Re: Bokurano Daibouken III V2.0 discussion

2017-09-06 Thread AudioGames . net Forum — General Game Discussion : pulseman45 via Audiogames-reflector


  


Re: Bokurano Daibouken III V2.0 discussion

I agree, the game is already amazing as it is, and it's without a doubt the audiogame on which I spent the most hours. In fact, the only suggestions that I would have are about the jukebox. Maybe the rest of the tracks could be added as collectable or even put into the shops. Also, maybe add a feature to let one know who composed what track. Adding all the tracks of the trilogy would be awesome, but it would be already good with simply the tracks from this game.I also like the idea of a practice room.I understand that you want to shift to a new series Yukyo, and whatever the next series will be, I'll be waiting for it.Though I shall add, as other people before me, that I found the story of the BK series very entertaining, more so than other audiogame stories I know.

URL: http://forum.audiogames.net/viewtopic.php?pid=328467#p328467





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Re: Bokurano Daibouken III V2.0 discussion

2017-09-05 Thread AudioGames . net Forum — General Game Discussion : UltraLeetJ via Audiogames-reflector


  


Re: Bokurano Daibouken III V2.0 discussion

very glad to find this post and moreover, to find that its still ongoing. I have not played the other two previous series (I feel rather late to the party because English is my second language, Spanish being the first). But I have been playing audio games since I very first heard of them in 2006, when we barely had troopanum and the other ones. I knew there were some other games for older systems and could never try them out. I had played other games, in fact many many of them, But this one has exceeded all my expectations as far as arcade games are concerned. Its surprising that I did really not have to pay for the software, even though I very happily bought the translation pack. as for taking or putting new things in... I believe that this is pretty fun as it is. There should be indeed practice rooms for things, some more mini games,  but I am very satisfied happy with what I have so far. I think I am talking to every one of my friends about this game, most of them are sigh
 ted by the way and they are pretty intrigued by what they hear.

URL: http://forum.audiogames.net/viewtopic.php?pid=328423#p328423





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Re: Bokurano Daibouken III V2.0 discussion

2017-09-03 Thread AudioGames . net Forum — General Game Discussion : assault_freak via Audiogames-reflector


  


Re: Bokurano Daibouken III V2.0 discussion

A very honest statement and well written one, Yukio. And one which explains, at least to me, why Japanese audio games are so good. This is a thought process that, from the evidence provided, doesn't always seem to be part of the thinking of some of the developers in this community, who are simply concerned with releasing as many games as possible and often let things fall short in terms of quality because of that. Do what you need to, and take your time. The BK series has been a great one, and especially 3, even though the story isn't a perfect one with things that don't make sense, it's still a very entertaining ride. Story can indeed be the main element of a game if one wants it to be, but most people who play BK 3 realize that the action is what it's about, and the story is definitely good enough to make most players want to keep playing, I would imagine. It's certainly deeper and more imaginative than anything else in this community at the moment,
  and isn't just about robots and monsters. On a basic level, the BK 3 story, though simple, does have some good messages in it.As for resources and the like, as CJ89 already said, it's a common problem. But the fact that you're thinking about these and considering them when you think about what games you are wanting to make, it'll help you not to reach further than you can, and so can make realistic goals and deadlines for yourself. Whatever the next big series from you is, I'm sure that it will be amazing, as well!

URL: http://forum.audiogames.net/viewtopic.php?pid=328035#p328035





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Re: Bokurano Daibouken III V2.0 discussion

2017-09-03 Thread AudioGames . net Forum — General Game Discussion : assault_freak via Audiogames-reflector


  


Re: Bokurano Daibouken III V2.0 discussion

A very honest statement and well written one, Yukio.

URL: http://forum.audiogames.net/viewtopic.php?pid=328035#p328035





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Re: Bokurano Daibouken III V2.0 discussion

2017-09-03 Thread AudioGames . net Forum — General Game Discussion : cj89 via Audiogames-reflector


  


Re: Bokurano Daibouken III V2.0 discussion

Yeah, I honestly can't begin to imagine just how long some of that stuff takes. You are far far from the first or last person to run into the problem of resources, honestly. I know everyone and their dog have said this by now, but the stuff that all of you Japanese devs have given us are still leagues ahead of basically anything we have. If it means I need to wait longer then I can live with that.

URL: http://forum.audiogames.net/viewtopic.php?pid=328019#p328019





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Re: Bokurano Daibouken III V2.0 discussion

2017-09-03 Thread AudioGames . net Forum — General Game Discussion : nyanchan via Audiogames-reflector


  


Re: Bokurano Daibouken III V2.0 discussion

I do not like to say anything empty or avoid constructive arguments with obscure statements, so I'll write down what I'm just thinking right now.As for the answer that you probably want to know the most, it's "Yes, something will be released, but I'm not confident enough".A little bit of implementation-related things first. Since I wasn't coding the game with translation considered when I first released the Japanese version, the source program had to partially be rewritten. I think I've done most of it though, very small snippets of codes sometimes require fixes, replacements or reorganizing. That's why you are sometimes notified about the software updates. I've just recently switched my project management to Git and split the V1 and V2 source codes by branches, but both are currently conflicting because I have already implemented some elements on V2 source, which still doesn't have translation-related fixes that I
  previously mentioned. I haven't tried auto marging though, I highly doubt it will work because the changes are massive in particular functions. The only choice left is to complete the translation first then start migrating the V2 changes to that source code manually. For this reason, while I'm working on fixing translation bugs, I cannot code anything related to V2. Under this circumstance, I cannot announce any release dates or plans other than the translation project currently going on. As you might already know, I'm an audio game developer but also a University student who is researching internet and accessibility at a lab. Also, I'm developing utility applications with one of my friends and I'm writing most of the backends of them with C++. Although these do not necessarily mean that the time I can develop was completely stolen or I am less motivated to game development itself (I think I actually have time more than you would expect), things I wan
 t to or need to do is increasing.While all of above are great opportunities for me, it is also true that I'm starting having a dilemma about audiogame development. As I gain experience without losing interest in audiogaming, games I feel like developing are growing so crazy that I cannot even imagine how much resources and time is required to complete them. These kind of thoughts usually screw up my mind; I'm unable to evaluate if they are really fun once completed, or more basically, if they are realistic in terms of playability, implementation, cost and any other perspective. Although it is obviously possible to post a topic here about one or more of that, it must be personal evaluation eventually because that is what a developer needs for keeping his or her project ongoing in my opinion. I haven't talked about this here though, I've tried initiating some new projects in last few years. Sadly, at least three of them are stopped or almost abandoned. And st
 ill, incomplete, inadequate and sometimes ununderstandable memoes are scattering everywhere on my harddrive.Talking specificly about BK3, I have to admit that I feel like leaving from the series and shifting to new one. This is mostly because there are too many things that don't make sence in the story line or character settings. Although I understand the idea that the story is not the main element of games or it's like a tiny bit of spice, I cannot see it colapse anymore. That being said, I remember I've stated that I am going to release the V2 X and disaffirming what I previously promised is a thing that I hate the most. I haven't lost motivation to release V2 X, but not sure if it will be paid or reach the level such that you might be expecting.I ask myself: "So, you said you wanted to shift to another series? Then, is that mean you will develop a new RPG? Action? FPS? Multiplayer? Racing? Fighting? Flight sim? Gunfight? You have some ideas?
 uot;. And that rewinds me to the previous paragraph.

URL: http://forum.audiogames.net/viewtopic.php?pid=327995#p327995





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Re: Bokurano Daibouken III V2.0 discussion

2017-09-03 Thread AudioGames . net Forum — General Game Discussion : assault_freak via Audiogames-reflector


  


Re: Bokurano Daibouken III V2.0 discussion

It is still being worked on, though slowly and steadily... few people realize how much work translation actually takes out of all of us working at it, and though not in this post, constant demands for things to be translated / fixed or how other people throw out requests for games to get translated as though they can be done so easily get to me. lol Not many slow down enough to realize the amount of time the three of us who make up the translation team put into it.

URL: http://forum.audiogames.net/viewtopic.php?pid=327990#p327990





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Re: Bokurano Daibouken III V2.0 discussion

2017-09-03 Thread AudioGames . net Forum — General Game Discussion : cj89 via Audiogames-reflector


  


Re: Bokurano Daibouken III V2.0 discussion

I know that Yukios been pretty busy with the game translation/college life and all that, just curious as to the state of bk3 2.0. Is this still planned to happened? Or are you absolutely sick of dealing with BK now. Either way I love all the work you've done with translations, thanks tons!

URL: http://forum.audiogames.net/viewtopic.php?pid=327983#p327983





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Re: Bokurano Daibouken III V2.0 discussion

2016-08-05 Thread AudioGames . net Forum — General Game Discussion : david_solomon1 via Audiogames-reflector


  


Re: Bokurano Daibouken III V2.0 discussion

I have played on higher difficulties, up to and including Legend of Ain. Just not recently.I agree that avoiding enemies makes for more grinding later. If my suggestion were implemented, it would actually make grinding and exploration possible at the same time in more levels. But it all depends on whether or not Yukio wants to do this, and whether or not the bug preventing it can be solved.

URL: http://forum.audiogames.net/viewtopic.php?pid=272692#p272692





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Re: Bokurano Daibouken III V2.0 discussion

2016-08-05 Thread AudioGames . net Forum — General Game Discussion : assault_freak via Audiogames-reflector


  


Re: Bokurano Daibouken III V2.0 discussion

True, it may be easier to avoid enemies. But what you forget is that there's no point in avoiding them because that's a lot of wasted xp that has to be regained by grinding later. but I agree, that would definitely be more exciting... though trust me, if you play the game on higher difficulty modes and try doing the same later on, it's not going to work out nearly as well for you. I think early levels should be easy, and many other games also give you the option to avoid enemies or climb to areas they can't reach you. But both are good.

URL: http://forum.audiogames.net/viewtopic.php?pid=272608#p272608





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Re: Bokurano Daibouken III V2.0 discussion

2016-08-04 Thread AudioGames . net Forum — General Game Discussion : david_solomon1 via Audiogames-reflector


  


Re: Bokurano Daibouken III V2.0 discussion

@AssaultFreak: It's been a long time since I played the game, but I'm speaking of levels much earlier than the stealth missions. For example, the first time you enter the flying building before it launches into the air.There's at least one level early on where basically, all you need to do is hop through the enemies provided you don't want to fight them, climb the ladder at the end, and you are home free from there. No enemies to fight, no hazards to jump over, just a couple of doors to explore. I understand that it's an early level and thus isn't meant to be overly difficult, but this is why I suggested enemies spawning on different levels. The way I see it now, it'd be like Double Dragon 2 only having enemies on the first level of a stage. If you could just climb higher than the first level, you have nothing to deal with accept for drop-offs and other hazards, which would have made that game exponentially less fun. In that game, there we
 re often areas where you'd have to deal with enemies and hazardous traps all at the same time.Anyway, with Yukio's post I understand why it doesn't happen now. I hope that bug can be sorted out as I really think enemies spawning at more than just coordinate 0, or being able to climb or fly to higher coordinates, would make the game more exciting.

URL: http://forum.audiogames.net/viewtopic.php?pid=272585#p272585





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Re: Bokurano Daibouken III V2.0 discussion

2016-08-04 Thread AudioGames . net Forum — General Game Discussion : yukionozawa via Audiogames-reflector


  


Re: Bokurano Daibouken III V2.0 discussion

As for the enemies' climbing capability, I avoided using it too much because the algorithm was very complex and sometimes they went in completely wrong directions. The Each AI scans the entire field and decides the tree or ladder to use in order to reach you, but it seems to misbehave for some reason. It happens very rarely though, as the field gets more complicated, you may see more enemies stuck at the unreachable positions. If I could implement, the limit would be somewhere between stage 8 or 9, unless the cause of the bug is spotted and fixed.

URL: http://forum.audiogames.net/viewtopic.php?pid=272447#p272447





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Re: Bokurano Daibouken III V2.0 discussion

2016-08-03 Thread AudioGames . net Forum — General Game Discussion : assault_freak via Audiogames-reflector


  


Re: Bokurano Daibouken III V2.0 discussion

Not sure how you're getting away with it that easily... but there are stages where you have to definitely do more to avoid enemies just by climbing one ladder, as there are places areas where there is no route to go across the whole stage that far up. The security carts spawning where they are is on purpose... you're supposed to avoid those and not fight them.

URL: http://forum.audiogames.net/viewtopic.php?pid=272292#p272292





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Re: Bokurano Daibouken III V2.0 discussion

2016-08-03 Thread AudioGames . net Forum — General Game Discussion : david_solomon1 via Audiogames-reflector


  


Re: Bokurano Daibouken III V2.0 discussion

It definitely seems like a matter of personal preference. I don't like being able to climb up to a higher level of the stage and then effectively have nothing to do accept hold down an arrow key while I can hear enemies below me. This means that in order to train my stats, I must stay on the lower levels, whereas if enemies could spawn on higher floors of the level, I could explore and gain experience at the same time. Plus I think it makes some levels too easy and makes enemies spawning on those levels pointless if all you need to do to remove the difficulty of the level is climb a ladder.I like that in stage 8 level 3, the minidemons can climb trees. This mechanic should be used a lot more in the game to make the upper coordinates of a stage more exciting.

URL: http://forum.audiogames.net/viewtopic.php?pid=272286#p272286





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Re: Bokurano Daibouken III V2.0 discussion

2016-08-03 Thread AudioGames . net Forum — General Game Discussion : david_solomon1 via Audiogames-reflector


  


Re: Bokurano Daibouken III V2.0 discussion

It definitely seems like a matter of personal preference. I don't like being able to climb up to a higher level of the stage and then effectively have nothing to do accept hold down an arrow key while I can hear enemies below me. This means that in order to train my stats, I must stay on the lower levels, whereas if enemies could spawn on higher floors of the level, I could explore and gain experience at the same time. Plus I think it makes some levels too easy and makes enemies spawning on those levels pointless if all you need to do to remove the difficulty of the level is climb a ladder.

URL: http://forum.audiogames.net/viewtopic.php?pid=272286#p272286





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Re: Bokurano Daibouken III V2.0 discussion

2016-08-03 Thread AudioGames . net Forum — General Game Discussion : assault_freak via Audiogames-reflector


  


Re: Bokurano Daibouken III V2.0 discussion

To be honest, maybe I'm speaking a little over my own head about this one. the times I've tried Google generally doesn't give me anything close to a suggestion to an equivalent, because it has trouble even putting the sentence together correctly. And some Japanese idioms make use of words that aren't translatable into english, especially ones that involve puns or other types of word play. I personally like it the way it is but allowing airborn enemies to move in all planes might make things a tad more complicated.

URL: http://forum.audiogames.net/viewtopic.php?pid=272282#p272282





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Re: Bokurano Daibouken III V2.0 discussion

2016-08-03 Thread AudioGames . net Forum — General Game Discussion : david_solomon1 via Audiogames-reflector


  


Re: Bokurano Daibouken III V2.0 discussion

I know some of the insects do, but the ones that launch needles sound more like they hop.Regardless, they should be able to fly to different levels of the stage if that's what they're doing.I didn't expect the idioms to translate perfectly by any means. I just thought perhaps they could suggest an equivalent. The only things that I've seen absolutely not translate are human noises, such as when laughter is emulated in various ways via the synth, or cries of pain or surprise.

URL: http://forum.audiogames.net/viewtopic.php?pid=272260#p272260





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Re: Bokurano Daibouken III V2.0 discussion

2016-08-03 Thread AudioGames . net Forum — General Game Discussion : prajwal via Audiogames-reflector


  


Re: Bokurano Daibouken III V2.0 discussion

bk 3 v2 will awsome

URL: http://forum.audiogames.net/viewtopic.php?pid=272220#p272220





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Re: Bokurano Daibouken III V2.0 discussion

2016-08-02 Thread AudioGames . net Forum — General Game Discussion : assault_freak via Audiogames-reflector


  


Re: Bokurano Daibouken III V2.0 discussion

Insects fly, so that wouldn't make sense... and google translate has been attempted. Idioms don't cary from language to language... that's why they're so tricky to study. If I didn't work at a Japanese company where I had to use the language every day I likely wouldn't know half the idioms I do.

URL: http://forum.audiogames.net/viewtopic.php?pid=272193#p272193





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Re: Bokurano Daibouken III V2.0 discussion

2016-08-02 Thread AudioGames . net Forum — General Game Discussion : david_solomon1 via Audiogames-reflector


  


Re: Bokurano Daibouken III V2.0 discussion

One thing I would like to see is more intelligent spawning of enemies.For example, security carts should be able to spawn at more than just coordinate 0, as long as there is a floor to support them. There is a stage where carts and other enemies only spawn at coordinate 0, so if you use ladders to climb higher than 0, you are basically in an empty stage unless you need to climb back down.Insects should be able to climb ladders and spawn higher than coordinate 0 on stages.The higher vertical coordinates of a stage should not be empty.I would also like to see enemies able to fall properly.As an example, stage 5-4. The minidemon boss is at the top of a tree. If you are able to push him out of the tree, instead of falling like the player, he slowly falls to the ground. He also seems to stay in the air and not fall if the player is not in the air, so he can get stuck at coordinates like 40, 10.I would like to see enemies be able to fall and tak
 e damage like the player does, so if they could spawn at higher coordinates, you could use more strategy to defeat enemies. If an insect could spawn at coordinates 20, 20 in a level, and there was a platform edge at 25, 20, you could use a weapon with the ability to push the insect back until it fell into the gap and would take damage when it hit the ground.For translating idioms, maybe you could try to put the text into google translate and see what it translates as? This would not be a perfect translation, but might give you an idea of an English equivalent.

URL: http://forum.audiogames.net/viewtopic.php?pid=272187#p272187





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Re: Bokurano Daibouken III V2.0 discussion

2016-08-01 Thread AudioGames . net Forum — General Game Discussion : prajwal via Audiogames-reflector


  


Re: Bokurano Daibouken III V2.0 discussion

and allso  ad more nice tracks   and plese main  thing is  translet that read me to english plese

URL: http://forum.audiogames.net/viewtopic.php?pid=271988#p271988





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Re: Bokurano Daibouken III V2.0 discussion

2016-07-28 Thread AudioGames . net Forum — General Game Discussion : amerikranian via Audiogames-reflector


  


Re: Bokurano Daibouken III V2.0 discussion

nice, i'd like to see bk3's walkthrough when your done  with it. what i want is enemys pushing you back in the pits, from the platforms, etc, shadow line does that, sometimes. same thing with main char, you can push enemys off of the platforms, into pits, etc. one think i really want is a rematch. yes yes, all bosses, in one stage, one at the time, you'll be limited with a couple of healing items, speed potions, etc. the next boss door would be locked till you kill the boss and, say get a key from his corpse, if you manage to win the level, you can pick a certain weapon from the missing weapons list. why? because weapon advisor gives really little info on where it is and clone generator is really, really, really, really big pain to grind out.a stage builder of some sort. you can create your own stages after you beet, say hell mode, or bio. (beeten bio starting with level 260, finished with over 1190. .). you can play stages at any time eather from the data menu, or by pressing a certain key. that would be really cool! stages could have there own story, i don't know about voiced story, bk games never do that in less you count the small talk with the dude who shoots fire beam at you. but they play sounds, so maybe the sounds can be put in as audio story? or they have to be certain size or something, don't know.an ability that will allow you to use some sounds from bk3 itself? like the boss sound, shock sound, etc. sounds will unlock as you play through modes, that way it will werth to play in all modes i think.save the progress on the mode when they have been beeten so you don't have to restart the mode if you need some more medals then you thought.leave carla's AI alone, that's the challenge of hole stages 11 and 12, to keep both of you alive while you cleer areas out, right? if you mess with he
 r AI and make her smarter, that will ruin some fun for me and a couple levels from the game. i found funny to  shock her with volt stick, or to fire some boomerangs at her and watch how she jumps over them in 16-3, it gave me a laugh when i fired multiple of them at the same time and she got cut up when she touched the ground.blinding cameras? if you are able to do that, make paintball launcher unavailable first time you play through the game, as it will make stage 21 pointless or super easy. really guys, if your listen to your tones from the sonar and watching where are cams are facing, you won't have trouble avoiding them. i made a text walkthrough on 21-1 and 21-2, i can do an audio recording of it where i can sneak through  the stage with out getting spotted if that doesn't help. sorry if this sounds harsh, but the cams arn't that hard. sure you will have a close call with one in eather 21-1 at 255-15 or in 21-2 at 460-0, but other then that, if yo
 ur using your own camera and sonar you should be fine. other then that and carla's AI, all ideas sound fun to me. well, that's it for now.

URL: http://forum.audiogames.net/viewtopic.php?pid=271076#p271076





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Re: Bokurano Daibouken III V2.0 discussion

2016-07-27 Thread AudioGames . net Forum — General Game Discussion : coltonhill01 via Audiogames-reflector


  


Re: Bokurano Daibouken III V2.0 discussion

I've noticed a bug in my version where stage 2.2 isn't translated even though there's a dictionary thing for it. I think I've seen it on a few other stages too.

URL: http://forum.audiogames.net/viewtopic.php?pid=270805#p270805





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Re: Bokurano Daibouken III V2.0 discussion

2016-07-26 Thread AudioGames . net Forum — General Game Discussion : yukionozawa via Audiogames-reflector


  


Re: Bokurano Daibouken III V2.0 discussion

No, it hasn't been fully translated yet. It's almost playable, but I have difficulty translating the remaining parts because they contain lots of Japanese idioms, and I'm not sure how I should translate.

URL: http://forum.audiogames.net/viewtopic.php?pid=270628#p270628





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Re: Bokurano Daibouken III V2.0 discussion

2016-07-25 Thread AudioGames . net Forum — General Game Discussion : ghost rider via Audiogames-reflector


  


Re: Bokurano Daibouken III V2.0 discussion

So to clarify, is the game fully translated? And is there a page in which I can order the English version?

URL: http://forum.audiogames.net/viewtopic.php?pid=270389#p270389





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Re: Bokurano Daibouken III V2.0 discussion

2016-07-25 Thread AudioGames . net Forum — General Game Discussion : mr . brunete via Audiogames-reflector


  


Re: Bokurano Daibouken III V2.0 discussion

these things i will sai are not required, but i'd like to see them.1). shotguns, pleasee. we have pistols, machineguns, rockets, bombs, but at least one single shotgun please hahahaha.2). a kind of minethrower?. i liked a lot the timed bombs in bk2. so you can for example, use the mine thrower, the mine would stick onto an enemy and after a few seconds, it explodes, maybe damaging all nearby enemies. of course, you must buy, find, or craft the mines. i hate unlimited weapons.3). how about previous bk bosses?. i miss the death robot of bk1, that could be deadly in bk3 if you use all the attacks used in bk1. plus for example, throwing 5 bombs in a ro, or unloading an entire machinegun clip on the character.i also miss kisenon and kurororororororo but i think those two are impossible to add right now.4). if there are bonus stages, maybe a platforming stage with enemies in could be the perfect challenge?. fighting enemies at the same time we 
 try not to fall is a good challenge imo. or some "chasing stage" with platforms and enemies. kind of like the volcano escape in super liam, but one stage like that in bk stile could be fantastic!finally, some old music from previous games?. battle 12 for example hahaha. i mean, the battle music in yokotanku's dungeon.

URL: http://forum.audiogames.net/viewtopic.php?pid=270379#p270379





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Re: Bokurano Daibouken III V2.0 discussion

2016-07-25 Thread AudioGames . net Forum — General Game Discussion : marro via Audiogames-reflector


  


Re: Bokurano Daibouken III V2.0 discussion

brad wrote:Hello.What about making it so that you can use a scaitboard in the game and other things like that? I think this could make a great game even greater. Imagine you could pick up coins and crush bad guys faster than before while doing tricks and having fun.this sounds cool

URL: http://forum.audiogames.net/viewtopic.php?pid=270374#p270374





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Re: Bokurano Daibouken III V2.0 discussion

2016-07-24 Thread AudioGames . net Forum — General Game Discussion : coltonhill01 via Audiogames-reflector


  


Re: Bokurano Daibouken III V2.0 discussion

@23, please can you reword that? I can't understand jack you just said.

URL: http://forum.audiogames.net/viewtopic.php?pid=269943#p269943





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Re: Bokurano Daibouken III V2.0 discussion

2016-07-22 Thread AudioGames . net Forum — General Game Discussion : prajwal via Audiogames-reflector


  


Re: Bokurano Daibouken III V2.0 discussion

Hi   all  . i think in bk3 new version their should be many improvements like for karla she should not be hit by any enemy or even by our weapons. i mean when we are killing any enemy and if by mistake our weapon or any enemy weapon hits karla it should not decrease her health rathar she should remain immortal. while making our weapons we face lot of difficulty for making certain weapons we need certain number of items but we don't know how to get those items their are so may dials from 0-9 which gives us difficulty to collect the items but from which dial. i think their should be one shop for all items which are required for making weapons which will make our work easier. i think their should not be any conditions that completion of such and such mode is required this will make our work easier. hope sir you understand and take our suggestions in your concern. rest sir you have to see whether you will follow up our suggestions.  thanks your awsome

URL: http://forum.audiogames.net/viewtopic.php?pid=269410#p269410





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Re: Bokurano Daibouken III V2.0 discussion

2016-05-19 Thread AudioGames . net Forum — General Game Discussion : SkyLord via Audiogames-reflector


  


Re: Bokurano Daibouken III V2.0 discussion

@21, fully agreed.

URL: http://forum.audiogames.net/viewtopic.php?pid=260952#p260952





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Re: Bokurano Daibouken III V2.0 discussion

2016-05-18 Thread AudioGames . net Forum — General Game Discussion : garrett via Audiogames-reflector


  


Re: Bokurano Daibouken III V2.0 discussion

I kind of said this a lot but I feel as if I can't stress this enough, . I was hoping that you might be able to make your own adventures, like custom levels with the ability to add enemies from the previous game or games. This may not be possible but maybe you could set what characters you can go in as, and even set restrictions to only allow surton characters for a surton level. Just a suggestion, I really hope the custom feature is added but I will be fine if it isn't added, it would just be a thing that will make bk3 twice as fun as it already is, and considering how it already is a lot of fun, that's saying a lot. . Also, and I don't know if it's possible, but maybe you could possibly add custom dialogue sounds depending on what character's speaking, if you don't understand what I mean, take the game under tail as an example. Each charact
 er has their own dialogue sound. This could also tigh into the custom adventure thing, if you add new characters or villins, you can assign them their own dialogue sound. These features probably couldn't be added, but I'd be a really happy camper if they could.

URL: http://forum.audiogames.net/viewtopic.php?pid=260928#p260928





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Re: Bokurano Daibouken III V2.0 discussion

2016-05-18 Thread AudioGames . net Forum — General Game Discussion : garrett via Audiogames-reflector


  


Re: Bokurano Daibouken III V2.0 discussion

I kind of said this a lot but I feel as if I can't stress this enough, . I was hoping that you might be able to make your own adventures, like custom levels with the ability to add enemies from the previous game or games. This may not be possible but maybe you could set what characters you can go in as, and even set restrictions to only allow sir ton characters for a sir ton level. Just a suggestion, I really hope the custom feature is added but Iwill be fine if it isn't added, it would just be a thing that will make bk3 more interesting. Also, and I don't know if it's possible, but maybe you could possibly add custom dialogue sounds depending on what character's speaking, if you don't understand what I mean, take the game under tail as an example. Each character has their own dialogue sound. This could also tigh into the custom adventure thing, i
 f you add new characters or villins, you can assign them their own dialogue sound. These features probably couldn't be added, but I'd be a really happy camper if they could.

URL: http://forum.audiogames.net/viewtopic.php?pid=260928#p260928





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Re: Bokurano Daibouken III V2.0 discussion

2016-05-17 Thread AudioGames . net Forum — General Game Discussion : nibar via Audiogames-reflector


  


Re: Bokurano Daibouken III V2.0 discussion

hi guys.a thing i want to see in the vertion 2 is that if you missing to pick up something in a stage. the game should give you a hint so you have a chance to find what you missed. also can you fix so items don't dissapair if you open a door again by mistake and whent in to that room again? it will make the game more realistic awesome game.

URL: http://forum.audiogames.net/viewtopic.php?pid=260741#p260741





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Re: Bokurano Daibouken III V2.0 discussion

2016-05-16 Thread AudioGames . net Forum — General Game Discussion : marro via Audiogames-reflector


  


Re: Bokurano Daibouken III V2.0 discussion

brad wrote:Hello.What about making it so that you can use a scaitboard in the game and other things like that? I think this could make a great game even greater. Imagine you could pick up coins and crush bad guys faster than before while doing tricks and having fun.Sounds great and what about the doggs, and the gun batteries, i mean the cheats

URL: http://forum.audiogames.net/viewtopic.php?pid=260690#p260690





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Re: Bokurano Daibouken III V2.0 discussion

2016-05-16 Thread AudioGames . net Forum — General Game Discussion : brad via Audiogames-reflector


  


Re: Bokurano Daibouken III V2.0 discussion

Hello.What about making it so that you can use a scaitboard in the game and other things like that? I think this could make a great game even greater. Imagine you could pick up coins and crush bad guys faster than before while doing tricks and having fun.

URL: http://forum.audiogames.net/viewtopic.php?pid=260689#p260689





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Re: Bokurano Daibouken III V2.0 discussion

2016-05-16 Thread AudioGames . net Forum — General Game Discussion : marro via Audiogames-reflector


  


Re: Bokurano Daibouken III V2.0 discussion

Hi all, what about bring back the rocket launche? And a save option for previous modes you have already complete, so you don't have to do it all over again Kind regards

URL: http://forum.audiogames.net/viewtopic.php?pid=260685#p260685





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Re: Bokurano Daibouken III V2.0 discussion

2016-05-13 Thread AudioGames . net Forum — General Game Discussion : razvitasca via Audiogames-reflector


  


Re: Bokurano Daibouken III V2.0 discussion

Hi yukio. I'm curently on 23.1. I really got a really frustrating time with that cameras on 21 1 and 2. Only at 21 3 I needed to explode the cars, that stange was more hard than I tought. I maibe I need to finish the game for adding some ideas here, but I think you should add a practice room for the powerbomb launcher and for another weapons that are hard to use.

URL: http://forum.audiogames.net/viewtopic.php?pid=260277#p260277





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Re: Bokurano Daibouken III V2.0 discussion

2016-05-12 Thread AudioGames . net Forum — General Game Discussion : assault_freak via Audiogames-reflector


  


Re: Bokurano Daibouken III V2.0 discussion

Ah yes, that could work. Or make the paint launcher unavailable during the first playthrough. Blinding the cameras would be a fun feature as long as it doesn't make the game way too easy.

URL: http://forum.audiogames.net/viewtopic.php?pid=260184#p260184





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Re: Bokurano Daibouken III V2.0 discussion

2016-05-12 Thread AudioGames . net Forum — General Game Discussion : yukionozawa via Audiogames-reflector


  


Re: Bokurano Daibouken III V2.0 discussion

So, I could make the material different from the current ones so that players would need to try sneeking when playing the first game.

URL: http://forum.audiogames.net/viewtopic.php?pid=260178#p260178





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Re: Bokurano Daibouken III V2.0 discussion

2016-05-11 Thread AudioGames . net Forum — General Game Discussion : assault_freak via Audiogames-reflector


  


Re: Bokurano Daibouken III V2.0 discussion

True that, but I feel that might make the game too easy.

URL: http://forum.audiogames.net/viewtopic.php?pid=260174#p260174





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Re: Bokurano Daibouken III V2.0 discussion

2016-05-11 Thread AudioGames . net Forum — General Game Discussion : yukionozawa via Audiogames-reflector


  


Re: Bokurano Daibouken III V2.0 discussion

I think it does make sence. If a red paintball really strikes a camera lense, it will certainly be unable to see anything other than red.

URL: http://forum.audiogames.net/viewtopic.php?pid=260169#p260169





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Re: Bokurano Daibouken III V2.0 discussion

2016-05-11 Thread AudioGames . net Forum — General Game Discussion : assault_freak via Audiogames-reflector


  


Re: Bokurano Daibouken III V2.0 discussion

I don't think that makes sense... the cameras are already easy to avoid... you're not supposed to jump over them, anyway. That's why the information is there in the object viewer.

URL: http://forum.audiogames.net/viewtopic.php?pid=260161#p260161





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Re: Bokurano Daibouken III V2.0 discussion

2016-05-11 Thread AudioGames . net Forum — General Game Discussion : threeblacknoises via Audiogames-reflector


  


Re: Bokurano Daibouken III V2.0 discussion

I'm not sure how hard this would be to program, but maybe the paint ball launcher could reduce the range of the cameras in stage 21?Not by more than eight or nine squares, but just enough so plaiers could jump over them just a little easier.Later!

URL: http://forum.audiogames.net/viewtopic.php?pid=260149#p260149





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Re: Bokurano Daibouken III V2.0 discussion

2016-05-09 Thread AudioGames . net Forum — General Game Discussion : boy via Audiogames-reflector


  


Re: Bokurano Daibouken III V2.0 discussion

I would like it if you could have Super Attacker or Killer be one of the characters you could summon with the nakama card or super nakama card. Yes it's fun to have Carla, Yamizinn, and Yokotanku, but it would also be cool if you could have a gakishonen fight for you or with you.

URL: http://forum.audiogames.net/viewtopic.php?pid=259994#p259994





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Re: Bokurano Daibouken III V2.0 discussion

2016-05-08 Thread AudioGames . net Forum — General Game Discussion : Douglas1 via Audiogames-reflector


  


Re: Bokurano Daibouken III V2.0 discussion

Hello!I have some questions regarding my 2 favorite characters:You can put more participation to yamijin and yokotanku, like: in some level you control yokotanku, doing activities in the hero's house. It's like andlc or someting like that, that involves the story of the game.Thanks.

URL: http://forum.audiogames.net/viewtopic.php?pid=259858#p259858





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Re: Bokurano Daibouken III V2.0 discussion

2016-05-07 Thread AudioGames . net Forum — General Game Discussion : yukionozawa via Audiogames-reflector


  


Re: Bokurano Daibouken III V2.0 discussion

Unfortunately, I can't set an exact release date, and it won't be so soon. But if you have something you want to say, please post here. I can view your comments when making the game just like a project repository.

URL: http://forum.audiogames.net/viewtopic.php?pid=259694#p259694





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Re: Bokurano Daibouken III V2.0 discussion

2016-05-07 Thread AudioGames . net Forum — General Game Discussion : nuno69 via Audiogames-reflector


  


Re: Bokurano Daibouken III V2.0 discussion

Gakishonen can be put up, for example, to hellp hero train, just friendly battles

URL: http://forum.audiogames.net/viewtopic.php?pid=259688#p259688





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Re: Bokurano Daibouken III V2.0 discussion

2016-05-07 Thread AudioGames . net Forum — General Game Discussion : threeblacknoises via Audiogames-reflector


  


Re: Bokurano Daibouken III V2.0 discussion

Hay Marro, according to the story of BK3, at this point, the brat boies, or gaki shonen; are now peaceful.But Yukio just might put them in anyway.Later!

URL: http://forum.audiogames.net/viewtopic.php?pid=259686#p259686





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Re: Bokurano Daibouken III V2.0 discussion

2016-05-06 Thread AudioGames . net Forum — General Game Discussion : marro via Audiogames-reflector


  


Re: Bokurano Daibouken III V2.0 discussion

Hi, and what about bradboys, super bradboys and ultra bradboys?

URL: http://forum.audiogames.net/viewtopic.php?pid=259609#p259609





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Re: Bokurano Daibouken III V2.0 discussion

2016-05-06 Thread AudioGames . net Forum — General Game Discussion : threeblacknoises via Audiogames-reflector


  


Re: Bokurano Daibouken III V2.0 discussion

So I went back into BK2 today, and realized I'd also like the drumb machine to be added to the game center.With more songs if possible please.Later!

URL: http://forum.audiogames.net/viewtopic.php?pid=259604#p259604





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Re: Bokurano Daibouken III V2.0 discussion

2016-05-04 Thread AudioGames . net Forum — General Game Discussion : prajwal via Audiogames-reflector


  


Re: Bokurano Daibouken III V2.0 discussion

yay cool

URL: http://forum.audiogames.net/viewtopic.php?pid=259340#p259340





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Bokurano Daibouken III V2.0 discussion

2016-05-04 Thread AudioGames . net Forum — General Game Discussion : threeblacknoises via Audiogames-reflector


  


Bokurano Daibouken III V2.0 discussion

Hay. threeblacknoises here, with a new topic.It's ment to allow people to offer opinions, suggestions and thoughts on the upcoming Bokurano Daibouken III Version 2.0 by Yukio Nozawa Slightly paraphrased from Yukio over on the bk3 translation topic:BK3 V2 features new bonus stages, a level up system for summoned characters, enemy strategy changes based on playing mode, more weapons and items from the previous BK series, and much more.Summoned characters are ones you can call by using the companion or super companion card.Cats, Yamijin, Carla and Yokotank are available now.The price will be around $15 USD or 1800 JPY, but I may set up a discount for those who have bought the translation.This game update was only mentioned briefly on the translation topic, and I thought people would want a place to discuss it in its own topic.Yukio, if you're reding this, and want the topic removed, either post here or send me a Pm, and I
 39;ll take care of it.First, a few things.I'm sure many people have found fault with some things Yukio has done with BK3 and would like to express their opinions on how these things can be made better.I also understand that some things could be fixed or improved.People are free to comment here, but be aware that Yukio must have some kind of solid game plan for this new upgrade by now.He is free to take into consideration or completely ignore any feetures that don't fit in line with his plan.Of cource, he is free to participate in this topic as much or as little as he wishes as well.Now, on to the discussion!I'll start.More enemies from the older games!I miss some of the older enemies, like the big slimes and the ones that shoot water, the croozers and the giant robots.Also the dragons and giant birds, and more I'm probably forgetting at the moment.karla needs improvement.a somewhat b
 etter AI, and the abilitty for her not to be hurt by the player's melee weapons would go a long way toward making her stages les frustrating to play.I understand that medkits need to be used on her, thus I said melee weapons.She's supposed to be a strong character, but her current AI makes her seem kind of stupid and week.Aside from the alt stage 19, I'd like their to be a kind of mini adventure/epilogue thing that's unlocked after the main story is complete.As I currently understand the ending with JGT, the player character goes off on his own just before the credits role, hence the lone wolf in the title.Maybe he could have a small adventure before he gets wherever he's going?Not reall long, just about two or three stages worth.a shop that lets you sell off all your useless stuff.While collecting things for making sirtain weapons and items, I've personally collected a lot of junk.being able to se
 ll some of it would be nice.Having more collectables.The articals were nice, but they only made me play through exciting mode in order to get them.Having other things; like unlockable music tracks; would make repeat playthroughs feel more worth it.Maybe the shops could be updated to sell stronger healing items; for example; to support repeat playthroughs?Okay, all that was more or less on the practical side of things.Now, I'm going to suggest something kind of ratical.what if all the shops were more like actual areas instead of just menus.Shops in the zelda series; for example; had it set up so you could walk around and look at the stuf before you bought it.This could apply to bk3 so you'd know exactly what you were buying and what it did.The shops would play like the overworld in bk1 where you had full movement in all directions, and you could look around, and when you knew what you wanted, you could just talk
  to the shopkeeper and buy it.The shopkeeper could always be straight up from where you enter, so you'd always know how to get to him/her/them.In this way, hidden items could be placed in shops, and the player would have to look for them.this could also be good for shop menus and such, as they wouldn't need to be updated all the time, and that would make translation easier.The selling macanic could be incorporated into shops this way, so you could sell almost anywhere.Shopkeepers could also be asked for advice this way to.For some of the bonus shops, you could also talk to one of the venders; friend 1; for example to buy healing items, or friend 2 for stratagy items.Like the stage 14 tent, other characters could be added, or just visit from time to time, and they might have special advice or even items or special weapons to sell.As far as construction goes, all shops could use the same map, and depending on the stage selected
 , different venders or characters could be present selling different stuf.Okay that's it from me for now.Later!

URL: http://forum.audiogames.net/viewtopic.php?pid=259333#p259333





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