Re: Announcing release of Traders of Known Space

2015-07-16 Thread AudioGames . net Forum — New releases room : SLJ via Audiogames-reflector


  


Re: Announcing release of Traders of Known Space

Hi.A suggestion to the guide dog system: Would it be possible to download the games directly through the client instead downloading them from the website? That would be awesome, and much easier for people.

URL: http://forum.audiogames.net/viewtopic.php?pid=224322#p224322




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Re: Announcing release of Traders of Known Space

2015-07-16 Thread AudioGames . net Forum — New releases room : Dentin via Audiogames-reflector


  


Re: Announcing release of Traders of Known Space

SLJ, yes, we have that kind of integration planned. It might be a while before we get all the detailed worked out though, Im not going to have the ability to work on it full time for a while.

URL: http://forum.audiogames.net/viewtopic.php?pid=224354#p224354




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Re: Announcing release of Traders of Known Space

2015-07-15 Thread AudioGames . net Forum — New releases room : vga via Audiogames-reflector


  


Re: Announcing release of Traders of Known Space

Hi from Aaron.I was trying to do a little code work on the upcoming minor update to TKS, and got a little distracted to say the least.Statistics for Playthrough of Traders of Known Space - a free game from Valiant Galaxy Associates, on Version 6 BETAThe game lasted 3 hours, 43 minutes and 47 seconds and ended on Wednesday, July 15, 2015 at 6:17 PM - The player beat the game! woohoo!In a career spanning 53 years (unlimited mode), the player accumulated 6286341 credits.At careers end, the envy of all space merchants was trading in a vessel with the following capabilities:Integrity: 10 / 10Engine: 22 / 22Gun: 6 / 6Deflector: 10 / 10Cargo hold: 5180 / 5180Final score: 6437141!

URL: http://forum.audiogames.net/viewtopic.php?pid=224269#p224269




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Re: Announcing release of Traders of Known Space

2015-07-09 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


  


Re: Announcing release of Traders of Known Space

@Gene, Im familiar withh Elite in the sense that Ive had friends who were big fans, seen tv reviews and have read a little about the game, but too much text and graphical issues with 3D space flight even in 80s graphics put it beyond the level of stuff I can play, one reason I was so pleased to discover the Smugglers series and similar games I could play with a screen reader. I@m quite the smugglers fan as you might gather and have spent many hours on all the games, but especially smugglers 5 (both versions), with its random and advanced combat system and explorable planets. The only miner issue is that Ive heard people state Jaws works less well with the Smugglers games than other screen readers. This is because the games are essentially mainstream graphical rpgs that the developer has included screen reader accessible ascii text with (you have to activate the blind compatibility mode in the game settings menu when starting the gam
 e). You then need to use your screen readers virtual curser to read the screen and emulate mouse clicks. Apparently, because of the way Jaws Columnizes its information with the Jaws curser, it doesnt handle the text as well as some other programs, indeed Ive heard people state they switch screen readers to play the smugglers games. Again, not sure on confirmation of this sinse I dont use Jaws myself, or if there is a work around, but if you start the game and find the text somewhat mangled, that might be the reason why and you should possibly be aware before trying, indeed Id recommend giving the db pages a read, (the db generally is a useful resource, though sinse I have written a significant amount of it I probably would say that), . Getting back to Tks, as I said its not really intended to be a massive game like S
 mugglers (or elite for that matter). its got its own rather different style however, and i will say I like the fact that trading is so easy and Tks is such a great game to just pick up and bang a quick half hour out on, as however its free, you can just give it a try for yourself.

URL: http://forum.audiogames.net/viewtopic.php?pid=223292#p223292




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Re: Announcing release of Traders of Known Space

2015-07-09 Thread AudioGames . net Forum — New releases room : vga via Audiogames-reflector


  


Re: Announcing release of Traders of Known Space

Hi from Aaron.Tks already includes a pretty hefty portion of Guidedogs services. Those who installed the original release and later self updated it to the new release simply by launching the game after the update was made available were making use of one of Guidedogs major advantages.We are going to link tks to guidedog so that you can save your settings online and retrieve them on other machines by logging into guidedog with the same account, but the game is not going to bug you like Interceptor and Yellowbonnet do if you dont use the client. The game also will cheerfully save your settings locally in the event that it doesnt have online access.GeneWarner, I dont know anything about steam, but Guidedog is really small, and uses virtually no system resources while guidedog client is running. Additionally, no background services are used so when guidedog client is not running there is no affect what so ever on the machine. Guidedog
  is downloaded and installed during the first run of the first game that you have which uses it, and that process takes just a few seconds even on a slower connection. The point being that if your past experience with such services being more trouble than theyre worth has to do with complicated install procedures and lots of system resource consumption, that should not be of concern at all with Gidedog.The new version of TKS will launch guidedog client when it is started, but if you close the client TKS will run fully without it. I may be able to work out a way to optionally start the game without launching the client at all, but not sure about that.Having said that, we all have the freedom to decide to or not to use a product based on any aspect of that product. It helps to be informed most of the time though.

URL: http://forum.audiogames.net/viewtopic.php?pid=223320#p223320




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Re: Announcing release of Traders of Known Space

2015-07-09 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


  


Re: Announcing release of Traders of Known Space

@Gene, Tks isnt exactly like Elite sinse the combat is a fairly minimal part of the game and itsall about the random ports and trading, and as I understand Elite made combat and buying weapons and upgrades a major thing (plus of course it had full 360 spaceship movement). If you want something a bit more combative, try the smugglers games, especially smugglers 5. tks however is great for being different in that its all about the trading and the routes and hazard avoidance, and is quite a different experience in those terms. I think I made all the appropriate suggestions more recently, so Ill look forward to the upgrade.

URL: http://forum.audiogames.net/viewtopic.php?pid=223252#p223252




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Re: Announcing release of Traders of Known Space

2015-07-09 Thread AudioGames . net Forum — New releases room : GeneWarner via Audiogames-reflector


  


Re: Announcing release of Traders of Known Space

@Dark;Really!? Ill have to take another look at the smugglers games then. Something about the name put me off on them, I think I had the impression the game was about smugglers at sea, which didnt exactly pique my interest.So, TKS is rather small compared to Elite, you sound like youre familiar with the game (Elite). Elite was massive, it took me about a year of devoting what free time I had to finishing it.

URL: http://forum.audiogames.net/viewtopic.php?pid=223265#p223265




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Re: Announcing release of Traders of Known Space

2015-07-09 Thread AudioGames . net Forum — New releases room : vga via Audiogames-reflector


  


Re: Announcing release of Traders of Known Space

Word of caution:Most of the changes to TKS will be quality of life changes and some imports from Yellowbonnet, such as the ability to name your ship and your captain. A number of the more sweeping changes that have been suggested on this forum and in other places will find their way into the commercial version of TKS which is projected to be larger, more complex, and use different mechanics for a number of elements. That said, we welcome all suggestions: what we dont use for TKS 6 will find their way into the commercial game. As to comparisons to other games: I honestly cant speak to that; Ive read up on Smugglers, and once I have enough money to buy a copy intend to try it, it sounds neat. I vaguely remember Elite, but I dont remember if I actually played it, or again, just read about it.TKS was meant to emulate games such as TaiPan, Egypt Trader, and the like in a science fiction setting. It got much more compl
 icated than most of those games, and some elements took on more prominence than I had intended. The combat is one aspect that many players wanted to have as a larger part of the game.Aaron and I are both gratified that it has achieved what little notoriety it has; it was a labor of love. Aaron wanted to use it in a technology camp he was helping to organize, and I wanted to put a free game into the market to show case some of the ideas inherent in our setting. Thank you all for the responses, the criticisms, and the suggestions. They made TKS 5 a lot better and will improve TKS 6 as well. When big brother comes out, I hope that it will satisfy and show off your contributions to your satisfaction.Take care,Jeremy

URL: http://forum.audiogames.net/viewtopic.php?pid=223268#p223268




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Re: Announcing release of Traders of Known Space

2015-07-09 Thread AudioGames . net Forum — New releases room : vga via Audiogames-reflector


  


Re: Announcing release of Traders of Known Space

Jeremy here:Gene,Good suggestions. Some of these are ones we are pursuing, and some are not. Thanks again. Dark,TKS suffered from speed development. A number of the mechanics, economics, etc were made much simpler in the interest of speeding up development and coding. One reason we want to develop a larger commercial version of the game is to correct our own dissatisfactions with the game as well as those expressed by players and critics. We never liked the economic system for instance, and the end-game/early-game issues were things that bothered us as well. For what it is, TKS is a good game and a lot of fun. However, to compare it against a large scale game with a lot of story elements is like comparing Lunar Lander to a fully fledged game that involves a combat landing on a planet. I hope the commercial version will address enough of the issues, and do so in an engaging enough way, tha
 t it is not merely another take on territory already well covered by others. We will see what comes of it.:)Take care,Jeremy

URL: http://forum.audiogames.net/viewtopic.php?pid=223269#p223269




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Re: Announcing release of Traders of Known Space

2015-07-09 Thread AudioGames . net Forum — New releases room : GeneWarner via Audiogames-reflector


  


Re: Announcing release of Traders of Known Space

@Dark;I know, I wrote that message after reading the first message in this thread, as I read through the rest of the thread, I realized that combat was a background activity in TKS where as it was frequent in Elite. Still, flying around in a freighter, buying and selling goods between planets was/is a major part of both games.I noticed several people saying that space games didnt appeal to them that much. Im not so picky about a games environment, though I will admit, Ive seen some games that looked interesting except for their environment. What Im mainly interested in, is a good game with good gameplay mechanics? To me, a poor game in a favorite environment isnt as much fun as a good game in a not so appealing environment.For an incentive to upgrading your ship, in Elite, the stronger you got, the stronger your enemies got. The bounties you got for each kill grew as the enemies got stronger, also, when you destroyed an enem
 y, their ship would drop several containers of cargo which you could pick up if your ship was equipped with a cargo scoop, as the enemies grew in strength, their dropped cargo grew in value.In Elite, the prices of the various commodities that each planet bought and sold wasnt allowed to be transmited out of the planets star system. To help tradors know what to take to a planet, they could look at a galactic map to see what type of planet it is, do they mine minerals or do the grow plants and animals for food, and so on. Using this, you might find two planets close to each other that you could go back and forth to and make a nice profit, or you might find two neighboring planets that dispite being different have closely matched prices so making a decent profit is a lot harder. This kept trading iffy and interesting.The urge to explore is created by a backgroud story. I remember flying to a planet where somebody told me, A unusual ship was here a few da
 ys ago, they didnt stay long, when they left they headed towards some planet name. You are expected to eventually find your way to that planet where another hint might be dropped, or it might be dropped on one of that planets neighbors.Im not suggesting you make a clone of Elite, thats already been done, including an MMO (massively multiplayer online) version. Im just recalling what the developer of Elite did. Maybe theres a nugget of an idea here, or maybe not.On the JAWS keyboard issue, I suspect the same update was applied to Windows 7 as it has the same keyboard laggyness you mentioned occurring for people running Windows 8. There have been over 200 updates to Windows 7 since service pack 1 was released, and no way to do a search, but, Ill try to find it and remove it, to see if that solves the problem, however; I believe that configuring JAWS to go to sleep when TKS is active is the simpler and better approac
 h, as it allows you to leave what Microsoft considers a needed update in place.Id love to say Im going to go play a round of TKS, but since it is around 5:30 in the morning, itll have to wait until tomorrow, Im going to try and get at least a couple of hours of sleep. But I am looking forward to this game.

URL: http://forum.audiogames.net/viewtopic.php?pid=223259#p223259




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Re: Announcing release of Traders of Known Space

2015-07-09 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


  


Re: Announcing release of Traders of Known Space

@Gene, what you describe of Elite is very much the style of thing in the Smugglers games which have been described by other reviewers as turn based elite, plus they have a war, faction system, and different professions as well as unique economics and ship upgrades and some awesome turn based combat. For more information see The smugglers 5 database entry, and there is a podcast by muggins which you can Download here from sendspace Im a big fan of the series in case you havent guessed . In addition, there is Star traders on Ios see db page here a more recent game that works slightly differently to smugglers, (much more complex crew manag
 ement an factions but slightly less story). And in addition there are some accessible online games of spaceship trading, most noteable and imho bestt being Core exiles So, lots of choice in the genre, though its a genre I like . Traders of KNown space however is a different type of game, its much quicker, has just ten planets, really requires you to watch prices and doesnt have a huge element of combat, likewise in traders its all about the trading! Even the tactics are different sinse where in star traders its all a matter of exploring the planets for prices and taking note of things like trade wars between factions or different surpless events, while smugglers has a full galactic economy with different events that happen according to bo
 th the war and different news items that occur, Tks is much more where you need to carry different resources and watch for deals, indeed the economics there suit the game rather than being realistic.Where as games of smugglers or star traders can take days, you can finish a tks game in half an hour if you like. My only major cryticism and what Id like to see expanded is currently the early game is much like the late game, and the only upgrade that really affects your ship and what you do is the size of the cargo bay. While I dont particularly fancy the idea of Tks becomming a big combat fest, some sort of rewards or chances to gain rewards for say more deflectors or engines or guns might be nice, as would be some ways of changing how you move around the map so the information you recieve about distant planets is a bit more useful as right now Tks as I said above seems to work on pretty strict trade routes. On theme, I agree. I&
 #039;ve often seems games with weerd ideas that I like because of how theyre constructed. That being said, I do enjoy scifi settings myself anyway, as you might have guessed .

URL: http://forum.audiogames.net/viewtopic.php?pid=223260#p223260




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Re: Announcing release of Traders of Known Space

2015-07-09 Thread AudioGames . net Forum — New releases room : GeneWarner via Audiogames-reflector


  


Re: Announcing release of Traders of Known Space

Crap, unfortunately, I just found out that Guide Dog is a distribution client similar to Steam and Origin in that it has to be running when the game runs. From experience with those two and other distribution clients, Ive found that they often cause more problems than they are worth. So, Ive made it a policy that if a game or other software inst available without the distribution client requirement, I dont buy the game.Even if TKS doesnt currently require the Guide Dog be running when it runs, its future is in that direction.Enjoy the game folks, and good luck with it and your other games,vga.

URL: http://forum.audiogames.net/viewtopic.php?pid=223274#p223274




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Re: Announcing release of Traders of Known Space

2015-07-08 Thread AudioGames . net Forum — New releases room : GeneWarner via Audiogames-reflector


  


Re: Announcing release of Traders of Known Space

vga wrote:For questions, complaints, hate mail, bug reports, personal invitations, etcCompain, Hate, Gi5tch, Piss, Moan Just kidingThis sounds like a game I played *all* the time on my Apple 2 back in the 80s called Elite. I absolutely loved that game! Downloading now...

URL: http://forum.audiogames.net/viewtopic.php?pid=223239#p223239




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Re: Announcing release of Traders of Known Space

2015-07-08 Thread AudioGames . net Forum — New releases room : vga via Audiogames-reflector


  


Re: Announcing release of Traders of Known Space

Hi from Aaron here at VGA!We just released Interceptor, and Yellowbonnet, a western style game we developed in the meantime, was released shortly before. We are now planning to update TKS in the next couple of months. Do you folks have any more suggestions for it? Weve pretty well got things planned out, but just checking.

URL: http://forum.audiogames.net/viewtopic.php?pid=223231#p223231




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Re: Announcing release of Traders of Known Space

2014-07-18 Thread AudioGames . net Forum — New releases room : vga via Audiogames-reflector


  


Re: Announcing release of Traders of Known Space

Hi.Aaron here.Glad you like it. At the moment there are no plans to get our games working on other platforms, but we havent hardly even gotten started on this one yet. If we do port to something else, itll be someone else doing it for us. The achievements request sounds like something for the commercial version. We do have both of the hot keys you asked about. C and f, but please check out the documentation, theres a whole section listing a whole lot of hotkeys, many of which might be quite useful. The section is most imaginatively called hotkeys, and theres a heading for it, so just using the heading navigation key, probably h, for ones screen reader should get them there with ease.The control key to silence speech was on our to do for this release, but we put it aside. Itll eventually get put in, after we improve the code such functionality is involved with, something we have on the radar for another game. Things like that 
 will apply to all our games, including this one. We have it in Interceptor already, but its messed up in how the game behaves. But you can be pretty sure itll happen eventually, especially since Jeremy has it pretty much a top priority.frastlin wrote:Yeah! Ive already played it and it is awesome!2 comments though:1. is there a key command to tell you how much money you have and how much fuel you have?2. Can the option be added to shut up the voice with ctrl please?Have you considered putting in achievements?successful trader: Get 100 of any itemmedicine man: sell 200 of the med kit thingsEarth-bound: make 50 transactions at earthlocal man: only trade on 2 planets the whole game.galaxy master: trade at least twice at every stationfrontier supporter: trade at least twice at every space station and only trade at the space stations.Frankly I c
 ould totally see this being really big as an IPhone game... see if a sighted person could help create graphics and whatnot.

URL: http://forum.audiogames.net/viewtopic.php?pid=181089#p181089




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Re: Announcing release of Traders of Known Space

2014-07-17 Thread AudioGames . net Forum — New releases room : vga via Audiogames-reflector


  


Re: Announcing release of Traders of Known Space

Valiant Galaxy Associates is happy to announce version 5 of Traders of Known Space. This version incorporates a number of player convenience changes, as well as addressing some minor issues. These include:1.  X and Y axes have been fixed. X is now horizontal and Y is vertical as expected.2.  You can change settings so that the map will read both X and Y coordinates when you move.3.  Numerous additional commands to make exploring the map faster and more effective.4.  Numerous informational changes within menus.5.  Addition of the M hot key for more information about hazards, planets, upgrades, and products.6.  The game will now work without internet connection.More changes are available in the change log, accessible with f4 from the game itself. We hope that you will enjoy this iteration of TKS as much as the original release.

URL: http://forum.audiogames.net/viewtopic.php?pid=181072#p181072




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Re: Announcing release of Traders of Known Space

2014-07-17 Thread AudioGames . net Forum — New releases room : frastlin via Audiogames-reflector


  


Re: Announcing release of Traders of Known Space

Yeah! Ive already played it and it is awesome!2 comments though:1. is there a key command to tell you how much money you have and how much fuel you have?2. Can the option be added to shut up the voice with ctrl please?Have you considered putting in achievements?successful trader: Get 100 of any itemmedicine man: sell 200 of the med kit thingsEarth-bound: make 50 transactions at earthlocal man: only trade on 2 planets the whole game.galaxy master: trade at least twice at every stationfrontier supporter: trade at least twice at every space station and only trade at the space stations.Frankly I could totally see this being really big as an IPhone game... see if a sighted person could help create graphics and whatnot.

URL: http://forum.audiogames.net/viewtopic.php?pid=181073#p181073




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Re: Announcing release of Traders of Known Space

2014-07-16 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: Announcing release of Traders of Known Space

HiSorry I didnt reply sooner, you guys really seem on top of this and thats great, I really wish you luck with your other projects, especially interceptor as well, though I know nothing about it, seems like you put allot of work into it.I also hope that thing I made didnt make you feel bad, lol, I just thought itd be funny, since you already said something amusing about it in the documentation, and I couldnt help my self.I like TKS allot, and hope it gets added to in the future despite your being busy, also, making accounts like GMA Games and Aprone are doing, while also offering the free version to everyone, could help with anti piracy enough so that you may not need to have constant online checking if you put a good registry system on top of that,and that way people could request replacement keys, post in a forum etc as well and youd be able to keep track of everyones information more easily in a database.

URL: http://forum.audiogames.net/viewtopic.php?pid=180823#p180823




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Re: Announcing release of Traders of Known Space

2014-07-16 Thread AudioGames . net Forum — New releases room : vga via Audiogames-reflector


  


Re: Announcing release of Traders of Known Space

Aaron here. Im hoping to finish up the next release for TKS in a couple days. I did pretty much everything we had on the to do list for the free tks except a couple that we elected to skip. Its done we just need to make sure I didnt break anything else. defender wrote:HiSorry I didnt reply sooner, you guys really seem on top of this and thats great, I really wish you luck with your other projects, especially interceptor as well, though I know nothing about it, seems like you put allot of work into it.I also hope that thing I made didnt make you feel bad, lol, I just thought itd be funny, since you already said something amusing about it in the documentation, and I couldnt help my self.I like TKS allot, and hope it gets added to in the future despite your being busy, also, making accounts like GMA Games and Aprone are doing, while also offering th
 e free version to everyone, could help with anti piracy enough so that you may not need to have constant online checking if you put a good registry system on top of that,and that way people could request replacement keys, post in a forum etc as well and youd be able to keep track of everyones information more easily in a database.

URL: http://forum.audiogames.net/viewtopic.php?pid=180891#p180891




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Re: Announcing release of Traders of Known Space

2014-07-13 Thread AudioGames . net Forum — New releases room : vga via Audiogames-reflector


  


Re: Announcing release of Traders of Known Space

Hi.This is Aaron. It has come to our attention that there is a newly recognized problem with our Traders of Known Space game where jaws isnt losing keyboard access when focus is on the TKS window, so JAWS is introducing strange sluggishness to the arrow keys and saying selected and such as that when it didnt used to.It appears after hours of slogging through windows updates one by one that a windows 8 and 8.1 update has broken the bgt keyboard hook that allowed us in the past to have games be playable with jaws running without the need to set jaws to go to sleep. The knowledge base number for this update is kb2973201. If you have been playing TKS and notice extra sluggishness. the easiest fix is to sleep or shut down the screen reader as is necessary in most other games, or try uninstalling this particular update. At the moment, we have no idea if or when this problem will be solved. At the moment, we are only aware of this issue in windows 8 and 8.1.

URL: http://forum.audiogames.net/viewtopic.php?pid=180585#p180585




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Re: Announcing release of Traders of Known Space

2014-07-12 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


  


Re: Announcing release of Traders of Known Space

Well victorious, I sort of view antipiracy the same way you might view having locked doors on cars. It is quite possible to get into a locked car if a person tries hard enough, its just a case of detering people from trying. In the same way things will always be pirated, (there are some people who will just crack things for the hell of it), but antipiracy reduces the ease of doing so, which is again why we have such a major anti audiogame cracks policy on the forum.Not being a jaws user I dont know about the jaws thing you mention, but as I said when Ive seen online registration used in the passed by supernova or Blastbay its been the least intruisive, and rather less inconvenient than hardware specific keys, however if the game is online anyway i do think the user should get some bennifit to that. Regarding multiplayer, well Im less of a fan of multiplayer in something like tks, because there are already a great deal of online sp
 ace trading games accessible. Federation 2 mud, black nova traders, Ashes of angels, core exiles, Space odessy etc, indeed virtually any online empire building game will have trade as a major component too. This is why I find the idea of a single player game where the player is rying to make a prophet against the environment a much more interesting one, just as I would be far more interested in a single player exploration and empire building game than a single player one, sinse fundamentally to me its much more interesting to see how I can do against the ever changing environment and circumstances of the game than to be at the mercy of hundreds of other players who have spent time learning the game backwards, have all the best combinations and like nothing better than destroying people without that knolidge. So, while I wouldnt be aversed to multiplayer in tks, Id prefer that A, it was optional, and B, that the single player mode of the game didn
 ;t get neglected. Ditto for the exploration and empire building games mentioned on the site when they are eventually released.

URL: http://forum.audiogames.net/viewtopic.php?pid=180465#p180465




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Re: Announcing release of Traders of Known Space

2014-07-11 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


  


Re: Announcing release of Traders of Known Space

I personally like online registration best, sinse it doesnt require you to muck about with activation codes but does deter piracy (dolphin have been using it for years for the Supernova screen reader). As for constant internet requirements to run and offline game, well while not intrinsically problematic since most people will likely have a net connection anyway, it might be good to run the game without for times when a net connection isnt possible, eg, if I were playing the game on a train with no wifi (or more likely, one where the wifi is stupidly expensive).If however it is an absolute requirement of the game to need the net, well it would be nice if the game could take advantage of this. Score posting and reqding of online scoreboards within the game at the least, but maybe some other things like statistics tracking or achievements too.Have fun at the camp and the fare.

URL: http://forum.audiogames.net/viewtopic.php?pid=180337#p180337




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Re: Announcing release of Traders of Known Space

2014-07-11 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector


  


Re: Announcing release of Traders of Known Space

Agreed with dark. if an internet connection is required for anti piracy, then its much more acceptable if its used for things like scoreboards, or perhaps multiplayer modes in the future. That said though, Ive had bad experiences with things like ILM for jaws, as it really does inconvenience legitimate users way more than software pirates. If the will to crack antipiracy protection for anything is there, someone will find a way to do it.

URL: http://forum.audiogames.net/viewtopic.php?pid=180391#p180391




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Re: Announcing release of Traders of Known Space

2014-07-10 Thread AudioGames . net Forum — New releases room : vga via Audiogames-reflector


  


Re: Announcing release of Traders of Known Space

Hi.Aaron here. Love your signature lol. Jeremy had it about right in his response to you in regard to requiring the game to have an active internet connection to run. The problem is, while his explanation is accurate, we havent actually implemented any of the new activation system into tks yet, and I had not personally intended to do so. So we arent actually dry running the code, especially since our end of that isnt created yet. That said, Im not sure why you have to be online to play the game. The auto updater at the beginning should run the game in spite of lack of an internet connection, and this is the only code at all in tks that does, in fact, use the internet. Also, if you somehow got hold of Interceptor which we hope hasnt gotten out into the wild at this stage, the current private beta version of Interceptor also does not require internet access to run. It will, however, require internet access at least most of the time to run when we 
 release it. Jeremy and I both agree with you on how unfortunate requiring internet access to play an offline game is. The registration system we will be using will be online however, there are a couple of advantages to this approach even for the player that we hope will outweigh most of the drawbacks. Well see how it turns out in a few months when we finally get a commercial game out the door. Its sure to be a wild ride in any case, at least, we hope so.Im having an unusually busy summer though. In fact I stopped coding Interceptor completely last summer, though I am trying to keep going if at a slower pase this summer. Point is, Im in and out of the house a lot and usually when Im in I dont feel like a programmer at all. Im riding home from a job at a not so local summer camp experience I just worked as I type this, and I have one more in 3 weeks, plus the county fair is right around the corner and we have reservations for a campgrou
 nd we will be taking advantage of in about a month if memory serves. But I am still excited about all the feedback weve gotten here and elsewhere with TKS, even the negative feedback we got wasnt too awfully bad, and we thank you all for your support. Jeremy and I have already pushed this thing a long ways beyond what we originally expected, so we hope to keep the momentum going.defender wrote:HiYes that was made with samples dark, and Im glad it made you two laugh, its always good to make people happy, especially when its as a result of something you enjoy doing that comes naturally to you anyway.Heres my stats for the second game I played, Im getting better I think, though I had a horrible layout that time with hyperspace things and solar storms all over the damn place and planets helter skelter, also I had just picked up over 450 nano computers, so I actually ended 
 up with less cash then I would have otherwise if I had delivered them, I had 702K before I bought those though.Statistics for Playthrough of Traders of Known Space - a free game from Valiant Galaxy Associates, on Version 4The game lasted 2 hours, 44 minutes and 36 seconds and ended on Monday, June 30, 2014 at 4:0 AM - The player beat the game! woohoo!In a career spanning 15 years (short mode), the player accumulated 688741 credits.At careers end, the envy of all space merchants was trading in a vessel with the following capabilities:Integrity: 15 / 15Engine: 15 / 15Gun: 10 / 10Deflector: 15 / 15Cargo hold: 1690 / 1690Final score: 774641!Also I was very disappointed that VGA requires me to be online to play, even though at this point, there are no online scoreboards, there is no multiplayer mode of any kind, and as far as I know, 0 continued contact with a server to be able to play.The only thing the gam
 e needs to be on the internet for is updating, and if that stops me from playing the game, then thats really upsetting considering that TKS is a single player game, and I rely on games like it to tide me over when I dont have internet access, such as when I was getting the new DVR Router Combo of death looked at pointlessly for the 8th time in the past 2 weeks, even though it still doesnt stop the TV portion of the box from cutting out after a few hours every night until they do a reset from the station for no apparent reason.I would like the next version to not require internet access, please o please.Thanks

URL: http://forum.audiogames.net/viewtopic.php?pid=180290#p180290




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Re: Announcing release of Traders of Known Space

2014-07-10 Thread AudioGames . net Forum — New releases room : vga via Audiogames-reflector


  


Re: Announcing release of Traders of Known Space

Aaron again. By the way, I forgot to say in my last post that well look at this and see if we can figure out why TKS may not be working with no internet, because for this particular game, this should not be an issue.

URL: http://forum.audiogames.net/viewtopic.php?pid=180292#p180292




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Re: Announcing release of Traders of Known Space

2014-07-03 Thread AudioGames . net Forum — New releases room : Giovani via Audiogames-reflector


  


Re: Announcing release of Traders of Known Space

Hi! These game is maybe alternate to Kitchens starmule. I try It.

URL: http://forum.audiogames.net/viewtopic.php?pid=179307#p179307




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Re: Announcing release of Traders of Known Space

2014-07-01 Thread AudioGames . net Forum — New releases room : vga via Audiogames-reflector
In regards to having to be connected to the net to play, we're aware of the 
issues this raises.nbsp_place_holder; TKS uses the idea mainly for testing 
purposes: we're dry running some of the concepts and interfaces etc, to test 
them.nbsp_place_holder; The main reason for using the online distribution 
service, and thus requiring connection, is to provide multiple services in one 
place.nbsp_place_holder; You will eventually be able to buy the games, look at 
leader boards, get updates, perhaps even eventually send messages to other 
players of the game.nbsp_place_holder; Right now we don't have many plans to 
go multiplayer with any of the current games, but there's even a possibility 
that something of the sort could eventually come along.nbsp_place_holder; I'm 
not at liberty to go into much detail here, as we are cooperating with a third 
party on the distribution service.nbsp_place_holder; That said, we are 
exploring a way to implement offline versions of TKS to facilitate the sort of 
use you were describing.nbsp_place_holder; Take care, and thanks for the 
concern,

Jeremy


URL: http://forum.audiogames.net/viewtopic.php?pid=179027#p179027
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Re: Announcing release of Traders of Known Space

2014-06-28 Thread AudioGames . net Forum — New releases room : frastlin via Audiogames-reflector


Re: Announcing release of Traders of Known Space

Haha! That is funny! I laughed for like 10 minutes! (I bet you can tell it is late and Im very tired!) The voice isnt that bad LOL Ive listened to it for at leaste 6 hours, so there must be something good about it... It is much longer than I have listened to Anna.URL: http://forum.audiogames.net/viewtopic.php?pid=178623#p178623

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Re: Announcing release of Traders of Known Space

2014-06-27 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


Re: Announcing release of Traders of Known Space

HiSo let me just start off by saying that I really like the game alot, and, in fact, Ill more than likely talk about it more later, when Im more awake, but for now...I feel bad, but I really couldnt help my self at all, I mean, you jokingly said your self that your sorry for the voicing, which by the way isnt bad either, but I just, think your voice is funny? sorry, I know that makes me sound like an ass, but, I think mine sucks personally, not like yours which is just unique, so, if people make fun of my voice work on games I dont mind, but you might be different and so if this upsets you Ill make sure to take this down, but your voice just, well, amused me, to be honest, even back when I heard you doing intros for TS2 cars.So I just made this in fun and not to be offensive cause I was bored and it made me laugh when I made it.https://www.dropbox
 .com/s/jkm0g5wb3mekkkn/PokingFun.mp3Thanks for a really great game, I really appreciate all the work that went into it.PS: Thanks allot for making it good, so that now Im getting addicted to it. URL: http://forum.audiogames.net/viewtopic.php?pid=178569#p178569

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Re: Announcing release of Traders of Known Space

2014-06-27 Thread AudioGames . net Forum — New releases room : vga via Audiogames-reflector


Re: Announcing release of Traders of Known Space

Defender,I cant speak for Aaron. Its Aaron that did the voice over for the game. However, we are aware of the voice issues. And frankly, if we cant laugh at ourselves occasionally, were probably taking ourselves too seriously. Also too, theres a difference between laughing at someone, and laughing with them. I hope well laugh with you:)Take care,JeremyURL: http://forum.audiogames.net/viewtopic.php?pid=178594#p178594

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Re: Announcing release of Traders of Known Space

2014-06-27 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


Re: Announcing release of Traders of Known Space

HiYeah thats true,  I just didnt want to upset anyone thats all, and its not bad, in my opinion, just amusing.Heres my game stats for my very first short game that I ever played, which also happened to be the very first one that I started the first time I launched the program, right after reading the documentation.Statistics for Playthrough of Traders of Known Space - a free game from Valiant Galaxy Associates, on Version 4The game lasted 1 hours, 14 minutes and 38 seconds and ended on Friday, June 27, 2014 at 3:11 PM - The player beat the game! woohoo!In a career spanning 15 years (short mode), the player accumulated 364730 credits.At careers end, the envy of all space merchants was trading in a vessel with the following capabilities:Integrity: 28 / 28Engine: 15 / 15Gun: 7 / 7<
 br />Deflector: 25 / 25Cargo hold: 530 / 530Final score: 459030!It was really funURL: http://forum.audiogames.net/viewtopic.php?pid=178596#p178596

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Re: Announcing release of Traders of Known Space

2014-06-27 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


Re: Announcing release of Traders of Known Space

@Defender, that was rather fun. I actually cant work out if that was a horrendously good impression or clever use of samples, but it did make me laugh. I will say when I saw your joke topic I was a little concerned, sinse it has happened in the past that members have posted supposed jokes which were actually really offensive and required me to equip my +1 stick of moderation, but Im happy to say not in this case, .URL: http://forum.audiogames.net/viewtopic.php?pid=178622#p178622

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Re: Announcing release of Traders of Known Space

2014-06-26 Thread AudioGames . net Forum — New releases room : arjan via Audiogames-reflector


Re: Announcing release of Traders of Known Space

2.3 million points... In a short career? I hope not! Whats the highest that has been scored in a short career? makes for better comparison IMO because unlimited is... Well, unlimited.If the short career high score is in the millions then I definitely have some more things to do.URL: http://forum.audiogames.net/viewtopic.php?pid=178334#p178334

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Re: Announcing release of Traders of Known Space

2014-06-26 Thread AudioGames . net Forum — New releases room : vga via Audiogames-reflector


Re: Announcing release of Traders of Known Space

Arjan,That is a fair point. I believe 2.3 was my best on standard. However, I have a short game I played the other morning. Ill post stats. Now, I do want to say, I got extremely lucky with my placement and a couple of early hits with high ticket items like weather satellites and radioactive isotopes. Another thing to watch for too when youre buying and selling is profit on less bulky items. No the difference between buying anti-viral drugs at 25 and selling at 60 is only 35 versus a potential of 300-600 with radioactive isotopes, but you can often carry more drugs than isotopes. One drug run I made where I had collected drugs from multiple planets, I sold 400 for a profit of 25 credits a unit. So I made 10,000 credits off that one transaction. For those who are anti-gather information, that proved fairly helpful in this game as well. I used a combination method of checking when I had cash and thought a
 bout it, and tried to shape courses to take advantage of it. It didnt work out every time, I once got stuck with a cargo full of scientific equipment. However, it worked out at least 40-60% of the time. One note too about upgrades. I built up guns, engines, and integrity early as well as cargo hold. After a certain point I built up primarily cargo hold. Ok, enough philosophizing. However, thanks for the reality check, our high score was made on unlimited mode. The guy played for 86 years iirc so minimum of 1072 moves. As I said, I tried to beat it, but I had to give in.Statistics for Playthrough of Traders of Known Space - a free game from Valiant Galaxy Associates, on Version 4The game lasted 1 hours, 14 minutes and 12 seconds and ended on Wednesday, June 25, 2014 at 10:9 AM - The player beat the game!woohoo!In a career spanning 15 years (short mode), the player accumulated 1337616 credits.At
  careers end, the envy of all space merchants was trading in a vessel with the following capabilities:Integrity: 75 / 75Engine: 70 / 70Gun: 80 / 80Deflector: 35 / 35Cargo hold: 1200 / 1200Final score: 1622616!This at least gives a goal to strive against. I am sure its possible to do better than that even on short mode.Good luck,JeremyURL: http://forum.audiogames.net/viewtopic.php?pid=178347#p178347

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Re: Announcing release of Traders of Known Space

2014-06-26 Thread AudioGames . net Forum — New releases room : vga via Audiogames-reflector


Re: Announcing release of Traders of Known Space

Arjan,That is a fair point. I believe 2.3 was my best on standard. However, I have a short game I played the other morning. Ill post stats. Now, I do want to say, I got extremely lucky with my placement and a couple of early hits with high ticket items like weather satellites and radioactive isotopes. Another thing to watch for too when youre buying and selling is profit on less bulky items. No the difference between buying anti-viral drugs at 25 and selling at 60 is only 35 versus a potential of 300-600 with radioactive isotopes, but you can often carry more drugs than isotopes. One drug run I made where I had collected drugs from multiple planets, I sold 400 for a profit of 25 credits a unit. So I made 10,000 credits off that one transaction. For those who are anti-gather information, that proved fairly helpful in this game as well. I used a combination method of checking when I had cash and thought a
 bout it, and tried to shape courses to take advantage of it. It didnt work out every time, I once got stuck with a cargo full of scientific equipment. However, it worked out at least 40-60% of the time. One note too about upgrades. I built up guns, engines, and integrity early as well as cargo hold. While I agree with Dark that combat shouldnt be the primary focus of a trading game, I have to admit I like blowing up pirates and grays, so I tend to arm up and upgrade my ships. After a certain point I built up primarily cargo hold. Ok, enough philosophizing. However, thanks for the reality check, our high score was made on unlimited mode. The guy played for 86 years iirc so minimum of 1072 moves. As I said, I tried to beat it, but I had to give in.Statistics for Playthrough of Traders of Known Space - a free game from Valiant Galaxy Associates, on Version 4The game lasted 1 hours, 14 minutes and
  12 seconds and ended on Wednesday, June 25, 2014 at 10:9 AM - The player beat the game!woohoo!In a career spanning 15 years (short mode), the player accumulated 1337616 credits.At careers end, the envy of all space merchants was trading in a vessel with the following capabilities:Integrity: 75 / 75Engine: 70 / 70Gun: 80 / 80Deflector: 35 / 35Cargo hold: 1200 / 1200Final score: 1622616!This at least gives a goal to strive against. I am sure its possible to do better than that even on short mode.Good luck,JeremURL: http://forum.audiogames.net/viewtopic.php?pid=178348#p178348

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Re: Announcing release of Traders of Known Space

2014-06-25 Thread AudioGames . net Forum — New releases room : vga via Audiogames-reflector


Re: Announcing release of Traders of Known Space

Just as a dark, nasty, and evil challenge to the community, I will say that the posted scores thus far have not even come to within a tenth of the high score posted by our beta testers. And, just to add more fuel to the fire, Ill note that our 2 highest scores were held by the same beta tester and were far from each other. Now, that said, when I tried to equal or beat the high score, I was forced to yield to the posterior toughness of my opponent and give up.  However, my best score I believe is somewhere around 2.3 million points iirc. Take care,JeremyURL: http://forum.audiogames.net/viewtopic.php?pid=178256#p178256

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Re: Announcing release of Traders of Known Space

2014-06-25 Thread AudioGames . net Forum — New releases room : frastlin via Audiogames-reflector


Re: Announcing release of Traders of Known Space

That is another comment, I think the score should be something like (time) / (total monitory value). Im not 100% sure how to calculate the score, but just leaving the game and playing something else and coming back is not really playing the game LOL...URL: http://forum.audiogames.net/viewtopic.php?pid=178295#p178295

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Re: Announcing release of Traders of Known Space

2014-06-25 Thread AudioGames . net Forum — New releases room : vga via Audiogames-reflector


Re: Announcing release of Traders of Known Space

Frastlin,Currently the game calculates your score based on three primary factors and one penalty.1. Ship upgrades.2. Cash.3. Number of years playing.4. Negative points scored for hazards hit after theyre made visible, rescue by the Solarian patrol, and half score if you die.The most important of the above for building a high score is cash. The others do have an impact, but a high cash game will generally beat out a high upgrade game. Honestly, Im not sure that a score makes sense for a trader game. I included it primarily to give more significance to avoiding having to be rescued and plotting courses to avoid hazards. That and for the competitiveness that it engenders. As I noted in the other post, our beta team got very competitive over this game. One thing I do like that Aaron included in this, and that is included in Interceptor, is that ability to copy and paste score information t
 o other media.Be safe, and thanks again for the comments,JeremyURL: http://forum.audiogames.net/viewtopic.php?pid=178318#p178318

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Re: Announcing release of Traders of Known Space

2014-06-24 Thread AudioGames . net Forum — New releases room : harrylst via Audiogames-reflector


Re: Announcing release of Traders of Known Space

Im really proud of myself! I just beat a short game, with these stats. I promise Im not faking them.Statistics for Playthrough of Traders of Known Space - a free game from Valiant Galaxy Associates, on Version 4The game lasted 1 hours, 23 minutes and 2 seconds and ended on Tuesday, June 24, 2014 at 12:7 AM - The player beat the game! woohoo!In a career spanning 15 years (short mode), the player accumulated 284833 credits.At careers end, the envy of all space merchants was trading in a vessel with the following capabilities:Integrity: 19 / 19Engine: 10 / 11Gun: 20 / 20Deflector: 5 / 5Cargo hold: 1180 / 1180Final score: 363633!URL: http://forum.audiogames.net/viewtopic.php?pid=178175#p178175

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Re: Announcing release of Traders of Known Space

2014-06-24 Thread AudioGames . net Forum — New releases room : frastlin via Audiogames-reflector


Re: Announcing release of Traders of Known Space

[[wow]], that is a lot of cargo... How dare you beat me!!!  Congrats!URL: http://forum.audiogames.net/viewtopic.php?pid=178178#p178178

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Re: Announcing release of Traders of Known Space

2014-06-24 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


Re: Announcing release of Traders of Known Space

@Harielst, that is very awsome! though i suspect the reason you did so well was your gaping cargo hold. I did notice sort of a major progression bonce I started upgrading the hold space and being able to haul more goods. @Frastlin, with merchants it depends upon what you read and what traddition your looking at. Shakespear gave us a lot of the portrates of the fat, lazy and often less than pleasant merchant dripping with duels as you describe, which coloured a lot of literature especially in enperialistic settings like ancient rome or monarchical Britain. There are other literary tropes associated with merchants however which are very different. Games set in the sort of period that Tks is set in, ie a time of war, and which portray perchants as also being ship captains tend to employ the idea of the merchant adventurer. This is a very different character seen often in 19th century literature, in westerns and pirate stories and even occasionally in romances. someone w
 ho is brave, cunning and not afraid of danger and who makes a prophit by their whits as much as by simply calculating numbers or employing the right people. This is also why those sorts of characters are often portrayed as bending the laws, smuggling, pirating etc as much as engaging in legitimate trade.I actually find it quite interesting that in literature merchants are portrayed as such colourful, individualistic characters, while these days most people who work in business are anything but,  well blaime global corporations for that I suppose, but leaving my left wing leanings aside, my point is even if you are talking in terms of literary architypes, there are a lot of different characteristics associated with merchants and they could be portrayed either negatively or positively depending upon the situation.Its actually a little surprising to think that these days we dont really have anyone who fills that roll in western society anymore.URL: 
 http://forum.audiogames.net/viewtopic.php?pid=178181#p178181

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Re: Announcing release of Traders of Known Space

2014-06-24 Thread AudioGames . net Forum — New releases room : Omar Alvarado via Audiogames-reflector


Re: Announcing release of Traders of Known Space

Statistics for Playthrough of Traders of Known Space - a free game from Valiant Galaxy Associates, on Version 4The game lasted 1 hours, 44 minutes and 3 seconds and ended on Tuesday, June 24, 2014 at 10:25 PM - The player beat the game! woohoo!In a career spanning 26 years (unlimited mode), the player accumulated 216623 credits.At careers end, the envy of all space merchants was trading in a vessel with the following capabilities:Integrity: 50 / 50Engine: 36 / 36Gun: 30 / 30Deflector: 32 / 32Cargo hold: 645 / 645Final score: 391073!That, my friends, took some effort during some times. Its truly a fun game.URL: http://forum.audiogames.net/viewtopic.php?pid=178209#p178209

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Re: Announcing release of Traders of Known Space

2014-06-23 Thread AudioGames . net Forum — New releases room : frastlin via Audiogames-reflector


Re: Announcing release of Traders of Known Space

As for speech, It kind of grows on you and Ive found it is quite nice after a couple hours of game play.More suggestions, better the game is and more people want it! That means people are excited!Now, for a really wild idea!For those people who dont like space games, what about something like darkover where there is a spacestation for people to sell goods to, but those who live on the planets dont have anything to do with the ships and live in a culture where bows and swords are the weapon of choice.You could let people play in like an RPG style on their world of choice, on the world, people would be able to farm, be an assassin, create carvings, mine, be a blacksmith, and not only could they sell products on their world or to other players, but they can sell stuff to ship merchants and book passage on ships to go to different worlds.Then you hit everything people are wanting in a game in one go!I would say that BGT may become 
 a little limited though if you wish to do the above things. I would suggest moving to C++ directly or go to python with the eventual integration of C++ modules for the complex stuff like collision detection or server control.It may be advantageous to get more programmers! LOLURL: http://forum.audiogames.net/viewtopic.php?pid=178000#p178000

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Re: Announcing release of Traders of Known Space

2014-06-23 Thread AudioGames . net Forum — New releases room : arjan via Audiogames-reflector


Re: Announcing release of Traders of Known Space

After some more testing, I agree that the supply and demand should fluctuate a little less. I came across situations where I bought goods, flew 3 squares to a somewhat more detached planet, couldnt sell anything, and went back to the planet where I bought those goods from, only to discover that the demand is now very high so I can essentially sell the stuff I bought on that same planet, for a much higher price than I bought it for. Of course it doesnt happen all the time, but itd be nice if it was a bit more consistent.Also... I wonder if, for example, entertainment systems are actually always in higher demand on the more barren planets as is said in the documentation like paradise station? I didnt really find a link between those two factors but I may have to experiment further.URL: http://forum.audiogames.net/viewtopic.php?pid=178016#p178016

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Re: Announcing release of Traders of Known Space

2014-06-23 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


Re: Announcing release of Traders of Known Space

@Arjan I noticed the supply and demand fluctuations, but with only a few planets in the game the thing has to be fairly unstable otherwise youd not be able to make a prophet. Perhaps if more planets get added to the game this is something that would need balancing out. I do totally agree about planet descriptions though and making the planets as distinguished in the game as they are in the docs, indeed that might be a way to give players a reason to visit different planets, by having planet specific events that cause a major shortage of a particular item, eg, there has been a power surge on Paradise station that has knocked out all unnecessary electronics, they are desperate to replace their scientific equipment and entertainment systems, or Planet Darlin has had a tidal wave which wiped out their crops, they are in major need of antiviral drugs and wheat @Frastlin, I think your talking about a completely different game with rpg mechanic
 s, assassins and what not, especially in the oh look its suddenly fantasy type idea. Even in those science fiction settings that had fantasy elements such as darcova or Mary Gentles golden witch breed (one of the best books of that type Ive read), it is how the two worlds interact that usually made things interesting, usually how humans or other off world ambassadors come to terms with a less advanced culture. That would be a hole other subject for a full on rpg game, and not really all that much to do with trading as I said. I also personally would be strongly against online multiplayer and multi character stuff. thered are hundreds of muds and the like already we dont need another. Id prefer a single player complex game where my character! is the hero, or at least the protagonist. Regarding peoples dislike of the setting, well my first comment would be tough luck just give it a try :d. I
  am not crazy about modern war or military settings, yet I completely enjoyed Gma tank commander, the original Time of conflict, lone wolf, zero site, judgement day and several others and would gladly try games in that setting just to see if there was some interesting gameplay going.My second suggestion however, would be my above suggestion about possible mods for the game sinse as it stands itd be relatively easy to mod into a different setting by changing the in game event text, names of objects, stats and commodities, sounds, and audio but keeping the essential gameplay. alternatively, Vga could just producing something in a different setting later.URL: http://forum.audiogames.net/viewtopic.php?pid=178028#p178028

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Re: Announcing release of Traders of Known Space

2014-06-23 Thread AudioGames . net Forum — New releases room : frastlin via Audiogames-reflector


Re: Announcing release of Traders of Known Space

I like the emergency idea, and think it would go really well with a newspaper thing. I would rather not be told the same info every time a storm hit a place, I would like to tell for myself that they needed electronics, not be told. It would also beg the challenge of what do the articles mean when they report on something. Kind of like real life, when an earth-quake hit somewhere and the large shopping center in the middle of town suffered some massive dammage along with the homes in the near areas.URL: http://forum.audiogames.net/viewtopic.php?pid=178034#p178034

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Re: Announcing release of Traders of Known Space

2014-06-23 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


Re: Announcing release of Traders of Known Space

The problem frastlin is given that people would probably see the same messages reoccuring multiple times, people would just end up learning exactly what emergency meant what anyway, so you might as well give people the heads up. Plus to be honeest, any emergency bulitin would! say what people wanted anyway, just look at charity appeals.Smugglers actually does this in a fairly simple way, by having system wide events that occur to change the entire demand on a system, and clicking on a newspaper heading like sirius needs more diamonds you get the full story, but in Smugglers the events are pretty much randomized to occur at different systems. Given that we have specific planets in tks, it makes sense for them to have specific trade problems, which would also add to immersion in the universe.URL: http://forum.audiogames.net/viewtopic.php?pid=178037#p178037

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Re: Announcing release of Traders of Known Space

2014-06-23 Thread AudioGames . net Forum — New releases room : vga via Audiogames-reflector


Re: Announcing release of Traders of Known Space

Planetary supply: Dark put his finger on it. With the few number of planets in the game, and the fact that we were going for simple, the supply and demand metrics are very very very very and did I say very? rudimentary. The suggestions youve all made about this are good ones, and one of the first things that hit our revamp list was the methods of production, how that is telegraphed to the player, and why it happens. These have ranged from modifications of the simple form to make it less drastic in its swings, to more extreme ideas involving limited supplies of certain items in game, to very complex ideas involving multiple factors. Currently, were leaning toward a simpler set up that models the supply and demand better. One thing that youve brought up here, that struck me as a good idea, would be have some sort of planetary production modification. If the planet is Vanaheim for instance, which is Earth-like but very far o
 ut in its orbit, then it stands to reason that it will need more in the way of food supplies, endentured servants, and radioactive isotopes for fuels. If we can have modifiers for each type of world, that could put a break on certain items, and cause those planets to in general need certain items more.Mixed Mode RPG/SFF: As to mixed mode rpg with SF and fantasy elements, I personally am not opposed to the idea in books, but it doesnt grab me as a player of games. It has to be handled delicately in a book for me to even like it personally. We picked science fiction as a genre to work within primarily because the first game we developed was set up as an SF game from the beginning. The very first versions of Interceptor, our first game that will hopefully be released later this year, was developed when I was a computer geek in high school. Having started Interceptor, the setting, the history, and the races grew up later. Interceptor
  was a generic human us fleet against a generic alien them fleet. However, we thought that we could integrate many of our game concepts into one setting, give them common elements, and make them thereby perhaps marginally more interesting to play.Science fiction therefore became our default mode. Its not Aaron or my first choice. As I have noted, he is a big fan of westerns, and while I read science fiction a lot, I tend to be more on the fantasy end of things. We might very well release mods of games to set them in another genre, or to give them another set of possibilities. Further, once we have gone through our current batch of game ideas, its possible we might branch into another genre. I know Aaron would love to do a western. I honestly like strategy games the best of game types, and theres more possibilities with those with modern warfare or futuristic warfare settings. (Before someone starts pointing out
  dragons, wizards, etc for fantasy, I have a hard time envisioning armies of humanoids having hundreds of dragons helping them. Not with the way dragons are depicted in most Western myth and literature). The simple answer to the genre and/or mod question is, its a possibility further down the road. If you dont like SF settings, dont give it a try. However, I like Dark, like trying games for their possible interest despite their genre. Some games, sound completely stupid to me in concept. Packman is a great example of this. However that game has been around 35 years and counting. Further, part of the problem too is expectation. Trading game can mean a lot of things to a lot of people. Monopoly is a trading game. So is Settlers of Catan. However, neither is similar to the other. In the same way, even though TKS includes combat elements its main focus isnt on combat. Some 
 people would like that to be different or more detailed. No game can do everything that everyone would like. Ive been making more notes though, and you guys have given us a lot of good material. Keep it coming. It may not end up exactly where youd like, but its possible that well all end up with a compromise that we can play and enjoy.Take care,JeremyURL: http://forum.audiogames.net/viewtopic.php?pid=178040#p178040

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Re: Announcing release of Traders of Known Space

2014-06-23 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


Re: Announcing release of Traders of Known Space

sinse interceptor is intended as a combat game I personally would prefer if the combat in traders just remained a slight part of things, though I do still think there needs to be more uses for the ship upgrades to make them worth while to the player. Ill also add that combat is a major option in the two other trading games I know which both are themed around galactic wars, that is Smugglers and Star traders elite on the Iphone, indeed in both star trader elite and smugglers its possible to get through the game as a pure combat pilot, explorer or pirate. Given that Traders of known space already works rather differently to both of those titles, Id prefer if traders develops its own gameplay style and challenges rather than just doing the same thing as the other mentioned games, particularly as i did find the trading in traders surprisingly interesting and could see it being more so if things like special events, more planets etc were added into the mi
 x.There would be ways to handle dragons realisticalAs to other games, well ly, (or at least as realistic as dragons get), in a fatnasy stratogy game. For example if it took one production unit of food and 1 gold to higher a normal soldier who did 5 damage each turn, a dragon would take 100 units of food and 1000 gold, but do 100 damage. thus the only way to kill one would either be flinging hundreds of soldiers at it, or some specific anti dragon (and likely equally expensive), measure, say a mounted balister.To be honest though I think for me a turn based stratogy would only be interesting if it had sufficient plot and random factors to go with it in a single player setting. Ive seen far too many games which are basically set stuff going, wait x amount of turns then throw stuff at stuff! Id much rather something dynamic similarly to aprones castaways with events that could go wrong, some distinguishing features in the units rather than being faceless
  armies, and some real things to explore and find not just square 1-5 with 10 gold and 20 wood in it.One idea I did have on the audeasy list a while ago was an exploration and settling themed game set in somewhere similar to the weerd weerd west setting, ie, a fantasy setting but instead of one being medeival in nature, its closer to the wild west (perhaps with a bit of steam punk throne in), both in fashions and ideas. The reason for the fantasy setting is that not only could you then have dragon riding cowboys and marauding ogres attacking your wagon train (and who says that isnt cool!), but more mportantly you wouldnt then be tied to historical places or periods in American history. for example, we know for a fact just how the railway (or rail road to use the American term), was built and crossed america in the late 19th century. However, in an alternate time, suppose instead of their being a central authority and a major company behind the 
 train system, your community gets left alone and has to produce and build it yourselves, linking towns together and protecting trains carrying resources, trains which could get attacked. I sort of like that idea, of starting out from a few people in a wagon exploring around, mining, planting, cutting logs etc, and finally winding up with major industrial cities building locomotives! .URL: http://forum.audiogames.net/viewtopic.php?pid=178046#p178046

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Re: Announcing release of Traders of Known Space

2014-06-23 Thread AudioGames . net Forum — New releases room : frastlin via Audiogames-reflector


Re: Announcing release of Traders of Known Space

If one wanted to totally avoid combat, one can just higher soldiers of different levels. Then as your cargo becomes more valuable, you need to make sure your soldiers remain happy and upgrade them with the latest tec. In a sense, you are not doing combat yourself, you are making other people do it for you. One could then just go and attack pirate ships to get money, but I think instead of ships just leaving credits, they should leave some different types of goods. That way you cant really get away from the idea of trading, you still need to sell your loot, but one needs to still be looking at prices to sell goods. Also, if one is not transporting goods all the time, keeping around their army would get really expensive...I wonder if people can upgrade their ships, so they can add like a hidden door so it is harder for pirates to keep some goods hidden away.URL: http://forum.audiogames.net/view
 topic.php?pid=178052#p178052

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Re: Announcing release of Traders of Known Space

2014-06-23 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


Re: Announcing release of Traders of Known Space

I like these ideas Frastlin, because again theyre things weve not actually seen before in games especially the idea of highering some sort of mercinary escort.URL: http://forum.audiogames.net/viewtopic.php?pid=178055#p178055

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Re: Announcing release of Traders of Known Space

2014-06-23 Thread AudioGames . net Forum — New releases room : frastlin via Audiogames-reflector


Re: Announcing release of Traders of Known Space

Havent we all read books about merchants and how they are depicted as either wealthy and fat or emotionless and cold? They are not the most glamorous of profession off the top, but there is a reason why they are wealthy! That is what this game is trying to convey right?What are the characteristics of merchants in books? What do a lot of them have in common?Here is what I can think of:1. They bargain (It would be really awesome to see that implemented some how!) 2. They dont ever fight except for the occasional villain.3. They all have large estates with very high security and lots of rare items.4. They are very involved in politics.5. They often move from being a retail merchant to becoming a business owner and selling specific products as their specialty.6. They have a lot of jewelry![br/]Can other people come up with other stuff?URL: http://forum.audiogames.net/viewtopic.php?pid=178076#p178076

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Re: Announcing release of Traders of Known Space

2014-06-23 Thread AudioGames . net Forum — New releases room : frastlin via Audiogames-reflector


Re: Announcing release of Traders of Known Space

Havent we all read books about merchants and how they are depicted as either wealthy and fat or emotionless and cold? They are not the most glamorous of profession off the top, but there is a reason why they are wealthy! That is what this game is trying to convey right?What are the characteristics of merchants in books? What do a lot of them have in common?Here is what I can think of:1. They bargain (It would be really awesome to see that implemented some how!) 2. They dont ever fight except for the occasional villain.3. They all have large estates with very high security and lots of rare items.4. They are very involved in politics.5. They often move from being a retail merchant to becoming a business owner and selling specific products as their specialty.6. They have a lot of jewelry!Can other people come up with other stuff?URL: http://
 forum.audiogames.net/viewtopic.php?pid=178076#p178076

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Re: Announcing release of Traders of Known Space

2014-06-22 Thread AudioGames . net Forum — New releases room : vga via Audiogames-reflector


Re: Announcing release of Traders of Known Space

Dear all and sundry (especially all), My comment about hazard scaling was somewhat more ambiguous than I had intended. I want them to be more dangerous, yes, but, I also am thinking of allowing the ship upgrades to impact your chances of interacting with the hazards. There were several things that I was not happy about with the hazard system but that I let go for ease of coding and simplicitys sake for this version. Also too, hazards would not scale ridiculously. I just would like the same uncharted meteor at first to be as scary later. However, no one hazard is supposed to wipe out the ship, unless the ship is in bad repair to begin with. This is a brief (however brief) nod to physics and the fact that hazards in space would often be, even in the case of uncharted meteors, something you would spot a long way off. Were still playing with this aspect of the game is the simple answer. Once we put it together an
 d get the reaction of the beta test team, then well make a final decision. In many cases, our beta testers have anticipated most of the points that were brought up. Some were not implemented due to our deadline, and some due to design decisions. Some, honestly, due to oversight.The information gathering is something that we will be hitting as well. However, information gathering was meant to be a hit or miss proposition. The game uses a turn method to determine when supplies shift currently. This turn based strategy had some advantages in simplicity. However, it also meant that information is not always accurate. Some inaccuracy is true to rl business tips, and some of it represents difficulties in interstellar communication. While these are better in 3051 when the game is set than in earlier points of the timeline, there is nothing in the documentation, or in our concept, to suggest that it is as easy as say interst
 ellar communication in something like the Startrek universe. This is not, pick up the phone and get a clear concise message. Its more like earlier telegraphic or wireless messages where one mistake at either end can garble the information. That takes care of the design side decision. The coding decision to go simple meant that the information gathering while, I felt it was an important component to include, would not be as effective as we would wish. So we made it 5-20 credits of investment, and I noted in the tips and tricks section that information is generally only good for 3-6 moves. Thats not a hard and fast rule. Sometimes youll get lucky and information will last longer. Its merely an average.As to the choppy speech, Dark, I agree. I have my settings different than the defaults. Our defaults were a compromise position. Many of the testers appeared to have fiddled with this as well
 . No speech engine will satisfy all people. Certain people prefer different eloquence voices for instance with Jaws or other engines that use it. Some people despise SAPI. We knew that this voice choice would be problematic for some people for that reason if nothing else. Add the necessary choppiness in places, and some of the pause and clip issues Aaron mentioned, and I knew this would cause issues. However, I agree with you that a real human voice does make a difference. Also too, such voices, even when used sparingly, do give a character to certain developers games. As to voice acting, we might take you up on it. Our first goal with this project and with Interceptor however was to depend on as little outside help as possible, both for ease of access and knowledge that work would be finished when and where we needed it, and to know that we could actually do the entire project start to finish with as little outside input a
 s possible. Arrogant? No doubt, but were toddling here, and very proud of the first steps:) One responder was asking me about accepting volunteer help from the community, similar to what was done with Entombed and other projects, and thats a possibility for aspects of later games. Take care,JeremyURL: http://forum.audiogames.net/viewtopic.php?pid=177860#p177860

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Re: Announcing release of Traders of Known Space

2014-06-22 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


Re: Announcing release of Traders of Known Space

Hi. I appreciate hazards always beeing dangerous, the problem however is if a ship with 5 deflectors is just as likely to get damaged as a ship with 15 deflectors, well youve just practically wasted over 2k credits on upgrades that dont actually do anything.It might actually be nice if there were ways to bennifit from those upgrades, for example perhaps with higher deflectors your chances of getting more cash from debris fields increased, or maybe there would be certain opportunities open to you such as entering battle sites to gain salvage that would not be with lower levels of upgrade. Regarding information, I understand that the information is intended to be inaccurate, however the problem is the size and configuration of the map, sinse from what I have seen only one planet is usually within 3-6 moves of your current location. One way to settle this might be to actually limit information availability. So on one planet your more likely to 
 get information about closer planets than distant ones. Another way might be as I said to occasionally offer the player chances to get quickly to one of the other planets. A third of course might be to alter the time period conditions of information, though I suspect sinse these are tied to the supply and demand of the different resources this would not be an easy option to implment. Regarding speech, I do actually wonder if people have played with the settings. Its been a while sinse a game with human speech for numbers and a syntax genrator has been around in audio and I suspect people have got used to using sapi or screen readers. I actually find having a human voiced game quite refreshing, albeit I could see an issue if too many random factors or say the player having to insert his/her name into the game were introduced later on.I will say with the speech delay setting the human speech is extremely natural accept for certain 10 digit numbers suc
 h as 40 and 60 as you said.URL: http://forum.audiogames.net/viewtopic.php?pid=177862#p177862

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Re: Announcing release of Traders of Known Space

2014-06-22 Thread AudioGames . net Forum — New releases room : vga via Audiogames-reflector


Re: Announcing release of Traders of Known Space

Agreed, hazards and upgrades should affect each other. Also too however, the primary two stats on the ship that are most important for trading are fuel supply and cargo (at least currently as the free game is set up). Deflectors, engines, etc are primarily used in combat or danger situations. I disagree with you that they have no real impact. If you have 10 or 15 of an item, and a hazard does 3 damage, that is much less of an inconvenience than if you have only 5. Further, in combat, they do impact. I dont know if youve engaged in enough combat to notice, but deflectors are always hit. More deflectors means less damage to other systems. They also make it harder for your ship to be hit. Conversely, they make it harder to attack enemies as well. Engines determine to a lesser extent if you get hit in combat as well. However, your overall points stand. The combat system and hazard impact were bo
 th fine as far as they went for a short free game. However, in something more enduring, and definitely in something commercial, they need a rethink. That also stands to reason. With TKS as a free game, we went for simple in all cases. The mechanics are so simplistic as to be laughable by the standards of complex computer games, and not even worth mentioning in comparison to something as complex as a table top role playing game. However, for what we were shooting for, they do work (however unsatisfactorily:)). As with everything in game balance, part of the trickiness is setting challenge high enough without ruining the fun. Given your points, as well as those of others, it seems that there is a feeling that upgrading is not immediately obvious as a route of improvement to play as it is currently constructed. As to the information, all of those are good points. I think that information gathering is not as broken as i
 t might appear. Ive played both styles: i.e. playing looking for information whenever and wherever possible, and ignoring that aspect and just flying around looking for needy planets. Ive found that both work, and that a combination works best. I check information. If it is not useful due to distance, time constraints, or products available, I ignore it. If it gives me information about a planet within 3-6 squares, I pursue it. I also use the same methods when I purchase. If planet A has lots of scientific equipment, and Planet B two squares over has little or none, I bounce back and forth. Your points earlier about needing a reason to explore is a valid one. Currently the game does not really encourage that as much as I would like. The information gathering was the simplest way to institute that in a quick manner.As always, thank you for the input. We are listening and thinking about the points you
  raise and in many places, taking note of them for inclusion. Take care,JeremyURL: http://forum.audiogames.net/viewtopic.php?pid=177873#p177873

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Re: Announcing release of Traders of Known Space

2014-06-21 Thread AudioGames . net Forum — New releases room : roro via Audiogames-reflector


Re: Announcing release of Traders of Known Space

Thanks for that game, seems interesting.URL: http://forum.audiogames.net/viewtopic.php?pid=177686#p177686

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Re: Announcing release of Traders of Known Space

2014-06-21 Thread AudioGames . net Forum — New releases room : seal via Audiogames-reflector


Re: Announcing release of Traders of Known Space

Well, sounds cool but I am the next one who dont really like space type of games and it seems your all games will be in the same style, current games on the page, sadly but it sounds good.URL: http://forum.audiogames.net/viewtopic.php?pid=177694#p177694

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Re: Announcing release of Traders of Known Space

2014-06-21 Thread AudioGames . net Forum — New releases room : frastlin via Audiogames-reflector


Re: Announcing release of Traders of Known Space

[[wow]],this looks sooo fun! Ive got it downloaded and Ive read the manual and cant wait to play! Ill do it when it is not 1 AM!I have been waiting for a game like this to come out!The world needs more finance type games!URL: http://forum.audiogames.net/viewtopic.php?pid=177699#p177699

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Re: Announcing release of Traders of Known Space

2014-06-21 Thread AudioGames . net Forum — New releases room : frastlin via Audiogames-reflector


Re: Announcing release of Traders of Known Space

[[wow]],this looks sooo fun! Ive got it downloaded and Ive read the manual and cant wait to play! Ill do it when it is not 1 AM!I have been waiting for a game like this to come out!The world needs more finance type games!Have you considered adding a save option?URL: http://forum.audiogames.net/viewtopic.php?pid=177699#p177699

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Re: Announcing release of Traders of Known Space

2014-06-21 Thread AudioGames . net Forum — New releases room : vga via Audiogames-reflector


Re: Announcing release of Traders of Known Space

Hi all and sundry (especially sundry),Ill hit the main points in this post.First off, we intend, if the response to this version of the game is positive, to expand features, map, planets, options, etc and release a commercial form of TKS called TKS Extreme. As I said in the original announcement, this sprang out of the fact that while Interceptor is done, there are business issues that have to be resolved and some distribution and other things on the code side that have to be finished up. So Aaron and I knocked together TKS as a challenge to ourselves: could we create a relatively simple game that could serve as a free game and act as an intro to our setting idea. There are still some warts on the game, because we went for speed and simplicity, and many of these we are aware of (Im sure the expert community here will find far, far more).Now to comments:First, we are looking into a save option for the paid edition. Cur
 rently, if you play the short game or unlimited mode, its easy enough to finish in under an hour to an hour and 15 minutes. If you dont care that the game timer continues running, the game is very forgiving and you can leave it open. One of our beta testers played a 7.5 hour game so he could destroy everyones high score. He told me that most of that game consisted of him washing dishes, getting his kids ready for school, and making and eating dinner.Strategy point: Diversifying cargo does pay off. However, later in the game being able to build up large supplies of items such as radioactive isotopes gives you a big leg up. Its worth it to fly around to various planets, buy up their supplies, and then sell 500 isotopes at 700 or 800 credits apiece. Ive done it, its a rush:) In general however, and especially at the beginning, diversification is the way to go.Selling Menu and its Pro
 blems: We are aware of this issue, and again in the paid version this is something we intend to address if possible. We were striking for a balance between ease of interface and amount of information to absorb. Our beta testers also made this point repeatedly. A good rule of thumb though is if you have a good memory, look at the total you pay for an item and remember that one number. If you paied 348 or three forty something, you can quickly use the right arrow to scroll to the max amount. If its less than 348 then forget it. Thanks for bringing this one up.Scanning for Planets: Dark, there is a relative direction finder on the map menu, but it is a hot key. The scan area option is accessed with s. It will say things like Vesta is 2 squares north and 1 square east. North of course is lower on the Y axis, and east is higher on the X axis. It would be easy enough to add a menu item to the status menu 
 (accessible from map mode) to reach scan through a menu as well however. The planetary locations on planet menu were more to provide a quick overview for the player. If you pop a map where Earth is in one corner of the map, you dont want to fly around hoping youll hit a planet, and some people dont like scrolling through the map to explore the entire galaxy. The planet locations menu was a compromise position.Gather Information: This one is dicey at best. One thing we intend on making improvements in in the paid version is with gather information. However, it can be very useful in the sort of game you described. Knowing that skipping one planet in the line to get a high ticket item cheap, or to sell a high ticket item more expensively, is well worth the 5-20 credits you spend on the gather information option.Suggestions: Keep the suggestions flowing. Some of these are already cued up for the paid version.
 ; Some we hadnt thought about and are well worth considering.Reactions: Thank you so much for the positive response. Aaron and I started this project with three things in mind:1. We wanted to design games that we found fun, challenging, and that operated differently from or built on positive aspects of games we had tried and liked. Where possible we wished to fill voids, or perceived voids, in the gaming experience for the blind community.2. We wanted to expand our own abilities as gamers, in Aarons case (and lately in my own) as coders, and to try something new.3. When the games go commercial, we intend them to be on the low end of the market in terms of expense. We hope to avoid losing quality due to this decision, but as 1-7 dollars apps sweep the mobile device market, the age of the 40 dollar computer game will slowly be dying. We intend to capitalize on this trend as much as possible. So far, we succeeded
  with the first two points. The third will have to wait for time to tell.Lastly, many of you are disappointed in the science fiction theme. I can well understand that. Though I myself am an avid science fiction reader, Aaron for instance, prefers westerns. Aaron and I met on the fantasy mud Alter Aeon. Although we currently have planned to follow

Re: Announcing release of Traders of Known Space

2014-06-21 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


Re: Announcing release of Traders of Known Space

Regarding setting, well i personally enjoy space games however I do think people who miss off playing a game simply because of its setting are rather missing out. Super heros arent my thing at all, but I very much enjoyed Superliam as a game. After all a games setting is only half of the point, the question is also whether its a decent game to play. I knew about the scan option, however it only scans in a 2 x 2 radius around your ship, which is okay as far as it goes, but I was thinking more of an overview similar to that on the planet menu. Exploring the galaxy is a good thought, however it can get a little irritating if you knew a planet was on a certain row and arent sure of the exact coordinatees of that planet. Regarding the selling menu and prices, one fairly easy way around would be to either A, have a hotkey on the menu say control enter to tell you the price you paid for each item, or B, have the stock of each item on the 
 planet displayed, sinse you know if you bought 10 units of radioactive isotopes when the planet had 200 odd, and the planet your currently on has only 30 units of isotopes youll be making good money by selling. This I think is an instance where restricting information on the interface is making the game clunky, sinse having to go into the buy menu and check stock of an item on a planet then come back out and go and sell it rather irritating.I can definitely see how the game could be expanded into a full commercial project, particularly with more planets, encounters, maybe some stuff that happens later in the game as opposed to earlier, different features etc, so good luck with that one.Btw, funny you talking about Westerns. Now i think about it a western mod of the game would be comparatively easy, just a case of renaming all the objects and encounters, and having different sounds, eg, towns instead of planets, stats for your wagon trane such as wago
 n repare, horse feed, food and water instead of starship fuel, bandits instead of space pirates etc, sinse that style of independent trading game would work just as well in a wild west setting as in space.heck you could do a pirate themed mod with different islands in the carribian, stats on your sailing ship such as hull integrity, encounters with pirates etc. Really sinse the mechanics of trading are sort of universal to a lot of settings throughout history, there are various periods you could set a game with similar mechanics in and they would still work, itd just mean replacing all the sounds and text, and though that is probably such a majorly tall order this might show people that this isnt an exclusively space game in terms of the way the game mechanics relate to its setting.URL: http://forum.audiogames.net/viewtopic.php?pid=177708#p177708

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Re: Announcing release of Traders of Known Space

2014-06-21 Thread AudioGames . net Forum — New releases room : Socheat via Audiogames-reflector


Re: Announcing release of Traders of Known Space

[[wow]], nice description and also nice game too!URL: http://forum.audiogames.net/viewtopic.php?pid=177716#p177716

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Re: Announcing release of Traders of Known Space

2014-06-21 Thread AudioGames . net Forum — New releases room : frastlin via Audiogames-reflector


Re: Announcing release of Traders of Known Space

What about Dragon Riders of Pern? That was Sci-Fi and medieval together!Is there any way to call my TTS? I really am not the fan of the current TTS...URL: http://forum.audiogames.net/viewtopic.php?pid=177742#p177742

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Re: Announcing release of Traders of Known Space

2014-06-21 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


Re: Announcing release of Traders of Known Space

Well there are several sf plus fantasy settings, its an interesting possibility. As for the voice, Its not tts its a recorded voice sample so probably not.URL: http://forum.audiogames.net/viewtopic.php?pid=177744#p177744

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Re: Announcing release of Traders of Known Space

2014-06-21 Thread AudioGames . net Forum — New releases room : vga via Audiogames-reflector


Re: Announcing release of Traders of Known Space

The voice over script for BGT that we are using doesnt use a traditional TTS. It uses snippets of recorded human voice to reproduce the text of the game. There are advantages and disadvantages to both methods, but we felt that the advantages of having a real human voice outweighed the disadvantages. You can alleviate some of the choppiness by playing with the cue pause before end delay option in the settings menu. Im sorry it doesnt work for you, and that was one other disadvantage to going this route. That said, we have considered adding support for braille displays. If we do, then adding an option to turn off the voice over script and use the normal screen reader options is a possibility.Thanks for the feedback,JeremyURL: http://forum.audiogames.net/viewtopic.php?pid=177745#p177745

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Re: Announcing release of Traders of Known Space

2014-06-21 Thread AudioGames . net Forum — New releases room : kyle12 via Audiogames-reflector


Re: Announcing release of Traders of Known Space

Hi,I must say, I love it. The game idea is unique in that it happens in realtime. the only other game Ive seen like this is lords of the galaxy, and that doesnt compare to this in many ways, one being that I found the interface slow and I definitly prefer a map.Having played tactical battle, I must say the interface is very similar.Well done for making such a great game!URL: http://forum.audiogames.net/viewtopic.php?pid=177755#p177755

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Re: Announcing release of Traders of Known Space

2014-06-21 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


Re: Announcing release of Traders of Known Space

Lords of the galaxy was a nice idea with good sound effects but the balance in the game was so off it was unbelievable, sinse some planets just generated too much income, the ability to teleport anywhere ruined the monopoly game aspect and the exchange coins option which basically could double your money was a bit ridiculous, though I applaud Vip gameszone for the monopoly in space idea and I also rather liked the soundscape and style of the game. Tks is a very different beast working on the map as it does, being a much more structured game. I can also see the similarity to tactical battle given the movement structureand the turn basis of the game.URL: http://forum.audiogames.net/viewtopic.php?pid=177757#p177757

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Re: Announcing release of Traders of Known Space

2014-06-21 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


Re: Announcing release of Traders of Known Space

Lords of the galaxy was a nice idea with good sound effects but the balance in the game was so off it was unbelievable, sinse some planets just generated too much income, the ability to teleport anywhere ruined the monopoly game aspect and the exchange coins option which basically could double your money was a bit ridiculous, though I applaud Vip gameszone for the monopoly in space idea and I also rather liked the soundscape and style of the game. Tks is a very different beast working on the map as it does, being a much more structured game. I can also see the similarity to tactical battle given the movement structureand the turn basis of the game.As another comment however, playing a little more, one reason I realize why I had trouble with cargo diversity in my first game was that I kept forgetting how many units of cargo space each commodity took up. While I know this information is available in the documentation, it might be helpful to have this information availa
 ble somewhere on the planet menu. Perhaps hitting i on each of the resources in the buy menu gave you additional information about it (maybe reading the entry from the help). You might also considder having this command on planets on the map, sinse while you dont particularly need the informational entries from the help system on planets it would add to the games atmosphere if you could get those descriptions of planet Darling and planet Vishnu in the game and thus had some idea of what sort of place your ship docked.URL: http://forum.audiogames.net/viewtopic.php?pid=177757#p177757

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Re: Announcing release of Traders of Known Space

2014-06-21 Thread AudioGames . net Forum — New releases room : jaybird via Audiogames-reflector


Re: Announcing release of Traders of Known Space

I like this game, for as little as Ive played it. At the beginning, it says it uses the BGT Voiceover script available at valiant8086.com, but I cant actually find that script anywhere. Where is it, and how does it work from a technical perspective?URL: http://forum.audiogames.net/viewtopic.php?pid=15#p15

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Re: Announcing release of Traders of Known Space

2014-06-21 Thread AudioGames . net Forum — New releases room : zseli via Audiogames-reflector


Re: Announcing release of Traders of Known Space

HI. I must admit, i love this game! It has grate voice capabilities, really good mechanics, and generally works out pritty good! I will provide my best high scores results now, for anyone whos interested. - Statistics for Playthrough of Traders of Known Space - a free game from Valiant Galaxy Associates, on Version 4The game lasted 1 hours, 30 minutes and 33 seconds and ended on Saturday, June 21, 2014 at 6:11 PM - The player beat the game! woohoo!In a career spanning 9 years (unlimited mode), the player accumulated 1937 credits.At careers end, the envy of all space merchants was trading in a vessel with the following capabilities:Integrity: 9 / 9Engine: 9 / 9Gun: 1 / 1Deflector: 9 / 9Cargo hold: 90 / 90Final score: 39837!URL: http://forum.audiogames.net/viewtopic.php?pid=18#p18

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Re: Announcing release of Traders of Known Space

2014-06-21 Thread AudioGames . net Forum — New releases room : vga via Audiogames-reflector


Re: Announcing release of Traders of Known Space

Jaybird, Thanks for reminding me about that. I just put it up on my website. Go back to http://valiant8086.com. It should be in the navigation bar frame. Youre looking for a link that says My BGT Scripts. If its not there try refreshing the browser.jaybird wrote:I like this game, for as little as Ive played it. At the beginning, it says it uses the BGT Voiceover script available at valiant8086.com, but I cant actually find that script anywhere. Where is it, and how does it work from a technical perspective?URL: http://forum.audiogames.net/viewtopic.php?pid=177785#p177785

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Re: Announcing release of Traders of Known Space

2014-06-21 Thread AudioGames . net Forum — New releases room : vga via Audiogames-reflector


Re: Announcing release of Traders of Known Space

Jaybird, Aaron here. Thanks for reminding me about that. I just put it up on my website. Go back to http://valiant8086.com. It should be in the navigation bar frame. Youre looking for a link that says My BGT Scripts. If its not there try refreshing the browser.jaybird wrote:I like this game, for as little as Ive played it. At the beginning, it says it uses the BGT Voiceover script available at valiant8086.com, but I cant actually find that script anywhere. Where is it, and how does it work from a technical perspective?URL: http://forum.audiogames.net/viewtopic.php?pid=177785#p177785

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Re: Announcing release of Traders of Known Space

2014-06-21 Thread AudioGames . net Forum — New releases room : arjan via Audiogames-reflector


Re: Announcing release of Traders of Known Space

Anyone played a short career yet? I got a score of 9, and had about 35000 credits at the end, but that couldve been a lot more if I sold everything before the game ended (I had around 100 units of radioactive isotopes among some other things).URL: http://forum.audiogames.net/viewtopic.php?pid=177794#p177794

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Re: Announcing release of Traders of Known Space

2014-06-21 Thread AudioGames . net Forum — New releases room : frastlin via Audiogames-reflector


Re: Announcing release of Traders of Known Space

I agree with Dark on just about everything now.As someone with a lot of money, I want options to sell everything, or upgrade everything all at once. Selling over 100 of an item or buying the same amount is just a lot of arrowing and I know I can type in a number (btw this is not spoken), but I would like a sell all option or buy all function.Here is my score:Statistics for Playthrough of Traders of Known Space - a free game from Valiant Galaxy Associates, on Version 4The game lasted 1 hours, 46 minutes and 6 seconds and ended on Saturday, June 21, 2014 at 1:0 PM - The player beat the game! woohoo!In a career spanning 15 years (short mode), the player accumulated 83568 credits.At careers end, the envy of all space merchants was trading in a vessel with the following capabilities:Integrity: 24 / 25Engine: 38 / 38Gun: 10 / 11Deflector: 23 / 24Cargo hold: 500 / 500Final score: 20056
 8!It would be cool if there was a stock market and business you could invest in and land you could buy and sell!!! LOL URL: http://forum.audiogames.net/viewtopic.php?pid=177797#p177797

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Re: Announcing release of Traders of Known Space

2014-06-21 Thread AudioGames . net Forum — New releases room : arjan via Audiogames-reflector


Re: Announcing release of Traders of Known Space

Whoa that sure is a lot of credits. Anyway, I do have an advantage I suppose because my braille display can already read the dialog so I know what the max amounts are, that does speed things up quite a bit.URL: http://forum.audiogames.net/viewtopic.php?pid=177801#p177801

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Re: Announcing release of Traders of Known Space

2014-06-21 Thread AudioGames . net Forum — New releases room : frastlin via Audiogames-reflector


Re: Announcing release of Traders of Known Space

I had about 30K in goods when they said I needed to finish LOLAlso, I would like the upgrades to say what they do and how much for each 1 of upgrades by hitting the I key.Time to play armed!Although the one ship I did obliterate only gave me like $200. Is there any way to upgrade the power of guns? For example, I would have fired all my guns at the ship at once so it would poof into nothingness in one hit. But frankly I wouldnt want the other ships to do that to me, so perhaps just more expensive guns or upgrades to guns that I can buy for like $5000 or $1 an upgrade.URL: http://forum.audiogames.net/viewtopic.php?pid=177806#p177806

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Re: Announcing release of Traders of Known Space

2014-06-21 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


Re: Announcing release of Traders of Known Space

Well I had a slightly less epic game sinse I had a bad habbit of being warped streight into debris fields and solar flares which lost me a good few thousand points, as well as running into asteroids and wiping out all my fuel, still as my first complete short game Im not overly disappointed in my score. One thing I noticed is that though I spent all my cash on ship upgrades other than the fuel and cargo they didnt make massive amounts of difference sinse deflecters and integrity were still getting damaged at one gun per hit, Engines probably wouldve helped run away from any pirates accept that the one hostile ship I met after I started buying upgrades ran away from me! .I agree with Frastlin that more weapons would be nice, also something to do with them, ditto with the other upgrades, eg, perhaps stronger deflecters or engine avoid damage in so
 me encounters, or maybe you could use that upgraded gun to blast asteroids out of your path or disperse clouds of dark matter with concentrated laser fire. Indeed, I wouldve liked to see a little game change in content as things continued, sinse as it stands while I enjoyed my short game I dont really see practically why Id want to play a longer game given that I wouldnt be doing anything that different at 30, 45 etc years to what I was doing at 15, just hauling around larger amounts of cargo. Perhaps Frastlins stock market and land idea could build into this though to be honest Im less in favour of that idea sinse while land development, factories etc could be interesting Id prefer to save that for your planned exploration and expantion game, and Ive never really seen a stock market in a game that I found contributed to interesting gameplay or really required you to do more than just buy something at low price, hang around unti
 l it goes up and sell it at a higher one. For later game activities Id myself prefer something a little more dynamic and based in space, such as maybe asteroid mining, planet teraforming to get drugs etc, or heading to battle fields to grab salvage.I didnt personally mind the numbers system myself sinse holding the right arrow for about half a second was enough to max out each comodity.Statistics for Playthrough of Traders of Known Space - a free game from Valiant Galaxy Associates, on Version 4The game lasted 1 hours, 49 minutes and 42 seconds and ended on Saturday, June 21, 2014 at 10:37 PM - The player beat the game! woohoo!In a career spanning 15 years (short mode), the player accumulated 530 credits.At careers end, the envy of all space merchants was trading in a vessel with the following capabilities:Integrity: 10 / 10Engine: 10 / 10Gun: 8 / 8Deflector: 10 / 10Cargo hold: 140 / 140Final score: 43930!URL: http://forum.audiogames.net/viewtopic.php?pid=177810#p177810

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Re: Announcing release of Traders of Known Space

2014-06-21 Thread AudioGames . net Forum — New releases room : brad via Audiogames-reflector


Re: Announcing release of Traders of Known Space

Hi.Space theamed games arent my thing as others have said.I tried this, but dont really like the stile. The game its self is good but its not my kind of thing.One Thing Id look out for is choppiness in speech. Sometimes Ive found the numbers not to sound natural?Like it would say, 1, stop, hundred stop and stop seven stop. That could just be me being picky though.URL: http://forum.audiogames.net/viewtopic.php?pid=177820#p177820

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Re: Announcing release of Traders of Known Space

2014-06-21 Thread AudioGames . net Forum — New releases room : vga via Audiogames-reflector


Re: Announcing release of Traders of Known Space

[[wow]], You guys have been busy:)First and foremost, this was meant to be very simple and free.Many of the criticisms and suggestions that have been brought up are actually in the works for the expanded version I mentioned earlier. Some of these include:black market dealingsspecial missionsbeing able to invest in research and developmentmaking the game compatible with regular screen readerssaving gamesMost of the suggestions break down readily into player convenience changes such as the last two on the list, and actual game play changes such as the first few.Some of the player convenience issues will eventually be rolled into the free version of the game as well.Ive been taking notes from peoples responses and integrating ideas where we do not already have something similar that we liked better.One last issue.This is not dealt with in the documentation, and perhaps shoul
 d be more explicitly than it is in the tips and tricks section, but:All combat statistics of enemy ships are calculated from your own ships stats. This makes the enemy ships relevant throughout the game.Second, there is scaling of weapons, but its possible no one on the forum thus far has gotten that far. Once guns go beyond 10, they begin adding damage at intervals of 5 guns. Thus if you have 30 guns youre doing 6 times normal damage at the beginning of the game with 1-9 guns. Scaling hazards and other dangers is something we want to address in a paid version, so that enemies and obstacles of all sorts present more than mere annoyance factors as time goes on.Its very gratifying to see the responses, and your suggestions, as I suspected early on, are very helpful. Keep them coming. Thanks guys, and we appreciate your support and feedback.Take care,JeremyURL: http://forum.audiogames.net/viewtopic.php?pid=177821#p177821

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Re: Announcing release of Traders of Known Space

2014-06-21 Thread AudioGames . net Forum — New releases room : vga via Audiogames-reflector


Re: Announcing release of Traders of Known Space

Brad, Aaron here. We sure appreciate folks giving the game a try in spite of its being of the wrong genre. As for the speech issue, the voiceover script and my recordings are supposed to be unusually decent about not having issues with being choppy, although with recorded speech clips its difficult. If you mean that there are actual pauses between speech clips, it could actually be that the game isnt getting the sounds for the speech output read from disk fast enough. On my little Asus t100 tablet, Ive installed the game on an sd card. It works great except occasionally there is a slight pause interrupting speech as the game has to wait for the sd card to coughf up the next speech file. If you notice that subsequent times when you go back and repeat what was just spoken which you thought had pauses in it, and the pause is gone for subsequent chunks of the same speech output, this indeed is what the problem is. You may also just mean that some of the s
 peech files are actually clipped too short. For instance the number 60 the tee sound at the end is almost completely gone. When combined with the right speech file coming after it, such as 8, it sounds great in my oppinion, but when the number 60 is spoken just as the number 60, and there is no speech coming after it, it doesnt sound so great at all. Ive recognized this a bit myself and Ive been slowly making corrections to fix some of the speech files, but for the most part I feel I did a decent job.We use this type of speech because it is reliable. It is a lot more work to do speech clips though especially if I would like to not suck at it.That said, Jeremy and I are just completely blown away, we thought this game would be received farely well especially given its price, but this is a lot better than we were expecting. Thank you all! After I get back to being available for coding in a couple of months, I expect Jeremy to start cracking the wh
 ip and slave driving me to code the expanded paid version of this. Jeremy is correct, we will be trickling some of those updates down to the free version as well.brad wrote:Hi.Space theamed games arent my thing as others have said.I tried this, but dont really like the stile. The game its self is good but its not my kind of thing.One Thing Id look out for is choppiness in speech. Sometimes Ive found the numbers not to sound natural?Like it would say, 1, stop, hundred stop and stop seven stop. That could just be me being picky though.URL: http://forum.audiogames.net/viewtopic.php?pid=177823#p177823

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Re: Announcing release of Traders of Known Space

2014-06-21 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


Re: Announcing release of Traders of Known Space

If the hazards in the game actually scale with your ship upgrades, then is there really any point to carrying on upgrading your ships stats? sinse practically speaking theyre going to be doing the same thing game wise.This is why even in the free game it might be nice to have some practical bennifits from your ship upgrades later on. I also agree with Frastlin about the information, I never used it accept for pointing out space hazards sinse most often by the time I reached a given planet the information was already out of date for that planet. Hence my earlier convoy idea or a way to get to somewhere quickly. On the choppy speech issue, I found that once I altered the kew speech delay to 50 it sounded much more natural and less chopped, which was very helpful. While I wouldnt be aversed to playing the game with Sapi output, I persnally enjoy human speech in games as its a break from my screen reader, particularly if you start atmospheric thin
 gs like missions, story sequences news papers etc. Btw, if you need help voice acting I would be glad to contribute sinse I have both a digital recorder and on stage experience and have voiced several games including Airic the clerric, some parts for the upcoming Sarah 1.2, and 3D velocity.URL: http://forum.audiogames.net/viewtopic.php?pid=177828#p177828

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Announcing release of Traders of Known Space

2014-06-20 Thread AudioGames . net Forum — New releases room : vga via Audiogames-reflector


Announcing release of Traders of Known Space

Valiant Galaxy Associates is proud to announce the release of our first free game. While we were waiting to get all the bugs worked out of our first commercial game, Interceptor (coming soon), we decided to devise a simple trading game. That game is here and called Traders of Known Space. The year is 3051 and the human federations of planets are at war with aliens known as the grays, but even during a war, commerce continues. You are commander of an independent merchant ship that must make your way in these uncertain times. Buy goods cheap, sell goods at a premium, upgrade your ship, gather information, fight space battles, and avoid hazards. The game uses a map mode for navigating between planets, and a menu mode for performing actions in the game. It can be played with relatively few keyboarding skills. The game is completely self-voicing and requires no special equipment or software to play. You can find Traders of Known Spa
 ce at http://www.valiantGalaxy.com under downloads. Documentation is available from inside the game as well as on the web site under games, then Traders of Known Space, then click here for documentation. Good luck, and we hope you enjoy the game. For questions, complaints, hate mail, bug reports, personal invitations, etc, send email to v...@valiantgalaxy.com.URL: http://forum.audiogames.net/viewtopic.php?pid=177660#p177660

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Re: Announcing release of Traders of Known Space

2014-06-20 Thread AudioGames . net Forum — New releases room : mohammad///obid via Audiogames-reflector


Re: Announcing release of Traders of Known Space

[[wow]], gonna check this one out.Looks interestingURL: http://forum.audiogames.net/viewtopic.php?pid=177670#p177670

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Re: Announcing release of Traders of Known Space

2014-06-20 Thread AudioGames . net Forum — New releases room : Haramir via Audiogames-reflector


Re: Announcing release of Traders of Known Space

Hello folks. Ill grab a copy too. It sounds cool though space is not my favorite game theme, it seems well balanced with all the races descriptions and such.Best regards, Haramir.URL: http://forum.audiogames.net/viewtopic.php?pid=177674#p177674

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Re: Announcing release of Traders of Known Space

2014-06-20 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


Re: Announcing release of Traders of Known Space

Well Ive tried it and I like, the flying around space and encounters are interesting and once I got the idea of what was going on in the game it made sense. I also like the idea that it pays you to carry a bit of everything cargo wise rather than being stuck with one cargo type and waiting to get rid of it, that is a trap I fell into myself (memo to self, only buy 5 of a given cargo type). My only issue is that on the selling menu it doesnt display the planets stock of a given item or the price you paid for it, so you dont know whether the price being offered is good or bad without checking the buy menu for the stocks of that item. Itd be nice to know the planetary stock on the sell menu. Id also like the ability to know the planets locations relative to your ship as they appear on the scan sinse it was a little irritating to have to constntly open the planet menu to check locations of other planets, indeed I was a little con
 fused why the planetary location information was on the planet menu but not on the map exploration screen, though it might be im forgetting a hotkey.The information I also didnt particularly find helped too much because in my particular game all the planets were spread very much in a set string one to another to another, thus it never really paid that much to say fly to earth if I was on Vesta just because I heard earth had a shortage of scientific equipment. It would be a nice way to break up the game and helpful if say occasionally you got the offer to transport your ship to another planet, say a ship convoy that was travelling somewhere and would be expensive, but cost less in fuel than flying there yourself, by making this based on luck but cost say 300 credits youd break up your single route a little and give you chance to take advantage of that information.It might also be fun if some encounters gave you free items, say you find some spac
 e debris or someone in the bar wants to offload a certain quantity of something to you.I only got into a couple of fights but was able to successfully run away . One thing I will say though is this bodes extremely well for your other exploration and stratogy games, sinse I do like the coordinates system.URL: http://forum.audiogames.net/viewtopic.php?pid=177678#p177678

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