Re: The killer

2017-04-05 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: The killer

So far, the game looks promising. I like the features it has to offer. Only I did notice that when using the tracking key, it will sometimes repeat the message one and a half times, and in the tracking menu there seems to be a blank player along side the ones there.Also for some reason, I placed a rem gun, and then started walking forward. I was suddenly moving very swiftly, until I got to 4, 70, at which point I stopped, and could no longer move.

URL: http://forum.audiogames.net/viewtopic.php?pid=305859#p305859





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Re: The killer

2017-04-05 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: The killer

Good, I finally get to try this out. Before it was sending me to some Freenom World website telling me to change my DNS to some random setting.

URL: http://forum.audiogames.net/viewtopic.php?pid=305808#p305808





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Re: Crazy Party: mini-games and card battle! (beta46)

2017-03-23 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta46)

@last post that, and the ability to select the games in the competition would be cool too. Leave the random selection in for those who would find that boring, but add that new feature for maybe people playing online or offline who just really want to test their limits or something.And deck manager? I thought the only way to do this was within the manage decks option of the main menu.

URL: http://forum.audiogames.net/viewtopic.php?pid=303722#p303722





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Re: The killer

2017-03-22 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: The killer

Then do like RTR does and only let the one who knows the password do things to the server. A dynamic server list? Send a packet to the server list when the server boots up notifying it there's a new server with the required information, and one when the server is being shut down. In addition, Have the server list go and ping the servers connected to it, and delete the ones that give no response. That's my suggestion.

URL: http://forum.audiogames.net/viewtopic.php?pid=303558#p303558





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Re: The killer

2017-03-22 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: The killer

@DracoSelene89 I don't see how what you stated discredited my point. I do however believe that in a public server based game such as this, a dynamic server list is crucial. Road to Rage, for example, has 4 non working servers: the grenade interactive servers, and the main server (that main server never seems to work). To clarify my point that a central server is impractical, The Killer is not a shareware product. It is also a First Person Shooter. Ivan may also experience trouble, financial or otherwise, forcing him to shut the server. We've seen this before.With a First Person Shooter, it is not practical, easy, or efficient to have a team of administration staff watching over the players. Too much trouble for a game like this.

URL: http://forum.audiogames.net/viewtopic.php?pid=303459#p303459





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Re: The killer

2017-03-21 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: The killer

Yeah. The online F P S mainstream games out there do not have one central server for everything. Giving something a central server does not preserve its charm, in fact it's just impractical.

URL: http://forum.audiogames.net/viewtopic.php?pid=303260#p303260





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Re: Humans vs robots, public beta released!

2017-03-20 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Humans vs robots, public beta released!

Wait, don't they speak Russian? How did they spell it wrong then? Haha.

URL: http://forum.audiogames.net/viewtopic.php?pid=303095#p303095





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Re: Humans vs robots, public beta released!

2017-03-20 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Humans vs robots, public beta released!

my suggestions:1. There is one type of robot which it is impossible to flee. No matter how fast the player runs, they cannot get away from it. I think there are two types of robots -- one that makes a winy mechanical noise when it moves, and another that sounds like someone hitting metal bars. It is the latter that moves very fast.2. Pvp would be cool, but maybe later on as now it is difficult to hear other players when attacking robots.Overall, a great game so far. Keep it up.

URL: http://forum.audiogames.net/viewtopic.php?pid=303081#p303081





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Re: Crazy Party: mini-games and card battle! (beta46)

2017-03-20 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta46)

I have suggestions:1. Walls. In games like water works and bay of jellyfish, the walls make winning nearly impossible, unless one finds the lucky path. Here's what I mean: there are no sounds to indicate a wall is above or to the side, so if under water, I try to go up at one point, and hit the wall. Move to the side to get out, but hit another wall and find I'm in a corner, so I end up dying while trying to test my luck. In water works, I'm moving up the passage, then a wave comes, and I try either side trying to get back on the pipe, but get killed before I can find an opening. I believe this is because while the wall sound is playing, the player cannot move, so moving along trying to find openings is nearly impossible.I think it would be good if we had wall tones like are in Paladin of the Sky and Manamon.2. Players. I think it should be possible for a server host to kick players, no matter the limit of time. As in, when they press control K, I 
 think a menu should appear, they select the name of the player to kick, and he's out. There are times when people wait until like 1 second before the kick timer is ended to press enter, and that gets annoying after a while because the rest have already pressed enter several seconds ago and no one wants to wait that long after every game.Otherwise, great job. I'm liking this game a lot.

URL: http://forum.audiogames.net/viewtopic.php?pid=303082#p303082





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Re: I am back, and so is Tomb Hunter

2017-03-09 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: I am back, and so is Tomb Hunter

My suggestions:1. Take this out of public beta, higher testers. If this is going to be a paid product in the end, give it to them for free or give them some compensation for their work.2. If motivation to develop is such an issue, maybe collaborate with an equally enthusiastic team of developers so that when your motivation slips, theirs does not. Again that means splitting the cost, but still.3. Do not go with the DLC levels idea. It's a good idea in principle, -- for the post game though, like Adventure at C: does it.You seem like a promising developer, and I wish you the best of luck on this project, but I strongly believe you need help from other than just yourself, especially if this is to be premium quality.

URL: http://forum.audiogames.net/viewtopic.php?pid=301282#p301282





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Re: The Road To Rage I: Fires Of War -- First Person Shooter

2017-03-07 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: The Road To Rage I: Fires Of War -- First Person Shooter

A dynamic server list means that the server list will update automatically. So if a public server goes down, Ghorthalon won't have to remove it manual.

URL: http://forum.audiogames.net/viewtopic.php?pid=301019#p301019





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Re: The Road To Rage I: Fires Of War -- First Person Shooter

2017-03-07 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: The Road To Rage I: Fires Of War -- First Person Shooter

Oh cool. Glad you're taking to the dynamic server list idea. Also I can't say I'm disappointed about the Uncle Susi cheat being nuked, it was fun to get a jump start on people with that but it did take the fun out of it when people started using it and getting very quick kills.

URL: http://forum.audiogames.net/viewtopic.php?pid=300967#p300967





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Re: The Road To Rage I: Fires Of War -- First Person Shooter

2017-03-07 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: The Road To Rage I: Fires Of War -- First Person Shooter

Hi, I'm just wondering, on servers that don't allow it, how do you activate Uncle Susi? Normally I wouldn't ask openly how surpass no cheat rules, but there is one server where everyone seems to go, and everyone but me it seems knows how to enable Uncle Susi, so playing them is near to impossible because 2 or 3 shots from that rapid fire machine gun and you're dead.

URL: http://forum.audiogames.net/viewtopic.php?pid=300911#p300911





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Re: Redspot, blood and paril. First public beta released!

2017-03-01 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Redspot, blood and paril. First public beta released!

This is the kind of post that you either agree with, or oppose with all your being, basically. I'm not replying again, especially if there's a flame war started because I wrote this post.The fact that people get banned for logging off or going AFK when someone has just attacked them and they fled, is only proof of one thing: clearly, these losers actually have the temerity to think for even one red hot second that their little bonus kill is important to anyone else, at all. They actually think that people should sit on a game and fight it out with them, negating their family's request or the urge to use the restroom. To put it bluntly, they're not admins, they're more reminiscent of young clueless sheltered children who have no business being a leader of a team, much less the administrators of a "balanced"... fps game. Predetermined, hasty judgement, you ask? People make judgements for the most part, myself included, based on evidence. I ha
 ve yet to be introduced to any "shut up and put your money where your mouth is" evidence prior to this posting. But now for some more of that hasty judgement: the reason this fps is so unbalanced at the moment, the reason that the rules are basically those that are never, found on mainstream fps games, is this: an inexperienced, unwise, knowledgeable in computer code but not the world, child, has coded this. And because it is by all means his project, he rallied together a group of like minded individuals who had similar judgement and knowledge and experience as him and they, without regard to any wiser guidance given to them by anyone, decide they'd run the show however they felt like it. And they can, there is no law against it. And despite what Sam tells us all? He is, indeed, implementing features and tweaks to provide himself at least a temporary leg up. You know those things he calls Easter eggs? Easter eggs guys, let me tell you. These are good and fun in a sin
 gle player game, but think about it. The developer and his beta team developed and tested this "Easter egg", therefore they already know about it as soon as it's in. We? The rest of the player base? We, do not. We have to figure it out or pressure the beta team or Sam to tell us, among criticism about us wining and criticizing Sam for just adding Easter eggs. Have you guys figured out to add a password to your teams yet? Have you figured out how the system works? Have you heard of a /teampass or /teamaddpass or /teampassadd command? I forget which of the 3 it is. I do know however that I didn't figure it out until a Skype chat with Sam.Again, more theory. But again, it's all I have proof to go on.But when this game is back down to its average 1 to 15 player base here in a little while, and then 1 to 10, don't be surprised. Don't be confused and don't wonder why. You already know. Meanwhile, here's hoping someone with common s
 ense about game design, logic, human relations, society and leadership steps forth and does a better job.

URL: http://forum.audiogames.net/viewtopic.php?pid=299857#p299857





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Re: Redspot, blood and paril. First public beta released!

2017-03-01 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Redspot, blood and paril. First public beta released!

This is the kind of post that you either agree with, or oppose with all your being, basically. I'm not replying again, especially if there's a flame war started because I wrote this post.The fact that people get banned for logging off or going AFK when someone has just attacked them and they fled, is only proof of one thing: clearly, these losers actually have the temerity to think for even one red hot second that their little bonus kill is important to anyone else, at all. They actually think that people should sit on a game and fight it out with them, negating their family's request or the urge to use the restroom. To put it bluntly, they're not admins, they're more reminiscent of young clueless sheltered children who have no business being a leader of a team, much less the administrators of a "balanced"... fps game. Predetermined, hasty judgement, you ask? People make judgements for the most part, myself included, based on evidence. I do
 n't have any "shut up and put your money where your mouth is" evidence so to speak. But now for some more of that hasty judgement: the reason this fps is so unbalanced at the moment, the reason that the rules are basically those that are never, found on mainstream fps games, is this: an inexperienced, unwise, knowledgeable in computer code but not the world, child, has coded this. And because it is by all means his project, he rallied together a group of like minded individuals who had similar judgement and knowledge and experience as him and they, without regard to any wiser guidance given to them by anyone, decide they'd run the show however they felt like it. And they can, there is no law against it.Again, more theory. But again, it's all I have proof to go on.But when this game is back down to its average 1 to 15 player base here in a little while, and then 1 to 10, don't be surprised. Don't be confused and don't wonder why. Yo
 u already know. Meanwhile, here's hoping someone with common sense about game design, logic, human relations, society and leadership steps forth and does a better job.

URL: http://forum.audiogames.net/viewtopic.php?pid=299857#p299857





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Re: Swamp, zombie FPS by Aprone

2017-02-23 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

@2,041 I don't know what you mean exactly. Creating a chat event to spawn and kill zombies is theoretically possible, I don't know the syntax but given the possible to create events on a chat trigger and a command to spawn and kill zombies, it should be possible. In addition, it should also be possible to chat something to the player when zombies spawn or die.

URL: http://forum.audiogames.net/viewtopic.php?pid=299028#p299028





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Re: death match project alpha update public beta

2017-02-17 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: death match project alpha update public beta

I could play through the old game and send you a recording, If it would help.

URL: http://forum.audiogames.net/viewtopic.php?pid=297921#p297921





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Re: I just found a new update for the killer.

2017-01-17 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: I just found a new update for the killer.

@post 4 that's understandable though. See, unlike Sam Ivan doesn't have STW with the STW store and upgraded accounts and other paid services. I only agree with this personally because the alternative would be for him to charge everyone and make us all pay to have access. While that wouldn't be a bad thing, he has chosen not to. That's just why I feel that way.

URL: https://forum.audiogames.net/viewtopic.php?pid=293961#p293961





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Re: Redspot, blood and paril. First public beta released!

2017-01-16 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Redspot, blood and paril. First public beta released!

I'm sorry, but as much as I like the game, it is seriously not worthy of shareware status. I like that Sam's added admins for people who do actually cheat and make the game not fun for those who use it for what it's intended for, but he's just not around or responsive enough to make this a paid service. The fact that those on slower computers or internet connections are still getting speed hack detection sounds is just further proof. If speed hack detection like that is really needed, I'd say just disconnect people from the server, because that noise hurts even my ears and I generally like playing my games with the volume way up.

URL: https://forum.audiogames.net/viewtopic.php?pid=293783#p293783





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Re: Bokurano Daibouken III translation Project has officially started!

2017-01-11 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Bokurano Daibouken III translation Project has officially started!

Hi,I am quite interested in this project. I've recently been watching Liam Erven's lets plays of this game, and it seems like Yukio's best work thus far. I'm imporessed.I would like to know when the target release date is as well, because I'm interested in purchasing the translation.

URL: https://forum.audiogames.net/viewtopic.php?pid=293378#p293378





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Re: Redspot, blood and paril. First public beta released!

2017-01-04 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Redspot, blood and paril. First public beta released!

I think walking should be handled server side anyway, rather than client side. Maybe this could make walking laggy for people who live farther away, but isn't it technically already? I'd personally rather have laggy walking when my game lags than the game not updating my coordinates for a while therefore causing a blaring noise in my ears and a kick from the server.

URL: http://forum.audiogames.net/viewtopic.php?pid=292256#p292256





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Re: Redspot, blood and paril. First public beta released!

2017-01-01 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Redspot, blood and paril. First public beta released!

Also, I figured out who was sending strings Saturday night.it is a player named aukrey-escobardes or something similar to that.

URL: http://forum.audiogames.net/viewtopic.php?pid=291874#p291874





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Re: Redspot, blood and paril. First public beta released!

2017-01-01 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Redspot, blood and paril. First public beta released!

There is a player logged in with the nameasdfdfdsfasdfdsfsdfasdfasdfasdfsadf, but with a bunch more chars.He will freeze your computer every event he triggers.I thought the character limit on redspot names was 75?

URL: http://forum.audiogames.net/viewtopic.php?pid=291872#p291872





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Re: Redspot, blood and paril. First public beta released!

2016-12-31 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Redspot, blood and paril. First public beta released!

Is this someone who logs on as,moronmoron, and transmits things such as moron is gay or captain moron is gay over the chat a bunch of times, and sends spam messages right after the other, and then goes offline?

URL: http://forum.audiogames.net/viewtopic.php?pid=291702#p291702





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Re: Crazy Party: mini-games and card battle! (beta46)

2016-12-26 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta46)

Hi, I have found a bug. In the floating ice game, if you die when a polar bear attacks and it's close to the starting point, that bear will come close to the starting point and instantly eat you as soon as you spawn. You'll die, and then get eaten faster than you can take one step to the right, and of course to the left is the wall.Also, for, say, more than 50 gyms, I think that to compromise with the last post's suggestion, you can buy one chosen mini game, so that when the game party starts, as many times as you've purchased it, you can select a desired game and the turn you want it played on.

URL: http://forum.audiogames.net/viewtopic.php?pid=291068#p291068





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Re: Swamp, zombie FPS by Aprone

2016-10-19 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

I'd like to address a few points made by post 1751:Firstly, this is a message to the anti-complaint crowd. Do you guys realize how selfish that is to not only the people with a differing opinion from yours, but to the developer himself? Not enough time to weed through a couple pages of negativity on a forum topic? I guess by that logic what you're saying is Aprone would rather us all just abandon Swamp without a trace, leaving him to scratch his head and go "Hmm. Where did all my players go? None of them told me anything was wrong... so I'm guessing my game was fit for them... so where... did they go? Or wait a second... what if they just didn't care enough to tell me the problem?" Yes, that's right folks. Complaining, means, that, players, care. If someone is willing to spend enough time laying out their issues instead of just walking away and flipping the virtual bird and doing something else, it's quite obvious they still love the g
 ame, care for Aprone, and are actually giving him suggestions on how to fix his work. "But some of them are so rude!" Yes, they are. That's inexcusable. However, not everyone is in a calm, nice person mindset when voicing complaints. However, fixing that is like trying to tell every driver on the road that they must be nice and friendly to their fellow drivers and kindly wait their turn at every turn. "But these blind people are so entitled! They expect Aprone to conform to their opinions then? I guess entitlement is caring?" Nope, it's not. But a community is made of individual people. The way a community driven issue works is that everyone who wants to can put in their opinion. It is then the leader's job to "weed through several pages of negativity" as it was put, and consider what most of the community as a whole wants. Of course, there will be some entitlement in there, again, the cars on the road thing. But for the most part, if eve
 ryone shares or most people shares some opinion about what should be done, it might actually for a split second in some dimension of some universe just possibly could be possible, that that set of complaints is the reason they don't all just hop on a game that something is preventing them from enjoying as much as they once did, and pay pay pay.  Plus, it's not all the community just being entitled anyway. Aprone hasn't posted here in 2 months or more. Perhaps there is another place I could go to get Swamp progress updates, -- ya know, communication from the developer, if so I'd like to know where that is. And then, there's the "he has a life argument". Sorry, but I can't tell my teachers that I just flat out didn't do their homework because I got a job at the market and the end of my shift was 10 Pm. No, this game is not homework, it's something he runs out of the kindness of his heart. However, remember the payment 
 thing you talked about? Yeah, that's our money coming out of our or our parents' pockets, the same money that is earned through a balance of work, family, and what we want to do. If the excuse that Aprone could not manage Swamp properly, which means addressing the concerns of his caring, paying customers, is "he has a life", then maybe there is a balance issue; though I'd imagine, Aprone being a responsible working adult, that he would've planned out time to work on his projects and maintain them all?    But if he doesn't have time to maintain Swamp right now, then yes, everyone still has the right to voice their concerns. That way, when Aprone releases his update, of course unless he gets discouraged by caring players voicing their concerns that is, everyone will be able to get on and see that at least one of the community's concerns has been dealt with, and they'll keep coming back and paying because they know that Apron
 e cares.  So no Swampers, let's not play dumb, okay? Let's continue to try and make the game we love a more enjoyable experience, and showing its developer that we haven't given up on him yet.

URL: http://forum.audiogames.net/viewtopic.php?pid=283311#p283311





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Re: Redspot, blood and paril. First public beta released!

2016-08-17 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Redspot, blood and paril. First public beta released!

oh yeah, by the way guys, Redspot is working now so I thought I'd let you know since there wasn't a post here about that. If you have a version that doesn't connect to the server, re download from post 1.

URL: http://forum.audiogames.net/viewtopic.php?pid=274807#p274807





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Re: death match project alpha

2016-08-06 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: death match project alpha

Right. Can you guys knock it off with the finger pointing it's all your fault bull crap?  Danny lefft this community because he was unhappy here. This was all Danny ever did. How do I know? Because I talked to him for hours every single day, because I knew that no matter what time it was, I could Skype him a message and he'd respond. He was always on the computer and never doing anything outside of his home. Danny left because he knew it was best for him, and because he knew he needed to grow up and learn how to live a sustainable life. He also left because he realized he never felt like he belonged here in the first place, and yes, it is partly due to the drama and such that goes on here, but it's also because this just wasn't the right thing for him. Plus, think about it. He had absolutely no balance when it came to this. He would stay up for 2 straight days coding, only stopping for food and restroom breaks basically.  Personally, thoug
 h he was my best friend and the weight of his absence is pushing relentlessly upon my shoulders, I'm glad he left. It was about time he got off the computer and learned how to live for himself.  So can we all stop with the it was your fault and fuck you style posts? Because that crap is not the reason why Danny left, and getting all screamy about it will neither change, help, or hinder Danny's decision, but cause unrest over some untrue claim.

URL: http://forum.audiogames.net/viewtopic.php?pid=272927#p272927





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Re: Redspot, blood and paril. First public beta released!

2016-08-01 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Redspot, blood and paril. First public beta released!

@last post: it is possible to drop several time bombs at once if, say, you have 4 or so, and you slap the enter key and throw them all down. Sam, I think that you should make it so that people using crash words should be banned when one is sent, -- I know you have a system that can block crash words entirely because it's in stw. In addition, people who do things like,ashould be banned if more than 5 messages are sent in 2 seconds, because there won't be a reasonable case where this is possible without it being spam. Time and message limits could be adjusted though.

URL: http://forum.audiogames.net/viewtopic.php?pid=271842#p271842





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Re: Redspot, blood and paril. First public beta released!

2016-07-29 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Redspot, blood and paril. First public beta released!

It's... up already? 

URL: http://forum.audiogames.net/viewtopic.php?pid=271320#p271320





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Re: Redspot, blood and paril. First public beta released!

2016-07-28 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Redspot, blood and paril. First public beta released!

Microsoft Sam Plays Redspot and owns a bunch of people because they keep shooting rockets and not giving him Bacon.No seriously, I have here a Microsoft Sam narrated LP of Redspot, but it's really short since it's just experimental. Feedback will be greatly appreciated. http://anyaudio.net/listen?audio=kwWgxfYNgF

URL: http://forum.audiogames.net/viewtopic.php?pid=271143#p271143





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Re: Beyond the Bullet rereleased!

2016-07-20 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Beyond the Bullet rereleased!

This is ridiculous. I still, to this day, can't wrap my mind around the reasoning why Philip Bennefall failed to attach a "rated everyone 18 and up" to his game creation toolkit. I know, this wouldn't have helped but... maybe, just maybe it would've when this was shareware?  It's clear this dude knows little or nothing about coding and or game management. He's reminiscent of someone who found that perhaps they could bike 10 miles without stopping in 55 minutes, so now all the sudden should try out for the Olympics. He can't even make definite management decisions, and that alone is just sad. "Fine, I'll lift your ban" (he used unban which isn't actually a word but I thought I'd change it for him), "but if I see anymore speed hacking in this game then you are banned." Meh. I think I'll stay away from this game and if I want to indulge or rather waste some of the limited time of this human lif
 e on something so completely immature and unprofessional, then I'll go ahead and sign up for a preteen regulated sporting tournament. I'm not going to demand the moderators of this forum to delete this game and or topic from their pages, as it's clear that even when they do for stuff like this, it always finds a way back.

URL: http://forum.audiogames.net/viewtopic.php?pid=268926#p268926





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Re: `Cosmic Rage, an all new, all awesome Space MOO from Nathan Tech!

2016-07-02 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: `Cosmic Rage, an all new, all awesome Space MOO from Nathan Tech!

dardar wrote:We also have the following sound pack available:Official Cosmic Rage VipMud SoundPack developed by Nathan Smith of Nathan Tech can be downloaded from https://www.dropbox.com/s/94v5tn5j80nhu … k.zip?dl=1

URL: http://forum.audiogames.net/viewtopic.php?pid=266563#p266563





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Re: Redspot, blood and paril. First public beta released!

2016-07-01 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Redspot, blood and paril. First public beta released!

the server is down and he won't be around much through July 17 according to his twitter. that might be a while

URL: http://forum.audiogames.net/viewtopic.php?pid=266506#p266506





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Re: Redspot, blood and paril. First public beta released!

2016-06-18 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Redspot, blood and paril. First public beta released!

All I have to say in regards to recent events is, I think people get away with too much too easily. How many second chances or don't do that agains do there need to be to finally teach someone? I tried that in my life, and by chance number 5028E+2237, I discovered it was ineffective. Seems to be the case here with people like Ivan.

URL: http://forum.audiogames.net/viewtopic.php?pid=264974#p264974





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Re: Redspot, blood and paril. First public beta released!

2016-06-11 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Redspot, blood and paril. First public beta released!

Mason got hacked through NVDA Remote or something similar. He posted about it in off topic discussion. As you know, Mason collaborated on Redspot, thus has a copy of the code. That was stolen from either him, or Sam. The only way I can suggest fixing this is re encrypting the connection and/or changing the port. Obviously if this doesn't work... we have bigger issues. But hopefully Sam will look into that

URL: http://forum.audiogames.net/viewtopic.php?pid=263990#p263990





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Re: Beyond the Bullet (for those who want to play)

2016-05-18 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Beyond the Bullet (for those who want to play)

ah. And the Cat of Nine Fails strikes again...fierce as ever...  It's funny too. The ones who seem to have some kind of weird obsession with ticking and tweaking some old piece of source code are always, and I mean, always, the ones who's games either collapse within the first 48 hours or have to be deleted for violation. I'd get on there, but I've played UP before so... nvm.

URL: http://forum.audiogames.net/viewtopic.php?pid=260899#p260899





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Re: Survive the Wild!

2016-04-30 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Survive the Wild!

Wait...  I just realized something. Sam, you see, you could do something about this, even I know that. You can't limit cheating? The flying crap do you mean! You most certainly can implement limitations:  Make sure those store items can't be dropped.Put a limit on how many can be had.Make it so that people can't transfer to others.Some people don't have access to pay pal. Oh snap. Guess we'd better figure out other payment options. Swamp is fully paid and I don't think all of those people have access to pay pal. Believe me, you could definitely make it so that store items can't be obtained without handing over cash.

URL: http://forum.audiogames.net/viewtopic.php?pid=258857#p258857





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Re: Survive the Wild!

2016-04-29 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Survive the Wild!

If something is possible in a game, and no rules exist to stop someone from doing it, it's going to be done. That's called human nature. It's certainly not the players' fault that a game developer, (whether or not it is by mistake is completely irrelevant), either didn't know how to or couldn't be bothered to put in all the work necessary to fully prepare their game. Mistakes=consequences, in the real world anyway. See, I find it funny how Sam said, he was going to write up a rules file long ago, but never did, but now is considering getting money for this... no. How about back up and do what you said you were going to do originally. It's called being responsible.

URL: http://forum.audiogames.net/viewtopic.php?pid=258632#p258632





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Re: MarinaBreak - new year release from Nyanchan games

2016-03-24 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: MarinaBreak - new year release from Nyanchan games

There's also a bug, well you can't really call it that I guess. But I usually have my swinging keys configurated to A, S, and D, but score is announced by S, and unfortunately this is not configurable in the key config.

URL: http://forum.audiogames.net/viewtopic.php?pid=254829#p254829





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Re: MarinaBreak - new year release from Nyanchan games

2016-03-22 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: MarinaBreak - new year release from Nyanchan games

Hi,  I know this hasn't been worked on in a while, but here's my kind of late suggestion.  I think it would be cool if there was a mode kind of like the scoring mode, but where the bricks got stronger by the level.

URL: http://forum.audiogames.net/viewtopic.php?pid=254614#p254614





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Re: Scrolling Battles Pro

2016-03-03 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Scrolling Battles Pro

@Post 320 I don't see apps in the app store doing that, only a few certain apps on the audio games.net website:Ultra Power though this no longer exists. It still did this though.SBPBTB

URL: http://forum.audiogames.net/viewtopic.php?pid=252370#p252370





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Re: Scrolling Battles Pro

2016-03-03 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Scrolling Battles Pro

@Post 320 I don't see apps in the app store doing that, only a few certain apps on the audio games.net website:Ultra Power though this no longer exists. It still did this though.SBPBTB

URL: http://forum.audiogames.net/viewtopic.php?pid=252370#p252370





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Re: all spoonbill software games

2016-02-18 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: all spoonbill software games

Figment, seems like we had a post conflict. I was elaborating on my post because I was a bit distracted at the time of posting. I have edited it to include my full situation. I suspect you could be right though. When did you request these games?

URL: http://forum.audiogames.net/viewtopic.php?pid=250709#p250709





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Re: all spoonbill software games

2016-02-18 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: all spoonbill software games

That's the problem though. I actually requested BG Solitaire by way of email. This was prior to the start of the year. I still, however, have not received it. So if their reason was feedback, well they're not getting it because how can you rate a game you can't even get? If their reason was tracking, breaking news! There is no proven way to track nonexistent users!  So yes, I agree that if Spoonbill were indeed emailing customers their software products and such a topic as this were posted, that would be quite rude and uncalled for. However, since:1. Spoonbill is not being affected negatively due to there being no profit associated with these games,2. the games being proven unavailable to users, and3. One user who must have acquired them during development or thereafter when they were still being distributed by Spoonbill itself had copies of each,I see nothing at all wrong with distributing them. If no one else gets to it I'll
 l look at the lisence agreement for the games. If it states that distribution is prohibited, then this post can basically be vetoed.

URL: http://forum.audiogames.net/viewtopic.php?pid=250707#p250707





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Re: all spoonbill software games

2016-02-18 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: all spoonbill software games

@Post2 yes, though only if their email return policy is anything exceeding 2 months, as that's how long ago I requested a game from 'em.

URL: http://forum.audiogames.net/viewtopic.php?pid=250707#p250707





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Re: Crime Hunter

2016-02-16 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Crime Hunter

It's a pitty, too! He actually has level 2 fixed so that it's not so hard. Fixed it about 3 days after release.

URL: http://forum.audiogames.net/viewtopic.php?pid=250496#p250496





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Re: Crime Hunter

2016-02-14 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Crime Hunter

Maybe he has. But I also looked at the last post before yours and he's basically again disappointed that he didn't receive 36 pats on the back, And it don't look like we're gonna get the update unless he released without announcements.

URL: http://forum.audiogames.net/viewtopic.php?pid=250324#p250324





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Re: Scrolling Battles Pro

2016-02-11 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Scrolling Battles Pro

In addition, the ultrocity twitter, the only other means of communication offered by Mason, has been updated a total number of zero times as of February first. Yep, that's 11, almost 12 days without an update.  Personally, though I do commend some of Mason's games due to their relatively addictive nature, and the fact that he at least tries at the beginning, I don't condone spending money on his services. Whether or not it is his intention, he is blatently wripping people off.

URL: http://forum.audiogames.net/viewtopic.php?pid=250035#p250035





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Re: Crime Hunter

2016-02-01 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Crime Hunter

Hi all,  I'm going to say this, just because I've played the game and this is what I, personally, see. I'm not calling you wrong, I'm not saying I know better, I'm not starting a debate, none of that. But my opinion differs from yours largely.  Firstly, space bar mashing. Level 1, yes, I agree. that's... a lot of space mashing and side to side walking. That's it. But level 2 on, I beg to differ. I personally know that he has fixed the cars issue. Basically guys what they'd do is come from the right, go all the way to the left, then come back to the right again. Mason has since fixed this. So now, and this is level 2, you have cars to jump over with machine guns, so you must time your jump accurately. K? Now we've finished that level, only fighting 2 or 3 foes, so not a bunch of mashing space.Level 3. This is a bit more space mashing than is needed, I certainly agree with that. I'll try to suggest to Mas
 on some innovative ideas like the one I suggested for level 4, maybe I can get him to put some for level 3, in fact I've chatted him to do so just now.Level 4. I'd hardly call this space mashing. You not only have to jump over spikes, but cars, and then you have to run away from bombs as well. In addition, he's added a new challenge to it, which I suggested to him, and will let him disclose if he so chooses to once the new version comes out.  Now you all know how harsh my Mason judgements can be. Remember? I'm the one who labeled him a "lousy developer." But honestly guys, this game is unique. Not the fighting aspect, but the fact that you have to fight and watch your back, the fact that you have to do this in a fast paced environment where one screw up could result in your demise. And now that he's corrected the problem with cars in level 2, this I must say is a promising demo. Still trying to get through level four though, hahah
 a. That one's quite challenging.

URL: http://forum.audiogames.net/viewtopic.php?pid=248954#p248954





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Re: New Ultrapower

2016-01-28 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: New Ultrapower

Here's the problem with that Burak.  Understand, I was under the same mind set as you just a couple weeks ago. Heck, I may even have replied to this topic, or the one right before it, with a similar post. That was completely my view. Until I actually woke up and saw how my friends were getting sick and tired of the drama, and then I myself saw not 1 but 2 ultra power topics crop back up in the last two days, all ending like the others. But after I posted that post telling people "if you don't like it then scroll over it", I tried to view both sides of the spectrem, --you can't really properly justify an argument until you know the other side, and started to see for myself. The overused ultra power topics? All the flaming and code stealing and drama... it's only badly representing the forum. I'm not going to tell you all how the sighted ignore our immature pathettic selves, I don't know if they do or not and I don't have much 
 experience with sighted forums so I won't comment. But still. Even new blind gamers. There are mature blind people who I'm sure are hesitant to join the forum because they go to see what's hot on the new releases list and find...this at the top. I just hope that we can return to normal. Like without all this crap. I am willing to help in any way I can. (No I'm not insinuating that you guys should like totally, ahem, higher me as a moderator), I only mean whatever I can do I will. But I would hate to see this go the route of, say, Klango... Zone BBS, Quentin C Gameroom, and... well... the game we're discussing here, Ultra Power!

URL: http://forum.audiogames.net/viewtopic.php?pid=248237#p248237





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Re: New Ultrapower

2016-01-27 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: New Ultrapower

Ivan, Colton, stop this crap. Everyone's getting tired of it and it's no freaking wonder all people like DGleks, Key, and myself merely laugh at these. You guys post them up knowing! The reaction that will be displayed. And then by... day 2? It's this stupidly long post about how shameful, unappreciative, and ungrateful we all are, ya know the classics. I'm sorry for the brutal honesty, and you all, (yes, Key and DGleks included even) can go against me for this, but the two or three or how many of you it is creating these clones and "new ultra powers", have like no business making games. You're not five, and this is not your Lego set. So if you actually ever want even the slightest hope of ever gaining a fraction of an ounce of respect from like 99% of people, quit making me hate myself for ever having been a pre/early teen. Got it? Or, at least if you're going to make these clones then keep them in your "shared folders", because i
 t's not like they're ever up long enough for the most addicted playeer to breach level 100.

URL: http://forum.audiogames.net/viewtopic.php?pid=248118#p248118





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Re: New Ultrapower

2016-01-27 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: New Ultrapower

Ivan, Colton, stop this crap. Everyone's getting tired of it and it's no freaking wonder all people like DGleks, Key, and myself merely laugh at these. You guys post them up knowing! The reaction that will be displayed. And then by... day 2? It's this stupidly long post about how shameful, unappreciative, and ungrateful we all are, ya know the classics. I'm sorry for the brutal honesty, and you all, (yes, Key and DGleks included even) can go against me for this, but the two or three or how many of you it is creating these clones and "new ultra powers", have like no business making games. You're not five, and this is not your Lego set. So if you actually ever want even the slightest hope of ever gaining a fraction of an ounce of respect from like 99% of people, quit making me hate myself for ever having been a pre/early teen. Got it? Or, at least if you're going to make these clones then keep them in your "shared folders", because i
 t's not like they're ever up long enough for even the most addicted player to breach level 100.

URL: http://forum.audiogames.net/viewtopic.php?pid=248118#p248118





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Re: Survive the Wild!

2016-01-27 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Survive the Wild!

@the very last post I sincerely hope that doesn't happen. I guess it's good I created an anonimous character that only Sam Tupy knows the name of and therefore only he could identify me...as I've myself gone and checked the administration list, found on the credits of the STW page of Sam's website, and seeing some of the names I grew weary due to their age/background. But I'm not here to start up any sort of flame war, I'm just stating my reasons for being an anonimous character.  On the other hand, I like this game quite a bit, and am amazed how it's changed and grown. When I played as StevenD, in the summer I think it was, it definitely wasn't nearly as comprehensive as it is now. Keep going, Sam.

URL: http://forum.audiogames.net/viewtopic.php?pid=248049#p248049





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Re: New Ultrapower

2016-01-27 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: New Ultrapower

bepAttention customers! This Ultra Power clone, like all the others, is being closed forever! We sincerely appologize for utterly wasting your day! Have a great week!--bep  And don't worry Ultra Power fans, there will be another clone posted up in no time!  Oh wait, I may as well delete that last line, as it was addressing Ultra Power fans, --in other words I'm sure about 99.9% of this forum scrolled over it without reading. Well I guess we can all stoe away the popcorn and go back to work now.

URL: http://forum.audiogames.net/viewtopic.php?pid=248039#p248039





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Re: Scrolling Battles in Python

2016-01-21 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Scrolling Battles in Python

Er... Kyle? Did you read the whole thread? Please do so and then reevaluate your post... because...that's...all wrong pretty much.--As for the developers idea, ya know the one where we gotta treat them as saints and or gods because oh my bloody goodness! He developed a game for my poor self who has not one single other game to play besides this brand new one! Do you see my point? Quality is better than quantity. If a dev is going to treat people unfarely, then heck yes they have all the right in the world to bash him or her, regardless! Of the fact that they are one of the "few" developers of audio games. And save for Ethin, who is/was bashing Mason's choice of language? Didn't all the rest of us pretty much point out that Ethin was wrong there?

URL: http://forum.audiogames.net/viewtopic.php?pid=247409#p247409





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Re: Scrolling Battles in Python

2016-01-21 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Scrolling Battles in Python

Er... Kyle? Did you read the whole thread? Please do so and then reevaluate your post... because...that's...all wrong pretty much.--As for the developers idea, ya know the one where we gotta treat them as saints and or gods because oh my bloody goodness! He developed a game for my poor self who has not one single other game to play besides this brand new one! Do you see my point? Quality is better than quantity. If a dev is going to treat people unfarely, then heck yes they have all the right in the world to bash him or her, regardless! Of the fact that they are one of the "few" developers of audio games. And save for Ethin, who is/was bashing Mason's choice of language? Didn't all the rest of us pretty much point out that Ethin was wrong there? We aren't poor, stray dogs you know. We don't have to just put down our little unfortunate heads and be oh so greatful for every single game we get no matter how bad or overused it is, not saying a 
 single word in case our savior (game developer) gets his little ego hurt and storms away, leaving us for death of boredom. That's not how it works. The language criticism thing? I can understand because well it's a game isn't it? It doesn't matter how the critics develop their games, as long as the developer and founder of the topic created a game in his choice language, no matter how "good" or "bad" said language is, that works!

URL: http://forum.audiogames.net/viewtopic.php?pid=247409#p247409





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Re: Scrolling Battles in Python

2016-01-21 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Scrolling Battles in Python

That's okay Ivan, because obviously you don't get the point of making them anyway. No one and I mean no one makes games for a "pat on the back because I did something amazing" that actually make it through. It's either because it's their job, or because they want to play them. I can't tell if Mason's developing for the pat on the back, but judging by the rapid discontinuation of his projects when disapproval arises I'd say maybe, but then again I'm not Mason and hints have no idea.

URL: http://forum.audiogames.net/viewtopic.php?pid=247423#p247423





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Re: MarinaBreak - new year release from Nyanchan games

2016-01-20 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: MarinaBreak - new year release from Nyanchan games

Another problem I have is the one mentioned earlier, --I've looked back on it again and discovered that it is in fact, not the ball getting stuck between the wall and pattle. Instead, the ball could be right over me, I slap the x key, and it gets stuck on something and then loses a lot of energy. Then I realize, I'm not really near a wall. I usually am doing quite well until this happens...

URL: http://forum.audiogames.net/viewtopic.php?pid=247306#p247306





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Re: Scrolling Battles Ultimate! Concept demo

2016-01-19 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Scrolling Battles Ultimate! Concept demo

Not according to the 50% who voted "Hell Yeah!"  There were also 3 who voted "it could be better". That means it has potential.1 voted no and 3 voted "definitely not!"But,Seven voted Hell Yeah!That's my only comment

URL: http://forum.audiogames.net/viewtopic.php?pid=247199#p247199





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Re: Scrolling Battles Ultimate! Concept demo

2016-01-19 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Scrolling Battles Ultimate! Concept demo

Ah, but Mason? You're going to say it's a new game but then rever to the old sycle? I wouldn't get rid of it, -- those who don't like it will ultimately end up finding a new topic to post on or reverting to an old one. But really, after just 5 hours?

URL: http://forum.audiogames.net/viewtopic.php?pid=247183#p247183





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Re: MarinaBreak - new year release from Nyanchan games

2016-01-19 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: MarinaBreak - new year release from Nyanchan games

Ah. Just you guys started getting the 18-2500 scores in the first two weeks of development it seems. So I was just wondering how you got there so fast.

URL: http://forum.audiogames.net/viewtopic.php?pid=247189#p247189





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Re: Scrolling Battles in Python

2016-01-18 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Scrolling Battles in Python

Ethin:1.  You are good friends with Danny, don't drag him into this first of all.2.  Mason has been learning Python for at least two weeks now, not two days...3. Mason, also, explained his reasons for switching to Python, the primary being BGT's security flaws.4. Until your post, the name Danny was not found in this topic, nor was it found in others of Mason's posts regarding switching to Python. If, in fact, I overlooked something and he did in fact use Danny as a reason, feel free to put me firmly in my place and put the quote out there.  Conclusion: while opinions are acceptable, and I will definitely not be the one to try and sway you from yours, do not by any means come to a public forum and start pointing fingers and causing drama. Furthermore if Mason was indeed following Danny for whatever reason, I cannot find a reason why this would be wrong. I followed him to Pure Basic, -- so what?

URL: http://forum.audiogames.net/viewtopic.php?pid=247068#p247068





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Re: MarinaBreak - new year release from Nyanchan games

2016-01-18 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: MarinaBreak - new year release from Nyanchan games

Arjan, will you record yourself playing this? I can't seem to get scores above 1334, and my highest velocity on velocity attack was 22. I just am curious to see your strategy, kind of how you guys do it. I'm not asking for a narrated walkthrough or let's play, just a quick recording of a game would be fine.

URL: http://forum.audiogames.net/viewtopic.php?pid=247112#p247112





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Re: Scrolling Battles Pro

2016-01-13 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Scrolling Battles Pro

As much as you wouldn't want to, and perhaps you may not agree with me at all on this, (if you don't, it's okay. I'm not going to pretend to be a know-it-all, I have no experience with this, so don't take it personal), but I think it might be a good idea to lay off the game creation for a while, at least until you can decide exactly what you want to do with it. Programming language--which one are you wanting to use? Free or paid--you don't really seem to know for sure, although you're doing better with this than, say, Ultra Power, how to write the code--especially with this game, it apparently got so bad you didn't want to do it any more. I just think you aut to just create some games, fittle around with just yourself and your friends knowing about it. Just open up Python or whatever it is you're using and code things you'd like to play, perhaps you'd like to release, but don't release them yet. Because I really think scr
 olling battles may have been hastily coded, not properly tested, etc. And I also think you may not have been ready for this, especially the responsibility of a paid game.

URL: http://forum.audiogames.net/viewtopic.php?pid=246615#p246615





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Re: MarinaBreak - new year release from Nyanchan games

2016-01-13 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: MarinaBreak - new year release from Nyanchan games

Hi,  I noticed this, is it a bug? Sometimes, I will have my pattle all the way on the ground, but when I hit the ball, (pressed x), it gets stuck under it somehow anyway.

URL: http://forum.audiogames.net/viewtopic.php?pid=246617#p246617





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Re: Scrolling Battles Pro

2016-01-12 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Scrolling Battles Pro

Maybe rewrite it in Python?

URL: http://forum.audiogames.net/viewtopic.php?pid=246521#p246521





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Re: Scrolling Battles Pro

2016-01-12 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Scrolling Battles Pro

I'll bet it's more so because he probably had to implement a bunch of coding work arounds for things in the bgt version, and he's learned that Python is much better (that is, in his opinion, I'm not trying to tell you all it is), so he's disgusted with the old version. I could be wrong, but I've had a (similar) experience with S Quad Racing's code, though I didn't necessarily have to switch languages.

URL: http://forum.audiogames.net/viewtopic.php?pid=246533#p246533





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Re: Scrolling Battles Pro

2016-01-05 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Scrolling Battles Pro

I say start a pole on this topic and ask everyone to vote on it. I'm sure most people including the paying customers would.

URL: http://forum.audiogames.net/viewtopic.php?pid=245627#p245627





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Re: Scrolling Battles Pro

2016-01-05 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Scrolling Battles Pro

I agree with SLJ, especially on the asking for help part. Remember a couple weeks ago when I was going through really serious stress and lack of motivation to work on S Quad Racing? As you'll recall I started a topic on here asking for advice about shutting down the testing folder, as well as putting it in the comments file. Then, what I did was walked away from whe entire game and people's feedback for some time, -- I can't quite remember whether or not I came back and replied to the topic that same day), but I didn't make the decision to leave it open until a day or two after. And the reason I left it open because I discovered I didn't actually have to close it in the first place. After having told my testers I started to feel like I was working for them and such, the responses were something like "No, it doesn't matter if you don't frequently release updates and such, we understand you have a life." If I had just shut the folder down
 , (whether telling them or not), I would never had known that they were okay with some slack time on my part, with me working at my own pase. Because I asked everyone for their thoughts, the folder is still open today and my testers understand a bit more how I do things, and I likewise understand them a bit more. I hope you can get some help out of this one as well, Mason.

URL: http://forum.audiogames.net/viewtopic.php?pid=245597#p245597





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Re: Scrolling Battles Pro

2016-01-04 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Scrolling Battles Pro

Well,And please don't discredit this post because there is no public release of S Quad Racing.  But what I think happened here is this. Maybe it is possible Mason didn't have a testing team, or at least one that was active enough, though I do know he had at least 3 people to test with him.  As for the stress thing, I've had to go through this before, with S Quad Racing in fact. In fact, if it weren't for certain people pushing me to go on, I might have given up. But do you know what I find helps really well? A re write of the code. I'm not telling you to rewrite your code, but I did that to S Quad Racing last week, and now I'm extremely motivated to fix bugs and add new features. Because believe it or not, when you go at something for the second or third time, if you're trying to code the same systems you've just scratched something you know will not! Work off of your list, and you can then learn how to better ass
 emble your code. Good luck on your future projects. I respect your decision to discontinue this, I just hope you take mine and other's advice into account on your next projects.

URL: http://forum.audiogames.net/viewtopic.php?pid=245491#p245491





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Re: MarinaBreak - new year release from Nyanchan games

2015-12-31 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: MarinaBreak - new year release from Nyanchan games

Oh no. Another addicting game to distract from my coding? Sheesh people. What the heck? I'm trying this out. It sounds freakishly awesome. Keep up the good work!

URL: http://forum.audiogames.net/viewtopic.php?pid=244893#p244893





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Re: MarinaBreak - new year release from Nyanchan games

2015-12-31 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: MarinaBreak - new year release from Nyanchan games

Hi,Are you only able to swing the racket once per time the ball is coming down? (You aren't able to swing again until it bounces off of the racket or the ground)? I ask because I tried to swing and missed, and then tried to swing a second later and nothing happened.

URL: http://forum.audiogames.net/viewtopic.php?pid=244895#p244895





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Re: death match a new beginning version 2.0 released

2015-12-29 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: death match a new beginning version 2.0 released

Well guess what? You guys aren't getting it. Danny discontinued it for specific reasons, and if you really respect him you should respect his wishes. Ishan, the reason STW is still going is that Sam does not wish to discontinue STW, for his own reasons. DMNB and STW were not competing, they were two separate developers with two completely different goals and motives.

URL: http://forum.audiogames.net/viewtopic.php?pid=244665#p244665





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Re: BTB! a new multyplayer battle game!

2015-12-28 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: BTB! a new multyplayer battle game!

Well, you see, Blinkwizard's post and similar is what tends to arise out of "This is just another horrible clone. I'm not gonna play it." And, the more people post things like that, you'll notice it causes the drama. Yes, I understand that some, maybe most of these developers using this code are not what you'd consider, er, ready for developing. But this seems to be the pattern:1. It's released.2. There could be a couple posts about the game, from people who are interested, it's relatively okay. Sometimes the developer will respond with updates or a thank you or something.3. Boom! People who aren't even going to download the game judging by their posts come on and inform everyone of their utter dislike and that they will not play the game.4. Developers and anti-gamers get into all out braul, or at least they argue.  5. Down goes the game, with an immature childish message from the developer(s).
 bsp; So yes, you have the right to say that you're not going to play this version of the UP code, but I'm just saying, it always leads to this. Always, every time, never failing. If, as people say, this game and associated topic should die, the process would go much much faster if this dude didn't get any feedback rather than a bunch of I'm not gonna play posts. Remember the very first Ultra Power topic? That stayed usually within the 10th to 20th place on the topic list. Because it had none of the aforementioned drama, it was hardly ever seen and a lot of people forgot about it for a time. Plus, it seems the whole reason people keep "restarting" so to speak is because of the drama caused on these topics. It's almost like Poison Ivy. If you just keep scratching everywhere it spreads it's only going to aggravate the problem. Leave it alone and it will go away faster. Soon, if this drama and repetitive posting "I'm not going to play
 ot; and then responses from immature developers stops, these developers will soon get freaking tired and stop producing clones of this code because, again, no one's giving a crap.

URL: http://forum.audiogames.net/viewtopic.php?pid=244528#p244528





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Re: BTB! a new multyplayer battle game!

2015-12-28 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: BTB! a new multyplayer battle game!

Well, you see, Blinkwizard's post and similar is what tends to arise out of "This is just another horrible clone. I'm not gonna play it." And, the more people post things like that, you'll notice it causes the drama. Yes, I understand that some, maybe most of these developers using this code are not what you'd consider, er, ready for developing. But this seems to be the pattern:1. It's released.2. There could be a couple posts about the game, from people who are interested, it's relatively okay. Sometimes the developer will respond with updates or a thank you or something.3. Boom! People who aren't even going to download the game judging by their posts come on and inform everyone of their utter dislike and that they will not play the game.4. Developers and anti-gamers get into all out braul, or at least they argue.  5. Down goes the game, with an immature childish message from the developer(s).
 bsp; So yes, you have the right to say that you're not going to play this version of the UP code, but I'm just saying, it always leads to this. Always, every time, never failing. If, as people say, this game and associated topic should die, the process would go much much faster if this dude didn't get any feedback rather than a bunch of I'm not gonna play posts. Remember the very first Ultra Power topic? That stayed usually within the 10th to 20th place on the topic list. Because it had none of the aforementioned drama, it was hardly ever seen and a lot of people forgot about it for a time. Plus, it seems the whole reason people keep "restarting" so to speak is because of the drama caused on these topics. It's almost like Poison Ivy. If you just keep scratching everywhere it spreads it's only going to aggravate the problem. Leave it alone and it will go away faster. Soon, if this drama and repetitive posting "I'm not going to play
 ot; and then responses from immature developers stops, these developers will soon get freaking tired and stop producing clones of this code because, again, no one's giving a crap. Now just as I'm suggesting, I'm not going to post to this again. People might consider me some kind of know-it-all for posting this, but it's really just a suggestion, one that I'm going to follow because there are many different games to play, the vast majority of them not falling into this category. Bye.

URL: http://forum.audiogames.net/viewtopic.php?pid=244528#p244528





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Re: BTB! a new multyplayer battle game!

2015-12-28 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: BTB! a new multyplayer battle game!

Well, you see, Blinkwizard's post and similar is what tends to arise out of "This is just another horrible clone. I'm not gonna play it." And, the more people post things like that, you'll notice it causes the drama. Yes, I understand that some, maybe most of these developers using this code are not what you'd consider, er, ready for developing. But this seems to be the pattern:1. It's released.2. There could be a couple posts about the game, from people who are interested, it's relatively okay. Sometimes the developer will respond with updates or a thank you or something.3. Boom! People who aren't even going to download the game judging by their posts come on and inform everyone of their utter dislike and that they will not play the game.4. Developers and anti-gamers get into all out braul, or at least they argue.  5. Down goes the game, with an immature childish message from the developer(s).
 bsp; So yes, you have the right to say that you're not going to play this version of the UP code, but I'm just saying, it always leads to this. Always, every time, never failing. If, as people say, this game and associated topic should die, the process would go much much faster if this dude didn't get any feedback rather than a bunch of I'm not gonna play posts. Remember the very first Ultra Power topic? That stayed usually within the 10th to 20th place on the topic. Because it had none of the aforementioned drama, it was hardly ever seen and a lot of people forgot about it for a time.

URL: http://forum.audiogames.net/viewtopic.php?pid=244528#p244528





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Re: Ultrapower. Here it is, for those who want it.

2015-12-27 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Ultrapower. Here it is, for those who want it.

That wwould be cool, Roel.  @NS Studios, well unfortunately, you gave thaat to Mason. Mason gave it to Colton. Colton became an author because he coded on it so that's also his work. Colton gave it out to whoever he gave it to, thus giving ownership. This was not a "leak", no server was hacked to obtain this code. It was specifically given to specific people. I'm sorry if you don't like this, but here's a nice little hint, 20 year old copyright genius. Next time? Keep your code and sounds away from 13 and 14 year old children.

URL: http://forum.audiogames.net/viewtopic.php?pid=244385#p244385





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Re: Ultrapower. Here it is, for those who want it.

2015-12-27 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Ultrapower. Here it is, for those who want it.

That would be cool, Roel.  @NS Studios, well unfortunately, you gave that code to Mason. Mason gave it to Colton. Colton became an author because he coded on it so that's also his work. Colton gave it out to whoever he gave it to, thus giving ownership. This was not a "leak", no server was hacked to obtain this code. It was specifically given to specific people. I'm sorry if you don't like this, but here's a nice little hint, 20 year old copyright genius. Next time? Keep your code and sounds away from 13 and 14 year old children. And if you just can't, absolutely can't resist passing it over to them, don't cry when they give ownership to 10 different people and complain about copyright issues. Take that advice, and you'll have a less stressful life. This is stressful to you and Mason? Ah. Don't you just hate it when you make stupid mistakes and they can't be covered up with a 'sorry' or 'my bad&
 #039;? I sure do. Oh and another little thing. Did everyone pay for the sounds and stuff that they got that originated from you? I doubt it since so many people have obtained it. Mason probably didn't pay for it, so by giving your sounds to him you gave those sounds illegally. Now if I'm wrong and you only used your personally recorded sounds or asked the library venders if it's okay and they gave you permission to freely give your sounds to your friends? Ignore me.

URL: http://forum.audiogames.net/viewtopic.php?pid=244385#p244385





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Re: Ultrapower. Here it is, for those who want it.

2015-12-27 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Ultrapower. Here it is, for those who want it.

That would be cool, Roel.  @NS Studios, well unfortunately, you gave that code to Mason. Mason gave it to Colton. Colton became an author because he coded on it so that's also his work. Colton gave it out to whoever he gave it to, thus giving ownership. This was not a "leak", no server was hacked to obtain this code. It was specifically given to specific people. I'm sorry if you don't like this, but here's a nice little hint, 20 year old copyright genius. Next time? Keep your code and sounds away from 13 and 14 year old children. And if you just can't, absolutely can't resist passing it over to them, don't cry when they give ownership to 10 different people and complain about copyright issues. Take that advice, and you'll have a less stressful life. This is stressful to you and Mason? Ah. Don't you just hate it when you make stupid mistakes and they can't be covered up with a 'sorry' or 'my bad&
 #039;? I sure do.

URL: http://forum.audiogames.net/viewtopic.php?pid=244385#p244385





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Re: Ultrapower. Here it is, for those who want it.

2015-12-27 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Ultrapower. Here it is, for those who want it.

Right? I wouldn't have posted here except this was at the top so I actually wanted to see if Roel had anything interesting to report. He did, but you could hardly hear it above the children crying. Stop this crap and just get over it already. This is my last word here in response to this, if I post again it will be relating to the (mature) topic of discussion, A.K.A. Development of this game. But freaking NS Studios, if you're 20 then get a job and quit acting 1/3 that age. To the people under that age, how about do some homework or something, or grow up. Please. I'm actually interested in this game's progress since it now seems we have a suitable developer running it.@Roel if you're making this 3d, is that both movement and sounds? Or is it just sounds. That would be kind of cool if the whole game was 3d, as I don't think we have many 3d platformers out here and I like the idea.

URL: http://forum.audiogames.net/viewtopic.php?pid=244397#p244397





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Re: Ultrapower. Here it is, for those who want it.

2015-12-27 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Ultrapower. Here it is, for those who want it.

Right? I wouldn't have posted here except this was at the top so I actually wanted to see if Roel had anything interesting to report. He did, but you could hardly hear it above the children crying. Stop this crap and just get over it already. This is my last word here in response to this, if I post again it will be relating to the (mature) topic of discussion, A.K.A. Development of this game. But freaking NS Studios, if you're 20 then get a job and quit acting 1/3 that age. To the people under that age, how about do some homework or something, or grow up. Please. I'm actually interested in this game's progress since it now seems we have a suitable developer running it.

URL: http://forum.audiogames.net/viewtopic.php?pid=244397#p244397





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Re: BTB! a new multyplayer battle game!

2015-12-27 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: BTB! a new multyplayer battle game!

Interesting. What new features do you have planned for this? I think there should be a way to duck to avoid flying projectiles, and also I think you should be able to jump in the air over someone and drop grenades and stuff on them.And oi people. We don't all need to know how you're not going to play this game because of this and or that. Just like don't, play... the... game. No one cares whether you do or don't so instead of causing more drama just don't play, don't say, and let's keep it, that way. Okay?

URL: http://forum.audiogames.net/viewtopic.php?pid=26#p26





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Re: Swamp, zombie FPS by Aprone

2015-12-27 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

He's in the Eastern time zone. He's pretty far from me, where most of the tornadoes struck yesterday. There was another outbreak a few days earlier but it, too, was far away from where Aprone lives. Still, hope he's okay and I patiently await the return of swamp.

URL: http://forum.audiogames.net/viewtopic.php?pid=244462#p244462





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Re: Break out the S Quad Way!

2015-12-25 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Break out the S Quad Way!

Hmm yeah, obstacles and items. Thanks a lot for the ideas dude. If I put unlockables in, I won't tell you guys what they are, I'll just maybe tell you which score to get to perhaps.  But about the update release thing adding more skits, yes I will still add the other skits, but tonight will be a busy one so I will probably be afk a lot of it. So, here is this update that fixes a bug where especially in the mayhem mode, it was difficult to aim at a brick, because the paddle would be timer based even when the ball was not in motion, which was quite annoying. This also adds in an options menu, where currently you can toggle whether the ball gets faster as you progress in game play (when that's off, the only time the ball speed increases is when you level up, but when it's on it increases with each whack of the ball just like in pong, increasing also when you level up), and then an option to toggle between screen reader and SAPI output. Note, that having
  the option where the ball increases with each whack of the ball turned on, will increase your score in each game. As this game gets more complex I will create a config data file, but for now the options selected in the options menu do not save on exit.  A couple more changes you should know about, the key S announces your sscore while in the middle of the game, and your score is also announced when the escape key is pressed.

URL: http://forum.audiogames.net/viewtopic.php?pid=244141#p244141





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Re: Break out the S Quad Way!

2015-12-24 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Break out the S Quad Way!

I could... which also reminds me. I just fixed up another buggy bug bug, but I won't release the new version right now because I want to add some more extra cut scenes. As for the extra sound themes, that one might be a bit hard but I could definitely look into it.  Also guys would you be interested in unlockables for this game? Or is there even a need for any?

URL: http://forum.audiogames.net/viewtopic.php?pid=244046#p244046





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Re: Break out the S Quad Way!

2015-12-24 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Break out the S Quad Way!

Thanks guys.@post 11, what windows do you have? I also noticed that those voices don't respond well, and in fact the only reason I used TTS for this was because mine, ESpeak, responds well. I will change this to screen reader, or provide an option to, if you'd like though. Beware though that pressing arrow keys could interrupt it.

URL: http://forum.audiogames.net/viewtopic.php?pid=243994#p243994





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Re: Break out the S Quad Way!

2015-12-24 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Break out the S Quad Way!

@Herimer that apparently wasn't your TTS. For some reason the right arrow, especially, would lag horribly when you pressed it to aim. That was just fixed though, hopefully along with the bug where sometimes you'd just randomly lose a ball (roflflfl).

URL: http://forum.audiogames.net/viewtopic.php?pid=244003#p244003





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Re: So you thought invaded was dead?

2015-12-24 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: So you thought invaded was dead?

So, what exactly is this game? I'm interested, but never have seen it before or don't remember if I did. Is this a scroller? Shooter? Mud? Text adventure? 2d? 3d? Space invader?

URL: http://forum.audiogames.net/viewtopic.php?pid=243983#p243983





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Re: Break out the S Quad Way!

2015-12-24 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Break out the S Quad Way!

Hi,@Key that is a strange bug, I will definitely investigate because it doesn't need to be doing that, lol. @Post4 glad you got it to run finally, and at post 5 I will do that.

URL: http://forum.audiogames.net/viewtopic.php?pid=243972#p243972





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Re: Break out the S Quad Way!

2015-12-24 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Break out the S Quad Way!

Sorry to be releasing updates so fast, but this new one adds some hot keys you should know about.  Since hearing your position when you're moving fast across the board trying to catch the ball can be distracting, the brick you are aiming at will only be anounced when you are launching the ball. However, here are some useful hot keys.A, tells you how many balls you have remaining.B, tells you the positions of standing bricks. These numbers can be repeated more than once on mashing mayhem as those are rows of bricks.C, tells you your paddle position.  Also guys, if you have any suggestions for unlockables and or new game modes, feel free to tell them to me. This is a small project, and whatever aspect I add on to it won't be hard to code and will not interupt from bigger projects or life in general. Lol.

URL: http://forum.audiogames.net/viewtopic.php?pid=243980#p243980





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Re: Break out the S Quad Way!

2015-12-24 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Break out the S Quad Way!

Okay, new release features:  -changed the way the ball moves. It now has a greater chance of bouncing off of bricks it breaks and going back up to the back wall, so more bricks can be smashed. This should make game play just a bit easier, and indeed now the easy 1, 2, and 3 levels are really, easy.-Fixed the bug KeyIsFull mentioned-Suggested by Nin, you hold down the arrow keys to move the paddle.

URL: http://forum.audiogames.net/viewtopic.php?pid=243976#p243976





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Break out the S Quad Way!

2015-12-23 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Break out the S Quad Way!

Hi folks!  So you can play breakout? Who told you that? Because this new game from S Quad Software brings the classic arcade game Breakout, yeah the one where you smash down bricks with a ball you manipulate by hitting with a paddle, to a whole new level!  S Quad Breakout is more than just your classic game of breakout. The game comes bundled with 11 different game variations, all containing their own unique steady procession of difficulty. Whether you're just a leisurely beginner looking for five minutes of pass time, or an expert who thinks you got it down, Breakout the S Quad way guarantees a challenge!  This software was developed in like 1 day, so it might have bugs, though most of them are fixed, so if you find any, or have suggestions, or tips to improve game play, please do let me know. Below is the download link but don't leave this page after clicking because there is some important stuff after it.https://dl.dropboxusercontent.com/u/492 … eakout.zip  So, Er, yeah, the important stuff.  The game already tells you how to launch the ball from your paddle. But to move said paddle across the table, use left and right arrows. Also, you should know that to return the ball, (after it bounced off of a brick or the back wall and is coming back at you), just center it or position it (slightly) to either side of the pattle, and it will bounce off. Space is only necessary to serve the ball.  You can actually kind of control where the ball goes. In order to make the ball head towards the right, hit it with the right side of your paddle (move your paddle one square left from the ball being in the center), and same with hitting it to the left side of the table, except for that you want to move the paddle to the right of the ball just a little, bit.  I may or may not be missing some key points about the game that should be included in this post. It's 11:00 PM and I'm tired from coding all day. So if you have questions, again, please do post them here.  Also I hope you enjoy the cut scenes for what happens when the ball goes off of the table, (you don't return it). If you guys like this game, in the next version I will add more cut scenes for various things.  Anyways enjoy.

URL: http://forum.audiogames.net/viewtopic.php?pid=243930#p243930





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Re: Ultrapower. Here it is, for those who want it.

2015-12-23 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Ultrapower. Here it is, for those who want it.

Hmm. This guy actually seems like he knows what he's doing? I'll keep a close eye on this.

URL: http://forum.audiogames.net/viewtopic.php?pid=243909#p243909





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Re: Ultrapower. Here it is, for those who want it.

2015-12-23 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Ultrapower. Here it is, for those who want it.

By posting posts of, "Let this game die", as you've done on the previous UP topic and the one before and the one before that, you are doing little more for the people reading it then adding extra headings to the page. You've already asked that question and look what that turned into on the old topic. Unfortunately, there's nothing that can really be done, except by Roel himself. So rather than repeating the question of "Can this game just die?", due to it having been asked 3 or 4 times prior to today, skip over the title.

URL: http://forum.audiogames.net/viewtopic.php?pid=243931#p243931





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Break out the S Quad Way!

2015-12-23 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Break out the S Quad Way!

Hi folks!  So you can play breakout? Who told you that? Because this new game from S Quad Software brings the classic arcade game Breakout, yeah the one where you smash down bricks with a ball you manipulate by hitting with a paddle, to a whole new level!  S Quad Breakout is more than just your classic game of breakout. The game comes bundled with 11 different game variations, all containing their own unique steady procession of difficulty. Whether you're just a leisurely beginner looking for five minutes of pass time, or an expert who thinks you got it down, Breakout the S Quad way guarantees a challenge!  This software was developed in like 1 day, so it might have bugs, though most of them are fixed, so if you find any, or have suggestions, or tips to improve game play, please do let me know. Below is the download link but don't leave this page after clicking because there is some important stuff after it.https://dl.dropboxusercontent.com/u/492 … eakout.zip  So, Er, yeah, the important stuff.  The game already tells you how to launch the ball from your paddle. But to move said paddle across the table, use left and right arrows. Also, you should know that to return the ball, (after it bounced off of a brick or the back wall and is coming back at you), just center it or position it (slightly) to either side of the pattle, and it will bounce off. Space is only necessary to serve the ball.  You can actually kind of control where the ball goes. In order to make the ball head towards the right, hit it with the right side of your paddle (move your paddle one square left from the ball being in the center), and same with hitting it to the left side of the table, except for that you want to move the paddle to the right of the ball just a little, bit.  Another point you guys aut to know about. If there is a brick in front of your position, when you move your pattle your current position will be announced, otherwise it won't. So just because there is a brick at position 9 in, say, the mashing mayhem level, that doesn't mean that's brick number 9, it just means there is a brick at position 9.  I may or may not be missing some key points about the game that should be included in this post. It's 11:00 PM and I'm tired from coding all day. So if you have questions, again, please do post them here.  Also I hope you enjoy the cut scenes for what happens when the ball goes off of the table, (you don't return it). If you guys like this game, in the next version I will add more cut scenes for various things.  Anyways enjoy.  Oh and for those wondering, I'm not done with my big projects, I just took a small break from them for today.

URL: http://forum.audiogames.net/viewtopic.php?pid=243930#p243930





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Break out the S Quad Way!

2015-12-23 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Break out the S Quad Way!

Hi folks!  So you can play breakout? Who told you that? Because this new game from S Quad Software brings the classic arcade game Breakout, yeah the one where you smash down bricks with a ball you manipulate by hitting with a paddle, to a whole new level!  S Quad Breakout is more than just your classic game of breakout. The game comes bundled with 11 different game variations, all containing their own unique steady procession of difficulty. Whether you're just a leisurely beginner looking for five minutes of pass time, or an expert who thinks you got it down, Breakout the S Quad way guarantees a challenge!  This software was developed in like 1 day, so it might have bugs, though most of them are fixed, so if you find any, or have suggestions, or tips to improve game play, please do let me know. Below is the download link but don't leave this page after clicking because there is some important stuff after it.https://dl.dropboxusercontent.com/u/492 … eakout.zip  So, Er, yeah, the important stuff.  The game already tells you how to launch the ball from your paddle. But to move said paddle across the table, use left and right arrows. Also, you should know that to return the ball, (after it bounced off of a brick or the back wall and is coming back at you), just center it or position it (slightly) to either side of the pattle, and it will bounce off. Space is only necessary to serve the ball.  You can actually kind of control where the ball goes. In order to make the ball head towards the right, hit it with the right side of your paddle (move your paddle one square left from the ball being in the center), and same with hitting it to the left side of the table, except for that you want to move the paddle to the right of the ball just a little, bit.  Another point you guys aut to know about. If there is a brick in front of your position, when you move your pattle your current position will be announced, otherwise it won't. So just because there is a brick at position 9 in, say, the mashing mayhem level, that doesn't mean that's brick number 9, it just means there is a brick at position 9.  I may or may not be missing some key points about the game that should be included in this post. It's 11:00 PM and I'm tired from coding all day. So if you have questions, again, please do post them here.  Also I hope you enjoy the cut scenes for what happens when the ball goes off of the table, (you don't return it). If you guys like this game, in the next version I will add more cut scenes for various things.  Anyways enjoy.

URL: http://forum.audiogames.net/viewtopic.php?pid=243930#p243930





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Re: Scrolling Battles Pro

2015-12-20 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Scrolling Battles Pro

I agree Defender, and neither was I attempting to start up a war on this topic, I was just trying to make things clear, in my own way. . I completely agree with post 115, and I also agree that sounds do indeed matter, though I have a feeling that Ultrocity_Audio meant that the source where the sound came from didn't matter, -- you could pack all your sounds into a .dat or into the exe itself and it's pretty much impossible to tell where any of them came from.

URL: http://forum.audiogames.net/viewtopic.php?pid=243577#p243577





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Re: Scrolling Battles Pro

2015-12-20 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Scrolling Battles Pro

Exactly. Plus, since Mason has his sounds encrypted, how can you determine, 100% without the slightest hint of a spark of an idea of a doubt, that they came from x volume of y library? Lols. Anyways, as far as suggestions go, I think it would be cool for fires to burn holes in the bridge, because it is made of wood, after all.

URL: http://forum.audiogames.net/viewtopic.php?pid=243516#p243516





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Re: Scrolling Battles Pro

2015-12-19 Thread AudioGames . net ForumNew releases room : severestormsteve1 via Audiogames-reflector


  


Re: Scrolling Battles Pro

Hi all,to those who don't like drama:  This topic is different from the ultra power topic. The only way to keep this from spiraling out of control like that wone did, is to not reply to Ivan and tell him not to start drama or to complain about it coming back. Ultra Power topic is different because that was drama from post 1 and even prior. But this doesn't have to turn into that, just ignore him completely and keep talking about the original topic, sbp, as I believe this was a civilized topic before post 86. Can we just like not respond to the people trying to start it up here? That's what they want.

URL: http://forum.audiogames.net/viewtopic.php?pid=243369#p243369





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