Re: Villains from Beyond, new collaboration project between me and Oriol G

2017-05-06 Thread AudioGames . net Forum — New releases room : microsoftsam203 via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

Hi all,Sorry for bringing back up this topic, but I've made a playthrough of this game on my YouTube channel.You can check it out by going to: https://youtu.be/q5L80zMF-BsAnd don't forget to like the video, to subscribe to my channel if you haven't done that yet, to turn on the nultifications for my channel and to follow me on twittr @audiogamer203.Thanks for reading and enjoy the playthrough!

URL: http://forum.audiogames.net/viewtopic.php?pid=309862#p309862





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-06-13 Thread AudioGames . net Forum — New releases room : Mohamed the weirdo via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

Oh and by the way, try pressing q while you're playing. Not really an easter egg, but still.

URL: http://forum.audiogames.net/viewtopic.php?pid=264299#p264299





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-06-13 Thread AudioGames . net Forum — New releases room : Mohamed the weirdo via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

Oh and by the way, try pressing q while you're playing.

URL: http://forum.audiogames.net/viewtopic.php?pid=264299#p264299





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-06-11 Thread AudioGames . net Forum — New releases room : phantom_flutist via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

Heya, is it just me, or does everything slow down by a good bit when holding down the left and right arrows?Not only that, but I've had some strange issues with extra lives popping in out of nowhere. It only resets properly after I completely exit the game it seems like, and not after I hit escape and go back to the main menu. Actually, the extra life count resets, but if I've bought extends, I'll end up getting a bunch all at once, as if my upgraded extends count doesn't actualy reset with each game while the program is running. If I knw how else to describe what I'm experiencing, I'd write more, but I think somebody else wrote with similar isues, so I'm going to sign out about it for the present.Other than the above, this update was a great one. Thanks!

URL: http://forum.audiogames.net/viewtopic.php?pid=264033#p264033





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-06-08 Thread AudioGames . net Forum — New releases room : siria via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

It would be cool to have an enemy that follows you and shuot at you if you pass him without killing him. Oh and an enemy able to shoot at you but that you don't have to shoot, else it divides into 2 enemies that if you shoot divides again in two etc. Just suggestions, I understand that this game is supposed to emulate an already exsisting game, so no problems if you want to keep it as similar as possible to the original!

URL: http://forum.audiogames.net/viewtopic.php?pid=263517#p263517





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-06-05 Thread AudioGames . net Forum — New releases room : Axel via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

Hi,Let me first tell you that I really like this game, and it makes e spend more time playing than I probbly should at this time.The new Version has a lot of nice Features, but some don't seem to work the way you planned. Some pointers don't seem to be rest propperly when you restart the game. For example my game ended with no lives left on Level 8. After that I started a new game and al of a sudden I had 12 lives. Another time I got a new livefor much less then the enitial 2 poins after a new game restat. In the new shop not every item seems towork more than once. And the game crashed once when it tryed to open the new shop after Level 3 for the first time with an error message which read that some starting Levels were not correct. This error came only once though (the message was partly in Englsh and partly in Spanish, at least soit seemed).I hope These reports help you ironing out some of thesebug, and keep up the good work. Take care!

URL: http://forum.audiogames.net/viewtopic.php?pid=263102#p263102





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-06-05 Thread AudioGames . net Forum — New releases room : guilevi via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

Extends are what Xevious called extra lives. It is mentioned in the manual, I believe. The prices go up with every store session. About obtaining credits, you do that by completing levels and killing genesis motherships. Combos also give you a small amount.Do you guys think it would be worth it to add a few more enemies now taht games could be longer than before?

URL: http://forum.audiogames.net/viewtopic.php?pid=263076#p263076





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-06-05 Thread AudioGames . net Forum — New releases room : keyIsFull via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

So I just found the store and it mentions something called extends. What are they? Also, how do you gain credits? And are the prices arbitrary? They seem that way but evenn when you buy more of something, the prices don't go up so they are somehow fixed also.

URL: http://forum.audiogames.net/viewtopic.php?pid=263070#p263070





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-06-05 Thread AudioGames . net Forum — New releases room : ogomez92 via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

I'm sure you'll love it... 

URL: http://forum.audiogames.net/viewtopic.php?pid=263061#p263061





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-06-05 Thread AudioGames . net Forum — New releases room : guilevi via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

Hi all,We have just released a new version of the game with a very exciting new feature that will surely make your games more interesting. You will now be able to buy temary upgrades for your ship inbetween some levels. Check the manual for details.Have fun, and thanks for playing!

URL: http://forum.audiogames.net/viewtopic.php?pid=263060#p263060





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-31 Thread AudioGames . net Forum — New releases room : ogomez92 via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

What voices? don't send pms here. send me an email. this thing is bad for notifications. just find my email on my site.

URL: http://forum.audiogames.net/viewtopic.php?pid=262520#p262520





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-31 Thread AudioGames . net Forum — New releases room : moore2it via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

This game is amazing! I love everything about it, makes me feel like I'm in an arcade.

URL: http://forum.audiogames.net/viewtopic.php?pid=262518#p262518





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-25 Thread AudioGames . net Forum — New releases room : ogomez92 via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

HiI just answered to your pm about the voices.You need to ask @guilevi2000 he is the one who made the bns voices.

URL: http://forum.audiogames.net/viewtopic.php?pid=261742#p261742





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-24 Thread AudioGames . net Forum — New releases room : threeblacknoises via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

Hay Oriol, I'm sending you a PM shortly after posting this message.It doesn't really have anything to directly do with VFB, but1. PMing is hard here as their is no direct notification, and2. It kind of does have something to loosely do with VFB as you'll see when you read my Pm.speaking of VFB, I think I'll like the game once I sit down and really get into it.I haven't been disappointed in any of your games yet; after all.Later!

URL: http://forum.audiogames.net/viewtopic.php?pid=261560#p261560





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-23 Thread AudioGames . net Forum — New releases room : kratos via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

woo great, thanks.

URL: http://forum.audiogames.net/viewtopic.php?pid=261380#p261380





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-23 Thread AudioGames . net Forum — New releases room : guilevi via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

Hi all,Thanks for your comments. I don't think I'll increase the default firing rate. I'm trying to make thisg ame as close as I can to Fardraut Densetsu, and this was it's default rate. I don't know about the rapid fire. Also Fardraut Densetsu was probably even more of a bullet hell than this is, so this firing rate should be enough for you.I will be releasing a version later this week with an exciting new feature. It does change the gameplay a bit and goes far from what Fardraut Densetsu was, but it will definitely make it more fun to play.

URL: http://forum.audiogames.net/viewtopic.php?pid=261370#p261370





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-21 Thread AudioGames . net Forum — New releases room : musical professor via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

this game is grate.  i do remember the original verssion of this game and it was hard to play just like this one is as well.  the good part  is that atleast i can play this one as for the other i couldn't based on factors of corse not being able to see.   i can't really pass third stage and some attacks are difficult to master persay.   also in sounds, there are sounds that sound way like each other so it is hard sometimes to know what you're doing.   all and all its a grate title grate game awesome play and don't regret playing.   downloading etc.

URL: http://forum.audiogames.net/viewtopic.php?pid=261222#p261222





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-21 Thread AudioGames . net Forum — New releases room : Mohamed the weirdo via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

Yes, because they're .pack files, similar to .dat files for many games. I believe they're encrypted.

URL: http://forum.audiogames.net/viewtopic.php?pid=261215#p261215





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-21 Thread AudioGames . net Forum — New releases room : Giovani via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

Hello!I can't extract this archive. I think to zip file.

URL: http://forum.audiogames.net/viewtopic.php?pid=261184#p261184





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-20 Thread AudioGames . net Forum — New releases room : kratos via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

[[wow]]. nice game, and really good work. so Will be there somepacks? and really, It needs quicklyer fire. or, more weapons, like bonus or something.

URL: http://forum.audiogames.net/viewtopic.php?pid=261135#p261135





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-19 Thread AudioGames . net Forum — New releases room : nin via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

hi.I just played my best game today, it took me almost an hour... I made it to level 11 with a score of 1420380. this game is awesome, I really hate the sphere shooters, I think that the time when they shoot after they appear should be increased a bit, now it's tricky to avoid them and it's not enough time to shoot and avoid the sphere.

URL: http://forum.audiogames.net/viewtopic.php?pid=260993#p260993





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-19 Thread AudioGames . net Forum — New releases room : Sightless Kombat via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

I'm liking this game so far - I've played it since it came out.  However, I think it feels a little slow, in terms of the firing rate, even at higher speeds.  I wonder if it would be possible to have a cheat code/cheats menu where we could enable a greater rate of fire (maybe decrease the times between beams by a small fraction (I cant give exact amounts as I don't know the speicifcs of the time between firing at the moment).  Or just simply increase it for a little for the next update.Other than that I like what I'm seeing, other than the fact that I can't name a pack either (there seems to be no pack name file int he example pack to change it).Keep up the interesting work.

URL: http://forum.audiogames.net/viewtopic.php?pid=260963#p260963





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-18 Thread AudioGames . net Forum — New releases room : Mohamed the weirdo via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

What also would be nice is if you could disable the pause music. Usually if games can be modded I change the pause sound to silence, but since there is no easy modding system (by that I mean no way to mod an existing pack) I am not able to change it easily.

URL: http://forum.audiogames.net/viewtopic.php?pid=260912#p260912





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-18 Thread AudioGames . net Forum — New releases room : bucklee12 via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

hi, i like the game. the old, and the futuristic wars pack too. but what annoys me the loud music. for some strange and interesting reasons i am not able to turn down the volume of it with my home and end keys on my laptop. and i agree with the poster, that disabling the music in the menu would be good.keep up the good work,M.

URL: http://forum.audiogames.net/viewtopic.php?pid=260898#p260898





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-18 Thread AudioGames . net Forum — New releases room : SLJ via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

avidgamer wrote:oh o, was rather hoping that it could be made for mac, i don't really want to keep windows around just for games lolThat's your choice. I do it, and I really like it. 

URL: http://forum.audiogames.net/viewtopic.php?pid=260857#p260857





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-17 Thread AudioGames . net Forum — New releases room : avidgamer via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

oh o, was rather hoping that it could be made for mac, i don't really want to keep windows around just for games lol

URL: http://forum.audiogames.net/viewtopic.php?pid=260772#p260772





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-17 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

I know you can do that with your shieldbits, but I was hoping there could also be one specifically for ground enemies, since there is one specifically for air enemies, and in level 5 and up, ground enemies are the bigger problem IMO.Yeah I realized that about the obtained item sounds after I looked at the example pack, sorry about that, guess I just didn't think it through first, also, I like that synth, so don't think I'm knocking it because I'm not!    It was a very inventive idea to use it in this way in the first place, and it works well.The only reason it becomes difficult to tell the armored airships apart from the ground bases is because the pitch of the enemies is randomized, so if the airship's ends up being much lower or the base's much higher than normal, which happens often enough to become an issue,
  then they can sound very similar especially from a distance.I can tell the difference between those sign waves when I hear them of course, but in the heat of battle it's nearly impossible for me to tell between those three particular ones, and while it doesn't really matter if you know what your getting before hand anyway, since there are no bad items, I guess I just figured that the differentiation was there for some reason...  And I can't imagine most people being able to tell either.On another note though, as I was looking through some of the sounds in the example pack earlier, I thought of a couple of things that may help pack creators not have to jump through as many hoops or cut as many corners.Firstly, the possibility of having a separate sound for your beam when your using it while the aerial rapid fire powerup is active would be nice... Of course you could easily just make two copies of the same sound with differen
 t names and therefore it wouldn't change if you didn't want it to.Secondly, it seems like with events within levels, like when you use an antiaircraft burst or a shieldbit burst, there is a delay before new ships appear that is significantly longer than the normal one that happens when you shoot a single ship down with the beam and the next one arrives.I don't know how this is calculated right now, but my idea is that it would be nice if new ships wouldn't actually start showing up unless the aerial burst or shieldbit burst sounds were over, possibly with a hard limit of like, five or ten seconds.The reason I say this is because while item obtain sounds are easy to make short versions of, it might be nice to have miniature cut scenes for big attacks like that, without making it so that the player can't hear over them and gets killed because of it.I know that ten seconds sounds like a long time, but when I was thinking about the
  pack that I wanted to create, I realized that if I wanted to do what I was planning, then I'd need six or seven seconds to do it correctly.Who knows, there might even be enough time for that now, but since I can't see the code, I don't know if that would always be the case as it stands now, and without knowing that, I don't feel comfortable doing that to the player, especially on a high level that took a long time to get to.Lastly, I just wanted to point out a small error in the readme, which by the way is written quite well, it's just this one thing probably slipped past, happens to all of us sometimes.It's in the section that describes the level three aerial enemy "The porter" and the word "line" is incorrectly spelled as: "alne".  Not a big deal of course but I thought you should know regardless.

URL: http://forum.audiogames.net/viewtopic.php?pid=260768#p260768





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-17 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

I know you can do that with your shieldbits, but I was hoping there could also be one specifically for ground enemies, since there is one specifically for air enemies, and in level 5 and up, ground enemies are the bigger problem IMO.Yeah I realized that about the obtained item sounds after I looked at the example pack, sorry about that, guess I just didn't think it through first, also, I like that synth, so don't think I'm knocking it because I'm not!    It was a very inventive idea to use it in this way in the first place, and it works well.The only reason it becomes difficult to tell the armored airships apart from the ground bases is because the pitch of the enemies is randomized, so if the airship's ends up being much lower or the base's much higher than normal, which happens often enough to become an issue,
  then they can sound very similar especially from a distance.I can tell the difference between those sign waves when I hear them of course, but in the heat of battle it's nearly impossible for me to tell between those three particular ones, and while it doesn't really matter if you know what your getting before hand anyway, since there are no bad items, I guess I just figured that the differentiation was there for some reason...  And I can't imagine most people being able to tell either.On another note though, as I was looking through some of the sounds in the example pack earlier, I thought of a couple of things that may help pack creators not have to jump through as many hoops or cut as many corners.Firstly, the possibility of having a separate sound for your beam when your using it while the aerial rapid fire powerup is active would be nice... Of course you could easily just make two copies of the same sound with differen
 t names and therefore it wouldn't change if you didn't want it to.Secondly, it seems like with events within levels, like when you use an antiaircraft burst or a shieldbit burst, there is a delay before new ships appear that is significantly longer than the normal one that happens when you shoot a single ship down with the beam and the next one arrives.I don't know how this is calculated right now, but my idea is that it would be nice if new ships wouldn't actually start showing up unless the aerial burst or shieldbit burst sounds were over, possibly with a hard limit of like, five or ten seconds.The reason I say this is because while item obtain sounds are easy to make short versions of, it might be nice to have miniature cut scenes for big attacks like that, without making it so that the player can't hear over them and gets killed because of it.I know that ten seconds sounds like a long time, but when I was thin
 king about the pack that I wanted to create, I realized that if I wanted to do what I was planning, then I'd need six or seven seconds to do it correctly.Who knows, there might even be enough time for that now, but since I can't see the code, I don't know if that would always be the case as it stands now, and without knowing that, I don't feel comfortable doing that to the player, especially on a high level that took a long time to get to.Lastly, I just wanted to point out a small error in the readme, which by the way is written quite well, it's just this one thing probably slipped past, happens to all of us sometimes.It's in the section that describes the level three aerial enemy "The porter" and the word "line" is incorrectly spelled as: "alne".  Not a big deal of course but I thought you should know.

URL: http://forum.audiogames.net/viewtopic.php?pid=260768#p260768





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-17 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

I know you can do that with your shieldbits, but I was hoping there could also be one specifically for ground enemies, since there is one specifically for air enemies, and in level 5 and up, ground enemies are the bigger problem IMO.Yeah I realized that about the obtained item sounds after I looked at the example pack, sorry about that, guess I just didn't think it through first, also, I like that synth, so don't think I'm knocking it because I'm not!    It was a very inventive idea to use it in this way in the first place, and it works well.The only reason it becomes difficult to tell the armored airships apart from the ground bases is because the pitch of the enemies is randomized, so if the airship's ends up being much lower or the base's much higher than normal, which happens often enough to become an issue,
  then they can sound very similar especially from a distance.I can tell the difference between those sign waves when I hear them of course, but in the heat of battle it's nearly impossible for me to tell between those three particular ones, and while it doesn't really matter if you know what your getting before hand anyway, since there are no bad items, I guess I just figured that the differentiation was there for some reason...  And I can't imagine most people being able to tell either.On another note though, as I was looking through some of the sounds in the example pack earlier, I thought of a couple of things that may help pack creators not have to jump through as many hoops or cut as many corners.Firstly, the possibility of having a separate sound for your beam when your using it while the aerial rapid fire powerup is active would be nice... Of course you could easily just make two copies of the same sound with different name
 s and therefore it wouldn't change if you didn't want it to.Secondly, it seems like with events within levels, like when you use an antiaircraft burst or a shieldbit burst, there is a delay before new ships appear that is significantly longer than the normal one that happens when you shoot a single ship down with the beam and the next one arrives.I don't know how this is calculated right now, but my idea is that it would be nice if new ships wouldn't actually start showing up unless the aerial burst or shieldbit burst sounds were over, possibly with a hard limit of like, five or ten seconds.The reason I say this is because while item obtain sounds are easy to make short versions of, it might be nice to have miniature cut scenes for big attacks like that, without making it so that the player can't hear over them and gets killed because of it.I know that ten seconds sounds like a long time, but when I was thinking a
 bout the pack that I wanted to create, I realized that if I wanted to do what I was planning, then I'd need six or seven seconds to do it correctly.Who knows, there might even be enough time for that now, but since I can't see the code, I don't know if that would always be the case as it stands now, and without knowing that, I don't feel comfortable doing that to the player, especially on a high level that took a long time to get to.Lastly, I just wanted to point out a small error in the readme, which by the way is written quite well, it's just this one thing probably slipped past, happens to all of us sometimes.It's in the section that describes the level three aerial enemy "The porter" and the word "line" is incorrectly spelled as: "alne".  Not a big deal of course but I thought you should know.

URL: http://forum.audiogames.net/viewtopic.php?pid=260768#p260768





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-17 Thread AudioGames . net Forum — New releases room : guilevi via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

Nah, not in it's current form. But you could run it under bootcamp or a VM, that's actually entirely what the game was programmed under.

URL: http://forum.audiogames.net/viewtopic.php?pid=260757#p260757





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-17 Thread AudioGames . net Forum — New releases room : avidgamer via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

this game sounds fantastic for windows userm but i don't use windows, but mac. good this game be ported to mac and or ios?

URL: http://forum.audiogames.net/viewtopic.php?pid=260754#p260754





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-17 Thread AudioGames . net Forum — New releases room : guilevi via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

@Defender, thanks for your comments. There is actually a way to clear the whole screen, I believe it was explained in the manual. If you have three shieldbits to spare, you can press A to fire off a grenade sort of thing. It will travel forward just like a beam, and if it manages to hit something, it will explode and destroy every enemy on the screen.The reason why the obtained sounds are mentioned in the sounds menu is because in other packs they may not necessarily be speech, like for example in future war.I'll look into changing those menu options. I do realize the BNS is kind of a terrible synth in some cases, but it was kind of meant to be retro. I don't have trouble differentiating armored airships from ground bases, but I can probably try to find another loop for them.As for the items, they are completely different wavforms. Maybe i
 t's just the fact that I'm used to chiptune and 8-bit sounds, but I can tell a sawtooth wave apart from a 12,5% pulse just fine. The PCEngine did have a pretty nice sound chip though, so I can probably make it pull of a few different waves.

URL: http://forum.audiogames.net/viewtopic.php?pid=260749#p260749





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-17 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

I finally got to level 4, but for some reason, while the genesis mothership was comparatively easy, near the end of level 4 it seemed impossible to dodge all the bullets while also tracking the enemies, even with the engine sounds and turning sounds off, and the music turned down low.I did get to position 13 on the scoreboards though, with a score of 17 something, which I guess is okay.Thanks for fixing the speech stuff for the options menu by the way, it really helps, though you should check out the list I made for sounds that are too similar in post 23, there are only like 4 total.I also used my first aerial burst today, which was pretty freaking cool, though I wish there was a separate ground attack as well, it would help for when you have multiple ground bases and turrets at the same time.

URL: http://forum.audiogames.net/viewtopic.php?pid=260724#p260724





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-17 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

I finally got to level 4, but for some reason, while the genesis mothership was comparatively easy, but near the end of level 4 it seemed impossible to dodge all the bullets while also tracking the enemies, even with the engine sounds and turning sounds off, and the music turned down low.I did get to position 13 on the scoreboards though, with a score of 17 something, which I guess is okay.Thanks for fixing the speech stuff for the options menu by the way, it really helps, though you should check out the list I made for sounds that are too similar in post 23, there are only like 4 total.I also used my first aerial burst today, which was pretty freaking cool, though I wish there was a separate ground attack as well, it would help for when you have ground bases and turrets at the same time.

URL: http://forum.audiogames.net/viewtopic.php?pid=260724#p260724





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-17 Thread AudioGames . net Forum — New releases room : guilevi via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

Yeah, that was a bug in the first version, redownloading the game should fix it.

URL: http://forum.audiogames.net/viewtopic.php?pid=260714#p260714





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-17 Thread AudioGames . net Forum — New releases room : assault_freak via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

A problem with the game when it starts... when it's downloading messages and such, the game window doesn't show up until the main menu appears. Now, because of this, I get the update message with no window to press enter in so can't play the game. Just thought I'd drop that out there in case it's not just me with this problem.

URL: http://forum.audiogames.net/viewtopic.php?pid=260713#p260713





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-16 Thread AudioGames . net Forum — New releases room : Mohamed the weirdo via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

I was just thinking. Maybe when people upload new packs, they should be able to supply some form of contact information, in case their submission gets rejected for some reason; that way you can tell them what the problem was and they can fix it. Actually, that should be added to Beatstar's pack uploader as well. But that's another topic altogether.

URL: http://forum.audiogames.net/viewtopic.php?pid=260704#p260704





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-16 Thread AudioGames . net Forum — New releases room : luiscarlosgm via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

O my o my o my god, what a beautifull game you just!Thank you, I'm waiting the spanish version, or is here or what.A cuestion I say question: how to create soundpacks?

URL: http://forum.audiogames.net/viewtopic.php?pid=260699#p260699





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-16 Thread AudioGames . net Forum — New releases room : aaron77 via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

so I've been playing this game on and off today.  It's a lot of fun.  currently playing with the 8-bit pack.  I like the sounds on the futuristic pack but they  kind of remove the classic arcade game feel that the 8 bit sounds provide.  I haven't downloaded the update that was just recently released, but I do agree with above posters that we should be able to disable music volume from options.  Also, any tips on getting those annoying towers?  I usually don't press x fast enough and so the tower never becomes unhidden.  

URL: http://forum.audiogames.net/viewtopic.php?pid=260697#p260697





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-16 Thread AudioGames . net Forum — New releases room : ogomez92 via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

Hi guys,For those of you having issues understanding the options, I put up a new version with some other fixes as well.It should notify you when you run the game that there is an update so go get it! 

URL: http://forum.audiogames.net/viewtopic.php?pid=260694#p260694





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-16 Thread AudioGames . net Forum — New releases room : guilevi via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

That is linear predictive coding. Used on *A LOT* of old hardware and even some newer toys as well. Speak 'n spell, Street Electronics echo, etc. In this case, we used bitspeek, which is a vst.

URL: http://forum.audiogames.net/viewtopic.php?pid=260693#p260693





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-16 Thread AudioGames . net Forum — New releases room : guilevi via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

That is linear predictive coding. Used on *A LOT* of old hardware and even some newer toys as well. Speak 'n spell, Street Electronics

URL: http://forum.audiogames.net/viewtopic.php?pid=260693#p260693





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-16 Thread AudioGames . net Forum — New releases room : ammericandad2005 via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

how were you guys able to give the options menu voices that "gauntlet dungion master voice" feel? I'm really impressed!

URL: http://forum.audiogames.net/viewtopic.php?pid=260691#p260691





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-16 Thread AudioGames . net Forum — New releases room : guilevi via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

Thanks for all the nice comments. Yes, right now packs ahve to be put in the folder manually. Maybe we'll add automatic downloads later. Right now future war and Xevious are the only two packs available, but I'm hoping the community helps us with this and comes up with ideas. @crashmaster, while I do like your ideas, and I did say I'm aiming to simulate arcade-ish games, I'm not interested in simulating the machine's workings. Not only would it bloat the game, but it would also take more time to write things that would really not be part of the game itself. Also the original Xevious didn't have a startup sound, and neither did Fardraut Densetsu, which is what this is based off of.TO the person who suggested a longer bomb range, that's why the powerup is there. The regualr bomb range is supposed to be quite tiny so you have to wo
 rk to destroy things.People usually think I'm very weird because I love chiptune, I collect old assistive technology and do all kinds of random vintage sound things even though I'm only barely 16. At least I know I'm not alone. The music in Xevious was always super simplistic. In fact, in the original Xevious there was only one bgm track, the one monophonic one in the game. People used to hate that about the game, so Fardraut Densetsu added a bunch of tracks. Every bgm track in VFB is from there, except for the mothership music. I was actually expecting a lot of people to complain about the fact taht everything is 8-bit, so maybe when more packs are around, I can make an alternate one to start with, although I know I won't be using it myself. 

URL: http://forum.audiogames.net/viewtopic.php?pid=260687#p260687





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-16 Thread AudioGames . net Forum — New releases room : ammericandad2005 via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

I'm about to start making this game and it's pack system my bitch! *begins creating a Zelda soundpack for the game*

URL: http://forum.audiogames.net/viewtopic.php?pid=260682#p260682





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-16 Thread AudioGames . net Forum — New releases room : connor142 via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

@crashmaster I like your ideas especially since I never played on those old arcades... Those weren't around anymore by the time I was old enough to make use of them... The only Idea I don't like is the arcade speaker thing, as this would make all of the game sounds a lot harder to hear.

URL: http://forum.audiogames.net/viewtopic.php?pid=260677#p260677





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-16 Thread AudioGames . net Forum — New releases room : simba via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

Hi.I would'nt include those things like coins getting dropped into the machine and starting up and stuff, I can't stand that everyone is going crazy about these, ahem, great old times ahem.8 bit, ok, I can deal with that, but I am not really a fan of everything getting turned into 8 bit sounds, these times are over.

URL: http://forum.audiogames.net/viewtopic.php?pid=260673#p260673





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-16 Thread AudioGames . net Forum — New releases room : assault_freak via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

I think bombs should have a longer drop range when hitting grounded enemies... but this game is definitely a fantastic one. Just out of curiocity, how many packs are in the game thus far and when people release new ones, will the option be there to download them like in beatstar? Or do we have to manually put them into the packs folder? Right now I believe the future war pack is the only one that's available... I'd also suggest that once more packs are created, that there be a starting set of two or three packs to choose for those who don't like 8 bit or have trouble hearing it. Also I agree with dark's assessment of the learn game sounds menu... I was definitely really confused my first few games and that caused me to die early. Lastly, whichever voice filters in some of the menus seem to be a bit overdone... I like the effect, but maybe less of it would be better especially since some do seem to have trouble understanding it. But I love the game!

URL: http://forum.audiogames.net/viewtopic.php?pid=260672#p260672





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-16 Thread AudioGames . net Forum — New releases room : crashmaster via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

Hi gialvi [[wow]] good game.Only thing I'd like added is since you are playing a cabinet and since I played these when yung.1.  have a actual sound of the cabinet starting up and its logo, and the game startup, I am not sure if the cabinets had cartredges or not but anyway sounds of startup and as retro as possible.2.  same for shutting down when exiting.3.  sounds of you incerting a coin to start the game, say every level you had to insert a coin or was it 3 I want you to have to insert a coin with the appropriate sound.When you exit you get your change if any.If you play ok and don't run out of coins or lives, well fine, well you will eventually loose however if you do run out of coins I'd like it that you get angry, and on exit smash the machine or something.You should have an intro to arcade games for you walking into and out of the arcade parler, then sitting down and starting up.I'd also like 
 sounds to sound like they are coming out of the terminal speaker, I do realise these are mono crap but maybe the effect that they are coming out of one.This game takes me back to the old days.Used to play with the terminals all the time.I had a friend of my brother that often played these, he didn't like to loose though one day he got so mad, he smashed the terminal, and kicked it and swore at it.He got banned from playing games and fined for it though.One thing that is missing is the actual sound of you hitting those buttons, sometimes the buttons would get stuck and you would end up bashing the buttons to get things working.Sometimes the change button would malfunction and a ot of coins would drop out.So you could sometimes clock games and keep the change.While not related much to arcade units, later on in uni I did and still do ask for any change  below 10 bucks in 1 and or 2 dollar coins as you can raid the vending machin
 es that way.2 bucks gets you a yoghart slice or a bumper bar, 1 buck gets you everything from chips to a large cookie to a drink.Sometimes when really hungry I would get a lot, the cookies and bars were big enough you could live on them for hours, happy days.

URL: http://forum.audiogames.net/viewtopic.php?pid=260667#p260667





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-16 Thread AudioGames . net Forum — New releases room : connor142 via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

@24, this also totally and utterly destroys any reward sort of feeling of unlocking that new pack you just saw in the get packs menu that turns out to be really awesome.

URL: http://forum.audiogames.net/viewtopic.php?pid=260663#p260663





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-16 Thread AudioGames . net Forum — New releases room : JWoodill21 via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

hmmm. time to get lots of credits using cheat engine, just like I used it to get coins in beatstar. just want to see the sound packs.

URL: http://forum.audiogames.net/viewtopic.php?pid=260660#p260660





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-16 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

I love this, and I'm quickly becoming addicted, to be honest I thought at first I wouldn't because I never played mainstream games as a totally blind child, though I started playing fighting games like Mortal Kombat, Injustice, and Streetfighter about 5 years ago at the urging of my friends, and enjoyed them allot. The only arcades I've been to were modern ones that I didn't even make use of, and I'm only 20 so I just caught the end of the 8 bit era via listening to my brother play on his game boy color, so it was never as big of a thing for me as others.I never really got into 8 bit themed dubstep for instance, and 8 bit remixes of popular songs made me go [[wow]] that's impressive, but I never downloaded them to listen to later or suggested them to someone else.Some songs that have gained a solid place in pop culture, such as the various Mario themes, had me tapping my fingers along to the beat of course, but I never really played it so that's as far as it went, hence the lack of that feeling of nostalgia that people in their early to late thirties always seem to feel so strongly.I certainly respect it though, and sometimes wish I was around for it, especially when undeniably excellent 8 bit music comes along, such as that found in adventure at C: as well as the chiptunes pack for beatstar.Despite that, and the general simplicity of this game's music and sounds, as well as my previous experience with run from your past, which I liked more than I wanted to admit,  I really like it, especially with the synths, which I do remember, and currently even prefer the default pack to the future one, though it does have the awesome factor going for it...I've gotten to level 3, almost level four, and my highest score was 96000 something, but I need to get better at separating out the ships from the bullets in large swarms, as well as knowing when they are too far away or moving too fast to shoot so I can dodge instead, I also need to practice for what to do when multiple ships, or bases especially, are shooting at me at the same time near one edge of the map.I didn't really have much of an issue with any of the voicing accept for one of the options menu items, but other people apparently have, so I put together a small list of what I thought could be changed to make it easier.Note that when I say to separate the words more, you could also take that to mean enunciate better.main menuConsider turning the "change pack" item into "change sound pack" and the "pack store" item into either some variation of "buy sound packs" or just "store" or "shop" instead; this is because "pack" comes out allot like "back" and also pops enough to make the word it's near easier to miss.learn game sounds menuThe end of the word bomb got cut off, so it sounds like "bah", like a sheep, or "bong". heh heh. or "ball"...Demonstrating what the actual statement by the synth of which item has been obtained sounds like isn't necissary in my opinion, and it just makes an already lengthy menu even longer.Options menuoption 1: less destortion on the end of the word sound, and consider distorting part of the word screen (maybe some on the "CR" sound as long as it's not too heavy"( instead of the words of and the, as all three of those words, edge of and the, are close together, so having distorting on all of them makes it more difficult to understand.  However, farther separating the last two in that group might work as well...option 2: More emphesis on the letter "P" in the word play.option 3: more emphesis on the letter "D" in the word window and less distortion on the first "T" in title, as well as either more seperation between the words "braille" and "display" or more emphesis on the letter "D" in display, either should help.option 4: get rid of the space in front of the word play, because it sounds like an "F" , keeping the click would probably be okay though.option 5: way too loud, I'm not even able to tell what your trying to say in that one, so I can't really name the exact word you should fix, accept that what ever the word that describes the entire point of the option should be isn't in any way recognizable.SoundsArmored airship sounds too much like ground base.Anti aircraft burst, arial rapid fire, and shieldbit sounds are too similarNo sound for double shieldbit, maybe that's on purpose though?The ("get ready") said by the synth when a game starts is weirdly quiet.Good thinking teaming up with an awesome guy like Oriol by the way Guilem, "Ir mejor equipo español go!" 

URL: http://forum.audiogames.net/viewtopic.php?pid=260655#p260655





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-16 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

I love this, and I'm quickly becoming addicted, to be honest I thought at first I wouldn't because I never played mainstream games as a totally blind child, though I started playing fighting games like Mortal Kombat, Injustice, and Streetfighter about 5 years ago at the urging of my friends, and enjoyed them allot. The only arcades I've been to were modern ones that I didn't even make use of, and I'm only 20 so I just caught the end of the 8 bit era via listening to my brother play on his game boy color, so it was never as big of a thing for me as others.I never really got into 8 bit themed dubstep for instance, and 8 bit remixes of popular songs made me go [[wow]] that's impressive, but I never downloaded them to listen to later or suggested them to someone else.Some songs that have gained a solid place in pop culture, such as the various Mario themes, had me tapping my fingers along to the beat of course, but I never really played it so that's as far as it went, hence the lack of that feeling of nostalgia that people in their early to late thirties always seem to feel so strongly.I certainly respect it though, and sometimes wish I was around for it, especially when undeniably excellent 8 bit music comes along, such as that found in adventure at C: as well as the chiptunes pack for beatstar.Despite that, and the general simplicity of this game's music and sounds, as well as my previous experience with run from your past, which I liked more than I wanted to admit,  I really like it, especially with the synths, which I do remember, and currently even prefer the default pack to the future one, though it does have the awesome factor going for it...I've gotten to level 3, almost level four, and my highest score was 96000 something, but I need to get better at separating out the ships from the bullets in large swarms, as well as knowing when they are too far away or moving too fast to shoot so I can dodge instead, I also need to practice for what to do when multiple ships, or bases especially, are shooting at me at the same time near one edge of the map.I didn't really have much of an issue with any of the voicing accept for one of the options menu items, but other people apparently have, so I put together a small list of what I thought could be changed to make it easier.Note that when I say to separate the words more, you could also take that to mean enunciate better.main menuConsider turning the "change pack" item into "change sound pack" and the "pack store" item into either some variation of "buy sound packs" or just "store" or "shop" instead; this is because "pack" comes out allot like "back" and also pops enough to make the word it's near easier to miss.learn game sounds menuThe end of the word bomb got cut off, so it sounds like "bah", like a sheep, or "bong". heh heh. or "ball"...Demonstrating what the actual statement by the synth of which item has been obtained sounds like isn't necissary in my opinion, and it just makes an already lengthy menu even longer.Options menuoption 1: less destortion on the end of the word sound, and consider distorting part of the word screen (maybe some on the "CR" sound as long as it's not too heavy"( instead of the words of and the, as all three of those words, edge of and the, are close together, so having distorting on all of them makes it more difficult to understand.  However, farther seperating the last two could work as well...option 2: More emphesis on the letter "P" in the word play.option 3: more emphesis on the letter "D" in the word window and less distortion on the first "T" in title, as well as either more seperation between the words "braille" and "display" or more emphesis on the letter "D" in display, either should help.option 4: get rid of the space in front of the word play, because it sounds like an "F" , keeping the click would probably be okay though.option 5: way too loud, I'm not even able to tell what your trying to say in that one, so I can't really name the exact word you should fix, accept that what ever the word that describes the entire point of the option should be isn't in any way recognizable.SoundsArmored airship sounds too much like ground base.Anti aircraft burst, arial rapid fire, and shieldbit sounds are too similarNo sound for double shieldbit, maybe that's on purpose though?The ("get ready") said by the synth when a game starts is weirdly quiet.Good thinking teaming up with an awesome guy like Oriol by the way Guilem, "Ir mejor equipo español go!" 

URL: http://forum.audiogames.net/viewtopic.php?pid=260655#p260655





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-16 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

I love this, and I'm quickly becoming addicted, to be honest I thought at first I wouldn't because I never played mainstream games as a totally blind child, though I started playing fighting games like Mortal Kombat, Injustice, and Streetfighter about 5 years ago at the urging of my friends, and enjoyed them allot. The only arcades I've been to were modern ones that I didn't even make use of, and I'm only 20 so I just caught the end of the 8 bit era via listening to my brother play on his game boy color, so it was never as big of a thing for me as others.I never really got into 8 bit themed dubstep for instance, and 8 bit remixes of popular songs made me go [[wow]] that's impressive, but I never downloaded them to listen to later or suggested them to someone else.Some songs that have gained a solid place in pop culture, such as the various Mario themes, had me tapping my fingers along to the beat of course, but I never really played it so that's as far as it went, hence the lack of that feeling of nostalgia that people in their early to late thirties always seem to feel so strongly.I certainly respect it though, and sometimes wish I was around for it, especially when undeniably excellent 8 bit music comes along, such as that found in adventure at C: as well as the chiptunes pack for beatstar.Despite that, and the general simplicity of this game's music and sounds, as well as my previous experience with run from your past, which I liked more than I wanted to admit,  I really like it, especially with the synths, which I do remember, and currently even prefer the default pack to the future one, though it does have the awesome factor going for it...I've gotten to level 3, almost level four, and my highest score was 96000 something, but I need to get better at separating out the ships from the bullets in large swarms, as well as knowing when they are too far away or moving too fast to shoot so I can dodge instead, I also need to practice for what to do when multiple ships, or bases especially, are shooting at me at the same time near one edge of the map.I didn't really have much of an issue with any of the voicing accept for one of the options menu items, but other people apparently have, so I put together a small list of what I thought could be changed to make it easier.Note that when I say to separate the words more, you could also take that to mean enunciate better.main menuConsider turning the "change pack" item into "change sound pack" and the "pack store" item into either some variation of "buy sound packs" or just "store" or "shop" instead; this is because "pack" comes out allot like "back" and also pops enough to make the word it's near easier to miss.learn game sounds menuThe end of the word bomb got cut off, so it sounds like "bah", like a sheep, or "bong". heh heh. or "ball"...The actual statement by the synth of what's been obtained isn't necissary in my opinion, and it just makes an already lengthy menu even longer.Options menuoption 1: less destortion on the end of the word sound, and consider distorting part of the word screen (maybe some on the "CR" sound as long as it's not too heavy"( instead of the words of and the, as all three of those words, edge of and the, are close together, so having distorting on all of them makes it more difficult to understand.  However, farther seperating the last two could work as well...option 2: More emphesis on the letter "P" in the word play.option 3: more emphesis on the letter "D" in the word window and less distortion on the first "T" in title, as well as either more seperation between the words "braille" and "display" or more emphesis on the letter "D" in display, either should help.option 4: get rid of the space in front of the word play, because it sounds like an "F" , keeping the click would probably be okay though.option 5: way too loud, I'm not even able to tell what your trying to say in that one, so I can't really name the exact word you should fix, accept that what ever the word that describes the entire point of the option should be isn't in any way recognizable.SoundsArmored airship sounds too much like ground base.Anti aircraft burst, arial rapid fire, and shieldbit sounds are too similarNo sound for double shieldbit, maybe that's on purpose though?The ("get ready") said by the synth when a game starts is weirdly quiet.Good thinking teaming up with an awesome guy like Oriol by the way Guilem, "Ir mejor equipo español go!" 

URL: http://forum.audiogames.net/viewtopic.php?pid=260655#p260655





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-16 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

I love this, and I'm quickly becoming addicted, to be honest I thought at first I wouldn't because I never played mainstream games as a totally blind child, though I started playing fighting games like Mortal Kombat, Injustice, and Streetfighter about 5 years ago at the urging of my friends, and enjoyed them allot. The only arcades I've been to were modern ones that I didn't even make use of, and I'm only 20 so I just caught the end of the 8 bit era via listening to my brother play on his game boy color, so it was never as big of a thing for me as others.I never really got into 8 bit themed dubstep for instance, and 8 bit remixes of popular songs made me go [[wow]] that's impressive, but I never downloaded them to listen to later or suggested them to someone else.Some songs that have gained a solid place in pop culture, such as the various Mario themes, had me tapping my fingers along to the beat of course, but I never really played it so that's as far as it went, hence the lack of that feeling of nostalgia that people in their early to late thirties always seem to feel so strongly.I certainly respect it though, and sometimes wish I was around for it, especially when undeniably excellent 8 bit music comes along, such as that found in adventure at C: as well as the chiptunes pack for beatstar.Despite that, and the general simplicity of this game's music and sounds, as well as my previous experience with run from your past, which I liked more than I wanted to admit,  I really like it, especially with the synths, which I do remember, and currently even prefer the default pack to the future one, though it does have the awesome factor going for it...I've gotten to level 3, almost level four, and my highest score was 96000 something, but I need to get better at separating out the ships from the bullets in large swarms, as well as knowing when they are too far away or moving too fast to shoot so I can dodge instead, I also need to practice for what to do when multiple ships, or bases especially, are shooting at me at the same time near one edge of the map.I didn't really have much of an issue with any of the voicing accept for one of the options menu items, but other people apparently have, so I put together a small list of what I thought could be changed to make it easier.Note that when I say to separate the words more, you could also take that to mean enunciate better.main menuConsider turning the "change pack" item into "change sound pack" and the "pack store" item into either some variation of "buy sound packs" or just "store" or "shop" instead; this is because "pack" comes out allot like "back" and also pops enough to make the word it's near easier to miss.learn game sounds menuThe end of the word bomb got cut off, so it sounds like "bah", like a sheep, or "bong". heh heh. or "ball"...The actual statement by the synth of what's been obtained isn't necissary in my opinion, and it just makes an already lengthy menu even longer.Options menuoption 1: less destortion on the end of the word sound, and consider distorting part of the word screen (maybe some on the "CR" sound as long as it's not too heavy"( instead of the words of and the, as all three of those words, edge of and the, are close together, so having distorting on all of them makes it more difficult to understand.  However, farther seperating the last two could work as well...option 2: More emphesis on the letter "P" in the word play.option 3: more emphesis on the letter "D" in the word window and less distortion on the first "T" in title, as well as either more seperation between the words "braille" and "display" or more emphesis on the letter "D" in display, either should help.option 4: get rid of the space in front of the word play, because it sounds like an "F" , keeping the click would probably be okay though.option 5: way too loud, I'm not even able to tell what your trying to say in that one, so I can't really name the exact word you should fix, accept that what ever the word that describes the entire point of the option should be isn't in any way recognizable.SoundsArmored airship sounds too much like ground base.Anti aircraft burst, arial rapid fire, and shieldbit sounds are too similarNo sound for double shieldbit, maybe that's on purpose though?The ("get ready") said by the synth when a game starts is weirdly quiet.Good thinking teaming up with an awesome guy like Oriol by the way Guilem, "Ir mejor equipo español go!" 

URL: http://forum.audiogames.net/viewtopic.php?pid=260655#p260655





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-16 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

I love this, and I'm quickly becoming addicted, to be honest I thought at first I wouldn't because I never played mainstream games as a totally blind child, though I started playing fighting games like Mortal Kombat, Injustice, and Streetfighter about 5 years ago at the urging of my friends, and enjoyed them allot. The only arcades I've been to were modern ones that I didn't even make use of, and I'm only 20 so I just caught the end of the 8 bit era via listening to my brother play on his game boy color, so it was never as big of a thing for me as others.I never really got into 8 bit themed dubstep for instance, and 8 bit remixes of popular songs made me go [[wow]] that's impressive, but I never downloaded them to listen to later or suggested them to someone else.Some songs that have gained a solid place in pop culture, such as the various Mario themes, had me tapping my fingers along to the beat of course, but I never really played it so that's as far as it went, hence the lack of that feeling of nostalgia that people in the early to late thirties always seem to feel so strongly.I certainly respect it though, and sometimes wish I was around for it, especially when undeniably excellent 8 bit music comes along, such as that found in adventure at C: as well as the chiptunes pack for beatstar.Despite that, and the general simplicity of this game's music and sounds, as well as my previous experience with run from your past, which I liked more than I wanted to admit,  I really like it, especially with the synths, which I do remember, and currently even prefer the default pack to the future one, though it does have the awesome factor going for it...I've gotten to level 3, almost level four, and my highest score was 96000 something, but I need to get better at separating out the ships from the bullets in large swarms, as well as knowing when they are too far away or moving too fast to shoot so I can dodge instead, I also need to practice for what to do when multiple ships, or bases especially, are shooting at me at the same time near one edge of the map.I didn't really have much of an issue with any of the voicing accept for one of the options menu items, but other people apparently have, so I put together a small list of what I thought could be changed to make it easier.Note that when I say to separate the words more, you could also take that to mean enunciate better.main menuConsider turning the "change pack" item into "change sound pack" and the "pack store" item into either some variation of "buy sound packs" or just "store" or "shop" instead; this is because "pack" comes out allot like "back" and also pops enough to make the word it's near easier to miss.learn game sounds menuThe end of the word bomb got cut off, so it sounds like "bah", like a sheep, or "bong". heh heh. or "ball"...The actual statement by the synth of what's been obtained isn't necissary in my opinion, and it just makes an already lengthy menu even longer.Options menuoption 1: less destortion on the end of the word sound, and consider distorting part of the word screen (maybe some on the "CR" sound as long as it's not too heavy"( instead of the words of and the, as all three of those words, edge of and the, are close together, so having distorting on all of them makes it more difficult to understand.  However, farther seperating the last two could work as well...option 2: More emphesis on the letter "P" in the word play.option 3: more emphesis on the letter "D" in the word window and less distortion on the first "T" in title, as well as either more seperation between the words "braille" and "display" or more emphesis on the letter "D" in display, either should help.option 4: get rid of the space in front of the word play, because it sounds like an "F" , keeping the click would probably be okay though.option 5: way too loud, I'm not even able to tell what your trying to say in that one, so I can't really name the exact word you should fix, accept that what ever the word that describes the entire point of the option should be isn't in any way recognizable.SoundsArmored airship sounds too much like ground base.Anti aircraft burst, arial rapid fire, and shieldbit sounds are too similarNo sound for double shieldbit, maybe that's on purpose though?The ("get ready") said by the synth when a game starts is weirdly quiet.Good thinking teaming up with an awesome guy like Oriol by the way Guilem, "Ir mejor equipo español go!" 

URL: http://forum.audiogames.net/viewtopic.php?pid=260655#p260655





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-16 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

I love this, and I'm quickly becoming addicted, to be honest I thought at first I wouldn't because I never played mainstream games as a totally blind child, though I started playing fighting games like Mortal Kombat, Injustice, and Streetfighter about 5 years ago at the urging of my friends, and enjoyed them allot. The only arcades I've been to were modern ones that I didn't even make use of, and I'm only 20 so I just caught the end of the 8 bit era via listening to my brother play on his game boy color, so it was never as big of a thing for me as others.I never really got into 8 bit themed dubstep for instance, and 8 bit remixes of popular songs made me go [[wow]] that's impressive, but I never downloaded them to listen to later or suggested them to someone else.Some songs that have gained a solid place in pop culture, such as the various Mario themes, had me tapping my fingers along to the beat of course, but I never really played it so that's as far as it went, hence the lack of that feeling of nostalgia that people in the early to late thirties always seem to feel so strongly.I certainly respect it though, and sometimes wish I was around for it, especially when undeniably excellent 8 bit music comes along, such as that found in adventure at C: as well as the chiptunes pack for beatstar.Despite that, and the general simplicity of this game's music and sounds, as well as my previous experience with run from your past, which I liked more than I wanted to admit,  I really like it, especially with the synths, which I do remember, and currently even prefer the default pack to the future one, though it does have the awesome factor going for it...I've gotten to level 3, almost level four, and my highest score was 96000 something, but I need to get better at separating out the ships from the bullets in large swarms, as well as knowing when they are too far away or moving too fast to shoot so I can dodge instead, I also need to practice for what to do when multiple ships, or bases especially, are shooting at me at the same time near one edge of the map.I didn't really have much of an issue with any of the voicing accept for one of the options menu items, but other people apparently have, so I put together a small list of what I thought could be changed to make it easier.Note that when I say to separate the words more, you could also take that to mean enunciate better.main menuConsider turning the "change pack" item into "change sound pack" and the "pack store" item into either some variation of "buy sound packs" or just "store" or "shop" instead; this is because "pack" comes out allot like "back" and also pops enough to make the word it's near easier to miss.learn game sounds menuThe end of the word bomb got cut off, so it sounds like "bah", like a sheep, or "bong". heh heh. or "ball"...The actual statement by the synth of what's been obtained isn't necissary in my opinion, and it just makes an already lengthy menu even longer.Options menuoption 1: less destortion on the end of the word sound, and consider distorting part of the word screen (maybe some on the "CR" sound as long as it's not too heavy"( instead of the words of and the, as all three of those words, edge of and the, are close together, so having distorting on all of them makes it more difficult to understand.  However, farther seperating the last two could work as well...option 2: More emphesis on the letter "P" in the word play.option 3: more emphesis on the letter "D" in the word window and less distortion on the first "T" in title, as well as either more seperation between the words "braille" and "display" or more emphesis on the letter "D" in display, either should help.option 4: get rid of the space in front of the word play, because it sounds like an "F" , keeping the click would probably be okay though.option 5: way too loud, I'm not even able to tell what your trying to say in that one, so I can't really name the exact word you should fix, accept that what ever the word that describes the entire point of the option should be isn't in any way recognizable.SoundsArmored airship sounds too much like ground base.Anti aircraft burst, arial rapid fire, and shieldbit sounds are too similarNo sound for double shieldbit, maybe that's on purpose though?Good thinking teaming up with an awesome guy like Oriol by the way Guilem, "Ir mejor equipo español go!"

URL: http://forum.audiogames.net/viewtopic.php?pid=260655#p260655





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-16 Thread AudioGames . net Forum — New releases room : nin via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

can you please put an option in the settings menu to adjust the music volume? because everytime I play I have to lower the music volume which is very annoying.  this might be implemented but for the heck of me I can't understand what that synthetiser says.

URL: http://forum.audiogames.net/viewtopic.php?pid=260650#p260650





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-16 Thread AudioGames . net Forum — New releases room : simba via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

Hi.I really like this game and it's mechanics, even though I am not really good at this game currently xd.I have a little problem anyway. I can't seem to lower the background music with the home and end keys. My problem is that I have a small hearing issue, so for example the future pack is quite hard to play for me, due to the fact that the music is to loud.Is that feature already in the game or is this still missing, and would it maybe be possible to put the music controls on the page up and down keys?The problem might also be the keyboard layout of my laptop, tthe home and end keys sometimes work and sometimes not.

URL: http://forum.audiogames.net/viewtopic.php?pid=260637#p260637





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-16 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

That sounds like an idea as the sounds obviously move around a bit, just to give players a bit more information about what sounds do what.

URL: http://forum.audiogames.net/viewtopic.php?pid=260636#p260636





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-16 Thread AudioGames . net Forum — New releases room : guilevi via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

@Dark, thanks. My aim was to make it have that arcade feel, and actually, I think one of my aims for future developments will be recreations of those arcade titles, ones that may not fully resemble the original but will still give you the feeling . Yes, you are right about the sounds menu. I think that's partly what's confusing a lot of people. I'm thinking of making it something like river raiders, where everytime you pressed enter on an option it would randomize which version of the sound to play. In this case, I would also make them loop a couple of times. What do you think about this? Would that work for you all?

URL: http://forum.audiogames.net/viewtopic.php?pid=260629#p260629





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-16 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

Nice, definitely fun and actually this one has the classic arcade feeling particularly with the harshness of the difficulty. Level 4 is my best thus far though I've only had a couple of goes at the game and needed to get the thing with ground bases. One thing which i would suggest is in the learn game sounds menu, you only get a brief clip of each sound effect, where as in the game the sounds for bouncers, enemy ships, ground bases etc are continuous and often  scale up and down. It'd be nice to hear some actual in game sounds sinse when i first heard a ground base I wasn't sure what it was, and during my first game I died several times by crashing into them until I clicked.

URL: http://forum.audiogames.net/viewtopic.php?pid=260624#p260624





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-16 Thread AudioGames . net Forum — New releases room : guilevi via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

I just made a little playthrough of the game explaining everything that was going on. I hope it helps clear up some of your problems. It ended in a little bit of a disaster, but the gameplay itself worked pretty well, except for the fact that I'm not all that great at the game. https://dl.dropboxusercontent.com/u/5686474/vfb.mp3

URL: http://forum.audiogames.net/viewtopic.php?pid=260620#p260620





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-16 Thread AudioGames . net Forum — New releases room : Mohamed the weirdo via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

I am actually not having issues understanding it, though it took me some time to understand the options, but I got it eventually. But yes, I could see how people would have trouble with it.

URL: http://forum.audiogames.net/viewtopic.php?pid=260614#p260614





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-16 Thread AudioGames . net Forum — New releases room : guilevi via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

@SLJ I tried to grab sounds that were as different from each other as I could find. I think it worked out pretty well, at least in my point of view and in everyone else's in my beta team, but yeah, not everyone likes 8-bit.If you guys are having issues with the options menu, I can re-record it with some synth. LPC is something you have to get used too. Are you guys having any problems with understanding the numbers?

URL: http://forum.audiogames.net/viewtopic.php?pid=260613#p260613





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-16 Thread AudioGames . net Forum — New releases room : SLJ via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

Beep beep beep beep... All those beeps just confuses me, even when there's a learn game sounds menu. It's simply too difficult for me to get used to, so the game is not for me. It's a cool idea for those who can get used to it though.

URL: http://forum.audiogames.net/viewtopic.php?pid=260607#p260607





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-16 Thread AudioGames . net Forum — New releases room : ogomez92 via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

HiThe options menu is not a synth. It's lpc with speech. Is it that bad? Is anyone else having problems?

URL: http://forum.audiogames.net/viewtopic.php?pid=260606#p260606





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-16 Thread AudioGames . net Forum — New releases room : criticview via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

HiI'm all for retro synths and what not, but the one in the "options" menu drives me insane. I can't get more than "" and "on" and "off" out of it. If possible, it would be nice to have the menu changeable somehow. True, didn't read the manual, so maybe it's in there, but just thought to throw it out anyway. I still have to start playing it, so we'll see how that goes.

URL: http://forum.audiogames.net/viewtopic.php?pid=260602#p260602





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-15 Thread AudioGames . net Forum — New releases room : ogomez92 via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

Yes maybe the airships need to ave a higher sound? I m  ight update that pack at some point

URL: http://forum.audiogames.net/viewtopic.php?pid=260598#p260598





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-15 Thread AudioGames . net Forum — New releases room : Mohamed the weirdo via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

Well, I started playing, it's pretty good. On my first attempts I barely got past level 1, but I'm slowly getting better at it. I am Slender on the score boards.

URL: http://forum.audiogames.net/viewtopic.php?pid=260593#p260593





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-15 Thread AudioGames . net Forum — New releases room : dd via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

am I the only one who thinks the future war pack that comes with the game ramps the difficulty up even more? lol because the sounds all blend together, I can barely hear airships which is what gets me killed because I can pick off everything else, but those fire from right next to me because I didn't hear them, and boom

URL: http://forum.audiogames.net/viewtopic.php?pid=260590#p260590





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-15 Thread AudioGames . net Forum — New releases room : connor142 via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

hello, how do you actually create your own sound packs for this?

URL: http://forum.audiogames.net/viewtopic.php?pid=260580#p260580





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-15 Thread AudioGames . net Forum — New releases room : dd via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

okay, this game is really fun... I think I managed to get to level 4? or was it 5, on my first attempt but the trick is learning which sound is which sound, and things happen decently fast too especially laterthe towers are something I didn't really manage to hit though, i think in the entire game I got like 2... the rest blew right past me

URL: http://forum.audiogames.net/viewtopic.php?pid=260576#p260576





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-15 Thread AudioGames . net Forum — New releases room : manuelcortez via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

congrats! going to download it right now.

URL: http://forum.audiogames.net/viewtopic.php?pid=260573#p260573





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-15 Thread AudioGames . net Forum — New releases room : guilevi via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

It is hard indeed, but you can get used to it. I know of people who can get to level 9, and I still can't get past level 5, what with the mothership battles and everything. 

URL: http://forum.audiogames.net/viewtopic.php?pid=260572#p260572





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-15 Thread AudioGames . net Forum — New releases room : coltonhill01 via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

be warned. It's friggin hard, especially if you aren't some pro at everything...

URL: http://forum.audiogames.net/viewtopic.php?pid=260570#p260570





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-15 Thread AudioGames . net Forum — New releases room : raju . laini . 20 via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

waw new games , go to download,  thanks.,.

URL: http://forum.audiogames.net/viewtopic.php?pid=260569#p260569





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Re: Villains from Beyond, new collaboration project between me and Oriol G

2016-05-15 Thread AudioGames . net Forum — New releases room : ogomez92 via Audiogames-reflector


  


Re: Villains from Beyond, new collaboration project between me and Oriol G

Hi!Enjoy this amazing game! We put so much work into it, and I'm sure you'll love it!

URL: http://forum.audiogames.net/viewtopic.php?pid=260568#p260568





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Villains from Beyond, new collaboration project between me and Oriol G

2016-05-15 Thread AudioGames . net Forum — New releases room : guilevi via Audiogames-reflector


  


Villains from Beyond, new collaboration project between me and Oriol G

Hi all,Oriol and I have been working on this game for a while. Some of you may have heard his stream a few weeks ago, so this might not be news to you. But now, we're releasing it to the public!Villains from Beyond is a vertical scrolling shooter in the style of the old arcade game Xevious, inspired by the PCEngine version "Xevious: Fardraut Densetsu".It has evolved into something that probably doesn't resemble it at all, but that makes it all the more original, right? In this endless game, you will have to worry not only about the several types of enemies, each one with it's particularity, but also items, hidden soltowers, etc. In short, it'll be a while until you get bored of this game.But that's not all. This game is fully moddable. It's pack system allows you to make your own sounds for the game and 
 release them to the public through Oriol's website.Without further adue, you can go grab the game from the following link:http://oriolgomez.com/en_games.phpEnjoy!

URL: http://forum.audiogames.net/viewtopic.php?pid=260567#p260567





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