Re: Sonus GDE 2.3.1

2019-12-02 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: Sonus GDE 2.3.1

Hey moaddye.What do you mean by it didn't even collect? Have you used a create object action to make the game object during runtime? If you are saying it doesnt event collect maybe that's the issue?Is any audio playing at all? Is it silent or just not playing positionally?Any details you can give will help. I'm sure its something simple we can fix

URL: https://forum.audiogames.net/post/482116/#p482116




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Re: Sonus GDE 2.3.1

2019-12-02 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: Sonus GDE 2.3.1

Hi Francipvb.Well, games are limited to the GDE's capabilities but that's getting new features all the time.There are 9 buttons. So it's less that a keyboard. But buttons can be combined.At the moment their are only 16 audio channels but that is because it was built that way before people expressed the desire for 3D. So that limit needs increasing or removing altogether. Which will be done.Those are the ones I can think of at the top of my head.

URL: https://forum.audiogames.net/post/482050/#p482050




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Re: Sonus GDE thoughts

2019-11-30 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: Sonus GDE thoughts

Those are good suggestions.A percent sign for the variables could work. When we run our project. The run window is empty with just a close button on. The original plan which hasn't been implemented yet is to pass the game data into that window so it can be monitored.This will include all global variables. Game Objects and  loaded sounds list. However looking at your comments I think I would like to add an extra feature to the plan. A game log, which is empty. But we can use an action that is only in the GDE to write whatever we want to that log.Would this kind of feature meet your needs?As for coordinates. Yes Y is up and down. And in my experience is mostly the case. I have seen cases where Z is used for the up a down. I thinks its just a matter of preference

URL: https://forum.audiogames.net/post/481383/#p481383




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Re: Sonus GDE thoughts

2019-11-29 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: Sonus GDE thoughts

Hi Amerikranian.I havent experienced that myself but the tutorials were written during an older version of the GDE. I will have to have a look myself at some point to see if I can replicate your issue.I think the reason the player x and y variables arnt updated when we collide with the wall is because it puts the player back to the position they were origianlly in. for example if we are at X 10 and move forward 1 to X 11 which we then get knocked back to X10. we dont need to updatete the variable again because we are already at X10.You'll have to excuse me, I wrote these quite a while ago.I also noticed you said "The playerx and playery variables are my local coordinates." does this mean the playerx and playery are local variables? becasue you are using the set global variable action.I can see the benefit to haveing TTS capable of speaking more than 1 variable. developers will have to make sure they done use variable names that will match words they want to use in TTS though. I'll add that to my list.I'n not sure why you are wanting to write global variables to a file? could you elaborate on that maybe?There is a feature on my list to allow Game Objects to be exported and imported into other projects if thats if thats the kind of thing you are getting at.I'm not sure whats hapening with the used event list, I havent heard any other complaints and I did orignally test it with NVDA. I'll have to take a look at that one, but of course I'll alter the design if needed. thanks for the feedback.And oops. thats little bug slipped through the net. I'll rectify the TTS channels being cleared on the next update then. Thanks for reporting that.EDIT: the issue with NVDA on the used event list has been confirmed by another user. I'll be sure to find the problem and include a fix in the next update. Sorry about that Amerikranian. Thanks for bringing it to my attention. I very much appreciate it.

URL: https://forum.audiogames.net/post/481265/#p481265




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Re: Sonus GDE thoughts

2019-11-29 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: Sonus GDE thoughts

Hi Amerikranian.I havent experienced that myself but the tutorials were written during an older version of the GDE. I will have to have a look myself at some point to see if I can replicate your issue.I think the reason the player x and y variables arnt updated when we collide with the wall is because it puts the player back to the position they were origianlly in. for example if we are at X 10 and move forward 1 to X 11 which we then get knocked back to X10. we dont need to updatete the variable again because we are already at X10.You'll have to excuse me, I wrote these quite a while ago.I also noticed you said "The playerx and playery variables are my local coordinates." does this mean the playerx and playery are local variables? becasue you are using the set global variable action.I can see the benefit to haveing TTS capable of speaking more than 1 variable. developers will have to make sure they done use variable names that will match words they want to use in TTS though. I'll add that to my list.I'n not sure why you are wanting to write global variables to a file? could you elaborate on that maybe?There is a feature on my list to allow Game Objects to be exported and imported into other projects if thats if thats the kind of thing you are getting at.I'm not sure whats hapening with the used event list, I havent heard any other complaints and I did orignally test it with NVDA. I'll have to take a look at that one, but of course I'll alter the design if needed. thanks for the feedback.And oops. thats little bug slipped through the net. I'll rectify the TTS channels being cleared on the next update then. Thanks for reporting that.

URL: https://forum.audiogames.net/post/481265/#p481265




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Re: Sonus GDE thoughts

2019-11-28 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: Sonus GDE thoughts

Oh I see. The audio names are not returned when the audio finished event happens. I'm not sure where to return them to either if that was an update to be introduced. Perhaps each game object could have a Last Played property that stores the name of the last audio it played. But at the moment, no. You could of course set  a local variable on the audio finished event perhaps. It depends what you want to achieve.As for keyboard input. I do intend to make your own controls mappable but I still need to ensure the PCP acts as a mimic of the sonus itself.Games will be on external storage yes. This is why games dont need to exit.As for commas. I have already taken steps to rectify this issue and future versions should allow more punctuation including commas and exclamation Mark's etc. Is was because of how the games were exported but I have now altered that. But special characters are still untested. I dont know all the issues it could cause if I remove the restriction yet. it  needs investigating on the GDE PCP and on the sonus  before I can release it.

URL: https://forum.audiogames.net/post/481034/#p481034




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Re: Sonus GDE thoughts

2019-11-28 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: Sonus GDE thoughts

Oops. Let me answer those for you.The TTS does not have a finished event like the audio. They were intended to be fired and forgotten about. However I myself am finding situation where listening for the TTS finishing would be useful. I was considering adding a new function to the condition action to check the state of a TTS channel.I may be a bit of an idiot here. But I'm not sure what you mean about being able to see what audio has finished. Could you give me an example? What return data are we wanting?The TTs channel limit is 99. But of course all channels can be written  over. You could make an entire game using only 1 channel. They load and speak pretty fast.To make TTS speak a variable value just put the variable name in as a parameter. It will search for a match in the local and global variables lists first before just speaking the text.You cant really make a game exit. You just close the PCP to do that. It's the same with the console. It loads the game on start up. And you just turn it off when you are done.Else statements were never high on the priority  because you could just write the opposite conditon below. However, I could make the GDE do this in the back ground so no alteration to the console is  needed.OR is also very useful so you arnt writing out many differnet if statements containing the same actions. However a way to combat this is the use of functions. So you can simply write many actions to a function and then reference that function instead. Which has been on the update list for some time now. So I may revisit the need for OR once function have been released. It is a basic programming feature and most likely will be in demand.And finally. You can change the variables of another game object. Any action can be applied to another game object. The top section of the action  window let's you select who the action applied to. So if you use the set local variable action but apply it to another object then that objects variable will be altered instead. This is the 6th parameter if you are using GDE script. True means apply to the collision object. LoopGO means apply to the loop object. Or just put the objects name.Hope those answers help a bit.

URL: https://forum.audiogames.net/post/480982/#p480982




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Re: Sonus GDE thoughts

2019-11-28 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: Sonus GDE thoughts

Oops. Let me answer those for you.The TTS does not have a finished event like the audio. They were intended to be fired and forgotten about. However I myself am finding situation where listener ing for the TTS finishing would be useful. I was considering adding a new function to the condition action to check the state of a TTS channel.I may be a bit of an idiot here. But I'm not sure what you mean about being able to see what audio has finished. Could you give me an example? What return data are we wanting?The TTs channel limit is 99. But of course all channel can be written  over. You could make an entire game using only 1 channel. The load and speak pretty fast.To make TTS speak a variable value just put the variable name in as a parameter. It will search for a match in the local and global variables lists first before just speaking the text.You cant really make a game exit. You just close the PCP to do that. It's the same with the console. It loads the game on start up. And you just turn it off when you are done.Else statements were never high on the priority  because you could just write the opposite conditon below. However, I could make the GDE do this in the back ground so no alteration to the console is  needed. OR is also very useful so you arnt writing out many differnet if statements containing the same actions. However a way to combat this is the use of functions. So you can simply write many actions to a function and then reference that function instead. Which has been on the update list for some time now. So I may revisit the need for OR once function have been released. It is a basic programming feature and most likely will be in demand.And finally. You can change the variables of another game object. Any action can be applied to another game object. The top section of the action  window let's you select who the action applied to. So if you use the set local variable action but apply it to another object then that objects variable will be altered instead. This is the 6th parameter if you are using GDE script. True mean apply to the collision object. LoopGO means apply to the loop object. Or just put the objects name.Hope those answers help a bit.

URL: https://forum.audiogames.net/post/480982/#p480982




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Re: Sonus GDE 2.3.1

2019-11-28 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: Sonus GDE 2.3.1

#17 what I do is have a loader object for each area. And in the project the objects go each area are in separate folders.On the loaders it just runs the clear all objects action making a clean slate for all the new objects the loader object creates

URL: https://forum.audiogames.net/post/480967/#p480967




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Re: Sonus GDE thoughts

2019-11-28 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: Sonus GDE thoughts

Hi Amerikanian.Those are a lot of questions. Thank you for that. You  may have to prod me if i miss any. I'm using a phone at the moment and it requires a lot of scrolling up and down.To answer the first post. Simply put the conditions inside each other. This means both conditions need to be true. So we can check if the value is below 5 and above 0.If my memory serves me well. The reason we make the player hurt a separate object is to stop the player audio finished event firing on the player everytime we get hit. This is a method I use a lot when I just want a sound to play and not effect anything else.The actions can be input in 3 different ways. Selection form the list. GDE script, where all the actions are written  in text or there are also hot keys. Which you can find in the help menu. Arrays are not yet included but are on the list for future updates. The reason that arnt considered essential is because you can just make game objects. For example i have an inventory list where each item is a game object that we can scroll through, using a cursor object that detects what it is colliding with. Of course arrays/lists are a great feature and they will be included.There is a tutorial for for loops.The number of sounds that can be played is also planned to be increased. The 16 limit was originally implemented before the project could handle 3D sound. And was all we needed back then.An action to alter the delay could be added. And actually has been considered. But you are right, the way to achieve this would be to have the periodical loop control and check a variable to count and activate after so many iterations.The maps can already be 3D. This is why there is an X Y and Z coordinate and also another action to play audio positionally.The boarder properties stretch either say from the coordinate of an object. For example.And object at X 6 and Y 10 with a border X of 12 and border Y of 9. Would stretch 12 places either side of X6 and 9 places either side of Y.So it would take up X-6 to X18 and from Y1 to Y19.Great questions and appreciated feedback. I hope this answers you question but please ask more if not.

URL: https://forum.audiogames.net/post/480838/#p480838




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Re: Sonus GDE 2.3.1

2019-11-27 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: Sonus GDE 2.3.1

Hi francepvb.Thanks for the compliment on the interface. I definitly agree that the more of .net can be optimised but unfortunately the main task of the GDE is to develop games for the Sonus Console. So these features wouldn't be used.The GDE and PCP simulate the consoles capabilities on the PC. Time is my greatest resource, and one that is sometime in short supply. So focus needs to be put into what is value added to the overall business goal. Although I would love to make as many features as I could to help people explore their creativity.Also yes Rory. Multiple instances can be made of an object. When we make an object in the GDE that is simply a template for new game objects to be made with during runtime.

URL: https://forum.audiogames.net/post/480651/#p480651




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Re: Sonus GDE 2.3.1

2019-11-27 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: Sonus GDE 2.3.1

You certainly can Moadeye. I think the tutorials need a bit if an overhaul anyway.  And will hopefully get some attention soon.

URL: https://forum.audiogames.net/post/480611/#p480611




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Re: Networking in GDE

2019-11-27 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: Networking in GDE

Yeah this as always been something on my mind. At its current state it is nit possible. However a network connection is available for updates. There is an idea to add some actions to allow database access/reading/writing but u fortunately that isn't yet included

URL: https://forum.audiogames.net/post/480542/#p480542




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Re: Sonus GDE 2.3.1

2019-11-27 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: Sonus GDE 2.3.1

Hi Moaddye.To make a sound 3D.Simply set one object as the listener using the set listener action on the object you want to be your listener (most likely the player). And  use the play audio positional action on an other object. Then move that object around the listener.It's also important to make sure the audio files you use are mono. The 3d effect is created by altering each channel .stereo files dont allow this to happen.As for stopping audio. The stop audio action will stop the audio playing on that object. Each object should only be allowed to play one sound. So it can track that channel that is assigned to it and listen  for when it finishes.

URL: https://forum.audiogames.net/post/480512/#p480512




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Re: Sonus GDE 2.3.1

2019-11-27 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: Sonus GDE 2.3.1

Hi Omer. This is achievable with variable. Simply set a variable using the set rand variable action.The check that variable with a condition.For example.Set global variable rand to between 1 and 2.If rand equals 1. Play sound 1.If rand equals 1. Play sound 2.If you feel it is not random enough. Increase the range. So rand is between 1 and 100.And check if rand is below 50 or above or equals to 50.If you need further help let me know.

URL: https://forum.audiogames.net/post/480494/#p480494




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Sonus GDE 2.3.1

2019-11-27 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Sonus GDE 2.3.1

Hi guys. I just wanted to drop a quick message to let people know the next version of the GDE is available. It fixes a few bugs so I would suggest updating if you use the GDE. It also adds features to alter the maximum distance of objects sounds and also it adds the ability to alter the listeners orientation. So you can make the player turn around. Useful for FPS games.There arnt any tutorials yet. But I will be making some. The max distance action will set how far objects must be to be at their lowest volume.The direction actions (set, add and subtract) have 3 parameters. X Y and Z. imagine the centre of your head is at 0,0,0. You can set the direction by using these 3 coordinates to point in the direction the listener is facing.For example. X1 Y0 and Z0 would be pointed to the right. And X-1 Y0 Z0 would point the to left.

URL: https://forum.audiogames.net/post/480478/#p480478




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Re: sonus gde

2019-11-21 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: sonus gde

What event do you have the action to play your walking sound on moaddye? Could you paste the code so I can hopefully see the problem?

URL: https://forum.audiogames.net/post/478710/#p478710




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Re: Working on a Little Project Using the Sonus GDE

2019-11-20 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: Working on a Little Project Using the Sonus GDE

Where actually is the panning code omer? In what event. You only need to set the listener and audio properties once really. Normally in a  creation event.When you say it doesnt work do you mean  it is silent? Or just playing straight into your ears?If silent. Check the object that plays the sound has it loop audio setting ticked. I assume it should be looping.If its playing into your ears with no positional sound. The most probably cause is the audio file is stereo. Can you confirm it is mono as it should be?

URL: https://forum.audiogames.net/post/478553/#p478553




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Re: sonus gde

2019-11-20 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: sonus gde

The issue with using keyboard keys is that the console that the GDE is designed for doesnt have a keyboard. But mapping custom keys to the direction and 5 action buttons is possible

URL: https://forum.audiogames.net/post/478505/#p478505




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Re: Working on a Little Project Using the Sonus GDE

2019-11-20 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: Working on a Little Project Using the Sonus GDE

Hi Omar. Audio can play on a game objects positions if you use the play positional audio action.So moving the object past the listener (which you set with the set listener action. Any object this action is used on becomes the games ears) will make the audio sound like its moving past you.Something worth noting is that it does this by altering the left and right channel. So the audio file needs to be mono. Stereo files will just play via both channels so the positional audio action cant take effect.I hope this helps. Let me know if you need further help

URL: https://forum.audiogames.net/post/478496/#p478496




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Re: sonus gde

2019-11-20 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: sonus gde

Hey moadeye. Which help file are you talking about? Any chance you could post the snippet that's confusing you?Game objects first need to be added to the project as templates to then be created by the create action.

URL: https://forum.audiogames.net/post/478493/#p478493




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Re: sonus gde

2019-11-20 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: sonus gde

The error is complaining that the openal library isnt Installed. Which should pop up as the last thing to be installed after the dot net framework.Perhaps the setup file didn't upload last night onto the website. I will double check that today before making a release announcement.

URL: https://forum.audiogames.net/post/478352/#p478352




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Re: sonus gde

2019-11-20 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: sonus gde

Hi moadeye.Are you using the latest version. Which is 2.3.1. It was uploaded less than 24 hours ago. I still haven't made an announcement about it yet but it fixes a few bugs.If you click details it will give you a lot of information about the error. You could copy and paste that for me to have a look at if you want.

URL: https://forum.audiogames.net/post/478331/#p478331




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Re: Working on a Little Project Using the Sonus GDE

2019-11-17 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: Working on a Little Project Using the Sonus GDE

Perhaps it could be easier for me to actually see the project.I would be happy to take a look at the project if you email me the folder.Although it may have to be tomorrow night until I get to it. Its 8:30pm my time.

URL: https://forum.audiogames.net/post/477508/#p477508




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Re: Working on a Little Project Using the Sonus GDE

2019-11-17 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: Working on a Little Project Using the Sonus GDE

So we have a youstepsound object that plays the walking on a loop I assume.And when we release a direction button the youstepsound should be destroying itself with a destroy action. Applied to itself?But this isnt happening?Do I understand that correctly?Also the GDE shouldnt have an issue at all with multiple bullets flying forward. I'm not sure how you are doing it. But I would probably just have a periodical event increase its X.Can I also asked what version it the GDE you are using?

URL: https://forum.audiogames.net/post/477493/#p477493




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Re: Working on a Little Project Using the Sonus GDE

2019-11-17 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: Working on a Little Project Using the Sonus GDE

Thank Dan. That's a great amount of information to help me. And the code is no mess. You seem to that you are doing.I'm not sure why the destroy isnt taking effect on the stepsoundobject. As the code is exactly the same as the right release which works.Unless somehow more stepsound objects are being made in which case the destroy would apply to the first one or finds.Perhaps putting the destroy on the youstepsound button released would solve the issue?

URL: https://forum.audiogames.net/post/477468/#p477468




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Re: Working on a Little Project Using the Sonus GDE

2019-11-17 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: Working on a Little Project Using the Sonus GDE

I'm assuming this periodical event is on the step sound objects you make?It would look like the youx variable isnt getting below or equal to 0. What it the objects delay setting? The periodical only fires if its above 0.Also where is the code that updates the youx value?You could also use a TTS message to check the youx value if you needed to.

URL: https://forum.audiogames.net/post/477457/#p477457




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Re: Working on a Little Project Using the Sonus GDE

2019-11-17 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: Working on a Little Project Using the Sonus GDE

Hey Dan. I would probably have to see the code to diagnose the issue with this.There is a feature in the GDE for people who would rather write out the actions (more like an actual programming langauge) rather than select them. It's called GDE script. There is a  button for it. This will show the event you are currently in as written text.You could copy that text and post it here for me to see if you would like.Possibly with a description of how it works.

URL: https://forum.audiogames.net/post/477440/#p477440




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Re: Working on a Little Project Using the Sonus GDE

2019-11-17 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: Working on a Little Project Using the Sonus GDE

Hi guys. This sounds cool. I wonder if I can help. What exactly do we mean by a sharp pan? You  might find the sounds transitions more naturally if the sound is just one coordinate in front of the player rather than on the same Z axis.You can increase the BZ value slightly to make sure collisions still occurThere hasn't been a formal tutorial made for the audio controls yet. The reference distance is how far away from an object you are for it to be at full volume. So if you want objects from 10 square rather than 1. You set the reference distance to 10. The roll off factor then control how quickly the sound drops off. A factor of 1 would make the sound quickly shoot to maximum as soon as you enter the reference distance.It's all part of the openal audio library. Which minecraft uses so it should be capable of what we want it do. I hope this helps a bit.

URL: https://forum.audiogames.net/post/477347/#p477347




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Re: A question about the pcp and GDE

2019-10-08 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: A question about the pcp and GDE

Yeah it will only happen when  the audio is called to initialize. Which will be when  you test the game in the GDE or when you run it in the PCP. If the GDE is working fine then I would suggest reinstalling the PCP.

URL: https://forum.audiogames.net/post/466737/#p466737




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Re: A question about the pcp and GDE

2019-10-07 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: A question about the pcp and GDE

This is strange. I dont see how the PCP can be throwing an error to say the openal is not Installed and yet the GDE is fine.They are very close to being the same program. Is this still definitly the error we get when we run the PCP?

URL: https://forum.audiogames.net/post/466594/#p466594




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Re: A question about the pcp and GDE

2019-10-06 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: A question about the pcp and GDE

Hi Ty.The error is definilty ot do with the openal library. its unusual that the GDE would work and not the PCP as their programming is very similiar.the actual error is DllNotFoundException: openal32.dll. which in simple termins meand the Dynamic Link Library has not been found. Which would indicate that openal is not installed.Perhaps tis has been resolved and I've just been to slow to get to you to help. is this still an prolem you are having?

URL: https://forum.audiogames.net/post/466507/#p466507




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Re: A few GDE questions

2019-10-06 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: A few GDE questions

Hi guys,The GDE is the Game Development Enviroment for the Sonus Game Console, however there is also the Sonus PCP (PC Player) that can also be used to play games. its all free to make or play games.Games are built for the Sonus PCP to play, so they are not compiledto executablesYou can find the software and information about it at www.sonusinteractive.co.uk as well as tutorials on how to make games with the GDE.hope this helps.

URL: https://forum.audiogames.net/post/466505/#p466505




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Re: GDE Game Development

2019-08-04 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: GDE Game Development

The game objects are templates. When you use the create object action, it creates an Instance of that template. If you have made a game object called "enemy". You can use the create object action 5 times to make 5 copies or that enemy.And if you have a creation event like the one I showed, you could use a global variable to change the spawn location of each. Such as setting the spawnX and SpawnZ to random values after each enemy is created, meaning the next am enemy will be in another random location.And if you want enemies to constantly take the place of dead enemies. You could create more enemies in the destruction event of the enemy object. So when one dies a new one is created.Does that make enough sense? Let me know if you need me to elaborate more

URL: https://forum.audiogames.net/post/453077/#p453077




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Re: GDE Game Development

2019-08-03 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: GDE Game Development

Yes Sky. We can make it do hose things.the TTS doesn't have an audio finished listener like played sounds do so the two options there are. 1 play TTS to say "you are at" and then add a wait Action of maybe a second. Then add a tts command to play the coordinate. Which you would have to store in a varisble somewhere. If you set the variable value to X Y or Z it will know you mean the objects coordinate values.Or you could play a little voice over clip to say "you are at" and then add the TTS to say the coordinate on the audio finished event.For random spawning. I normally have something like this on an objects creation event. Set local variable spawnX to between 1 and 100Set local variable spawnZ to between 1 and 100Set X to spawnXSet Z to spawnZ

URL: https://forum.audiogames.net/post/453070/#p453070




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Re: GDE Game Development

2019-08-03 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: GDE Game Development

Yes Sky. We can make it food those things.the TTS doesn't have an audio finished listener like played sounds do so the two options there are. 1 play TTS to say "you are at" and then add a wait Action of maybe a second. Then add a tts command to play the coordinate. Which you would have to store in a varisble somewhere. If you set the variable value to X Y or Z it will know you mean the objects coordinate values.Or you could play a little voice over clip to say "you are at" and then add the TTS to say the coordinate on the audio finished event.For random spawning. I normally have something like this on an objects creation event. Set local variable spawnX to between 1 and 100Set local variable spawnZ to between 1 and 100Set X to spawnXSet Z to spawnZ

URL: https://forum.audiogames.net/post/453070/#p453070




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Re: GDE Game Development

2019-08-02 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: GDE Game Development

So the console still doesnt have a release date. That's my fault. The biggest obstical is the manufacturing tool that will drop the enclosure cost from costing hundreds to Penny's (ish).But I wont go into details about that. As soon as a release date is set I'll make sure everyone knows it.Bomber man. That's a childhood game for me. And is completely creatable with the GDE. And of course I will help. It's up to you how you would like to progress. You can make a thread. Talk via Twitter or Facebook. Email. However you want. Make a start and as soon as you hit your first roadblock let me know and we can review it together. I do try to respond as quickly as I can but I can get busy with the console, tutorials and GDE features/bug fixes.Sounds a cool project. I would love to help

URL: https://forum.audiogames.net/post/452635/#p452635




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Re: GDE Game Development

2019-08-01 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: GDE Game Development

#75, no adel sorry, the GDE is designed to make games for the console which doesn't use a screen. so no visual functions are available.#76 thanks Claudio. And if anyone needs support with the GDE feel free to post on here, drop a message by email or facebook or twitter. Or on the PCP forum set up by some users. https://pcp-forums.ml/#77 hey Orin. I'm unfamiliar with the game but I'd love to help you make it if you want me too. as I said ,feel free to a get in touch by however you want and I'm sure I could talk you through getting something made.thanks a lot guys, it looks like people are mostly liking the GDE. as always if you have any feedback or concerns I'm all ears. it was mentioned before that some users don't like the drop down selections for adding actions. has anyone got their heads around or is using GDE script? and do they find it any better?

URL: https://forum.audiogames.net/post/452523/#p452523




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Re: GDE Game Development

2019-07-28 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: GDE Game Development

I'll have a look Into the pause issue and see if I can  make it crash for me as well. Glad I could Charles.

URL: https://forum.audiogames.net/post/451713/#p451713




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Re: GDE Game Development

2019-07-28 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: GDE Game Development

Yes so what is happening is every tenth of a second the game is generating a new variable value and then playing another random sound. How I normally approach this issue is by have a local variable called "Playing". I then put everything in the hold event in a condition to check that playing equals false. When I play and sound a set Playing to true. And then in the audio finished event I set Playing back to false again. I hope that helps.Also P is the pause button

URL: https://forum.audiogames.net/post/451700/#p451700




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Re: GDE Game Development

2019-07-27 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: GDE Game Development

Hi Charles, regarding the message you sent me. Can you paste your Held event code for me? I suspect you have a play audio action in the buttn held event code which will fire 10 times a second. what I do is add a variable to keep track of if the audio is playing by setting it true when audio plays and setting it false on audio finished. then I use a condition to check the variable is false before playing it.if you are unsure how to paste the code. go to the event and click the GDE script button. it will open up a text window that you can copy.

URL: https://forum.audiogames.net/post/451544/#p451544




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Re: GDE Game Development

2019-07-27 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: GDE Game Development

Hi Charles, regarding the message you sent me. Can you paste your Held event code for me? I suspect you have a play audio event in the hold code which will fire 10 times a second. what I do is add a variable to keep track of if the audio is playing by setting it true when audio plays and setting it false on audio finished. then I use a condition to check the variable is false before playing it.if you are unsure how to paste the code. go to the event and click the GDE script button. it will open up a text window that you can copy.

URL: https://forum.audiogames.net/post/451544/#p451544




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Re: enemies and items with the sonus GDE

2019-07-26 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: enemies and items with the sonus GDE

Essentially the game starts with a big infinite map. As it's only comparing coordinates and they can be as big as you want. But to transfer from one area to another I normally create an object responsible for loading in all the next area objects and also have it use the clear all objects action to remove the previous "area" before loading all the new objects in.

URL: https://forum.audiogames.net/post/451185/#p451185




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Re: enemies and items with the sonus GDE

2019-07-25 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: enemies and items with the sonus GDE

Hey sky.Its probably quite a long answer for that question if I was to explain all the needed code but I can give a quick explanation on how i have made enemies and items. If you would like to see a working example of items the witch hunt game gde project is downloadable from the sonus game library.Basically I had a variable for each item. Such as potions. And when the player object collided with a obtainable potion object, the potion object would play a little audio, increase the potion variable count and then destroy itself.As for enemies coming  towards a player. I set 2 global variables to keep track of the players X and Z coordinates. Every time the player moves these variables get updated.Then in an enemy periodical event they check If they are higher or lower than the player coordinates and adjust their own by 1. Then you can adjust how fast you want the enemy to move by adjusting the delay property on the object.It's probably not a simple answer but I do plan on making a tutorial about It. Both of these will be included in the fighting game tutorial series.Hope this helped a bit.

URL: https://forum.audiogames.net/post/451105/#p451105




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Re: enemies and items with the sonus GDE

2019-07-25 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: enemies and items with the sonus GDE

Hey sky.Its probably quite a long answer for that question if I was to explain all the needes code but I can give a quick explanation on how i have made enemies and items. If you would like to see a working example of items the witch hunt game gde project is downloadable from the sonus game library.Basically I had a variable for each item. Such as potions. And when the player object collided with a obtainable potion object, the potion object would play a little audio, increase the potion variable count and then destroy itself.As for enemies coming  towards a player. I set 2 global variables to keep track of the players X and Z coordinates. Every time the player moves these variables get updates.Then in an enemy periodical event they check I'd they are higher or lower than the player coordinates and adjust their own by 1. Then you can adjust how fast you want the enemy to move by adjusting the delay property on the object.It's probably not a simple answer but I do plan on making a tutorial about It. Both if these will be included in the fighting game tutorial series.Hope this helped a bit.

URL: https://forum.audiogames.net/post/451105/#p451105




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Re: GDE Game Development

2019-07-25 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: GDE Game Development

Hi Charles. Yes no problem. I was thinking if making a video showing me remaking the witch hunt menu

URL: https://forum.audiogames.net/post/451021/#p451021




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Re: GDE Game Development

2019-07-24 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: GDE Game Development

Once the game is past the menu stage it doesn't need those objects anymore. So I get rid of them. Then if you die it goes back to the menu and they are re-created.It's for resource management. The more game objects that there are the more the software has to loop through. Although for games of that small size the difference is milliseconds it's still good practice.

URL: https://forum.audiogames.net/post/450772/#p450772




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Re: GDE Game Development

2019-07-24 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: GDE Game Development

So if I understand correctly Charles. You want to use the audio finished event to play the step again and move the player?So the player will move when the Audio finishes and then another step will play.And if you have a stop audio action on a release button event. That will stop it. As for object audio interrupting itself. Each game object is assigned a channel when it plays audio and the listens for that channel ending to fire the audio finished event. So its 1 channel per object.What I do is I create objects that are just for playing audio then dying. I would make an object called something like Swing Sound. Swing Sound would play the audio on its creation and then destroy itself on audio finished. And whenever I wanted to play the swing sound effect, rather than using a play audio action and would use a Create Swing Sound Object action.Hope that makes sense

URL: https://forum.audiogames.net/post/450736/#p450736




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Re: GDE Game Development

2019-07-23 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: GDE Game Development

Orin at message #52. I have posted a video to show how a TTS conversation can be progressed.https://www.youtube.com/watch?v=9IXYBvZ … e=youtu.be

URL: https://forum.audiogames.net/post/450666/#p450666




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Re: GDE Game Development

2019-07-23 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: GDE Game Development

Hi Charles. Yeah all this is possible. As a matter of fact I helped someone achieve this  not long ago.The walking speed is just an audio file playing. So you would need to change the speed of the audio file. Just increase or decrease the tempo in something like audacity.The random footsteps can be done by setting a variable to a random value and then playing a walk sound depending on the variables value. Then setting the variable to a new random value on an audio finished event. This could do it. Depending on what event the walking sound is being played in

URL: https://forum.audiogames.net/post/450637/#p450637




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Re: GDE Game Development

2019-07-21 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: GDE Game Development

I'm thinking about starting a YouTube video series of user requested tutorials. Just little tasks people would like to see made.This dialog progression could be a good example. What do we think? Is it worth doing? Any requests?

URL: https://forum.audiogames.net/post/450290/#p450290




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Re: GDE Game Development

2019-07-20 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: GDE Game Development

If it's a cutscene that just plays a block of text all at once. Then a single Play TTS action will do. If you mean something like dialog that progresses with each button click. A variable counter than increases with every click on a press event maybe. And then maybe in the button release event have condition check what the counter is and play a TTS message depending on how far through the dialog the player.Did that answer the question?

URL: https://forum.audiogames.net/post/450161/#p450161




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Re: GDE Game Development

2019-07-20 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: GDE Game Development

Great. Sounds like I will be making some more videos then. If there us any way you think I can improve them please let me know. Also what would you like to be shown how to do.And Orin, yes an installer would be great but I'm not sure how Inwould achieve that. Perhaps a way of distributing the PCP with a pre loaded path to the game. I cant say it's at the top of the list but it's worth looking into. Thanks a lot.

URL: https://forum.audiogames.net/post/450084/#p450084




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Re: GDE Game Development

2019-07-18 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: GDE Game Development

I've just started making a fighting game as requested by the community and decided to show the development of it as a tutorial. So if anyone is interested the youtube link is below, and I would love to hear what you think.https://www.youtube.com/watch?v=neARTlU … e=youtu.be

URL: https://forum.audiogames.net/post/449689/#p449689




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Re: Trying to create a door I can open and close with the GDE.

2019-07-18 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: Trying to create a door I can open and close with the GDE.

Glad you got it sorted. No end of times I've stuggled for hours on a problem and solved the issue in minutes after some good sleep.

URL: https://forum.audiogames.net/post/449645/#p449645




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Re: Trying to create a door I can open and close with the GDE.

2019-07-18 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: Trying to create a door I can open and close with the GDE.

You have more condition ends than begins. That could be an issue. Try removing an endif from the bottom

URL: https://forum.audiogames.net/post/449610/#p449610




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Re: Trying to create a door I can open and close with the GDE.

2019-07-18 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: Trying to create a door I can open and close with the GDE.

Could you supply some code for the bedroom door hold events as well. The part that actually stops the player going through?

URL: https://forum.audiogames.net/post/449592/#p449592




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Re: GDE Game Development

2019-07-17 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: GDE Game Development

If it is built for pcp then you can distribute it however you want. But if it is built for sonus, it must he uploaded to the sonus store for players to download. The store will handle the key file inclusion.Store.sonusinteractive.co.uk/index.php

URL: https://forum.audiogames.net/post/449378/#p449378




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Re: GDE Game Development

2019-07-16 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: GDE Game Development

If it is built for pco then you can distribute it however you want. But if it is bud for sonus, it must he uploaded to the sonus store for players to download. The store will handle the key file inclusion.Store.sonusinteractive.co.uk/index.php

URL: https://forum.audiogames.net/post/449378/#p449378




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Re: GDE Game Development

2019-07-16 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: GDE Game Development

The console will have a port to plug memory sticks in with your games on. The sonus can play games built for it and it can also play games built for the pcp.When you build a game you actually select an option to build for pcp or build for sonus. The sonus can play both but if it is built for sonus it is more protected from privacy and being messed with.

URL: https://forum.audiogames.net/post/449375/#p449375




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Re: Trying to create a door I can open and close with the GDE.

2019-07-16 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: Trying to create a door I can open and close with the GDE.

I thinkif "L" "Changed State" "==" "C" "True"Should be if "L" "Changed State" "==" "C" "False"The purpose of this variable is to stop it changing the door state value twice in one event run. Because you are checking if it is true. Your are changing the door state to open and then straight back to closed again.Try altering this and let me know

URL: https://forum.audiogames.net/post/449345/#p449345




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Re: Trying to create a door I can open and close with the GDE.

2019-07-16 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: Trying to create a door I can open and close with the GDE.

Your door knob now has 4 condition begins and only one condition end. I think you removed more than just line 6

URL: https://forum.audiogames.net/post/449335/#p449335




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Re: Trying to create a door I can open and close with the GDE.

2019-07-16 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: Trying to create a door I can open and close with the GDE.

Ok Sean. Delete line 6. Same issue as before. This is ending the collide with player condition to early. Also there are  more condition end actions that there are condition begin actions.Removing line 6 will fix thatAlso in the door hold events. You are altering the coordinates of the door itself. Not the player. Try these fixes and let me know how it goes

URL: https://forum.audiogames.net/post/449321/#p449321




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Re: Trying to create a door I can open and close with the GDE.

2019-07-16 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: Trying to create a door I can open and close with the GDE.

Dont worry Sean. I'm still going to look through the code. But to quickly answer Charles. Simply setting a variable on buttom 5 and then checking for that variable on other buttons presses would do it. So yes the GDE is very capable of this

URL: https://forum.audiogames.net/post/449320/#p449320




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Re: Trying to create a door I can open and close with the GDE.

2019-07-16 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: Trying to create a door I can open and close with the GDE.

Hey Charles. Yeah I get the desire for more buttons. But the PCP is the PC version of the game console. And mimics the amount of buttons available, which is limited like any other console. How many people overcome this is by combining buttons. Such as holding bottom 5 enter let's say a stat mode. Then button 1 while holding 5 would say you health. And button 2 while also holding 5 could say your stamina etc.I hope this limitation isn't a huge problem. I'm sure mechanics can be implemented to still achieve the games you want to make. And i would be happy to help you achieve them.

URL: https://forum.audiogames.net/post/449314/#p449314




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Re: Trying to create a door I can open and close with the GDE.

2019-07-16 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: Trying to create a door I can open and close with the GDE.

Giving people projects was the idea. I'm really glad it's been something that can benefit you and have a positive impact. Criticism can improve things but knowing your helping someone definitely keeps the motivation up.As for the door. I'll need code to look at. Anything that affects the players movement in the player object and the door object.

URL: https://forum.audiogames.net/post/449300/#p449300




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Re: Trying to create a door I can open and close with the GDE.

2019-07-16 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: Trying to create a door I can open and close with the GDE.

Yes

URL: https://forum.audiogames.net/post/449283/#p449283




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Re: Trying to create a door I can open and close with the GDE.

2019-07-16 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: Trying to create a door I can open and close with the GDE.

The end if line is the one that needs moving

URL: https://forum.audiogames.net/post/449272/#p449272




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Re: Trying to create a door I can open and close with the GDE.

2019-07-16 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: Trying to create a door I can open and close with the GDE.

Move line 9 down to the bottom. That's where the colliding with player conditions ends. You want the whole event to be encapsulated in that condition.At the moment everything below line 9 doesnt care if the player is colliding with it or not. It isn't checking

URL: https://forum.audiogames.net/post/449267/#p449267




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Re: Trying to create a door I can open and close with the GDE.

2019-07-16 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: Trying to create a door I can open and close with the GDE.

Ok I'm just going to focus on the generator noise at the moment.The periodical event when playing the muffled or normal generator audio isn't checking it the generator is on. It's just checking if it is colliding or not colliding with the player. Add another condition before playing the muffled or normal audio to check if the generator is on. Right now as long as it is colliding with the player it will play.For example. Turn if "L" "Gen Noise" "==" "C" "Normal"setlv "Gen Noise" "Muffled"playposa "Generator Muffled" "1" "Generator"endifIntoif "L" "Gen Power" "==" "C" "On" "Generator Crank"if "L" "Gen Noise" "==" "C" "Normal"setlv "Gen Noise" "Muffled"playposa "Generator Muffled" "1" "Generator"endifendif

URL: https://forum.audiogames.net/post/449183/#p449183




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Re: Trying to create a door I can open and close with the GDE.

2019-07-16 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: Trying to create a door I can open and close with the GDE.

Ok you must be sending the generator object a play command. Maybe on the collision  with the house? Or on a directional button hold event for the house?If you could send me any code you can find like that, paste it for me.

URL: https://forum.audiogames.net/post/449170/#p449170




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Re: Trying to create a door I can open and close with the GDE.

2019-07-16 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: Trying to create a door I can open and close with the GDE.

At the bottom you have five condition begins (if's) and only 2 condition ends (endif's).This can cause problems. Add 3 more endif commands and see if that makes things any better

URL: https://forum.audiogames.net/post/449165/#p449165




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Re: Trying to create a door I can open and close with the GDE.

2019-07-15 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: Trying to create a door I can open and close with the GDE.

Could you post a button hold event on your player object for me please Sean?

URL: https://forum.audiogames.net/post/449145/#p449145




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Re: Trying to create a door I can open and close with the GDE.

2019-07-15 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: Trying to create a door I can open and close with the GDE.

Also at various places in your project you havent got the same amount of condition end actions as you have condition begins. This can cause all sorted of problems. Make sure you close you conditions. or it messes the skip counter up that tells it how many actions to ignore.

URL: https://forum.audiogames.net/post/449091/#p449091




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Re: Trying to create a door I can open and close with the GDE.

2019-07-15 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: Trying to create a door I can open and close with the GDE.

Its the game development enviroment for the Sonus, Charles.On the door object, something like this in the button held events will stop the player object from going through themif "L" "State" "==" "C" "Closed"if "Col" "Player" "==" "L" ""subz "1"endifendifLine 1 checks the door has a local varaible set to Closed.Line 2 checks it is colliding with the player objectif both of these conditions are met, line 3 knocks the player back by 1, this example is if the up button is being pressed so it knocks the Z co-ordiante down by one.Next on the doorknob object that changes the state of the door. The following code appliessetlv "StateHasChanged" "false"if "Col" "Player" "==" "L" ""if "L" "State" "==" "C" "Closed" "Door"setlv "State" "Open" "Door"setlv "StateHasChanged" "true"endifif "L" "State" "==" "C" "Open" "Door"if "L" "StateHasChanged" "!=" "C" "true"setlv "State" "Closed" "Door"endifendifendifLine 1 sets the "State Has Changed" variable to false, so false is the defult state everytime the event is run.Line 2 checks the door knob is colliding with the playerLine 3 CHecks the local variable "State" on the door is set to ClosedIf both of these are true. Line 4 then sets the door "State" variable to Open and then Line 5 sets the "State Has Changed" varaible to true. I use this variable to stop the next part of the code firing, as the next section checks that it is false.Line 6 closes the condition section checking if the if the door is closed.Line 7 then checks if the local variable called "State" is set to Open on the doorLine 8 then checks if the "State Has Changed" variable is not set to True (essentially checking if we have just changed the State to Open, if this wasnt here the door would set itself to open and then straight back to closed again.)7Line 9 then sets the Door State to ClosedLine 10, 11 and 12 then close the remaing open conditions including the Player collision condtion than all actions except line 1 are in.I havent tested the code but its pretty simple so hopefully it should work. Sorry I havent had as much spare time at the moment to help you out.

URL: https://forum.audiogames.net/post/449088/#p449088




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Re: GDE Game Development

2019-07-15 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: GDE Game Development

Yeah I was thinking about this too. Auto update should definitely be added.

URL: https://forum.audiogames.net/post/448993/#p448993




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Re: GDE Game Development

2019-07-13 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: GDE Game Development

I've just made a few fixes to the GDE and PCP. such as cleaned up a few problems with the GDE script feature. for example the script wouldnt let you stop the audio on another object as typing a paramter after the command came up with an error due to the data validation. that and a few other little issus with the script are fixed.Other bug fixes are:Incuded a GDE script button for the new game object window as well.The periodical event fires with the creation event and then begins its cycle, fixed this. If you have a delay of 5 the first periodical event will now fire 5 seconds after creation and then every 5 seconds after that.Copying an object made a shallow copy of their local variables. meaning if you changed one you would change the other. corrected this.Made it so debug mode cannot be ran more than once, as shared resources from 2 threads crashes the system.Also a local variable name duplication error was occuring if it found a match in other game objects. this is also corrected. now it only checks for duplicates in its own list.I havent managed to replicate Hurstseth's issue yet. but once i do I'll put in a fix. until then be aware that some windows themes cause issues with the dialog boxes opening. I imagine this can happen in other programs as well.So thats a quick update, has anyone got their teeth into it yet? and feedback would be great, complaints or compliments. I'd love to hear either. thanks a lot guys.

URL: https://forum.audiogames.net/post/448713/#p448713




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Re: GDE Game Development

2019-07-13 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: GDE Game Development

Glad we found the issue. I'll see what fixes I can put in place for that

URL: https://forum.audiogames.net/post/448596/#p448596




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Re: GDE Game Development

2019-07-13 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: GDE Game Development

Ok this might be a strange question. But have you changed the computers visual theme at all? And if so try setting it back to default.

URL: https://forum.audiogames.net/post/448573/#p448573




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Re: GDE Game Development

2019-07-12 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: GDE Game Development

Ok, Ive never seen this issue before but after a bit of digging, it seems to be a compatability issue regarding the visuals on windows. Do you mind telling me what OS you are using? is it an older OS?You can try running the program with different compatabiliy modes. by right clicking and going to proeprties. You might also find an option there called disable visual themes depending on your OS. if its there tick it. as from what i have read that seems to be the issue.

URL: https://forum.audiogames.net/post/448490/#p448490




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Re: GDE Game Development

2019-07-12 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: GDE Game Development

Of course I understand the concern Kyle, but I do also think the project has come a long way with the limited man power I have had. Of course I would openly accept help and community involvement would be an exciting concept, unfortunatly the source code has sensative data in it relating to the actual console, meaning that making it open source could elimiante the possability of it ever being released.And if the GDE or PCP code changes, the same changes will need making to the console.If it wasnt for these issues, I would happenly let the community have their creative input.  but I have implemented a lot of feedback already such as GDE script, 3D sound and a lot of small tweaks and features.

URL: https://forum.audiogames.net/post/448461/#p448461




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Re: GDE Game Development

2019-07-12 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: GDE Game Development

I'm so sorry hurstseth. I didn't event notice your post. Could you click the details button and post the contents?Then I should be able to track the issue. Also are you using the latest GDE version? There was some globalisation issues in previous builds

URL: https://forum.audiogames.net/post/448431/#p448431




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Re: GDE Game Development

2019-07-11 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: GDE Game Development

Ok lets start from the top.16 channels is changeable of we need. I was under the impression 16 sounds being played at once would be about noisy but that was before 3d was added.The periodical (tick) can deal with float. 1 second is not the lowest value.Random numbers can be generated and stored in global or local variables. There are actions in the list for that. You can then check the variable with a condition to play a random sound.You just put a variable name and a min and max value in the action and the variable willbet set to a value between the 2. You can also add subtract etc.Variables dont just have to be numbers. They can be strings or floats.Sorry. Not sure what you mean about joining variable names and strings together.And as for the arithmetic. Complex formulas would be awkward. That can be improved.I'll add it to the list

URL: https://forum.audiogames.net/post/448228/#p448228




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Re: GDE Game Development

2019-07-11 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: GDE Game Development

Oh about adding online mode. Such as multiplayer. I was thinking of adding database actions to the actual sonus. Simple connect read and write actions. So it could be possible for the console.It's just a thought at the minute

URL: https://forum.audiogames.net/post/448208/#p448208




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Re: GDE Game Development

2019-07-11 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: GDE Game Development

I'm glad you got it working. Iet me know if you feel there is anyway we can make it better.

URL: https://forum.audiogames.net/post/448205/#p448205




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Re: GDE Game Development

2019-07-11 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: GDE Game Development

Did you Install the GDE recently KeyIsFull? As the newer install packages include the installs for OpenAL and dot net framework.The most likely cause is OpenAL is not Installed. The hopefully less likely cause is your machines sound card doesnt support openal. Which will be harder to find a fix for but I will try . Do you have another machine you can try it on?

URL: https://forum.audiogames.net/post/448198/#p448198




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Re: GDE Game Development

2019-07-11 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: GDE Game Development

The error you are getting bopitmaster just shows the path of a couple of libraries used by the PCP. Would you be able to go into the PCP folder in my programs and make sure all those libraries are there. They are NAudio.DLL and OpenTK.DLL.The part below is just about enabling JIT debugging rather than using the standard form error handler. Which should have come up with a window with a button called "details".  Failing that. You say this issue happens when  you launch the games you built? When it faults it will create an error log in the games directory. Could you share that?

URL: https://forum.audiogames.net/post/448185/#p448185




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Re: GDE Game Development

2019-07-08 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: GDE Game Development

I agree security is an issue, perhaps there isnt enough demand for python for the effort. So i'll put that one to rest for now.The GDE script quite new. I find myself using it alot but this is the first time I'm actually pushing the feature out and putting some spotlight on it. So apologies if its a bit rough around the edges, I will give it some focus this week, but in the mean time I have just uplaoded a small tutorial to just give the feature a bit of an overview.If you would like to give it a go and check it out I'd love to hear what you think and if there is anyway we could improve it.Regarding the "do something object oriented, or be able to have modular functions." comment Laim, could you elaborate or think of any examples?Fucntions is something else I was thinking of including, and being able to export/import objects from otehr projects.

URL: https://forum.audiogames.net/post/447752/#p447752




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Re: GDE Game Development

2019-07-08 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: GDE Game Development

Ok. Would you be willing to verify that what you feel is correct by testing it yourself?There is GDE script to quickly add actions and removes all the menus involved. And hot keys as mentioned earlier. Although in haven't given them much spotlight and still haven't got around to giving GDE script it's own tutorial.As for python I was thinking of simply adding a "Run python script" command. Which simply points to a python script you want to execute. Just to give the developer the full flexibility of a programming language if they felt they needed oneThe reason for the operators wording is spelling our what the operators did seemed to wording but at the same time using the exclamation symbol may have confused non programmers.

URL: https://forum.audiogames.net/post/447663/#p447663




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Re: GDE Game Development

2019-07-08 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: GDE Game Development

Hi bopitmaster. I've started including the net framework in the install package. So maybe that could have fixed it. If it hasn't could you post the full error if it is giving you one?

URL: https://forum.audiogames.net/post/447639/#p447639




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GDE Game Development

2019-07-08 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


GDE Game Development

I guys.Some of you may know about the Sonus GDE. An easy to use game making tools to create games from the sonus console and the sonus PCP (PC Player).So far a lot of people have given me good feedback on it but that feedback is mostly from people who have never programmed before. And although its great to know people can pick it up fairly easily and start creating I also want to try and get serious developers involved. So I was wondering if anyone has given it a go? And if so what are your general opinions and more importantly criticisms. Some feedback already has informed me they dont like drop down selections for making games. So I have included hot keys and something called GDE script. Which allows you to write out actions rather than select them.Including python was also raised and I completely agree, although it seems it could be quite a task and I need to ensure it would be worth the effort.If you have tried developing with the GDE and would like to try it. This link will point you to the GDE and tutorials.http://www.sonusinteractive.co.uk/GDE.htmlThe PCP is also there which plays the built/exported games.Also there is an example project called Witch hunt in the game library which is herehttp://store.sonusinteractive.co.uk/Index.phpAs well as the built version which can be played on the PCP.So I'd love to hear what you think and if I can give you a tool that could make game development quicker and maybe increase the rate which games come out.

URL: https://forum.audiogames.net/post/447565/#p447565




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Re: Sonus Game Console GDE - looking for developers

2018-03-14 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: Sonus Game Console GDE - looking for developers

Im sorry for the late reply guys. Thank you defender I have written all of your recommendations down. That is a big help.The backend programming is python Nicklas. And at some point a new action to run your own python scripts will be added but thats further down the priority list at the moment. What would you say is the main issue with the menu driven approach? If you have any suggestions how could I improve it? The GDE is still young and it still has a lot to be adjusted.

URL: http://forum.audiogames.net/viewtopic.php?pid=355596#p355596





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Sonus Game Console GDE - looking for developers

2018-03-03 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Sonus Game Console GDE - looking for developers

Hi guys,My name is Aaron Parsons. I've been working on an audio only games console with its own game development enviroment called the G D E. The project so far has recieved brilliant feedback and the G D E was even released for testing, people used it and liked it. the idea is for even non programers to be able to create their own games for the hand held console. The prototype is nearly complete (although I did think this once before). and my focus now seems to be more towards creating some start up games for the Sonus to be released with. however i am finding that developing the sonus, continously making the G D E better and creating my own games is becoming a bit much for 1 person.Ideally I would like to focus on developing the G D E and making sure the game console itself has no issues.I was wondering if anyone would like to work with me and use the G D E to develop some games.I won't lie, the G D E still has some bugs and needs further tweaks to ensure it is more user friendly, but I'm hoping i would be able to get more time to focus on making those tweaks.There is an alpha version of the software avaialble for download on the www.sonusinteractive.co.uk website. My email is aar...@sonusinteractive.co.ukI think this project has serious potential, and I would hate to see it fail I because I did it wrong by trying to take on the whole task aloneI'm open to discussion and feedback. thanks for listening.

URL: http://forum.audiogames.net/viewtopic.php?pid=354423#p354423





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Re: Sonus GDE (Game Development Enviroment)

2017-09-17 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: Sonus GDE (Game Development Enviroment)

I've updated the Sonus to run 16 channels of audio. The G D E is yet to be updated to accomidate the increase in TTS and Audio channels but I'll get around to it soon.At the moment there is no online capabilities in the Sonus, although if we are serious about including python scripts its something I should look into doing so we can import our own libraries.The idea of the sonus is to not have a visual display.Games will be stored on external media and so will the saved data.It is built to be a stand-alone device but you could maybe split the audio output and feed it as an audio input into a PC if you wish to record it.There is no native form of multiplayer and the entire algorithm for playing games would need to be changed to incorperate it. but if we include internet access then maybe our own custom python scripts can make this possible.No braile display either I'm affraid.And I will try to make as much documentation
  and help for people as I can. I will be able to focus more on this when the project is finalized.I've also made a twitter list because of your suggestions, I have no idea how ot use twitter but I will work it out lolI'm also thinking of scrapping the cartidge idea all together. My new idea to battle piracy is for the sonus to look for a code on the games usb stick that will only work with that particular console. This means games would all have to be downloaded or purchased from one location which could generate the codes, like a play store.People can make games and uplaod them to the play store, and select if they want them to be free or if they want to sell them. When downloaded we generate a code to be downloaded as well. This means each Sonus would need a serial number that would be entered whenever downloading a game to make sure they get the right code to make the game work. Or alternatively we will also have an automated phone system for non-int
 ernet users who can order games to be delivered on a usb stick with the code already on it.What are our thoughts on this idea, I believe it would be easier from my side and it puts all the library of games in one place for easy shopping. Its also an easier distribution system to publish your games rather than advertising and marketing them yourselves.please let me know what you think, thank you guys

URL: http://forum.audiogames.net/viewtopic.php?pid=329888#p329888





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Re: Sonus GDE (Game Development Enviroment)

2017-09-03 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: Sonus GDE (Game Development Enviroment)

I appreciate all the feedback. It will ultimatly make sure the G D E is developed to meet demand. So from what i can take away from this so far is that. We need more TTS channels which is understandable. To reason it is done this way is because when TTS is synthesized during the code running then the audio mixer conflict with it and eventually breaks it. So they are now rendered before hand so the mixer can play them and mix them with the other playing audio.More audio channels would be good. Although dont forget we can have a single audio file that includes many different noises and still only use one channel.And probably the most demanded feature is the ability to write our own scripts to fire in the project. In thinking a "run script" action to point to a python file.This would beed implementing in both GDE and the sonus code and will take time to test. But i believe it would make things more appealing to more experienced programmers.This feedback is great. Thank you very much. Im all ears if there is more.I apologise for the bugs that are present in the G D E. In currently testing the next tutorial and have found quite a few. I hope you all understand it is a working progress and will go through many updates yet

URL: http://forum.audiogames.net/viewtopic.php?pid=328004#p328004





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Re: Sonus GDE (Game Development Enviroment)

2017-09-02 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: Sonus GDE (Game Development Enviroment)

I'm affraid the Sonus G D E is built for just the Sonus in mind. I havent developed a stand-alone way to play the compiled games but there is a debug mode within the G D E that reads all the data it needs from the project itself for testing and debugging purposes.

URL: http://forum.audiogames.net/viewtopic.php?pid=327919#p327919





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Re: To all interested in audio game development - My Proposal, My Question

2017-04-05 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: To all interested in audio game development - My Proposal, My Question

The G D E still incorperates all the logic that a games needs to run, but without the need to learn a specific programming language. The developer will still develop the algorithms the game needs to follow.Its an Object based system. The Developer makes all the Game Object templates the game needs to run. All of which have various events. Such as if the object is currently colliding with another, or if the user is pressing a key, or if the object has been destroyed or if the Audio the current object is playing has ended. Each of these events can have actions assigned to them. These actions control the flow of the game. They are responsible for creating other Game Objects, Playing Sound, altering Variables. Running Condtions, Saving and Loading the game, the list goes on.

URL: http://forum.audiogames.net/viewtopic.php?pid=305820#p305820





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Re: To all interested in audio game development - My Proposal, My Question

2017-04-02 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: To all interested in audio game development - My Proposal, My Question

Haramir makes a very valid point, and it is one I have though about myself.My name is Aaron Parsons and I am the developer of the Sonus. Karl, a member here told me some questions had popped up.Yes, the project already exists Nicklas and I'm glad to see people are coming to the same idea themselves, this means a real demand is there. My particular project is a small handeld device with 10 buttons, 4 are direction, 5 action and 1 pause button (the pause button is the only one not programmable). The sonus comes with its game development counterpart called the G.D.E (Game Development Enviroment) that is designed to make games with no porgramming language needed and eventually with plenty of tutorials and help for absolute beginners to bring their ideas to life.I am currently adding a debug mode to the G.D.E to allow developers to test their games without the need to export it and play it using the physical console.As for Haramir's very interesting
  point, ideally we would like players who are blind and visually capable to be able to play together and with games deisgned so one doesn't have any advantage over the other. The Sonus is a first small step. If it is successful it makes room for further development in later versions such as online multiplayer and the inclusion of some visual output to make the games more appealing to visual users. Its a long road but at least we are walking forward.

URL: http://forum.audiogames.net/viewtopic.php?pid=305079#p305079





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Re: To all interested in audio game development - My Proposal, My Question

2017-04-02 Thread AudioGames . net ForumDevelopers room : Aaronlp via Audiogames-reflector


  


Re: To all interested in audio game development - My Proposal, My Question

Haramir makes a very valid point, and it is one I have though about myself.My name is Aaron Parsons and I am the developer of the Sonus. Karl, a member here told me some questions had popped up.Yes, the project already exists Nicklas and I'm glad to see people are coming to the same idea themselves, this means a real demand is there. My particular project is a small handeld device with 10 buttons, 4 are direction, 5 action and 1 pause button (the pause button is the only one not programmable). The sonus comes with its game development counterpart called the G.D.E (Game Development Enviroment) that is designed to make games with no porgramming language needed and eventually with plenty of tutorials and help for absolute beginners to bring their ideas to life.I am currently adding a debug mode to the G.D.E to allow developers to test their games without the need to export it and play it using the physical console.As for Haramir's very interesting
  point, ideally we would like players who are blind and visually capable to be able to play together and with games deisgned so one doesn't have any advantage over the other. The Sonus is a first small step. If it is successful it makes room for further development in later versions such as online multiplayer and the inclusion of some visual output to make the games more appealing to visual users. Its a long road but at least we are walking forward.

URL: http://forum.audiogames.net/viewtopic.php?pid=305078#p305078





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