for it, called The Gate play-through.Just to let you know. :-)Thanks,Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=235538#p235538





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Re: New horror and adventure sidescroller, The gate!

2015-10-19 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

[[wow]]. Hearing about BK2 and BK3 is a pill hard to swallow for me then. :-) Although I still suspect The Gate is simpler than that by design, focusing more on the fighting aspect than on the puzzle one. I believe it could have contained something of what you said was in the BK series, as the unjumpable hole hints. But I'm not saying this is good or bad, either. I don't deny we need a lot of innovation, more than The Gate alone can provide. Maybe I should just finally overcome my laziness or whatever it is and learn how to play the japanese games. I guess I was just afraid the process would be too cumbersome to spoil all the possible enjoyment for me.To the one who was talking about mainstream cheap bosses: I get your point. There are and always will be two camps among gamers, as well as among the games in how they implement the bosses. I personally have to say I don't mind the way Hades works for a final boss, even when he seemed like ten times more difficu
 lt than Carmilla. But anyway, I guess I shouldn't be defending the game that much any more, concluding what happens right now is just normal discussion among gamers that is bound to start whenever a new, and even possibly controversial, title is released. Everyone has different skills and preferences, everyone thinks something different, someone gives up to emotions when writing here whereas others try to rationalize everything in advance. Just remember that I'm saying this about Hades having spent at least 3 hours, maybe more, trying to figure out how to finally defeat him myself. I guess I would certainly have all the right in the world to be frustrated at that point. :-)Also, I would like to clarify I certainly was not targeting anyone specific in person when I said I was sad about the complaints the game was receiving and so on. Many of them were bringing up a valid point and there was a lot of constructiveness to them. I was just reacting to the never changing 
 whining tone in which many of them were phrased.Whatever, I'm just happy I spent my 30 bucks so well. :-)Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=235377#p235377





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Re: New horror and adventure sidescroller, The gate!

2015-10-19 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

I have a bug to report for the next update. I actually hoped it would be fixed in the last one, but it has been mentioned only once here so far.Possiblespoilersahead:When I take the door near the end of level 6, to the left of the second healing spring, I enter the area which I seem to remember had been fairly calm on easy but it gave me a nasty surprise now on normal. Honestly, I can't imagine I'll ever be able to beat that many enemies at once within such a limited spot with relatively few resources. But what matters is that, like someone else said some time ago, the game doesn't seem to be saved when entering this sub-area, and if you die here, nothing happens at all, you don't get respawned, although the game hasn't probably frozen either - it's just possible to close it with alt+F4. I haven't tested whether pausing the game works but none of the gameplay seems to work - I tried to check my health, lives left, and ev
 en to move, but nothing.To be absolutely clear you get which level I mean, it's the one where harpies are introduced, and just one level after vampires and the lightning rot first appeared.Spoilersendrighthere.Thanks for reading and hopefully fixing this soon. :-) In the meantime, I'll keep trying to get through this but I'm not sure if I can ever make it without losing a single life. Might be best to just start normal all over again, trying even more cautious strategies, now that I know what it looks like. But I can't wait to see what the unlockable mode is like, either. Damn it, I should be doing productive work! :-D :-DI would like to take this opportunity to officially thank Aaron Baker, head of VGStorm.com, for creating a product that is causing me to waste my time in great amounts hopelessly, become unaware of my surroundings and of real life duties, and thus to gradually approach the state of the weird geeky ner
 dy loser i never wanted to find myself in again in the first place after having been there once. :-D :-D :-DLukas

URL: http://forum.audiogames.net/viewtopic.php?pid=235383#p235383





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Re: New horror and adventure sidescroller, The gate!

2015-10-19 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

[[wow]]! Hades on normal is really tough. Feels probably the same way to me as it did before the 1.01 update on easy. Now, I'll be better prepared once I reload the last save. I really hope to unlock the other mode now. :-) By the way, it would be cool if there could perhaps be more achievements in future versions. Even if they didn't do anything special, just hearing about them (either the friendly vampire woman who's probably voiced by Gemma or the tutorial/guide voice could just tell you that you got or were called this because you managed to do that) would add a lot more fun to the game for some, I think.Just a random idea.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=235449#p235449





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Re: New horror and adventure sidescroller, The gate!

2015-10-19 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

I personally think this shouldn't be added under any circumstances. This is probably the most difficult singleplayer audiogame we've got so far, and I would be extremely sad to see such a mechanic make it in. To me, way too many audiogames offer cheats like this that you can get after the first successful play-through, so what's there left to it after that? No, I'm happy about the way the game is now.And sorry for the false alert about a bug then. I thought this was the spot right before Renfield, but I was not sure. It's such a devious mechanic that I certainly wouldn't have thought it was like that on purpose. :-)Spoilersbelow,you'vebeenwarned:Regarding Morgana, I had a hard time figuring out the switches for the first time, too, Remember the barrier against the spell is only present near the switch itself, so you have to push the switch and stand there until the attack disappears, you can't move
  anywhere or it will get you no matter what. Also, the swith needs to be centered very closely. You'll recognize it has actually been pushed by it making a special sound as long as the barrier is in action.Hope this helps,Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=235411#p235411





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Re: New horror and adventure sidescroller, The gate!

2015-10-19 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

Conor, sorry about the possibly misleading phrasing when I said there were different enemy combinations on normal. They are in deed still the very same creatures you already know, but appearing in different patterns than you got used to. Hope this clears the confusion up.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=235412#p235412





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Re: New horror and adventure sidescroller, The gate!

2015-10-18 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

[[wow]], a new update released so quickly? Way to go! Thanks a lot! :-)I'm definitely going to see if Hades is a bit more manageable now. Thanks for the tips, by the way, Conor. I guess I may not be able to notice certain things clearly enough with my poor cheap earphones when he starts launching the fireballs, the electric attacks and stuff like that. The area then just gets pretty much filled up with explosions, fire and electricity sounds and it's pretty easy not to notice a ghost or one of the attacks moving towards you in that situation.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=235312#p235312





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Re: New horror and adventure sidescroller, The gate!

2015-10-18 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

This makes me sad. People want innovation, challenge, intense gameplay, and when the first game ever attempts to deliver it, they complain too. I had incredible difficulties with Hades as well, but that was before the update and after having stayed up the whole previous night playing the whole game all the way up to him. :-)Then I downloaded the update and I got him without losing a life. So I guess it was partly due to my having learned how he worked and partly due to the bosses having been slightly simplified on easy. I am now playing the game on normal just to see the difference, stopped at level 5 for the time being, but the difference really is huge! Enemies even often appear in different combinations and configurations than you already know on a particular level or floor from easy, so you're certainly in for quite a few nasty surprises. :-)I think, although I may of course be wrong, that Hades, unlike all the other bosses, doesn't have his health reset
  when you die. To me, it certainly feels as though it takes fewer hits to kill him after having lost a life when he's already been injured before.Guyss, believe me this is exactly the kind of final boss battles everyone is accustomed to in the mainstream world. Can you imagine how much I've missed a game with tough unique bosseslike this? He is the final boss, he is supposed to be immortal, and he is the god of the death and the other world, after all. So can you imagine a more difficult creature to stand against? :-D And, above all, he is the final boss of the game. So he does need to be tough to the point of almost being unbeatable. I played him a second time after having beaten the game for the first time, and it certainly felt much easier, when I already knew what he had in store. I'm not saying it was a walk in the park but itcertainly wasnot the chaotic, confused, frightened fight for my life I was going through when I first faced him, either. And that
 9;s exactly the way it should be, in my opinion. And again, it's the way modern mainstream games do it. If we want audiogames to advance, we should be supporting and praising The Gate which has made the first ever attempt of this kind among audiogames. Of course, some of us can also ignore it or down right put it down. But then, despite those who complain about audiogames lacking years behind mainstream ones, we won't be getting any progress at all and will remain stuck at the level we have nowadays. Quite a simple choice.Even I myself do have a few tiny gripes with the game here and there. Just saying this so that someone doesn't get the wrong idea that I'm just all for the game, praising it 100% and never admitting a possible flaw, big or small, no matter what. That's certainly not the case. But I'm just enjoying it, perhaps even more now, on normal, than when I played it for the first time. And in my humble opinion, this is what counts and this
  is what makes a game stand out and shine.Feeling a particular game is not a particular player's style or whatever is of course entirely right. But then it's also important how you say it. The developer doesn't criticize the players who don't exactly like the game, either, claiming, for instance, that they were dumb not to understand the way the game is meant. :-)By the way, please, do not judge the whole game or its storyline as though you had already known all about it just by having played the demo. This is especially to the person who complained about the storyline last, i can't remember who exactly it was. You don't even know what the gate exactly is in this game yet. And no, it really is not the exit our hero is looking for the whole time so desperately. Although at the end of the game, he might have wished to return to the castle and take that route after all. :-D :-DJust teasing those who haven't beaten the game yet. In a
 ll honesty, I must say the final scene absolutely shocked me. I was expecting anything but not this...Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=235332#p235332





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Re: New horror and adventure sidescroller, The gate!

2015-10-18 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

Majorspoilersbelowthissentence:[[wow]], Conor, I envy you! I have spent like the last 3 hours or so just on Hades alone. Probably more. I have the game saved with 12 lives, can beat Carmilla without a scratch 9 out of 10 times, then I get all the way up to the phase where Hades starts summoning ghosts and i get quite a couple of them, but no matter what I do, it all seems good for nothing. My real problems begin when I run out of arrows - I believe the save contains 10 or 15 arrow pouches. Then, when I have to begin using the sword, I hit the intended target about 3 out of 10 times and I usually end up getting hit or killed myself while trying. Maybe it's because of the sword's huge minimal range, I'm not sure. Can you perhaps describe what techniques you use to avoid his attacks when they start being launched at you like an avalanche, and how you tackle him in general? I've slept for like 3 hours today altogether, have been stuck 
 on this last boss for the last many hours, and I'm just tired. :-D :-DSpoilersendherefortherestofthepost:@SLJ: That sounds difficult to believe. If you really feel that frustrated with the game's challenge, it's not good, as this is one of the most imersive and fast-paced, yet fully accessible games made for us in the first place, and I am convinced we only need more such titles. :-) Rather than being frantic on the buttons or something or needing lightning fast reflexes, I'd rather say the whole key to playing the game is about careful timing and strategy. Take advantage of the fact that you have the game saved, allow yourself to lose even a couple of lives in order to observe the new kind of enemy and get to know their behavior well, then time your attacks strategically. Also, even with the knife the enemy doesn't have to be exactly on top of you, there's a bit of a range, so even the ghosts
  don't stand a chance against me in the demo with just the knife. Yeah, when they get harder to kill in the higher levels, taking more hits than one, I have to switch over to the sword but then it's just a single hit again. :-) Keep in mind the weapons do have a minimal range. So, if you feel something got just too close to you so that you might not be able to actually hit it with the chosen weapon, just jump back a few times to gain more room. Also, jumping works exactly the same as in Psycho Strike and/or Perilous Hearts here. Have you had any issues with jumping in these games? If not, even jumping over the holes should be easy. When there are no enemies nearby, walk slowly to the squeaky floorboards, maybe even releasing the arrow key after each step while just learning this so that you can be confident and have enough time to memorize the various variations of the squeak sound and such, and jump! Hold down both the up arrow and the right arrow practically at the very 
 same point in time. As a matter of fact, there can be a fraction of a second between them for the jump to succeed. They don't even have to remain held down after you have leaped up, but that's just a matter of personal preference. What does matter is that you mustn't tap the keys like in many other audiogames, and that you jump the farther along to the side you chose the sooner you hit that respective arrow along with the up arrow. Imagine it so that you are telling your character which way to actually bounce - left, right, or just high up towards the ceiling. This could come in handy, for instance, if there was a slime wave coming at you but at the same time you were almost below falling rocks on your right, so you first wanted to get rid of the wave before trying to fly past the rocks. :-)I just hope at least some of these tips may help you.@Philip: May I ask whether either of the two issues were actually related to Elias or Libvorbis in the end? I'
 ;m just curious to know if games written with the standard BGT distribution available from Blastbay will work on XP as supposed or not.I would have written several more remarks but I'm just way too tired. Need to eat, drink and sleep. :-D :-D :-DLukas

URL: http://forum.audiogames.net/viewtopic.php?pid=235275#p235275





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Re: New horror and adventure sidescroller, The gate!

2015-10-17 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: New horror and adventure sidescroller, The gate!

This! Game! Is! Absolutely! Brilliant!Sorry for all the excitement. :-)I'm actually typing this with The Gate's main menu music playing in the background right now, having wasted all my remaining lives in level 6.Spoilersaheadproceedatyourownrisk:The spot someone else has mentioned earlier today, or last night their time, where there is a hole that was mentioned to be too big to jump over. I didn't even notice as I was always too afraid to try with the rocks practically on top of that hole, so I allowed the wind guys to carry me over the hole and the rocks. However, after reaching the next checkpoint, I was horrified to find out there were more wind guys waiting for me along with a bunch of ghosts. It took me way too many lives to figure out that particular trap, so by the time I got beyond it, I had just a single life. Not sure if a ghost got me or it was one of these wind buggers throwing me back into that hole but anyway, I have lost that last life, so I'll need to reload from the very beginning of that level. Not a nice prospective. :-)Spoilersendrighthere.There shouldn't be any more in this post.I have purchased the game at around 1 AM my time, as I have only found out about it roughly at 8 PM and I have spent the five or so hours trying out the demo, reading this entire topic and deciding whether to purchase the game at this point in time or not. Lucky me I figured I could afford it in the end. :-)And by the way, it's quarter to seven the next morning in my area at this very moment. So, without realizing it, I must have spent five or six straight hours playing the game. It's been ages since I last spent an entire night just playing a game. I usually try not to stay awake for the whole night as I suffer from bad sleeping problems as soon as I throw my cycle off for a single night or two, I have plenty of work to do, so I'l probably be regreting this night the next day or the day after that as it usually takes me several more nights to recover from such a reckless occasion. but who cares! This particular game and all that it has to offer to me personally was more than well worth it.I agree it's probably just a little too expensive, as the voice acting and the music could have been better. However, my personal opinion is that it could have been just a that tiny bit better. Besides the occasional lower quality microphone used to record a character that's obviously audible compared to the others, I find the acting perfectly acceptable. The music does definitely make use of Elias, it's there, you just have to pay attention to the music specifically. It could certainly be made much more dynamic and thus prominent to notice but I believe the current music track suits the game's overall style and atmosphere. I think the music just doesn't want to be hindering the actual gameplay sounds.I agree it shouldn't probably be called a horror game. To me, it rather seems like a medieval fantasy story or something along those lines. I agree its theme is rather halloweenish than horrorish.All that is definitely true. But hey, who on Earth cares about such tiny details besides the restless nittpickers? The game did in deed attempt to provide high-quality audio along with engaging gameplay in a balanced mixture. Obviously, Philip was not contributing as much code or as much sound design work this time around, so who could blame the single developer for compromising on a few borderline details. It's just plain irrelevant that the game has slightly worse audio than might have been expected when Psycho Strike lacked so much more in other, more crucial parts.First of all, The Gate does have a true storyline. Do you realize that, How many other audiogames can that be said about? Some of the cut scenes are quite long and I just absolutely enjoy that! The plot is not all that intricate, but anyway, it is thrilling and you just want to know the ending. That was one of the main reasons that persuaded me not to hesitate and buy it right away after all.Although it's mainly just fighting, dodging, quick reflexes and a few bits of strategy needed for the bosses and for the occasional navigational challenge thrown in there, this game still reminds me of the old interactive fiction feeling that no other game genre, in my limited experience, was ever able to convey so convincigly since these good old times. I know I speak like an old man but I've been into gaming for the last 20 years, being 25 years old. :-DI played an incredible amount of interactive fiction before audiogames became known. Roughly at the same age, during this period that lasted for several years, I had people around with whom I could play some of the PSX and PS2 games. I even saw a couple of games for the PS3, the Gamecube and the Sega Saturn, or at least I believe that's what that particular console was called.So, although I don't know the names or exact details of many famous mainstream titles, I do know a 

Re: Copter Mission, new helicopter game by Oriol Gómez released!

2015-08-04 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: Copter Mission, new helicopter game by Oriol Gómez released!

Yeah, this is a very nice little arcade stress reliever, quite addictive because of how fast it is. I like it. And I like even the you suck taunt on gameover, even when it doesnt get any different based on your score or performance; I guess its intent is to frustrate you when you tried so hard to complete the game and failed, which it manages more than successfully. :-)Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=226510#p226510




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Re: Copter Mission, new helicopter game by Oriol Gómez released!

2015-08-03 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: Copter Mission, new helicopter game by Oriol Gómez released!

Because computer convention uses readme so often that mostly everyone should be familiar with it nowadays, whereas your proposal sounds a little too long to me. It would better suit the Programs menu icon or a desktop link rather than the file name itself, in my opinion. Although I seem to remember you like to use it in your games. :-) Besides, its just a pretty insignificant cosmetic issue anyway, I think.Thanks,Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=226440#p226440




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Re: Psycho Strike - New Strategy/Action game

2015-06-27 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: Psycho Strike - New Strategy/Action game

Ah, yeah, so Im definitely one of these. Many thanks for the explanation. Itsnot difficult to miss even an important announcement like that among allthe other tons of stuff. :-)In that case, Im very glad Aaron is still alive. :-) Thanks for letting us know whats going on. Although its already almost a month since that last post again, having read it is still reassuring to me.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=221782#p221782




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Re: Psycho Strike - New Strategy/Action game

2015-06-26 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: Psycho Strike - New Strategy/Action game

Hi Aaron, if its in deed you and not a fake post, as I believe you were using the nick of The Only PKM Master before,glad to finally hear from you again.Im not an XP or a VM user so Im not affected by either of these bugs, but I tend to believe, perhaps call it an intuitive or instinctive assumption, that the issue might have something to do with the Elias DLL, or maybe with the BGT Elias bridge class.My main reason to think so is that no other BGT game Im aware of so far has had such a problem, and I believe Ive even heard of people who were able to play other BGT games on a Mac VM successfully.What about trying to gather up a team of beta testers, perhaps recruit them among the paying customers who were complaining about this issue, to test if the game still crashes even without the Elias DLL being used?Im not sure if Elias is even needed for this game at all. The kind of few transitions you seem to use it for cou
 ld easily be achieved by using two separate sound objects or sound_pool slots for the two music tracks you want to crossfade, as far as I can tell. Yeah, it would involve some extra coding and perhaps several attempts to get the implementation right, so it may seem like unnecessary excessive work when the work has already been done in Elias, but if the presence of Elias is in deed the cause of the issue, it could at least be used as a temporary workaround until Philip gets the time to look into it and perhaps fix it.To be honest, the game does deserve some urgent attention as soon as you are able to attend to it. Just look through this topic to make your own judgment about this matter.Just my thoughts. Thanks for reading and especially for coming back to us.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=221556#p221556




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Re: Psycho Strike - New Strategy/Action game

2015-06-04 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: Psycho Strike - New Strategy/Action game

Im afraid I have to agree with Patjk. Starting to bombard them unreasonably, under the false assumption of internet anonymity and safety, would be the absolutely and totally worst strategy we could use at this point, if we ever want anything to change for the better at all. By expressing my disappointment with their current attitude, I absolutely didnt mean to start anything like that!!!Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=218891#p218891




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Re: Psycho Strike - New Strategy/Action game

2015-06-02 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: Psycho Strike - New Strategy/Action game

Basically nothing. You can just be content with the fact you reached level 100 and finished your goal. Other than that, you can still keep going on, obtaining more cash or killing more people, until someone perhaps finally gets you. No real progression or graduation of a story. Since there is no story at all, this is expectable. :-(Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=218706#p218706




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Re: Psycho Strike - New Strategy/Action game

2015-05-30 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: Psycho Strike - New Strategy/Action game

Well, even I am becoming swayed. Finished the game (that means I got to level 100 and completed my objective) and discovered an awfully, incredibly simple way to do that. And Im sorry to say theres really nothing more left in there for me or for anyone to discover, so I fear it has 0% replay value in its current form.I understand anyone can be really very busy, and I can imagine Philip for one is with the Elias project, so thats perfectly fine. But there was like one reply from Aaron and one from Philip on this topic, saying something along the lines of We will look into the XP issue about two or three days after release, and nothing more after that, not a single word. And its been ages already.So I dont like this attitude and dont find it professional, responsible or trustworthy at all.Even a brief sentence along the lines of were not dead but will explain later would have served a thousand times 
 more good than this cold, unfriendly, almost despising seeming silence over thelast two months.Bottomline, in the future I will certainly be much more careful and considerate before deciding whether or not to purchase any of Blastbays or VGStorms titles.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=218380#p218380




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Re: Psycho Strike - New Strategy/Action game

2015-05-30 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: Psycho Strike - New Strategy/Action game

Well, even I am becoming swayed. Finished the game (that means I got to level 100 and completed my objective) and discovered an awfully, incredibly simple way to do that. And Im sorry to say theres really nothing more left in there for me or for anyone to discover, so I fear it has 0% replay value in its current form.I understand anyone can be really very busy, and I can imagine Philip for one is with the Elias project, so thats perfectly fine. But there was like one reply from Aaron and one from Philip on this topic, saying something along the lines of We will look into the XP issue about two or three days after release, and nothing more after that, not a single word. And its been ages already.So I dont like this attitude and dont find it professional, responsible or trustworthy at all.Even a brief sentence along the lines of were not dead but will explain later would have served a thousand times 
 more good than this cold, unfriendly, almost despising seeming silence over the last month or so.Bottomline, in the future I will certainly be much more careful and considerate before deciding whether or not to purchase any of Blastbays or VGStorms titles.I dont think a developer is obliged to anything after releasing a game just because its an audiogame. But at least elementary polite communication in response to the paying customers enquiries, and if not that, a polite, no matter how brief notice that Sorry, guys, were abandoning this, at least for now, if anything ever changes, well let you know just to avoid confusion and further expectations would be in order. Nothing more and nothing less than that is in my view necessary from a professional company. This really is not professional at all.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=218380#p218380




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Re: Psycho Strike - New Strategy/Action game

2015-05-30 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: Psycho Strike - New Strategy/Action game

Well, even I am becoming swayed. Finished the game (that means I got to level 100 and completed my objective) and discovered an awfully, incredibly simple way to do that. And Im sorry to say theres really nothing more left in there for me or for anyone to discover, so I fear it has 0% replay value in its current form.I understand anyone can be really very busy, and I can imagine Philip for one is with the Elias project, so thats perfectly fine. But there was like one reply from Aaron and one from Philip on this topic, saying something along the lines of We will look into the XP issue about two or three days after release, and nothing more after that, not a single word. And its been ages already.So I dont like this attitude and dont find it professional, responsible or trustworthy at all.Even a brief sentence along the lines of were not dead but will explain later would have served a thousand times 
 more good than this cold, unfriendly, almost despising seeming silence over the last month or so.Bottomline, in the future I will certainly be much more careful and considerate before deciding whether or not to purchase any of Blastbays or VGStorms titles.I dont think a developer is obliged to anything after releasing a game just because its an audiogame. But at least elementary polite communication in response to the paying customers enquiries, and if not that, a polite, no matter how brief notice that Sorry, guys, were abandoning this, at least for now, if anything ever changes, well let you know just to avoid confusion and further expectations would be in order. Nothing more and nothing less than that is in my view necessary from a professional company. This really is not professional at all.If this was Bavisoft, I wouldnt be surprised at all and wouldnt even find this worth my time or emotions at
  all. But were now 11 years later than Bavisofts last official announcement Ive heard of, considering that their manners would have been unacceptable to most mainstream communities even then, and these two particular devs have always made the impression of being hundreds of leagues above Bavisofts skill, presentation and result level. So thats about it... :-(Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=218380#p218380




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Re: Psycho Strike - New Strategy/Action game

2015-05-25 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: Psycho Strike - New Strategy/Action game

It seems as though they tend to fail to spot the mines when they are under pressure, rather than this chance being completely random. If that was true, it would be a plus for the devs because its more realistic in the context of the given game conditions. However, it might be just my personal impression. :-)In any case, it seems you as the player cant do anything to help them get blown up properly. :-DLukas

URL: http://forum.audiogames.net/viewtopic.php?pid=217682#p217682




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Re: Psycho Strike - New Strategy/Action game

2015-05-24 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: Psycho Strike - New Strategy/Action game

Yeah, thats on my list. Will send it in the morning my time, thatmeans about 8hours from the time of this writing.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=217612#p217612




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Re: Psycho Strike - New Strategy/Action game

2015-05-21 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: Psycho Strike - New Strategy/Action game

I agree it would be cool but I dont think its an essential suggestion. We have other, much higher-priority ones, so Im not sure whether to add these to the list or not.In either case, Ill be sending it before Monday.A key to fire your own taunts using the ones already available in the game should probably be easy to add but Im not sure whether it wouldnt be just a distraction in the end. Could suggest this but I for one know that I personally wouldnt be using it all that often, as my hands are usually full of other work during a mission. :-)The ability to load your own sounds into the game sounds cool in theory but I doubt this would go well together with the way the game currently handles sounds - storing them in their own encrypted data file. And theres a good reason for that as they are all top quality commercial recordings, the voice clips having been made especially for the game.So I just dont know,
  I think this wouldnt be likely to make it in anyway.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=217190#p217190




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Re: Psycho Strike - New Strategy/Action game

2015-05-20 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: Psycho Strike - New Strategy/Action game

If you mean the random lines, something like the police or the gangsters at the casion use, then I think the character that you are controlling during the given mission can never talk, but your other gang members can. You can either hear them talking to the other characters in the stage as they are moving and fighting nnear you, or if you already have the ability to send people on missions without controlling them, you can often hear the character whose point of view you chose to observe the game from.Thats about it, I guess, if I understood your question correctly.Hope this helps,Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=217069#p217069




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Re: Psycho Strike - New Strategy/Action game

2015-05-14 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: Psycho Strike - New Strategy/Action game

Sswwaaiikkee, you probably need to level up even more. The shotgun becomes available somewhere slightly above level 30, I think. I dont know about possible other weapons yet (someone mentioned getting a grenade launcher) because I havent gotten there myself.Let me address Musicmans main concerns that he had in regards to my last post. This whole discussion is pointless anyway as people are obviously going to cling to their opinions no matter what, and trying to get the point across to the others over and over again, using slightly different words every time, is both a waste of my own time as well as the time of everyone else, and even below everyones assumed level of human dignity. Still, Im foolishly going to attempt the mission imposible yet another time.I do in deed have the rank of a moderator shown at my posts but this doesnt mean I have attempted to moderate any posts since God knows when. I am not interested in this any more
  and dont have the time to do it properly even if I were. Just look at the rate at which I was posting and responding to discussions a year or longer ago, and compare that with my current rate of posts. Its pretty rare for me to even post to the forum at all any more, and just the fact that I posted several posts to the same thread within just a few days alone clearly shows my unusual interest in that single topic. I dont want to have anything to do with that rank any more. Just because I was chosen as a moderator a few years ago doesnt mean Im obliged to remain in that position forever. If I had such a possibility within the forum admin interface, Id gladly remove that rank from myself immediately, to prevent confusion on the others part, if nothing else.However, if I were to moderate this prolonged flame war and childish whining, Im afraid I might have gotten just as annoyed as I am right now and thus might have used the exact 
 same words even then.Just because I hate and condemn the constant childish whining because of a rushed dissatisfying purchase doesnt mean I claim that developers should have no reason to try to innovate and revolutionize the audiogaming scene as far as possible with every single product they create. I am not claiming that Psycho Strike is perfectly fine and acceptable as it is, either. If I was claiming either of these things, Id state it plainly, just like I did now. I believe thats not too difficult to understand.I agree that the game is currently fairly limited and repetitive. If thats not your cup of coffee, just the same kind of battles over and over again, where the toughness and challenge constantly increases ever so slightly, so your only job in this game is to see how far you can proceed until you are not able to survive any longer, thats entirely okay. However, then just tell me why to purchase the game in that case after all. The
  list of demo limitations could certainly have been much more detailed, but on the other hand the manual does state what you get upon unlocking the full version. Nothing more and nothing less than the ability to level up past level 8. That means you will be coming through more difficult battles with tougher and stronger enemies, you will have the possibility to see the other weapons such as the revolver, shotgun or grenade launcher, you will also probably be able to have more characters at one point in time if you so wish because level 8 just is not enough to rescue more than 2 or 3 people from the prison and manage to feed, pay and equip them for longer than a couple of missions, etc, etc. Then there is the so called secret mode where the game unexpectedly grants you the ability to send a team of characters on a mission without you directly controlling either of them. I dont think this is available in the demo, either, although this is not stated in the manual for obvious rea
 sons. If anyone has reached level 100 yet, Id be grateful to know if there are any other hidden surprises like this or not. I personally think that when exactly you get this ability depends on how long youve been playing the game so far, or in other words how many game days have already passed since the game was started, because I got it at around level 33 or 34 in one game and around level 25 in another game.Basically, its the exact same principle as the demo of the original Entombed. You werent even forced to purchase the game psychologically, that is by being prevented from experiencing a story all the way to the end, or something like that. Yes, the game did have a simplistic textual draft of a plot just for the sake of sensibility, but that didnt prevail over the core principle of walking through a series of randomly generated dungeons that still had a more or less similar layout all the time though, battling an increasingly higher-level stre
 am of enemies. There was certainly more equipment, armor, weapons and enemy types and generally speaking more content in Entombed than there 

Re: Psycho Strike - New Strategy/Action game

2015-05-13 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: Psycho Strike - New Strategy/Action game

Trick us? Pay for nothing? Sigh. I hate this kind of blind folks!Games are just another form of entertainment. Noone forces you to pay for entertainment. You can entertain yourself without buying specific products just for that purpose, or do without entertainment in your life altogether as a matter of fact. Life would certainly be boring in that case, but it would still be a sustainable life. This is the same principle as if you were complaining after purchasing a popular kind of burger or pizza in your local area, saying you didnt like it and wanting your money back. What could you do in that case, vomit the half-digested remnants of the food at the cooks and ask for your money in return?So, pizzas or burgers are not absolutely necessary to feed yourself, either. You can do with bread, bbutter, cheese, fruitsand vegetables and such if you want to eat but save money at the same time.If you buy a game and dont like it, just deal with it. Its not
  the developers fault or trick, its your own problem, fault and down right stupidity. And Im not going to apologize for the harshness. Its a harshly worded fact but its still a fact. Did you have a demo? You did. Didyou like it? Probably not, cause you dont like the full game. Then why, for Gods sake, did you purchase it? Did you expect a totally new game to suddenly come out of nowhere just because you purchased the full version? Its technically still the same program you already know. So, I repeat, just deal with your own stupidity.Everyone who talks like this is nothing more and nothing less than a spoiled child to me.To get back on track, I will add the suggestions for more weapons, armor and generally more content into the list, as well as one more bug I discovered today and an UI tweak suggestion to be able to check multiple characters in the manage characters menu to perform the desired operation on multiple people 
 at once. The check would work just like when you select people to go on a mission or stuff to trash. If this is not possible, at least add one last item to the manage characters menu that would ensure you do whatever you want with all of them at once, that should be doable, I think. I think I havent missed any good suggestions besides these, or they are all essentially the same principle. Its difficult to keep up with the few grains of good crop among all the many posts in this thread since the last time I had time to check it.If noone has anything else to add, I think it might be time to officially post this list to the devs. :-)Thanks,Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=216179#p216179




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Re: Psycho Strike - New Strategy/Action game

2015-05-08 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: Psycho Strike - New Strategy/Action game

Oh, sorry about that, Aaron. I completely forgot about his nick. I shouldnt have written that message after midnight my time, after a few hours in a row spent playing the game. Either Im a total loser who is unable to play the game efficiently, or it certainly offers much more than a few hours of gameplay. If you take the point where you reach level 100 as the successful end of the game, then its going to be at least a few full days for me. :-DThanks for the suggestions for more weapons/armor, and for a shortcut to list a characters current inventory and weapons. Ill add those to the list.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=215364#p215364




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Re: Psycho Strike - New Strategy/Action game

2015-05-07 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: Psycho Strike - New Strategy/Action game

All right, so I have finally bought the full version and tried to play 3 different games.Now that Im starting to get a bit better in the last one, I have a level 34 character and Im still alone but I think my next mission is going to be the prison, as I would really love to see the mode where your Ai characters can do missions on their own in action. :-)I agree wit the last post about the police station. Ive tried it in the two previous games. I always let my AI characters do the job and always hang around the entrance myself. Most of the time, I hear the mission successful tune before I even know it. :-D The last time I tried this, both of my guys ended up being taken by the police as well and I was left all alone. I thought this was the end, but still I went to explore the rest of the map. What I found was really hilarious. There were just like two or three half-dead cobs left. A single stab with a long knife was enough to kill every one of them, a
 nd then we were all liberated. :-D :-DRight now, my solo character takes insane ages to get rid of drug addiction. I am using a spear, a whip, a pistol and a revolver and have dozens of all the weapons so far, including knives and long knives, but I still find myself overpowered and outnumbered really quickly and easily, so I always end up giving him a dose of all three drugs before going on a mission. Thats why I think its time to start recruiting new members now, and I would also love to see new weapons. Once I have some more people to join me, might be time to visit the weapon shop again. :-DThats about it, my current impressions of the game so far.I love it much more than I used to love the demo while I still had only a single functional earphone. :-DI however agree that some things are very difficult to balance. For instance, its not difficult to get a thousand food from the farm on a single solo mission and live from that for a
 ges, but cash is much more tough to get, especially when you have other gang members whose salary demands are really somewhat over the top. But I guess that might all be part of the challenge. :-)Likewise, its pretty tough to get new weapons. I seem to have observed a tendency for a new type of weapon to become spawnable every so many levels. No matter what you do until then, youll be forced to cope with what weapons are available to you at the moment.In my last game, I already started seeing shotgun cartridges at the black market. So guess what Im excited about the most right now. :-DLet me sum up the most often requested and the best of the suggestions that have been mentioned here so far. If we compile a list that most of us agree with and later send this to Philip and Aaron directly, it could ensure they do in deed get the report as well as perhaps, hopefully, a faster response. :-) I dont want to force them to do anything, not even to 
 reply here, as they are both undoubtedly busy men, and its true that this thread is very busy too. On the other hand, however, I think its about time for some more detailed feedback as well.So, here goes, ordered roughly by an estimated compromise rate between priority and difficulty to implement:UI tweaks and bugs to fix:1. The Windows XP error on startup.2. The freeze after completing the party stage on Mac virtual machines is undoubtedly annoying to the affected users but I doubt theres much that the devs could do about this, either from the game itself or from the perspective of BGT.3. Someone reported that trying to equip a pistol cartridge purchased from the black market without having a pistol available resulted in a BGT runtime error.This was not easy to understand entirely clearly, though, that users English was unfortunately not perfect.4. I noticed an undocumented shortcut - pressing the left alt in the me
 nus repeats the last focused menu item. This however results in the menu item being announced even when pressing alt+tab or alt+shift. Not difficult to fix at all.5. Tweak the black market. It would be cool if you could also sell items there besides just trashing them, and if you could purchase other kinds of things such as medkits, drugs, or even the weapons themselves, for a really high price. This could help to balance things further, make them more interesting and strategical, as well as provide another means to get more cash.An optional online black market where players could trade among each other would be even more cool, something like the bazaar in the original entombed game could have been without the bugs, but this wouldprobably be considerably more difficult to implement properly than everything else so far.6. Tweak the AI. This kind of game needs much more sophisticated AI capabilities in order for them to play effectively and thus for their salary dema
 nds to become more justifiable. For example, why they cant flee the mission back to the base on their own when they are running out of health, just like when you 

Re: Psycho Strike - New Strategy/Action game

2015-05-07 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: Psycho Strike - New Strategy/Action game

Sorry to say this but I would have expected to hear more from you.At least whether you have already made any progress on an update but are still waiting to implement more new features or fixes before releasing it, or whether you are currently too busy to actually work on the game at the moment but are planning to get back to it in three weeks, etc.I also dare to say time should pass more quickly in the game overall. Its extremely amazing to play the game but its not fun to spend three quarters of the time you spend with the game waiting for your characters to heal. The time controlled events are an incredibly interesting and noveltish concept among audiogames but the way the game is currently set up, it requires way more real time than is reasonable.Thanks,Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=215232#p215232




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Re: Psycho Strike - New Strategy/Action game

2015-04-28 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: Psycho Strike - New Strategy/Action game

So there is no proceeding storyline after the 8 levels of the demo, except for things getting faster, more difficult, more noisy and more chaotic in general? No twists in the story, no hidden challenges, mini-stagesor mini games, no congratulations when you do actually manage to reach your objective, nothing like that? Whats the highest level that everyone with the full version has managed to reach so far, and how many of you have already managed to fulfill your objective?Has anything new happened by then at all?If the answer to all of these questions is no, Ill have a hard time trying to decide whether to buy this in the end or not. I love voice acting and audio quality in games in general and for one find them horribly lacking in audiogames, so thats one thing that can turn me totally mad about a game pretty quickly. To put together a counter analogy to the Beep game with multiplayer, story mode and top notch audio, would you really be playing the b
 eloved, popular and classic mainstream GTA that passionately if all the sounds, shots, explosions, screams, car engines, running footsteps, cob actions, car radio transmissions, breaking glass and I dont know what else were all represented by dull 8-bit computer beeps?However, gameplay and mechanics that form together the replayability, complexity and challenge aspects of the game are just as important, if not more. Audiogames are in a very difficult position now, trying to quickly catch up with the mainstream standards set in both these areas over a much shorter span of time than what the mainstream developers had, and with about a hundredth or thousandth of their resources when measured from the scope of one standard mainstream commercial game company (not indie) versus one standard commercial audiogame company, who are all indie developers just by the very nature of things.So, if what I have in the demo is pretty much everything I can get from the game except f
 or the discussably smart/dumb gang allies getting captured and the possibility to try to rescue them, for bombs and mines and for one more stage (the casino) which is still just the same as all the other ones at the core level and about which Im not sure why its even there in the first place, I really honestly just cant say whether this is enough to keep me motivated to buy the game at the present moment or not.And before anyone criticizes me for this attitude, let me stress that the price tag is absolutely not an issue for me, nor the games other shortcomings. I would probably just be able to get more fascinatedby it if it featured a streetlike stage where you could get run over by cars etc along with those that are already there, and possibly a system of commands to order your characters at least in some basic primitive way. Even one or two features like that would be enough for me. And Im really not expecting any single audiogame developer who 
 is visually impaired and thus in the same position as us visually impaired gamers himself to come up with the same variety of detail, complexity and diversity as GTA can, with its huge development teams and millions of bucks poured into the budget. I think that even getting just about 30 more sounds and about the same amount of short voice clips, one to three seconds, would do the trick for a basic GTA like atmosphere pretty well, I believe. And dont start arguing that Philip and Aaron are in fact two developers already. Compared to some of the largest mainstream gaming studios out there, this would be about a 30th or so of their total developer count. :-DThat is to say the games current foundation is already pretty cool and potentially very attractive. It would just need to be expanded upon a bit in order to really capture my full attention.Just like I said in my previous post, I think that if the unlockable content additions, expansions and new features wer
 e sold separately as they were gradually developed over time, many of the current complainers could be turned from exercising their vocal chords to sending some valuable cash your way that could later be used for some even cooler games. :-DIf you can perceive a mixture of slight doubt and disappointment along with excitement and a still living hope for future improvements, then congratulations to your judgment as thats exactly the annoying mixture of feelings I am currently going through in regards to Psycho STrike... :-DThanks,lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=214087#p214087




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Re: Psycho Strike - New Strategy/Action game

2015-04-27 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: Psycho Strike - New Strategy/Action game

Hi Philip, Aaron and all,I have to agree with those who say that FPS is probably an inappropriate genre label for this game.The first or third person point of view or perspective in games, as far as I understand it in the mainstream world, really is not defined by the character you control or the way you control them but rather by the way that you as the real human player yourself can perceive the surroundings, or to put it in other words, the way that the surrounding world is represented and rendered to you.In audio, the camera or point of view that can be defined as an FPS is usually represented by the player characters sounds always being stationary and the rest of the world adjusting playback position based on their actions. That means that even sidescrollers such as Super Liam orQ9 could probably be seen as first-person, even though you do not have the ability to turn around or so. What matters is that even in these games you still cant see your
  character, so to speak, only hear their footsteps stationary.Where the point of view could be described as from the top downwards and where it also includes your character audibly moving along the game board along with everything else, that should be described as third-person. In my opinion, this is exactly the case of Psycho Strike. This would also fit the category of fighting games and such once some fully audio ones were made in this genre.If you played a videogame exactly like Psycho Strike and thus tried to imagine it visually, this way you would be able to quickly scan the entire board in one glance, including your player.So, to simplify things, I assume it could be said that once you can see your own player character as part of the game world, adjusting playback position in accordance with the other elements, you are playing a third person game.I believe these perspective definition conventions should not be adjusted or modified for the needs of the V
 I gaming community in any way just because the world representation in audiogames is different than in videogames. This could confuse those audiogamers who are also familiar with some mainstream games and gaming concepts.The terminology in this area seems to be less ambiguous in Czech, so I hope my understanding of this issue is not wrong, either. Dark, Ghorthalon and others, certainly correct me if it is, please. :-DJust like others already said, I also believe this game does have immense potential not only for bug fix releases but also for expansion packs, either available as commercial add-ons or unlockable content. That depends solely on the way you prefer to implement it but since some of these suggestions would involve more voice acting, commercial would probably be the better route. If you ever released an update that included a town stage with streets, cars, passersby, possibly houses to explore etc, simple voice commands which reminds me of mission 6 of GMA Tan
 k Commander, possible specific missions or sub-objectives within a stage, etc, I would be willing to purchase it for a price between $5 and $15, I guess, and most of this would definitely make Psycho Strike all that more similar to GTA.I can even imagine that missions would be released as a separate update, then the town, next the voice commands, some way of multiplayer next, and so on and so forth, and I for one would be buying every one of these separate expansions as they would be developed over time more than gladly.Im already almost certain I will buy this game as soon as I get some decent headphones even as is.As always, keep up the great work, both of you! :-)Thanks,Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=213867#p213867




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Re: Psycho Strike - New Strategy/Action game

2015-04-27 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: Psycho Strike - New Strategy/Action game

Hi Philip, Aaron and all,I have to agree with those who say that FPS is probably an inappropriate genre label for this game.The first or third person point of view or perspective in games, as far as I understand it in the mainstream world, really is not defined by the character you control or the way you control them but rather by the way that you as the real human player yourself can perceive the surroundings, or to put it in other words, the way that the surrounding world is represented and rendered to you.In audio, the camera or point of view that can be defined as an FPS is usually represented by the player characters sounds always being stationary and the rest of the world adjusting playback position based on their actions. That means that even sidescrollers such as Super Liam orQ9 could probably be seen as first-person, even though you do not have the ability to turn around or so. What matters is that even in these games you still cant see your
  character, so to speak, only hear their footsteps stationary.Where the point of view could be described as from the top downwards and where it also includes your character audibly moving along the game board along with everything else, that should be described as third-person. In my opinion, this is exactly the case of Psycho Strike. This would also fit the category of fighting games and such once some fully audio ones were made in this genre.If you played a videogame exactly like Psycho Strike and thus tried to imagine it visually, this way you would be able to quickly scan the entire board in one glance, including your player.So, to simplify things, I assume it could be said that once you can see your own player character as part of the game world, adjusting playback position in accordance with the other elements, you are playing a third person game.I believe these perspective definition conventions should not be adjusted or modified in any way just becaus
 e the world representation in audiogames is different than in videogames. This could confuse those audiogamers who are also familiar with some mainstream games and gaming concepts.The terminology in this area seems to be less ambiguous in Czech, so I hope my understanding of this issue is not wrong, either. Dark, Ghorthalon and others, certainly correct me if it is, please. :-DJust like others already said, I also believe this game does have immense potential not only for bug fix releases but also for expansion packs, either available as commercial add-ons or unlockable content. That depends solely on the way you prefer to implement it but since some of these suggestions would involve more voice acting, commercial would probably be the better route. If you ever released an update that included a town stage with streets, cars, passersby, possibly houses to explore etc, simple voice commands which reminds me of mission 6 of GMA Tank Commander, possible specific missions o
 r sub-objectives within a stage, etc, I would be willing to purchase it for a price between $5 and $15, I guess, and most of this would definitely make Psycho Strike all that more similar to GTA.I can even imagine that missions would be released as a separate update, then the town, next the voice commands, some way of multiplayer next, and so on and so forth, and I for one would be buying every one of these separate expansions as they would be developed over time more than gladly.Im already almost certain I will buy this game as soon as I get some decent headphones even as is.As always, keep up the great work, both of you! :-)Thanks,Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=213867#p213867




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Re: Psycho Strike - New Strategy/Action game

2015-04-26 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: Psycho Strike - New Strategy/Action game

Because calling it that way could be pretty riskyin regards to copyright laws. But I get what you mean. :-DAlthough the game is not as complex as GTA can be, its certainly on the right track.I have evaluated it only briefly so far as my only remaining earphones are currently broken in the annoying way that only the right one plays audio, so Ill need to get new and better ones in the next few days. Im not yet sure if Im going to buy it or not but nevertheless I have to say its pretty interesting and fascinating in a way as I dare to say its the first of its kind among audiogames.As for RPG, there seem to be more or less only the party management and character buildup factors rather than exploration and stuff, but still its an interesting combination of an action game/shooter, strategy game and adventure. Even the non-realtime part where you manage your gang and do not engage in direct real-time battles does feature the c
 oncept of virtual game time, so thats also pretty cool.I also appreciated the NPC AI features that I could experience so far. Reminds me of the way it has been done in Perilous Hearts, and as far as I can tell, no other audiogame has done anything this complex or even more so before. I like how the enemies sometimes decide to get out of your weapons range quickly, wait for a while so that you lose track of their current exact position and then attack you quickly and stealthily, or how some of them decide to try to get as far away from you as possible, begging you not to hurt them any more. :-DI havent unfortunately been able to get any other characters to join me yet as I was killed during my first attempt to rescue someone from the prison. :-DI loved the various character voice clips. I think I didnt get even a single one to repeat for the same situation yet. wonder if the game tries to keep track of what has been said in what situation dur
 ing the current session and only allows for clips to be repeated if all the available ones for the given circumstances have already been used, or if Ive just simply played it for such a short period of time and there are so many of them that such a coincidence couldnt occur yet.I also wonder how epic the more difficult stages, with higher-leveled gang members, and the more dangerous and cool weapons sound. :-)And who knows, its also perfectly possible that I havent yet been able to encounter some of the games elements that can only occur in the full version or only when a certain combination of circumstances is met.Keep up the great work! Ill be looking forward to any possible collaborative endeavours that you might decide to accomplish in the future. :-)Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=213809#p213809




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Re: Slender: Lost Vision, a survival horror fan game based on slenderman

2015-01-06 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: Slender: Lost Vision, a survival horror fan game based on slenderman

[[wow]], Ghorthalon, thats funny. When I read your explanation about how the title music originated, I was like: What the heck? I thought these choir like vocals were synthetic. Thats why I found them so incredibly impressive! I was just about to ask him where he got that incredible sound bank, cause if I had a bank like this, music composition would be my primary and only job and I would probably be quite rich by now. :-DSeriously though, that theme is totally perfect for the atmosphere of the game. Ive played it only once briefly so far as I am pretty low on time at the moment, but I have to say I loved the game. The sound quality and thus the immersion and the scary feeling it provides are still pretty rare among audiogames. And I think youve also remade the game pretty closely to the sighted original. Keep up the great work, thumbs up! :-)Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=200027#p200027




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Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

2014-11-12 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

Hi Muhammad,this is abug everyone has been experiencing consistently since the games launch, one of the main reasons for the update being released in the first place. No need trying to debug it according to someones device oriOS version, its already been fixed. :-)Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=194658#p194658




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Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

2014-11-09 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

Ambro86, all these issues are still bugs in the game.An update is supposedly waiting for approval from Apple before being uploaded into the app store, as far as someone said several posts ago and if I understand that vague statement from the developer correctly.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=194355#p194355




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Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

2014-11-08 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

Ambro86, go to settings from the main menu and make sure that you have gesture selected under the controls heading, not button. That method is for sighted users. If gesture is in deed selected, then you might perhaps have performed the swipe up a bit too gently and the device mistook it for a mere tap. Other than that, I dont know what could be wrong. Hope this helps.The rumor about the second zombie horde, the one in the maya ruin challenge, being unfinished and/or unbeatable just like the one in the city crossroad challenge was probably started by me. In my previous post (169 or so, I believe), I used the poor wording of being stuck on two zombie horde levels. I meant to say that I have successfully beaten the one in the city crossroad challenge but the game froze and didnt finish the level properly, which was pretty annoying, and I tried the one in maya ruin a few times but couldnt beat that one yet, so I better stopped playing the game for now except f
 or an occasional endless mode round every now and then until the update comes out.Sorry about that. :-)Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=194314#p194314




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Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

2014-11-02 Thread AudioGames . net ForumNew releases room : lukas via Audiogames-reflector


  


Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

By the way, I dont know if anyone has discovered this yet or not, but the maya ruin challenge is already very much available in deed. Maybe its a bug, me being able to access it even when Im stuck on zombie horde in the city crossroads, but its certainly there in any case. In fact, theres another zombie horde level in maya ruin, so I now have two zombie hordes in different places that Im stuck on and havent beaten yet. :-DWhether this is a bug and it should only become available to play after the entirety of the city crossroads has been beaten first or not, it certainly shouldnt be saying coming soon. :-)Just to let everyone know.I agree, though, that if there are no challenges with the actual crowd in the arena yet, and they are not going to be added as opposed to the original plan and advertising, it would be extremely disappointing.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=193747#p193747




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