Re: [Audiogames-reflector] Grail to the Thief: An Interactive Audio Adventure

2014-04-28 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Grail to the Thief: An Interactive Audio Adventure

Hay I just played the prototype, and think this game could be good.tell me, when this game comes out, is it going to be free, or do we have to pay for it?Also, is any of the voice acting in the prototype going to be in the final game?I also noticed that some of the ambiant sounds in the prototype stop and start; as in they faid out then back in.Will this be fixed in the final game?When I watched the video on the kickstarter page I noticed that you used a synthasized voice for the announcer.What is that voice? I think I might want to buy it!URL: http://forum.audiogames.net/viewtopic.php?pid=173493#p173493

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Re: [Audiogames-reflector] Braillemon status update!

2014-04-28 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Braillemon status update!

Their isnt enough show music to make a complete soundtrack.You might could get some of the battle music from the first season, but as far as I know the show people only released the soundtrack for the shows first season.If the show music were to be used, it would most likely have to be some kind of bootleg, and I dont think Rachel would be for that.I owned all of the gameboy Pokemon games and played them until the save batteries ran down.I got all of the music from nezplug, but I can tell you that it sounds just like the real thing.Rachel is supposed to fix it so that you can turn off the music in braillemon if you want.Her finals should be over soon, so we should hopefully be hearing something soon.URL: http://forum.audiogames.net/viewtopic.php?pid=173495#p173495

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Re: [Audiogames-reflector] Grail to the Thief: An Interactive Audio Adventure

2014-04-28 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Grail to the Thief: An Interactive Audio Adventure

[[wow]]! The narrator is fake? I never would have guessed!I could give a little money to help, but I want to know; if you cant reach your $15000 goal to make a feemale character playable, could it possibly be done later?I think it would be intrresting for players; even if they arent girls; to be able to go through the game and see what changes playing as a girl brings.It could extend the life of the game a little.URL: http://forum.audiogames.net/viewtopic.php?pid=173510#p173510

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Re: [Audiogames-reflector] Grail to the Thief: An Interactive Audio Adventure

2014-04-28 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Grail to the Thief: An Interactive Audio Adventure

[[wow]]! The narrator is fake? I never would have guessed!I could give a little money to help, but I want to know; if you cant reach your $15000 goal to make a feemale character playable, could it possibly be done later?I think it would be intrresting for players; even if they arent girls; to be able to go through the game and see what changes playing as a girl brings.It could extend the life of the game a little, seeing as a woman in Arthurian times would be treeted a lot differently than a guy.It could almost be a hole different game based off of the same concept, but most of the choices would be different, and the way you went about doing things would change..Just changing the guy to a girl could work to, but being a woman should feel different.URL: http://forum.audiogames.net/viewtopic.php?pid=173510#p173510

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Re: [Audiogames-reflector] Adventure At C:

2014-04-08 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Adventure At C:

It depends on what you kill.The basic enimies in downloads give about 250 bits a peace.Enimies atack faster the higher up the diff mod latter you go.URL: http://forum.audiogames.net/viewtopic.php?pid=171536#p171536

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Re: [Audiogames-reflector] Adventure At C:

2014-04-06 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Adventure At C:

I have no idea how high your diff mod can go. Im at 128 at this time.I think their will be at least one more update most likely sometime in august.URL: http://forum.audiogames.net/viewtopic.php?pid=171365#p171365

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Re: [Audiogames-reflector] Adventure At C:

2014-04-04 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Adventure At C:

My list of Acomplishments.Clear downloads folder in 3 minutes and 50 seconds.Complete the my pictures stage in 1 minute and 30 secondsComplete the my music stage in 1 minute and 30 seconds.Complete the desktop stage in 1 minute and 30 seconds.Complete the my documents stage in 1 minute and 30 seconds.Complete the My Videos stage in 2 Minutes and 10 seconds.Complete the Users stage in 1 minute and 30seconds.Complete the Program Files stage in 2 minutes.Complete the windows stage in 2 minutes.Complete the System 32 stage in 1 minute and 30seconds.Complete the gamedefeat rusty with your difficulty mod set to 10 or higherPlay the game for a total of 1 day.Own a total of 25,000 bitsOwn a total of 50,000 bitsOwn a total of 100,000 bitsHave a difficulty of 100 unlocked.Cruelty to animals. Kill 10 animals.extinct species. Kill 100 animals.Nature is out for your sole. Kil
 l 1000 animals.You are not a pacifist. Kill 1000 enemies.Serial virus_killer. Kill 10,000 enemies.Lord of destruction. Kill 25,000 enemies.Kill 100 or more enemies in 1 level!Foolish (name)! You have suffered a total of 200 damage from items.Foolish (Name)! You have suffered a total of 2000 damage from items.Fully define your character. Max out your stats.Successfully saved the victim of virus corruption in the downloads folder without using your laser and with default stats.Be inquisitive, discover that you can get to the other side of the pit in the my music boss area.Figure out both possible passwords in the my documents password puzzleStats means attack and defence.Clearing vodeos is tricky because of the time bomb and arrows.You will need lots of hp to do most of these time attack things.To raise bits fast, put on your highest diff mod and go throught downloads up to the first checkpoint.
 To unlock diff mods faster, beat rusty with diff mod on.The higher diff mod you can beat him on, the more modds you unlock for that defeat.It takes time, but if arrows are stopping you from beating a level, get up to 2000 hp or so and then try the level.Arrows dont factor in defence, so the more hp you have, the more arrows you can take.URL: http://forum.audiogames.net/viewtopic.php?pid=171244#p171244

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Re: [Audiogames-reflector] new stage for Adventure at C; remnant chapter 1, is live!

2014-04-04 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: new stage for Adventure at C; remnant chapter 1, is live!

Okay, I just unlock the entire stage builder, so I can finally do everything I wanted to do with this little stage.I had some sound design issues, but I got them worked out, so chapter 2 as well as the final update to chapter 1 should come as soon as I can get time to record some lines for the main bad guy.Sorry this is taking so long, but I started making chapter 1 around the time of version 2.4 of aac last year, so this isnt to much longer to make chapter 2.It just has a few more complications than chapter 1 did.I got good feedback on the private beta I posted to the game creator and his friend, and have fixed the problems they reported, as well as a few I found on my own.I plan to use every feature of the stage builder in my stage to show other users just what the stage builder can do.URL: http://forum.audiogames.net/viewtopic.php?pid=171246#p171246

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Re: [Audiogames-reflector] Braillemon status update!

2014-04-01 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Braillemon status update!

Kenzon, Rachel already addressed the issue with pronouciation by rewriting the names.As for tms, starting in gen 5, they can be used as much as you want.I dont think bide is a gen 2 tm, so they changed it.It makes sence for Brok, as lowering his speed does nothing to his pokemon as theyre already vary slow anyway.Curse is a more permanant form of bide when you think about it.URL: http://forum.audiogames.net/viewtopic.php?pid=170966#p170966

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Re: [Audiogames-reflector] Braillemon status update!

2014-04-01 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Braillemon status update!

Kenzon, Rachel already addressed the issue with pronouciation by rewriting the names.As for tms, starting in gen 5, they can be used as much as you want.I dont think bide is a gen 2 tm, so they changed it.It makes sence for Brok, as lowering his speed does nothing to his pokemon as theyre already vary slow anyway.Curse is a more permanant form of bide when you think about it.mr.brunete, Rachel already has the attack sounds, but, as of now, its hard to get the game to make them properly, as Ive already addressed this with her.URL: http://forum.audiogames.net/viewtopic.php?pid=170966#p170966

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Re: [Audiogames-reflector] Braillemon status update!

2014-04-01 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Braillemon status update!

Kenzon, those are the sounds I mean.Braillemon is a mix of gen 1 and 2, so thing arent going to be completely faithful to gen 1.Abilities and natures are from gen 3, but I think Rachels using all of the ones up through gen 5.Rachel, did you ever get the sfx file i uploded?URL: http://forum.audiogames.net/viewtopic.php?pid=170979#p170979

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Re: [Audiogames-reflector] new stage for Adventure at C; remnant chapter 1, is live!

2014-03-25 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: new stage for Adventure at C; remnant chapter 1, is live!

Hay all. I got tied up with helping dagonite debug the latest braillemon.I got stumped with trying to make up questions for a part of my stage, but I got that all worked out now.The update to chapter 1 will be included with the final verson of chapter 2.That shouldnt be to much longer in coming.I just have to build one more level, then debug everything.URL: http://forum.audiogames.net/viewtopic.php?pid=170083#p170083

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Re: [Audiogames-reflector] Braillemon status update!

2014-03-24 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Braillemon status update!

Rachel, After catching a pokemon and returning to the field, the music thats suposed to be playing in the field doesnt play.Once you enter a wild battle and get out of it by running of defeating the creature all of the music is restored, but the sounds that trainers make, as well as the sound that an exit makes doesnt play.All is fixed by entering another area like a city or something.URL: http://forum.audiogames.net/viewtopic.php?pid=169965#p169965

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Re: [Audiogames-reflector] Braillemon status update!

2014-03-23 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Braillemon status update!

I can get that pokeball counter sound and post it tomarro.I also have a better version of danger alarm, sing, hypnosis, psychic and disable to.URL: http://forum.audiogames.net/viewtopic.php?pid=169914#p169914

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Re: [Audiogames-reflector] Braillemon status update!

2014-03-23 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Braillemon status update!

I can get that pokeball counter sound and post it tomarro.I also have a better version of danger alarm, sing, hypnosis, psychic and disable to.Eddit: theyre on dropbox.Link is in a PM I sent you.URL: http://forum.audiogames.net/viewtopic.php?pid=169914#p169914

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Re: [Audiogames-reflector] Braillemon status update!

2014-03-23 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Braillemon status update!

I can get that pokeball counter sound and post it tomarro.I also have a better version of danger alarm, sing, hypnosis, psychic and disable to.URL: http://forum.audiogames.net/viewtopic.php?pid=169914#p169914

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Re: [Audiogames-reflector] Braillemon status update!

2014-03-23 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Braillemon status update!

Rachel, I just posted them to dropbox.I sent you the link in a PM.URL: http://forum.audiogames.net/viewtopic.php?pid=169920#p169920

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Re: [Audiogames-reflector] Braillemon status update!

2014-03-23 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Braillemon status update!

Rachel, I just posted them to dropbox.I sent you the link in a PM.Im not trying to hog someone elses chance to help, but I had the sound sitting around.If you ever make Braillemon rs edition, I can get every sound without music for you, just saying.URL: http://forum.audiogames.net/viewtopic.php?pid=169920#p169920

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Re: [Audiogames-reflector] Braillemon status update!

2014-03-23 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Braillemon status update!

Hay Rachel, that file I posted also have an improved pokeball sound, along with a few other things.I just thought of something.If you cant get the music and people/door/exit sounds to play after caching a pokemon and the alarm glitch I talked about is the couse, you could just make the alarm sound not loop,my version does it 4 times, just like in x and y.The alarm stops after 4 times, and Ive found that to be a vary nice way of letting a player know there monstor is low on health, but the sound doesnt annoy.I actually gave you to alarms, one from red and alarm2 from gold.URL: http://forum.audiogames.net/viewtopic.php?pid=169925#p169925

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Re: [Audiogames-reflector] Braillemon status update!

2014-03-23 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Braillemon status update!

Hay Rachel, that file I posted also have an improved pokeball sound, along with a few other things.I just thought of something.If you cant get the music and people/door/exit sounds to play after catching a pokemon and the alarm glitch I talked about is the cause, you could just make the alarm sound not loop,my version does it 4 times, just like in x and y.The alarm stops after 4 times, and Ive found that to be a vary nice way of letting a player know there monstor is low on health, but the sound doesnt annoy.I actually gave you to alarms, alarm.wav from red and alarm2.wav from gold.URL: http://forum.audiogames.net/viewtopic.php?pid=169925#p169925

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Re: [Audiogames-reflector] Braillemon status update!

2014-03-23 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Braillemon status update!

Hay Rachel, that file I posted also has an improved pokeball sound, along with a few other things.I just thought of something.If you cant get the music and people/door/exit sounds to play after catching a pokemon and the alarm glitch I talked about is the cause, you could just make the alarm sound not loop,my version does it 4 times, just like in x and y.The alarm stops after 4 times, and Ive found that to be a vary nice way of letting a player know there monstor is low on health, but the sound doesnt annoy.I actually gave you to alarms, alarm.wav from red and alarm2.wav from gold.Can we expect a final version that has these improvements?If not, thats fine, I just wandered.LaterURL: http://forum.audiogames.net/viewtopic.php?pid=169925#p169925

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Re: [Audiogames-reflector] Braillemon status update!

2014-03-22 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Braillemon status update!

Hay Rachel, Im posting everything I gathered from last night onward.I found this in braillemon.exe version 1.0.0.2, Modified December 21, 2013, 10:12:12 AM ___FATAL ERROR inaction number 1at time step279of time line pokeballz:Push :: Execution Error - Variable Index [0,6] out of range [1,6] - -1.firstOpen(100442,6)at Timeline_pokeballz_15Seem familiar?Yep, the pc glitch goes back that far, So it must have happened whenever braillemon got ported to gms from gm.We couldnt save at that point, so people probably didnt feel the need to catch more than 2 or thre pokemon, otherwise we would have found this glitch months ago.Could it possibly be something
  as simple as an index value that wasnt changed?As in, you moved the location of the PCs data, but you didnt tell the game to look in that new location?I dont program, but it seems that something that simple could be a rather easy oversight in the process of converting an entire game from one platform to another.The other little glitch I forgot about earlier was a small text glitch.The man above the imploye at the vuridian city pokemonart says that potions are all sold out.If I remember the game correctly it should be poke balls.I checked my script, it says potions, but I think that might be a type o left in by mistake by the game makers at gamefreak.Oh yes, the other bug Thats; parden the bad pun; really bugging me.Both Nidoran say Wild male Nidoran mail appeared.Or Wild feemale Nidoran feemale appeared.I dont know how youd fix this? Maybe just call
  both of them Nidoran?I just got the new version from this morning and after I start it I get this.___ERROR inaction number 1of Create Eventfor object gameload:Error defining an external function.at gml_Script_init_savegamerstack frame isgml_Script_init_savegamer (line 0)gml_Object_gameload_Create_0I also get this system message from windowsThe program cant start because MSVCP120.dll is missing from your computer. Try reinstalling the program to fix this problem. I renamed the file MSVCP110.dll to MSVCP120.dll, and I renamed msvcr110
 .dll to msvcr120.dll and the program seems to work now.I cant load my save, the program just crashes.The game plays fine, but when I deposit a pokemon into the PC, when I check it, theirs nothing their.You still missed the text bugg with ...your own vary pokemon legend...I cant save either, the game just removes my save and then crashes.I replaced Crypt.dll with the one from the previous version, and everything with regard to loading and saving seems to work now.A small bug, when using a potion the game reads the first pokemons hp without saying its name.Crypt.dll was apairently responsible for pokemon not being saved to the PC.The old Crypt.dll made everything work.I guess the pokedex is working fine now, it was weird a little earlier.The music glitch when catching a pokemon fixes itself when going to a new place or entering a wild battle.The bug does disable all of the sounds peop
 le make however.I havent tried the vary latest version, I just downloaded it.Other thingsI cant take all of the credit for the audio.All of the sounds and one song I got from VBA-M and its gameboy core written by blargg.Everything else I got using NEZplug, a winamp plug-in that plays lots of 8-bit music formats.Its authors are Mamiya, and offgaoAll of the RBY music was written by Junichi Masuda. all of the GSC music was written by him and Go Ichinose, with additional fanfairs written by Morikazu Aoki.URL: http://forum.audiogames.net/viewtopic.php?pid=169775#p169775

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Re: [Audiogames-reflector] Braillemon status update!

2014-03-22 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Braillemon status update!

Hay Rachel, Im posting everything I gathered from last night onward.I found this in braillemon.exe version 1.0.0.2, Modified December 21, 2013, 10:12:12 AM ___FATAL ERROR inaction number 1at time step279of time line pokeballz:Push :: Execution Error - Variable Index [0,6] out of range [1,6] - -1.firstOpen(100442,6)at Timeline_pokeballz_15Seem familiar?Yep, the pc glitch goes back that far, So it must have happened whenever braillemon got ported to gms from gm.We couldnt save at that point, so people probably didnt feel the need to catch more than 2 or thre pokemon, otherwise we would have found this glitch months ago.Could it possibly be something
  as simple as an index value that wasnt changed?As in, you moved the location of the PCs data, but you didnt tell the game to look in that new location?I dont program, but it seems that something that simple could be a rather easy oversight in the process of converting an entire game from one platform to another.The other little glitch I forgot about earlier was a small text glitch.The man above the imploye at the vuridian city pokemonart says that potions are all sold out.If I remember the game correctly it should be poke balls.I checked my script, it says potions, but I think that might be a type o left in by mistake by the game makers at gamefreak.Oh yes, the other bug Thats; parden the bad pun; really bugging me.Both Nidoran say Wild male Nidoran mail appeared.Or Wild feemale Nidoran feemale appeared.I dont know how youd fix this? Maybe just call
  both of them Nidoran?I just got the new version from this morning and after I start it I get this.___ERROR inaction number 1of Create Eventfor object gameload:Error defining an external function.at gml_Script_init_savegamerstack frame isgml_Script_init_savegamer (line 0)gml_Object_gameload_Create_0I also get this system message from windowsThe program cant start because MSVCP120.dll is missing from your computer. Try reinstalling the program to fix this problem. I renamed the file MSVCP110.dll to MSVCP120.dll, and I renamed msvcr110
 .dll to msvcr120.dll and the program seems to work now.I cant load my save, the program just crashes.The game plays fine, but when I deposit a pokemon into the PC, when I check it, theirs nothing their.You still missed the text bugg with ...your own vary pokemon legend...I cant save either, the game just removes my save and then crashes.I replaced Crypt.dll with the one from the previous version, and everything with regard to loading and saving seems to work now.A small bug, when using a potion the game reads the first pokemons hp without saying its name.Crypt.dll was apairently responsible for pokemon not being saved to the PC.The old Crypt.dll made everything work.I guess the pokedex is working fine now, it was weird a little earlier.The music glitch when catching a pokemon fixes itself when going to a new place or entering a wild battle.The bug does disable all of the sounds peop
 le make however.I havent tried the vary latest version, I just downloaded it.Other thingsI cant take all of the credit for the audio.All of the sounds and one song I got from VBA-M and its gameboy core written by blargg.Everything else I got using NEZplug, a winamp plug-in that plays lots of 8-bit music formats.Its authors are Mamiya, RuRuRu and offgaoAll of the RBY music was written by Junichi Masuda. all of the GSC music was written by him and Go Ichinose, with additional fanfairs written by Morikazu Aoki.Go Ichinose also wrote all of the pinball music.URL: http://forum.audiogames.net/viewtopic.php?pid=169775#p169775

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Re: [Audiogames-reflector] Braillemon status update!

2014-03-22 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Braillemon status update!

I just got the latest version and replaced everything in my braillemon directory with its conntence.The script is the same one Im using to.Nice to see info.txt included.Maybe now that all of the bugs are fixed, we may be able to go to new areas somewhat soon?URL: http://forum.audiogames.net/viewtopic.php?pid=169778#p169778

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Re: [Audiogames-reflector] Braillemon status update!

2014-03-22 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Braillemon status update!

I just got the latest version and replaced everything in my braillemon directory with its conntence.The script is the same one Im using to.Nice to see info.txt included.Maybe now that all of the bugs are fixed, we may be able to go to new areas somewhat soon?It might be nice to be able to use backspace to move items like we do with moves.Also the game does say spacebar at the start before the title screen.URL: http://forum.audiogames.net/viewtopic.php?pid=169778#p169778

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Re: [Audiogames-reflector] Braillemon status update!

2014-03-22 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Braillemon status update!

One other little thing.I see that we can check how many pokemon a trainer has, but it would be nice to be able to check that before a battle starts.When I had sighted friends helping me with the older games before I figured out how to play on my own, they were able to tell me how many pokemon a trainer had before the battle started.URL: http://forum.audiogames.net/viewtopic.php?pid=169784#p169784

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Re: [Audiogames-reflector] Braillemon status update!

2014-03-22 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Braillemon status update!

One other little thing.I see that we can check how many pokemon a trainer has, but it would be nice to be able to check that before a battle starts.When I had sighted friends helping me with the older games before I figured out how to play on my own, they were able to tell me how many pokemon a trainer had before the battle started.Oh and I can hardly hear the ding sound that tells you to input text.URL: http://forum.audiogames.net/viewtopic.php?pid=169784#p169784

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Re: [Audiogames-reflector] Braillemon status update!

2014-03-21 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Braillemon status update!

Hay I found another small bug.When I check my trainer info, my name runs together with the next star.Trainer name isMichaelyour Trainer numberThats how my tts says it.Their was another small bug, but I cant remember it right now.URL: http://forum.audiogames.net/viewtopic.php?pid=169564#p169564

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Re: [Audiogames-reflector] Braillemon status update!

2014-03-21 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Braillemon status update!

Hay I found another small bug.When I check my trainer info, my name runs together with the next star.Trainer name isMichaelyour Trainer numberThats how my tts says it.Their was another small bug, but I cant remember it right now.The dorr on route 2 doesnt face west, but I can hear it off to my right, but I cant seem to get to it.Quick question,Ive noticed that their is a pause after the intros to songs before the loop starts.Is this a timing issue?Would it help if I gave you the times for all of the intros I sampled for you?URL: http://forum.audiogames.net/viewtopic.php?pid=169564#p169564

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Re: [Audiogames-reflector] Braillemon status update!

2014-03-20 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Braillemon status update!

Rachel, Here is my bug report.Do to my connection, I dont have time to read all of the bug posts before posting this, so if someone has already reported some of these bugs, please disregard my report of the same bugs.Whenever the game tries to send a pokemon to the PC after it is caut, the game crashes with this message___FATAL ERROR inaction number 1at time step279of time line pokeballz:Push :: Execution Error - Variable Index [0,6] out of range [1,6] - -1.firstOpen(100492,6)at Timeline_pokeballz_15Also, when I captured a Spearow on route 22, I checked its stats and found that it had a 0 personality.The low health sound doesnt stop after catching a pokemon.The fo
 rest is still running really, really choppy, even in battles.I can make it run better if I set my PC to maximum performance, but it shouldnt have to be that way.The save system fails to save any pokemon I put into the PC.I can see them if I check it, but after I save and reload, the pokemon are gone.If I check the PC after depositing a pokemon, I can see it, but if I go up to no pokemon here and then go back down, the game says no pokemon here, and then crashes with this message.___FATAL ERROR inaction number 1of Key Press Event for Down Keyfor object Computer:Push :: Execution Error - Variable Index [361,40] out of range [361,-1] - 96.pokemonBox(100012,11552040)at gml_Object_Computer_KeyPress_40##
 ##When defeating Brok, the victory intro and victory music play at the same time.When entering route 4, I can here a door and wind.I assume that the door is the route 4 pokemon center, and the wind will be the entrance to mount moon eventually.Speaking of doors you cant enter, theirs one on route 2 before the forest as well, off to the right,and you cant get to it at all.The game seems to take a vary long time to load a save file, and for some reason, the save file is hidden? The text bugs I talked about some time ago still exist.When oak is talking about pokemon my speech voice says ...pokemon are pets, other s use them for fights...At the end of the opening he says Your own vary pokemon legend is about to unfold. A world of dreams and adventures with pokemon awaits, let go.When you heal with the bed the game says pokemon instead of po ke mon.Rival st
 ill says ...I will make my pokemon to fight to toughen it up... after he is defeated for the first time.When defeated at route 22 he says ...you cant even enter the pokemon without badges...I know the text bugs arent a big issue at the moment, but before braillemon is finished, they need to be fixed.I have script faqs that have all of the text from red/blue/yellow and one for gsc if you think they might be of help to you.You can also find them on gamefaqs in the in depth faqs sections for each game.I wont be able to respond to anything you post until tomorrow, do to my Internet connection being controlled by my mom.URL: http://forum.audiogames.net/viewtopic.php?pid=169437#p169437

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Re: [Audiogames-reflector] Braillemon status update!

2014-03-19 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Braillemon status update!

Hay Rachel, I tried the beta last night without saving.I found a glitch where when you battle your rival at route 22, the wind sound still keeps going during the battle.Once done, how far will the beta go?If you need louder versions of the save and bump and pc sounds theyre included with the file you already got that had the rest of the music.I like the volume, but I thought that it just changed the music volume and not the hole soundtrack.Nice touch with the nurse greeting you and commenting about the time of day.URL: http://forum.audiogames.net/viewtopic.php?pid=169284#p169284

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Re: [Audiogames-reflector] I've got a Christmas present for you, it's mod time!

2014-03-19 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: I've got a Christmas present for you, it's mod time!

Hay Aaron, is the speach you used predone or did you have to sequence it yourself.If so, how did you do it and where can I get the synth?I want to use it for a line in my stage for a game called adventure at c.If getting the synth is to hard, and if this is even possible, could you sequence a line for me?URL: http://forum.audiogames.net/viewtopic.php?pid=169287#p169287

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Re: [Audiogames-reflector] Braillemon status update!

2014-03-19 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Braillemon status update!

I got the file.Does the game still use sgi format for saving?I didnt see it in the zip file.Will it save wherever you put the braillemon file, or will it save somewhere else?URL: http://forum.audiogames.net/viewtopic.php?pid=169295#p169295

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Re: [Audiogames-reflector] Braillemon status update!

2014-03-19 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Braillemon status update!

I hope that update comes soon.I have no idea what file does what.URL: http://forum.audiogames.net/viewtopic.php?pid=169329#p169329

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Re: [Audiogames-reflector] Braillemon status update!

2014-03-19 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Braillemon status update!

Sneak, to find wild pokemon you have to walk in the grass on routes.Youll know youre in grass when the game makes a kind of low ticking sound.The wild encounter rates in braillemon are lower than in the main games to compinsate for the fact that a blind person has to nock around a bit to find their way around the various maps.A user called harimer rote about a bug that can make wild pokemon not appear if you talk to the vary south person in pallet, the town you start out in.I dont know if this is fixed yet, but if you havent talked to that person, you should still find wild pokemon in the tall grass.URL: http://forum.audiogames.net/viewtopic.php?pid=169350#p169350

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Re: [Audiogames-reflector] Braillemon status update!

2014-03-18 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Braillemon status update!

Hay rachel.I run the game and after I pres enter the game gives a cry, the new menu music starts, and then I get this.___ERROR inaction number 1of Create Eventfor object gameload:Error defining an external function.at gml_Script_init_savegamerstack frame isgml_Script_init_savegamer (line 0)gml_Object_gameload_Create_0I then get the choice to abort ignore, copy or clear.I also get this.GameMaker: Studio: POKIDOKI.exe - Entry Point Not FoundThe procedure entry point GetTickCount64 could not be located in the dynamic link library KERNEL32.dll. OK I hope
  this helps.This came off a windows xp x86 machine, but Ill try it out on 7x64 when I get home.URL: http://forum.audiogames.net/viewtopic.php?pid=169145#p169145

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Re: [Audiogames-reflector] Braillemon status update!

2014-03-18 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Braillemon status update!

Well that just stinks.I was going to try and give some feedback, but I gurss Ill just have to settle for trying it out tonight and giving you feedback tomarro.I see you already got some of my music in, cool.Ill keep checking back and make sure I have the latest version before I leave tonight.URL: http://forum.audiogames.net/viewtopic.php?pid=169147#p169147

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Re: [Audiogames-reflector] Braillemon status update!

2014-03-18 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Braillemon status update!

Hay Rachel, is the sgi file the actual save or just the program that does the saving?URL: http://forum.audiogames.net/viewtopic.php?pid=169183#p169183

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Re: [Audiogames-reflector] Braillemon status update!

2014-03-18 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Braillemon status update!

Any hope of this new version being ready in an hour or so? Or at the vary least, something I can test with?I already have the version from this morning.URL: http://forum.audiogames.net/viewtopic.php?pid=169197#p169197

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Re: [Audiogames-reflector] Braillemon status update!

2014-03-17 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Braillemon status update!

I hate to bring up rival properties, but I remember playing Digimon world 3 about 10 years ago, and that game handled both regular battles and card battles really well.Basically, the way it worked was that you got a starting dec in one of the towns, and you could then find trainers that would challenge you to a card battle instead of a real battle.Some trainers would even do both types of battles.You could challenge a trainer for a card they had, and you could also find/buy booster packs throughout the game.This kind of card game wouldnt need to be added yet; right now Im just happy I can play pokemon in an accessible way.If the card thing does happen, I can rip some of the music from the trading card game if you want.URL: http://forum.audiogames.net/viewtopic.php?pid=169030#p169030

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Re: [Audiogames-reflector] Braillemon status update!

2014-03-17 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Braillemon status update!

Rachel, I totaly get your point, and support it completely!You started out to make a pokemon game like red, and you should finish that first. Something like the card game idea can, and should wait, until your main goal is acomplished.I have another idea for you, but to prevent it from catching fire; in case you want to shoot it down right away, I will be sending a PM shortly with said idea(s).Really, really looking forward to braillemon beta 0.??.URL: http://forum.audiogames.net/viewtopic.php?pid=169047#p169047

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Re: [Audiogames-reflector] Braillemon status update!

2014-03-14 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Braillemon status update!

Hay Rachel, glad to see work is going.Id rather have the bug fixed now, rather than find it later and, say, have a bad save file.Also, did you ever get my file from dropbox?I have a new version of the folder that has the new cries, and I want to get that to you, and be able to use the same link.Cant wait to play the new beta!URL: http://forum.audiogames.net/viewtopic.php?pid=168714#p168714

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Re: [Audiogames-reflector] Adventure At C:

2014-03-03 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Adventure At C:

Hay!If you can beat rusty on dif mod 10 or higher you get 110,000 bits the first time!If you get to him through windows you can alt f4 out once rusty starts and reload the game to change your difficulty!URL: http://forum.audiogames.net/viewtopic.php?pid=167260#p167260

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Re: [Audiogames-reflector] new stage for Adventure at C; remnant chapter 1, is live!

2014-03-03 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: new stage for Adventure at C; remnant chapter 1, is live!

Thanks cris, chapter 2 is coming soon, as well as a final update to chapter one.Hopefully in the next few daies!URL: http://forum.audiogames.net/viewtopic.php?pid=167261#p167261

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Re: [Audiogames-reflector] new stage for Adventure at C; remnant chapter 1, is live!

2014-02-25 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: new stage for Adventure at C; remnant chapter 1, is live!

Hay all, My second chapter is almost done, but Im making this new post, because Im making part of chaper 2 a rather involved platforming tewtorial that, if people respond well to it; might release as a separate stage with genaric music to help all aac players with the platforming concepts.URL: http://forum.audiogames.net/viewtopic.php?pid=166594#p166594

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Re: [Audiogames-reflector] Adventure At C:

2014-02-19 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Adventure At C:

You have to have all your stats total 500 to unlock soundtest.URL: http://forum.audiogames.net/viewtopic.php?pid=165945#p165945

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Re: [Audiogames-reflector] Adventure At C:

2014-02-18 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Adventure At C:

That would be kind of hard to do seeing as you cant get to the debug pannel.Are you talking about the f1 thing.What version are you using?Latest is 2.5.3.URL: http://forum.audiogames.net/viewtopic.php?pid=165832#p165832

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Re: [Audiogames-reflector] new stage for Adventure at C; remnant chapter 1, is live!

2014-02-15 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: new stage for Adventure at C; remnant chapter 1, is live!

Hay all. A new verson is now out.I made everything work right now aside from some minor enemy updates.Ill do that in the next version.URL: http://forum.audiogames.net/viewtopic.php?pid=165600#p165600

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Re: [Audiogames-reflector] Introducing my new stage for Adventure at c:, Macintosh Attack!

2014-02-12 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Introducing my new stage for Adventure at c:, Macintosh Attack!

Still no custom character sounds, but you can now eddit everything in a stage!Now cris can redo part two without remaking everything!Hurray for a real boss, maybe?URL: http://forum.audiogames.net/viewtopic.php?pid=165292#p165292

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Re: [Audiogames-reflector] Adventure At C:

2014-02-12 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Adventure At C:

You have to press period.You will then get a menu of things you can remove.You can change the position and content of text squares, but you can only remove everything else.URL: http://forum.audiogames.net/viewtopic.php?pid=165323#p165323

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Re: [Audiogames-reflector] Introducing my new stage for Adventure at c:, Macintosh Attack!

2014-02-10 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Introducing my new stage for Adventure at c:, Macintosh Attack!

Hay cris, Aaron just made an update that lets you make bosses!I havent played around with it yet, but you might have to rebuild your stage to make it work.URL: http://forum.audiogames.net/viewtopic.php?pid=165049#p165049

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Re: [Audiogames-reflector] Adventure at C new stage Retro Concept demo!

2014-02-10 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Adventure at C new stage Retro Concept demo!

A new update for aac just came out, and it lets you make bosses!After I overhall the first two bosses to take advantage of this, I need to do some testing, because it looks like I can finally make stages go from right to left, and I needed that for the final part of the metroid level; no its not the escape portion you might have played in concept demo 1; that comes much, much later.I almost have the project past the concept demo stage. It will soon be called Remnant, and chapter 1; Fragments of Nostalgia, will be up shortly after I finish my testing.URL: http://forum.audiogames.net/viewtopic.php?pid=165050#p165050

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Re: [Audiogames-reflector] Adventure at C new stage Retro Concept demo!

2014-02-10 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Adventure at C new stage Retro Concept demo!

A new update for aac just came out, and it lets you make bosses!After I overhall the first two bosses to take advantage of this, I need to do some testing, because it looks like I can finally make stages go from right to left, and I needed that for the final part of the metroid level; no its not the escape portion you might have played in concept demo 1; that comes much, much later.I almost have the project past the concept demo stage. It will soon be called Remnant, and chapter 1; Fragments of Nostalgia, will be up shortly after I finish my testing.URL: http://forum.audiogames.net/viewtopic.php?pid=165050#p165050

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Re: [Audiogames-reflector] Adventure at C new stage Retro Concept demo!

2014-02-10 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Adventure at C new stage Retro Concept demo!

A new update for aac just came out, and it lets you make bosses!After I overhall the first two bosses to take advantage of this, I need to do some testing, because it looks like I can finally make stages go from right to left, and I needed that for the final part of the metroid level; no its not the escape portion you might have played in concept demo 1; that comes much, much later.I almost have the project past the concept demo stage. It will soon be called Remnant, and chapter 1; Fragments of Nostalgia, will be up shortly after I finish my testing.URL: http://forum.audiogames.net/viewtopic.php?pid=165050#p165050

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Re: [Audiogames-reflector] Adventure at C new stage Retro Concept demo!

2014-02-10 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Adventure at C new stage Retro Concept demo!

A new update for aac just came out, and it lets you make bosses!After I overhall the first two bosses to take advantage of this, I need to do some testing, because it looks like I can finally make stages go from right to left, and I needed that for the final part of the metroid level; no its not the escape portion you might have played in concept demo 1; that comes much, much later.I almost have the project past the concept demo stage. It will soon be called Remnant, and chapter 1; Fragments of Nostalgia, will be up shortly after I finish my testing.URL: http://forum.audiogames.net/viewtopic.php?pid=165050#p165050

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Re: [Audiogames-reflector] Adventure at C new stage Retro Concept demo!

2014-02-10 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Adventure at C new stage Retro Concept demo!

A new update for aac just came out, and it lets you make bosses!After I overhall the first two bosses to take advantage of this, I need to do some testing, because it looks like I can finally make stages go from right to left, and I needed that for the final part of the metroid level; no its not the escape portion you might have played in concept demo 1; that comes much, much later.I almost have the project past the concept demo stage. It will soon be called Remnant, and chapter 1; Fragments of Nostalgia, will be up shortly after I finish my testing.URL: http://forum.audiogames.net/viewtopic.php?pid=165050#p165050

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Re: [Audiogames-reflector] Adventure at C new stage Retro Concept demo!

2014-02-10 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Adventure at C new stage Retro Concept demo!

A new update for aac just came out, and it lets you make bosses!After I overhall the first two bosses to take advantage of this, I need to do some testing, because it looks like I can finally make stages go from right to left, and I needed that for the final part of the metroid level; no its not the escape portion you might have played in concept demo 1; that comes much, much later.I almost have the project past the concept demo stage. It will soon be called Remnant, and chapter 1; Fragments of Nostalgia, will be up shortly after I finish my testing.URL: http://forum.audiogames.net/viewtopic.php?pid=165050#p165050

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Re: [Audiogames-reflector] Adventure At C:

2014-02-10 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Adventure At C:

Hay Aaron, I just tried your new update.I already found a glitch, and a few, um, oversights? on your part regarding the stage builder.First, the glitch. If I select the built-in ambiance and save my stage, it doesnt play.It might also be a good idea to put in an option for no ambiance, and also one for no music.I know that their is no ambiance by default, but having the option to turn it off just makes sence.Regarding the no music option, I can get around the fact that it doesnt exist by placing a file called silence.ogg into the stage for its bgm, but it would be easier to just say no music.Regarding the oversights;When creating stage transitions, the game asks me for position, and then it asks me if the transportation should happen when the stage ends.The question should be asked before position info, that way stage creators dont have to put a steal data or something to block off the transition if they make a boss
 , for example.regarding bosses, if one is made, the game shouldnt let a player just run to the end of a stage and escape the boss.True, I could just put a steal data in the way, but what if I dont want to?Another new feature I just thought of.We should be able to see whats at a given position while making our stage.That way we dont have to go into playtest mode just to explore our stage.We should also be able to look up the stats of an enimy, that would make it easier to duplicate it, or maybe we could just save an enimy so we dont have to keep inputting range, sight, movement speed, attack speed, and such everytime we build an enimy.If anything, a simple output stage log option would be nice.Oh, and please check your PMs. I will be sending you something right after I post this.Thanks.URL: http://forum.audiogames.net/view
 topic.php?pid=165062#p165062

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Re: [Audiogames-reflector] Adventure at C new stage Retro Concept demo!

2014-02-07 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Adventure at C new stage Retro Concept demo!

Major overhall has been completed!Please check the first post for info and download link, and please comment so I know what Im doing right and wrong.URL: http://forum.audiogames.net/viewtopic.php?pid=164726#p164726

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Re: [Audiogames-reflector] Introducing my new stage for Adventure at c:, Macintosh Attack!

2014-02-05 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Introducing my new stage for Adventure at c:, Macintosh Attack!

I to, thought this stage was really good, and that all of the enimies singing at me was pretty funny.Maybe Aaron can hopefully get AAC to allow us to make bosses pretty soon.That way you could actually make the stage have a climax where alexs death ends the stage, or something.URL: http://forum.audiogames.net/viewtopic.php?pid=164516#p164516

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Re: [Audiogames-reflector] Stages for Adventure at C:

2014-02-05 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Stages for Adventure at C:

Hay all.I have a new stage in development.Right now, its just called retro concept demo, but it will have a name soon.On the stages thread,http://forum.audiogames.net/viewtopic.php?id=12517you can find a link that takes you to a vary basic concept demonstration.Updates can be found their, and; if you try it soon; be sure to check back in a few daies, because a major update is coming.I just have to assymble everything and update the link.Once complete, the stage will be put into this thread under something like remnants vengence; temp name for now.Comments, critasisms, and suggestions are welcome in this thread or in the main thread for this stage.Thanks.URL: http://forum.audiogames.net/viewtopic.php?pid=164518#p164518

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Re: [Audiogames-reflector] Adventure at C new stage Retro Concept demo!

2014-02-04 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Adventure at C new stage Retro Concept demo!

Nice to see positive feedback!Working with the limatations of the stage builder has proven challenging, but I doubt Aaron thought someone would be doing something like this with his game.The Mario stage has a framework already done, I just have to make the enimies for it.I will probably do a smb/smw hybrid stage with enimies making sounds from both games; just for vuriatys sake.Im going to add just a little bit to the zelda stage seeing as the boss I used is derived from a dark world boss.So theirs going to be a small dark world section added, and some of the enimy placements in the first part are going to be changed, as I have to redo the first part to add the new section.I kind of put the finishing touches on the Zelda stage in a hurry anyway, so I want to do it right.I found out last night that the intro loads slower the more enimies you place. Aaron would have to make the stage loader check for an intro sceen before l
 oading the rest of the stage to make that work right everytime.It would also be nice if enimies could be moved around, even if they cant be deleted. An even smaller; yet more useful addition would be the abilitty to change the music and ambiance at diferent points in the stage.This would make it possible for stage makers to put the boss in the same stage and still change the music to reflect the fact that the player is fighting a boss.Or it could make it possible to have a stage consist of multiple areas without having to load up a new stage to make it change.These things may never happen, so Im making do with what I have.As for the story, the basic primis is that Remnent; Rustys child of sorts; has infected various game roms with viruses that imitate parts of the game itself, so a virus scanner cant tell whats game data and what is a virus.So MC has to go into the rom images themselves to clean them
  out.That is why the parts you play arent the actual games but omages to them instead.I figure as you can use a recovery program to get files; or in most cases, parts of them; back, it wouldnt be to far a stretch to say that parts of Rustys code that remained on the hard disc came together, and; lacking all of Rustys knoledge; act more like a child who has an idea that sort of works out, but only makes sence to him.The escape at the end triggers because all of Rustys code is elimanated from the hard drive, thus his final gambit; so to speak. Seeing as the complete code is not removed when Rusty dies in the story that Aaron is working on right now, the final gambit doesnt activate until the ending of my little story.Ill update the first post when I have an update ready.It should be soon; as in the next few daies or so.URL: http://forum.
 audiogames.net/viewtopic.php?pid=164353#p164353

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Re: [Audiogames-reflector] Adventure At C:

2014-02-03 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Adventure At C:

Hay all.Im working on a stage for AAC, and I found a bug.If you build a stage and tell it to start at the end, even if you put the end of level square at position 0, when the stage is played, it gos strait to the end of level message without letting me play the stage.Even if I tell the level to start at 498 out of 500, it still does it, and Im using the vary latest version 2.4.2.I need this stage to go from right to left because of story reasons, so I need this bug looked in to.ThanksURL: http://forum.audiogames.net/viewtopic.php?pid=164171#p164171

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[Audiogames-reflector] Adventure at C new stage Retro Concept demo!

2014-02-03 Thread AudioGames.net ForumNew releases room: threeblacknoises


Adventure at C new stage Retro Concept demo!

Hay all.Ive been putting a little stage together for AAC.This is just a concept demo, but depending on oppinions I might make this a full stage.Heres the link.https://dl.dropboxusercontent.com/s/exb … 20demo.zipOr if that doesnt work,http://dl.dropboxusercontent.com/s/exby … 20demo.zipstart at hubb1, its the only stage that isnt locked.Mario is already finished in this example release, but this is to show how Id do a hubb level to connect all of my stages together.At this time, the metroid level only has the shell of the escape portion, and you have to hit the enimies to make them run away.Aftr that you just keep pace with them until the level ends.Depending on your PC, the intro to the Zelda stage might not play properly.Keep in mind that their will be a delay after the escape is done before you are returned to the AAC main hubb.The boss doesnt end the level because Aaron hasnt maid that possible yet.Please leav comments and suggestions!URL: http://forum.audiogames.net/viewtopic.php?pid=164210#p164210
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[Audiogames-reflector] Adventure at C new stage Retro Concept demo!

2014-02-03 Thread AudioGames.net ForumNew releases room: threeblacknoises


Adventure at C new stage Retro Concept demo!

Hay all.Ive been putting a little stage together for AAC.This is just a concept demo, but depending on oppinions I might make this a full stage.Heres the link.https://dl.dropboxusercontent.com/s/exb … 20demo.zipOr if that doesnt work,http://dl.dropboxusercontent.com/s/exby … 20demo.zipstart at hubb1, its the only stage that isnt locked.Mario is already finished in this example release, but this is to show how Id do a hubb level to connect all of my stages together.At this time, the metroid level only has the shell of the escape portion, and you have to hit the enimies to make them run away.After that you just keep pace with them until the level ends.Depending on your PC, the intro to the Zelda stage might not play properly.Keep in mind that their will be a delay after the escape is done before you are returned to the AAC main hubb.The Zelda boss doesnt end the level because Aaron hasnt maid that possible yet.I got the zelda sound effects from HelpTheWretcheds sitehttp://noproblo.dayjo.org/ZeldaSounds/Everything else I got from .spc and .nsf dumps.The escape remix is self-made. Elements are taken from metroid prime 2, riffs from metroid metals version of escape and quire portions of escape from metroid zero mission.Please leav comments and suggestions!URL: http://forum.audiogames.net/viewtopic.php?pid=164210#p164210
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Re: [Audiogames-reflector] Adventure at C new stage Retro Concept demo!

2014-02-03 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Adventure at C new stage Retro Concept demo!

jaybird, you have to press enter on the zelda stage to enter.The mario stage, as is said in my first post, has already been completed in this example.I thought the sound under the music would tell a player that, but I guess its wize to never asume anything.Once you finish zelda, youll notice that the sound under mario is now also under zelda as well, and the steel data blocking your path has moved.URL: http://forum.audiogames.net/viewtopic.php?pid=164253#p164253

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Re: [Audiogames-reflector] Braillemon status update!

2014-01-29 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Braillemon status update!

Hay Rachel.When you get a chance, please chek your PMs, as Ive sent you something.ThanksURL: http://forum.audiogames.net/viewtopic.php?pid=163501#p163501

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Re: [Audiogames-reflector] Adventure At C:

2014-01-28 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Adventure At C:

I dont think so.I almost have the daies and nothing yet.Their is one for killing 10,000 enimies and one for killing 1,000 animals.You also get one for jumping the pit in my music boss area, and you also get one for taking 20,000 damage from traps.I havent the stats for this, but you also get one for beating Rusty on difficulty mod 11 or higher.Speaking of wich, I have up to difficulty mod 60.URL: http://forum.audiogames.net/viewtopic.php?pid=163354#p163354

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Re: [Audiogames-reflector] Adventure At C:

2014-01-27 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Adventure At C:

Yes you do.I had to get 60 attack before I could damage the flooders with my knife.I now have 180 attack and they die in something like 5 hits.URL: http://forum.audiogames.net/viewtopic.php?pid=163262#p163262

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Re: [Audiogames-reflector] Adventure At C:

2014-01-27 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Adventure At C:

Defence just reduces how much damage yo take from enimies.To raise my stats I just keep going through the windows folder over and over.Each time gets me something like 1200 bites.You could probably finish the game with something like 30 defence, but keep in mind that raising hp makes delete raise and traps do more damage to you regardless of defence.At my currint 500 hp a trap does 75 damage to me.You do need 500 hp to unlock bsod for stage builder.To unlock more enimies in stage builder, you must mast time attack mode.This is not an option in the game, but If you can complete each stage in under 1:30 you get an acomplishment for that level and a new enimy will be added to the stage builder , usualy relating to the level you beat.Downloads only has time of 3:50 and program files windows and system32 have 2:00.My defence is currently 170, but keep in mind that your stat values determine how strong you can make enimies in your st
 ages.URL: http://forum.audiogames.net/viewtopic.php?pid=163295#p163295

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Re: [Audiogames-reflector] Adventure At C:

2014-01-27 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Adventure At C:

Defence just reduces how much damage you take from enimies and spikes.To raise my stats I just keep going through the windows folder over and over.Each time gets me something like 1200 bites.You could probably finish the game with something like 30 defence, but keep in mind that raising hp makes delete raise and traps do more damage to you regardless of defence.At my currint 500 hp a trap does 75 damage to me.You do need 500 hp to unlock bsod for stage builder.To unlock more enimies in stage builder, you must mast time attack mode.This is not an option in the game, but If you can complete each stage in under 1:30 you get an acomplishment for that level and a new enimy will be added to the stage builder , usualy relating to the level you beat.Downloads only has time of 3:50 and program files windows and system32 have 2:00.My defence is currently 170, but keep in mind that your stat values determine how strong you can make enimie
 s in your stages.URL: http://forum.audiogames.net/viewtopic.php?pid=163295#p163295

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Re: [Audiogames-reflector] Three monkeys: An upcomming audiogame for pc

2014-01-15 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Three monkeys: An upcomming audiogame for pc

Hay Steve, I just saw something in a main-streem game you might be able to use in the combat system.In the X-box and PS3 game eternal senota, the game makers eas the player into the combat system by first teaching the player how to attack and defend without having to wory about doing it quickly by allowing the player to take as much time as they need to find their target and cast attacks or spells.About an hour into the game the player is told how to do combos and are given less time to react, but the system builds on astablished skills the player already has before teaching them something new.As three monkeys is an audio game, letting the player learn how to find and interact with still objects first would allow blind and sighted players a chance to learn how sound worrks within the game and how to respond to it, before asking them to respond quickly.Just thought Id put that idea out their. I like the idea of letting the player feel inpowered to find
  things on their own and not spoon-feed them what to do and when.When I was younger, I played the snes game super metroid, and was impressed how the developers mannaged to use the level design of the game to teach the player how to do something or use a new skill or ability without using a single word of diolog.Maybe you could build some of the invirnments in your game to do something like that.URL: http://forum.audiogames.net/viewtopic.php?pid=161895#p161895

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Re: [Audiogames-reflector] Braillemon status update!

2014-01-15 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Braillemon status update!

Hay Rachel, I uploaded an updated version of braillemon helper.exe this morning.It has the pokedex text I have so far, and the sources for rse that Im using that I got from legendairypokemon.net.I scanned most of this in with openbook, but once the free demo ended quite abruptly, I had to find the rest somewhere else.The text youll find in the pokedex data folder is; I think; an abandond PHP script for an on-line pokedex that never got off the ground.I will finish the text at some point, but now you have what I have already done.Ive also included my times for the songs so far, sorry its not done yet.Do these help Please give me feedback as I started them not knowing if theyd be useful.If you only need intros or everything else? This will help me center on the things that help out the most and not just doing things randomly hoping theyll be of use.I also have some samples of classic cries extr
 acted mostly from gold, but you also now have Missingno and M if you want to use those creatures as some kind of in-game joke or something.Do these sound okay?Should I keep goingDo the X and Y cries I ript sound okay?These all take a while, so please be patient for me to get the rest.Some gen 2 stuff is in as well; this is just what has been laying around on my hard drive for the past 3 years.Please let me know about this stuff. I want to help out as much as I can, but I dont want to send you a bunch of useless garbage when I could be focusing on what you need/want.Thanks for making me feel enpowerd again!PS; also you now have message advance, open menu, save, and a new version of when a trainer challenges you.If these also sound okay, I can rip more if you want.URL: http://forum.audiogames.net/viewtopic.php?pid=161899#p161899

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Re: [Audiogames-reflector] Death Match

2014-01-15 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Death Match

masonarm1999, your download link is broken.Please update the link so lots of people can play your game.ThanksURL: http://forum.audiogames.net/viewtopic.php?pid=161924#p161924

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Re: [Audiogames-reflector] announcing the release of daniel zingaro's hack for windows!

2014-01-15 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: announcing the release of daniel zingaro's hack for windows!

harrylst, your link to download the game is broken.Please update the link so that lots of people can play your game.URL: http://forum.audiogames.net/viewtopic.php?pid=161925#p161925

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Re: [Audiogames-reflector] Braillemon status update!

2014-01-14 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Braillemon status update!

Me again.I plaied braillemon for an hour last nihht and found the following glitches.entimidate still says enimy, even if its your pokemon that is being effected.the Pewter city pokemon center makes no sound; neither dose route 3 entrance or Pewters entrance from route 3, so it took me a little while to find them.the trainer or person in the bottom right corner of root 3 just after I leave pewter; to the right of youngster ben, says nothing when I interact with it.When any Pokémon uses a stat buff or debuff it should only be able to lower or raise a stat no more than six times, so if a move raises a stat twice, it can only be used three times. this has been true ever since gen 1.I just liiked at some of the pokedex text from x and y, and it liiks like I hav more work ahead of me than I thought, as most pokemon have new entries for these games.I have everything elase, except for some rse stuff.Should I finnish the rest of rse, or just send you what I have now.Also, I found a neat way to extract all of the cries from the yello game. could you use those? or am I wasting my time with this idea?New idea I just thought of!The new croies from x and y could be uses for shinies! seeing as blind people wont care about a color swop, and different cries would give a blind person the same vibe I emagin a sighted person gets from having a pokemon with a different color.Just an idea, take it or leave it.Pokemon bank still has no release date, so getting the rest of gen ones new crise will have to wait until bank comes out anyway.URL: http://forum.audiogames.net/viewtopic.php?pid=161783#p161783

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Re: [Audiogames-reflector] Braillemon status update!

2014-01-14 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Braillemon status update!

Me again.I plaied braillemon for an hour last night and found the following glitches.entimidate still says enimy, even if its your pokemon that is being effected.the Pewter city pokemon center makes no sound; neither does route 3 entrance or Pewters entrance from route 3, so it took me a little while to find them.the trainer or person in the bottom right corner of root 3 just after I leave pewter; to the right of youngster ben, says nothing when I interact with it.When any Pokémon uses a stat buff or debuff it should only be able to lower or raise a stat no more than six times, so if a move raises a stat twice, it can only be used three times. this has been true ever since gen 1.I just looked at some of the pokedex text from x and y, and it looks like I hav more work ahead of me than I thought, as most pokemon have new entries for these games.I have everything else, except for some rse stuff.Should I finnish the rest of rse, or just send you what I have now.Also, I found a neat way to extract all of the cries from the yello game. could you use those? or am I wasting my time with this idea?New idea I just thought of!The new cries from x and y could be used for shinies! seeing as blind people wont care about a color swop, and different cries would give a blind person the same vibe I imagine a sighted person gets from having a pokemon with a different color.Just an idea, take it or leave it.Pokemon bank still has no release date, so getting the rest of gen ones new crise will have to wait until bank comes out anyway.URL: http://forum.audiogames.net/viewtopic.php?pid=161783#p161783

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Re: [Audiogames-reflector] Braillemon status update!

2014-01-14 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Braillemon status update!

your thinking of GSC. Elm gives you five poke balls when you leave his lab after getting the pokedex.In the normal games, no sound or animation is given if an attack misses its target.A different sound is used if a pokemon cant move to attack.I imagine that Rachel just hasnt gotten around to putting that in to the game yet.Rachel, regarding the attack sounds, I was using my sperow to peck bugs and other things last night, and the super-effective sound built into the peck sound kept confusing me as Im used to the main games having different sounds for not vary effective, normal, and super effective moves.I think, with a little bit of work, I could get some of those sounds for you as well.I already have the message advance, open menu, saving and a redone trainer sound; the one that plaies when a trainer challenges you, done and ready to go, Im just trying to get more of that pokedex text done so I can include it in the same fil
 e.I have some cries from the game boy games sampled already.I found them last night when troling through my pokemon music collection, and theyve been their since 2010.Silly me, I put the cries under music and thats why I didnt find them until yesterday.I can send you the samples and see what you think before sampling the rest of them.This will take a little longer than the music, as wave forms for sound effects arent always perfect.URL: http://forum.audiogames.net/viewtopic.php?pid=161797#p161797

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Re: [Audiogames-reflector] Braillemon status update!

2014-01-14 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Braillemon status update!

your thinking of GSC. Elm gives you five poke balls when you leave his lab after getting the pokedex.In the normal games, no sound or animation is given if an attack misses its target.A different sound is used if a pokemon cant move to attack.I imagine that Rachel just hasnt gotten around to putting that in to the game yet.Rachel, regarding the attack sounds, I was using my sperow to peck bugs and other things last night, and the super-effective sound built into the peck sound kept confusing me as Im used to the main games having different sounds for not vary effective, normal, and super effective moves.I think, with a little bit of work, I could get some of those sounds for you as well.I already have the message advance, open menu, saving and a redone trainer sound; the one that plaies when a trainer challenges you, done and ready to go, Im just trying to get more of that pokedex text done so I can include it in the same fil
 e.I have some cries from the game boy games sampled already.I found them last night when troling through my pokemon music collection, and theyve been their since 2010.Silly me, I put the cries under music and thats why I didnt find them until yesterday.I can send you the samples and see what you think before sampling the rest of them.This will take a little longer than the music, as wave forms for sound effects arent always perfect.I just got your PM Rachel, and I can get you any GSC music you want as well. Just let me know what songs you need an consider it done.If you ever need it later I can get you all of the rse/frlg music as well.I dumped it from 2003-2006 using acual cartrages, a gameboy player and a mini disc recorder, I just have to loop it.URL: http://forum.audiogames.net/viewtopic.php?pid=161797#p161797

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Re: [Audiogames-reflector] Braillemon status update!

2014-01-14 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Braillemon status update!

Thats okay Rachel, credit will come when it comes.Yes I can get clean rips as soon as bank comes out.If you look in the file I gave you, youll find some samples of the cries from x and y.I can get the cries from yellow if you want them to replac the really bad 10khz cries nintendo used.URL: http://forum.audiogames.net/viewtopic.php?pid=161810#p161810

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Re: [Audiogames-reflector] Braillemon status update!

2014-01-14 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Braillemon status update!

Thats okay Rachel, credit will come when it comes.Yes I can get clean rips as soon as bank comes out.If you look in the file I gave you, youll find some samples of the cries from x and y.I can get the cries from yellow if you want them to replace the really bad 10khz cries nintendo used.URL: http://forum.audiogames.net/viewtopic.php?pid=161810#p161810

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Re: [Audiogames-reflector] Braillemon status update!

2014-01-14 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Braillemon status update!

Thats okay Rachel, credit will come when it comes.Yes I can get clean rips as soon as bank comes out.If you look in the file I gave you, youll find some samples of the cries from x and y.I can get the cries from yellow if you want them to replace the really bad 10khz cries nintendo used.PS; the move was harden.URL: http://forum.audiogames.net/viewtopic.php?pid=161810#p161810

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Re: [Audiogames-reflector] Braillemon status update!

2014-01-13 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Braillemon status update!

Microsoft Anna is most likely the only 64 bit voice on your system, and windows only looks for 64 bit voices by default.You can get to your other voices by using this command.Open your run command from the start menu and paste this into the box that appears.%windir%\SysWOW64\speech\SpeechUX\sapi.cplThis will bring up the 32 bit speach control pannel where you can select another voice.Keep in mind that if you go to the speach control pannel or start narator you will have to access the 32 bit version again to make your changes, so you might want to make a shortcut to the file above if you plan on changing voices a lot.I good free alturnative to ana is espeak, but you might be able to find other voices out their.If you have JAWS 8 or 9 or openbook 8, you hav a CD that has some realspeak sapi 5 voices on it.URL: http://forum.audiogames.net/viewtopic.php?pid=16163
 4#p161634

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Re: [Audiogames-reflector] Braillemon status update!

2014-01-13 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Braillemon status update!

Rachel, did you get the file I sent you?Did it extract Okay?I want to know so I can take it off dropbox.Im working on documentation for times and such for the music I sent you.Im not trying to be rood by sending you the link by PM, but if to many people download the file the link wont work for a while, and I Want to be sure you get the file.ThanksURL: http://forum.audiogames.net/viewtopic.php?pid=161643#p161643

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Re: [Audiogames-reflector] Braillemon status update!

2014-01-13 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Braillemon status update!

Rachel, did you get the file I sent you?Did it extract Okay?I want to know so I can take it off dropbox.EDit; I guess so, so, never mind, its in the latest version![[wow]]! That was quick.Im working on documentation for times and such for that music.Thanks so much, and you just did a quick drop-in and it sounds this good.URL: http://forum.audiogames.net/viewtopic.php?pid=161643#p161643

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Re: [Audiogames-reflector] Braillemon status update!

2014-01-12 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Braillemon status update!

Hay Rachel, Me again.I got the music uploaded now!Ya! Go me!Ive sent you a pm with the link.Please let me know here or by PM when you get the file and extract it.I can give you the times later, but if anything, I could just E-mail them to you, but if youd rather me upload that and the pokedex text; which Im almost finished with; to dropbox, please let me know.Hope youre well.URL: http://forum.audiogames.net/viewtopic.php?pid=161544#p161544

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Re: [Audiogames-reflector] Braillemon status update!

2014-01-11 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Braillemon status update!

Hay again.Im sorry to make more work for you Rachel, but I just noticed that the second and all other pokemon after that in a trainer battle dont give level or gender when they are brought out.Ill try to catch more pokemon and duplicate some of the glitches, but, Ive kind of been waithing to test these thing after the save file gets put back in so I can reload after the game crashes.Good news! The entire soundtrack to red and blue was looped yesterday!I just need to know what format you prefer, as I currently have it ready to go in three.WAV, 32 KHZ, 16 bit mono, WAV, 32 KHZ, 8 bit mono,And OGG, 32 KHZ, 82KBPS mono.All files were generated using winamp 5.666 build 3516,Wavepad 5.10, and OGG encoding using winamps ogg lib based on xiph.orgs oggvorbis library, base encoding 144KBPS; slider shows 50%; two-channel, encoder converted to about 82KBPS mono. 16 bit WAV comes out to 104 megs, 8 bit comes to 54.1
  megs, and OGG comes to 17.0 megs.Regardless of format, I need to also know if you need the times, and if only for the intros, or for everything, as I can use a newer version of wavepad to get these times down to MM:SS.PPP, so GMS can have lots of yummy data to feed on.8 bit does mess up the square channel of the music, but its still usable.I tried 24KHZ, but it and 22.50KHZ just sounded weird.Pokeflute might be a little bit louder than everything else, as I ripped it back in 2010 along with all of the GSC jingles, so if you get around to making braillemon 2, I already have the hard-to-get diddies done.I can do GSC music to, just try to let me know about a month or so before you need theme, as GSC has over 100 songs as opposed to reds 45, or so; not including jingles.A few songs from yellow are missing, but I figured I could get these to you, once we can work out some kind of systemYou might be able to repurpose them 
 for things like trading and battling on-line of somethingPikachu Beach sounds like it could work for trading, and an unused track would work perfectly for battle prepping.The GB printer song could be used for internet connections or something.Im downloading your latest version now, hope I can help out a lot, seeing as Im toataly blind, and this braillemon is one thing Ive been dreaming of for a while now.I even had thoughts of learning bgt, just so I could make some sort of consept demo or something, and then I found your game.Good work so far, hope my music can make it sound better.PS; Volume levels might be a little lower than what you have now, but you can always just make the volume go higher, rather than adjusting the music files.Adventure at C does this, meaning that the music startsout somewhat lower, and you just adjust it to your liking.URL: http://forum.audiogames.net/viewtopic.php?pid=161451#p161451

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Re: [Audiogames-reflector] Braillemon status update!

2014-01-11 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Braillemon status update!

Hay again.Im sorry to make more work for you Rachel, but I just noticed that the second and all other pokemon after that in a trainer battle dont give level or gender when they are brought out.Ill try to catch more pokemon and duplicate some of the glitches, but, Ive kind of been waiting to test these things after the save file gets put back in so I can reload after the game crashes.Good news! The entire soundtrack to red and blue was looped yesterday!I just need to know what format you prefer, as I currently have it ready to go in three.WAV, 32 KHZ, 16 bit mono, WAV, 32 KHZ, 8 bit mono,And OGG, 32 KHZ, 82KBPS mono.All files were generated using winamp 5.666 build 3516,Wavepad 5.10, and OGG encoding using winamps ogg lib based on xiph.orgs oggvorbis library, base encoding 144KBPS; slider shows 50%; two-channel, encoder converted to about 82KBPS mono. 16 bit WAV comes out to 104 megs, 8 bit comes to 54.1
  megs, and OGG comes to 17.0 megs.Regardless of format, I need to also know if you need the times, and if only for the intros, or for everything, as I can use a newer version of wavepad to get these times down to MM:SS.PPP, so GMS can have lots of yummy data to feed on.8 bit does mess up the square channel of the music, but its still usable.I tried 24KHZ, but it and 22.50KHZ just sounded weird.Pokeflute might be a little bit louder than everything else, as I ripped it back in 2010 along with all of the GSC jingles, so if you get around to making braillemon 2, I already have the hard-to-get diddies done.I can do GSC music to, just try to let me know about a month or so before you need theme, as GSC has over 100 songs as opposed to reds 45, or so; not including jingles.A few songs from yellow are missing, but I figured I could get these to you, once we can work out some kind of systemYou might be able to repurpose them 
 for things like trading and battling on-line of somethingPikachu Beach sounds like it could work for trading, and an unused track would work perfectly for battle prepping.The GB printer song could be used for internet connections or something.Im downloading your latest version now, hope I can help out a lot, seeing as Im toataly blind, and this braillemon is one thing Ive been dreaming of for a while now.I even had thoughts of learning bgt, just so I could make some sort of consept demo or something, and then I found your game.Good work so far, hope my music can make it sound better.PS; Volume levels might be a little lower than what you have now, but you can always just make the volume go higher, rather than adjusting the music files.Adventure at C does this, meaning that the music startsout somewhat lower, and you just adjust it to your liking.URL: http://forum.audiogames.net/viewtopic.php?pid=161451#p161451

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Re: [Audiogames-reflector] Braillemon status update!

2014-01-08 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Braillemon status update!

Hay again!Rachel, I just finnished playing the 0.13 update.aside from the gym music glitch, Ive noticed a few other things.in reffrrence to the music glitch, if you walk out of the gym while the intro is playing, the rest of the song doesnt start; in fact no music plays until I go into a pokemart or senter or go back into the gym.Either I dont know the key combonation, or the music volume change doesnt work.the end of turn report seems to turn on and off randomly.I turned it off to see what it did in a wild battle, and when I enterd a trainer battle it was on again.Later; in, say version 0.50 or something the end of turn report could be made to only report things that changed.so for example, if my Pokemons helth only went down in the last turn, I dont need to be told that it has 20 out of 20 hp in this turn, as I already know that from last turns report. And, if I do forget, I can just che
 ck the status with the keystrokes.Also, the sounds for people and such can be a henderence sometimes.With a lot of people and dorrs the sound field can get vary busy.When you first enter a town it can help to know where things are.But it would be nice to be able to; say, have the game point out just the pokemon center or something.Brock doesnt idintify himself when you walk up to him.I just had to press enter and hope I was talking to him.Now that Ive heard the music clearly, it sounds like youre using the recordings from the firered super complete soundtrack.If you like, I can loop all of the songs from my .gbs file to remove the echoes.I just wish you could feed .ogg files directly to gms because Im making loops for Adventure at C for a stage Im making and they all work perfectly as .ogg files.If you like, I can send you a few samples so you can test them in your project.Using the r
 ecordings from the soundtrack could become a problem seeing as Nintendo is releasing the fireread super complete collection; that contains the gameboy originals; on itunes sometime this year; or, so theyve reported.youve provided documentation with most of your releases, but it might be good to include it on the games main menu so all people can find out the controls.I know you were entering this in a hurry; and it was only ment as a place-holder, but some of your intro text is not rightYour own vary Pokemon journey... and ...let go!...also I think you put prefessor instead of professor.ThanksPs; When you were writing the descriptions for the pokemon, what are you basing them on, consept art or 3d moddles?I just wander because it doesnt seem like some of the details you talk about could be shown in first-gen sprites.Also; some of the details might not be known by all blind people; such
  as porygon looking like an early cg moddle from a 90s game. for exampel.Sorry, I dont remember the exact wording.Yes, I know the way you described it is probably the only way porygon could be described, Im just letting you know.But dont feel to bad though, DVS, the people that make movies accesible to the blind; sometimes do the same thing with their descriptions.Ive used v0.0.9 to test all descriptions except for the four pokemon that have to be traded to evolve.Also, blind people get almost everywhere using cumpas directions, so if using just one sound to point out the gym for example you could have the game say somethin likethe gym is north-east of your current position. or something to that effect.URL: http://forum.audiogames.net/viewtopic.php?pid=161140#p161140

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Re: [Audiogames-reflector] Braillemon status update!

2014-01-07 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Braillemon status update!

Rachel, I found a new glitch. After you exit the gym its music keeps playing.The daisy thing happens when you try to get the mapTo bjaxstriker; Are you Using JAWS? If so, try putting it into sleep mode when running braillemon. That fixed the problem for me.For some reason, JAWS doesnt like a lot of games that need the arrows.Most other programs work just fine, but games just dont.I have the same problem with battle zone and bokurano daiboukenn.To put an app to sleep go into the ap, then press JAwS plus 6 to activate settings center.Go down to misk settings and turn sleep mode to inable and unload the synthesizer with space.Save the setting with okay and your arrows should work again.With every new app you get an edit box first asking the name of the app, just press enter and youre at the setting center.Hope this helps.Rachel theonlypokemonmaster has a key hook that fixes this problem, but it may 
 only be supported in his game adventure at C that is made using BGT, so it may not work for you.You mentiond him under special thanks in the in-game credits, and thats why I bring him up here.URL: http://forum.audiogames.net/viewtopic.php?pid=160969#p160969

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Re: [Audiogames-reflector] Braillemon status update!

2013-12-26 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Braillemon status update!

I found something elase. I dont know if this was fixed before beta but in 0.0.0.9, self-destructs and giliteen have their power and accuracy reverced.URL: http://forum.audiogames.net/viewtopic.php?pid=159700#p159700

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Re: [Audiogames-reflector] bokurano daiboukenn 3

2013-12-26 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: bokurano daiboukenn 3

Okay, so maybe Im being a little to grety.But if at least the menus in all three games were translated, that would be a big help and maybe the tutorial.These games are just to good not to be translated all the way.URL: http://forum.audiogames.net/viewtopic.php?pid=159701#p159701

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Re: [Audiogames-reflector] bokurano daiboukenn 3

2013-12-24 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: bokurano daiboukenn 3

Hay, I know about instant translate and stuff, but Im in a situation where I cannot be online at all times so this method doesnt really work for me.But, with all respect to the developer, he did a real good job on the menus and stuff in bk2.I just hate to see someone with a gift for doing good translatins go to waste just because people have found a short-cut.I know translating takes time, but from what Ive plaied, these games would be really good in English.Now, Im going to look back through this post and see if I can find some kind of walkthrough or something.URL: http://forum.audiogames.net/viewtopic.php?pid=159469#p159469

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Re: [Audiogames-reflector] Braillemon status update!

2013-12-24 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Braillemon status update!

Hay I found a glitch.When releasing pokemon it does it even if you say no.Doesnt need to be fixed right now, but soon, you know, once we can save again.URL: http://forum.audiogames.net/viewtopic.php?pid=159474#p159474

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Re: [Audiogames-reflector] Adventure At C:

2013-12-17 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Adventure At C:

To whoever needed tips on the users boss.Get far away from it and start shooting!Shoot it a lot and keep moving away from it.If you die the boss will be to your right and you should jump over it before fighting it.Like all bosses, youll know its dead when your laizer stops working.Aaron says in his readme file that you can hit the boss with your knife, but I havent tried that yet.Hope this helps.Oh and be pationt with this boss.If you need extra lives just keep getting the one in my videos. Its right where you start.Just exit the level after you get this life.You can do this on older platformers like super mario world and such, so this isnt a glitch and should not be removed.URL: http://forum.audiogames.net/viewtopic.php?pid=158721#p158721

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Re: [Audiogames-reflector] Adventure At C:

2013-12-16 Thread AudioGames.net ForumNew releases room: threeblacknoises


Re: Adventure At C:

Hay Aaron. Im new on this forem, but I like your game. A few problems were found, but minor ones that dont effect gameplay.One problem I have in stage builder is that it keeps starting me at location 0 in playtest mode even if my starting location is, say, 500, so a fix for that would be nice.Also, it would be useful to know in some way how far youve come in stat growth as I currently have 175 attack, 170 defence, 500 HP and 57 difficulty levels unlocked.Im making a big stage in stage builder and would like to code a boss that ends the level after it dies.I already have the boss made, but one problem I have is that I cant tell; with my high stats; if the boss is defeatable with players who have lower stats than my player does.To that end, in some later version of AAC, Id like to see a feature that lets you test your stage with lower stats.Id also like to add sceens into my transitions, so that I can make
  cutsceens like what you did at the end of system 32.Speaking of that, when I finnish that level, the level music starts to play after the sceen, but you fixed that in program files x86. Maybe the same fix could apply in System 32?More idle thoughts;being able to make flying enimies, or ones that just stand still, or ones you can only kill with your laizer, would be cool.You said something about a flag that would not let the cyberstar be used in a custom stage. How about making a flag for laizer and knife to?That way a user could build a stage so you had to earn your weapons again.The .sgs files on your website need to be replaced with .ogg files, or make the old .sgs files still useable in AAC.Regarding bosses, you could make a prompt in stage creation that says something like;Creat boss level? This will allow you to build a custom virus that ends the level after it diesor something like that.Minor glitch; whe
 n backing out of buying extra lives the shop keeper says perchess success. That, might need to be fixed at some point.Also, I think you miss-spelled perchess as my sapi speach says it wrong.I noticed that text squares are stackable. maybe in the feuture I can put a sceen in between two text squares?Still waiting on an undo option for things aside from text squares.Rustys phase two area needs to be shortened to about 8,000 squares or so as the sound pool gets clogged at that point.Idea for a new rusty attack for phase two; he could try to zap you with a laizer or something.Cant wait for the final boss Rusty phase three!Thanks for reading!PS; Id like to have the abillity to let players save in a long stage. I have an idea for a somewhat large campaine and Id like to let players save in it.I could just make separate chapters or something though.I would also like to test my stages in playtest mode
  and make all music start at the beginning, as I have lots of sceens that blend seemlessly into the level music and would like to varrify they are working without leaving a level just to test them out.Also, how did you effect Rustys voice. Im thinking of having him make a come-bak in my campaine.Also; if I wanted to submit voice acting try-outs or something, how would I go about doing that.If some stuff in this post isnt stuff youd like to post here, just PM me, and Ill check it at some point.Thanks again!URL: http://forum.audiogames.net/viewtopic.php?pid=158617#p158617

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