Re: What do you guys think of Pascal, in terms of accessibility and modern

2020-06-22 Thread AudioGames . net ForumDevelopers room : Hektor via Audiogames-reflector


  


Re: What do you guys think of Pascal, in terms of accessibility and modern

While it would be better if they had you learn other languages like Java, C++, _javascript_, or python, there will be many things you will learn from studying Pascal that will help you when you learn the other languages. In its time, Pascal was mostly considered a good language to use for scientific purposes.  As you learn other languages, you will find that their IDE's range in accessibility.  However, for most languages, you can use something like Notepad++ and the command line to write and compile your code--the IDE just adds features to make the process easier.Actually, a big reason why so much COBOL code is around is because it is both old and complex and the process of rewriting it to another more modern language is expensive.  There is a shortage in COBOL programmers right now so if you are competent at working with COBOL, you can get a good paying job.  When it comes to commenting code, no one seems to be very good at it until they have had to maintain either someone else's code or something they coded a long time ago.  That is when it becomes much easier to see which parts of the code are easily understandable and which parts of the code could use a comment to ensure they are easier to understand.Good luck in learning pascal!When it comes to commenting code, it see

URL: https://forum.audiogames.net/post/544281/#p544281




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Re: what do i need in an rpg engine?

2020-06-04 Thread AudioGames . net ForumDevelopers room : Hektor via Audiogames-reflector


  


Re: what do i need in an rpg engine?

If you want to write an RPG or any other kind of game, start by doing research on the web.  There are lots of articles and videos on coding all sorts of games.I wouldn't even necessarily limit the research to just articles and videos that use a language you know.  Read through those articles and watch those videos.  Look for concepts or ideas that are mentioned multiple times--those are likely things you will need to learn to be able to write that type of game.  When you come across something you don't understand and it seems it might be important, then research that topic on the web.Here is an idea for an RPG you might try writing that would be fairly simple--and comes from early computer games.The goal is for the hero to explore a multi-level dungeon to find a specific treasure.  Once the hero finds the treasure, they need to escape the dungeon to win.Each level of the dungeon is a grid--perhaps 10 by 10 or whatever you want.  No matter what cell in the grid you are at, the hero can always move north, south, east, or west.  If the hero is at the top of the grid, moving north would move the hero to the bottom.  If the hero is on the left side of the grid and moves west, they wrap around to the right side.  The Reverse is true as well.On the first level, the hero will start at the dungeon entrance.  Somewhere on the level will be a stairway down to the next level.  Each subsequent level will have one stairway up to the previous level and one stairway down to the next level.The bottom level will just have a stairway up to the previous level.Each cell on the grid for each level will have a monster, item, or trap in it.  Monsters don't move from the cell where they originate.  Items can be magical, mundane, or cursed.  traps might involve things like dropping the hero to the next level or causing damage or reorganizing the level, or teleporting the hero.Start with that as the basic game.  Add things like different classes or the ability to level up.  Maybe add merchants where the hero can spend whatever gold they find.  Try that as a place to start while you do your research on the game you eventually want to build.   Or come up with another idea.

URL: https://forum.audiogames.net/post/537410/#p537410




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Re: How Did You Guys Learn to Code

2020-05-26 Thread AudioGames . net ForumDevelopers room : Hektor via Audiogames-reflector


  


Re: How Did You Guys Learn to Code

There are 2 parts to learning how to code: learning the language and learning how to think like a developer.  Learning computer languages is easy. learning how to think in a way that lets you break down problems and solutions in a way that can be turned into code takes time and practice.As you read through the tutorials, you need to commit to typing out and running every example that the author includes.  When you complete a chapter or section, you should then spend time you should spend time writing up small programs that use what you just learned.  For example, if you just learned how to do for loops--create different types of for loops.  Perhaps ones that count backwards or by a changing incremental value.  As lyou you learn mmore about a language, try coming up with small programming challenges for yourself and writing code.  Spend time refactoring your code--that is take a program you wrote and try to rewrite it in a better way with what you understand now.How I learned is that I started with one programming language andread a good book teaching that language.  I typed out every example in the book.  At the end of each chapter, I would go back and make changes to those examples to check my knowledge on what I learned.  When Ifinished the book, I then located the language reference for the language and started reading through that.  I typed up the examples includined in the language reference.  I wrote my own code playing around with concepts in the language to see how well I understood them.I also started just writing code to create small helpful programs.  For example, I needed to memorize a bunch of information about the periodic table so I wrote a program that would quiz me about the information and tell me how I did each time I ran the program.  I wrote a command line program that let me role dice for an RPG I was playing.  I would then go back later and rewrite those programs.  As you gain experience with coding, you find better ways to do things.I would also read articles about programming or the languages I had learned.  those articles would frequently show me a new way to do something or teach me a new concept.I looked at other people's code and tried to learn from their work.Like most skills, reading a book or taking a course is a good start to learning but the only way you get good at the skill is by using it over and over again.

URL: https://forum.audiogames.net/post/533764/#p533764




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Re: C++ vs Java vs Python for audio games and MUD games

2017-11-16 Thread AudioGames . net ForumDevelopers room : Hektor via Audiogames-reflector


  


Re: C++ vs Java vs Python for audio games and MUD games

Good, it sounds like you have an answer. If you have concerns with using C#, Java, and Python, you should go ahead with C++.One additional recommendation...  I know you want to write a game that works on older systems and across Windows and Linux.  However, if this is the first major game you have written, I would strongly recommend just focusing on writing something that works on your system. Trying to write software that works across platforms and versions of operating systems is a technically more difficult task. And if you don't have easy access to test on all those other operating systems and versions, you will find it even more difficult to accomplish since you also will likely be developing your debugging skills during the process--even with languages that are available cross platform.Once you get a kgame that works on your system, then look at trying to write something more complex.

URL: http://forum.audiogames.net/viewtopic.php?pid=338651#p338651





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Re: C++ vs Java vs Python for audio games and MUD games

2017-11-15 Thread AudioGames . net ForumDevelopers room : Hektor via Audiogames-reflector


  


Re: C++ vs Java vs Python for audio games and MUD games

If you have already spent time learning C++ or C#, I would suggest you focus on solving these problems using that language.To me, it sounds like you are still new to programming. That means you probably know the syntax of C++ or C#, but you are not yet proficient with solving problems using C++ or C#. If you want to write games, you need to become proficient with a computer language.  That only happens if you spend a lot of time coding in that language.here is a truth about computer languages. Most computer languages can be used to solve most problems. Where they differ is in how they solve those problems and what existing solutions (libraries) are available to help with solving those problems. You could construct a mud using just about any language. However, if you are new to programming, it is probably best to start solving that problem by using the language you already know than to start out with a new language.Once you become proficient with one language, it becomes easier to learn others. The reason that is the case is because you can compare and contrast the new language to all the previous ones you learned.The other thing that is useful to helping you become proficient with a language is to find people who are knowledgeable and asking them how they solve problems using that language.

URL: http://forum.audiogames.net/viewtopic.php?pid=338576#p338576





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Re: Python?

2017-09-13 Thread AudioGames . net ForumDevelopers room : Hektor via Audiogames-reflector


  


Re: Python?

If you are using Windows, one way of using Python in console mode would be te:* From the desktop, bring up the Run dialog (Windows+r)* Focus will be placed in a field, type: cmd*  Press Enter.This will place you in a Window with a DOS prompt. * Type: python* Press ENTERThis will start python in console mode.You can also access Python in this same way from the Windows PowerShell. When you are in the PowerShell window just enter the same python command.When you are done with the python console, just type:exit()at the python console prompt and you will be returned to the DOS or PowerShell prompt.It is also possible to setup a desktop icon that will do all of that for you and just drop you in a Python console if you wish. I can write that up later if you wish.The Python console is a good place to try out small snipets of code--especially when you are learning.  I also find myself using it
  as a calculator.

URL: http://forum.audiogames.net/viewtopic.php?pid=329506#p329506





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Re: Python?

2017-09-13 Thread AudioGames . net ForumDevelopers room : Hektor via Audiogames-reflector


  


Re: Python?

If you are using Windows, one way of using Python in console mode would be te:* From the desktop, bring up the Run dialog (Windows+r)* Focus will be placed in a field, type: cmd*  Press Enter.This will place you in l Window with a DOS prompt. * Type: python* Press ENTERThis will start python in console mode.You can also access Python in this same way from the Windows PowerShell. When you are in the PowerShell window just enter the same python command.When you are done with the python console, just type:exit()at the python console prompt and you will be returned to the DOS or PowerShell prompt.It is also possible to setup your ownicon on the Windows desktop that you can click and that will just open a window and place you in the python console.I can cover that as well.The Python console can be a good way to try out small pieces of code. I also actually use it sometimes as a calculato
 r.

URL: http://forum.audiogames.net/viewtopic.php?pid=329506#p329506





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Re: Python: Let's discuss the pros and cons

2017-08-17 Thread AudioGames . net ForumDevelopers room : Hektor via Audiogames-reflector


  


Re: Python: Let's discuss the pros and cons

The one time picking the "right" language does matter is if you are planning to code as a job. In that case, you will want to get a feel for what languages are being used for the types of jobs you want. For example, both Java and Scala are mentioned above. If you are programing for yourself, either would be fine. If you are wanting a job, it is probably easier to find a job if you know Java. However, at the same time, once you develop the coding mindset and learn one language, it becomes easier to learn another language and to pick up any differences in the coding mindset for that language. SO, once you become comfortable with Python, you can try other languages. You won't be as proficient with those new languages at first, but you will develop your prficiency faster with a second language--if you put in the time. PS: I'm not saying that Scala or Java are bad languages. Personally, I am language agnostic and will learn to code in whatever language seems enjoyab
 le at the time or that will pay me.

URL: http://forum.audiogames.net/viewtopic.php?pid=324858#p324858





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Re: Python: Let's discuss the pros and cons

2017-08-17 Thread AudioGames . net ForumDevelopers room : Hektor via Audiogames-reflector


  


Re: Python: Let's discuss the pros and cons

@SLJ,Once you finish learning Python, the next step will be trying to develop a coding mindset.  For most, that involves writing and reading a lot of code.Here is another way to look at it.  Most introductory books will teach you a language.  They would be similar to reading a book about Legos that tells you all about the various types of Lego bricks there are and teaches you a few ways to put them together. However, this doesn't make you a master builder. To become a master builder, you also need to develop a mindset where you are able to solve problems using Legos. The more time you spend building things with Legos and the more time you study how other people build things with Legos, the better you will become at that mindset where you can understand a problem and know how to combine all the bricks to solve the problem with Legos.One book I have found useful is

URL: http://forum.audiogames.net/viewtopic.php?pid=324827#p324827





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Re: Programming language with easy syntax?

2017-07-28 Thread AudioGames . net ForumDevelopers room : Hektor via Audiogames-reflector


  


Re: Programming language with easy syntax?

If you are learning to program in your first computer language, even writing easy programs will be difficult. A good tutorial should familiarize you with the language and teach you some things about programming--but the only way to become good at programming is to write and debug lots of code. This is something even experienced programmers have to deal with if they learn a new language--they need to build up experience with that specific computer language to become proficient with it.Another piece of advice is that when you ask people which language is easiest, what you really find out is that the easiest language to program in is whatever language you have the most experience using. Every language has its positives and negatives. Personally, I suggest picking whatever language interests you and just pursue that. You will want to pick something that interests you because you are going to need to spend a lot of time with it to become proficient.Learning to code is jus
 t like learning many other things like playing an instrument or learning a foreign language. It takes time and practice to reach a point where it becomes easier to use. Personally, I think it is well worth the effort--and over time you will find it is easier to code larger and more complex programs. I wish you luck in your learning!

URL: http://forum.audiogames.net/viewtopic.php?pid=321405#p321405





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Re: pyglet question

2017-04-17 Thread AudioGames . net ForumDevelopers room : Hektor via Audiogames-reflector


  


Re: pyglet question

What do you like about pyglet over pygame?

URL: http://forum.audiogames.net/viewtopic.php?pid=307532#p307532





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Re: Some Python Questions

2017-04-16 Thread AudioGames . net ForumDevelopers room : Hektor via Audiogames-reflector


  


Re: Some Python Questions

You probably can just install over the previous version since you are just talking about installing a minor release update.  Pip is typically installed when you install Python.  To access PIP from the command line, one method is to press Windows Key+R. This will bring up the run dialog. In that dialog type cmd and press enter. This will put you on a command line prompt. You can type PIP commands from there. In Windows 10, you can bring up a folder and select the File menu item.  Under that is an option for opening a command line propmpt and make the current folder the working directory.When you get to the point where you want to start writing software you want to share, I would suggest checking into virtualenv. You also may want to look at using GIT at that point. However, it sounds like you are still learning the foundations of Python so you might want to wait a while before you get into those aspects of development.

URL: http://forum.audiogames.net/viewtopic.php?pid=307329#p307329





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Re: Sharing My Music and Sound Effects - Over 1000 Tracks

2017-04-13 Thread AudioGames . net ForumDevelopers room : Hektor via Audiogames-reflector


  


Re: Sharing My Music and Sound Effects - Over 1000 Tracks

Thanks for all the sounds you are providing.  I am looking through your collection to try to find some particular types of sounds.  Since there are so many sounds, I wonder if you might be able to offer me some suggestions. I am trying to come up with sounds that I can use to indicate that the player/user can perform an action. I am trying to find 6 sounds that last for about a second.  Part of the challenge is that I don't want 6 unique sounds. What I would like to find is 3 unique types of sounds that come in both a low pitch and high pitch.  For example, a "ping" sound that is something in the range of a low C and a second "ping" sound that is in the range of middle to high C. I don't tknow if that makes sense?

URL: http://forum.audiogames.net/viewtopic.php?pid=306909#p306909





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Re: python help.

2017-04-10 Thread AudioGames . net ForumDevelopers room : Hektor via Audiogames-reflector


  


Re: python help.

What are the other options for liaudioverse? I was looking at it earlier and I am not sure I would recommend using that library for a new python programmer. It looks like it is a good library for audio, but the setup is a bit involved for beginners.

URL: http://forum.audiogames.net/viewtopic.php?pid=306608#p306608





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Re: python help.

2017-04-10 Thread AudioGames . net ForumDevelopers room : Hektor via Audiogames-reflector


  


Re: python help.

If you do not have a lot of knowledge about python, this might be the best time to switch to using python 3. Most of the basics are similar. Is there anything particular you are looking for in a python tutorial?

URL: http://forum.audiogames.net/viewtopic.php?pid=306580#p306580





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Re: python help.

2017-04-09 Thread AudioGames . net ForumDevelopers room : Hektor via Audiogames-reflector


  


Re: python help.

If you cannot find example code, another option is to write your own example code. If I am trying to learn how to use a framework and the code examples do not help, I will often write small little programs to try to learn pieces of the framework.

URL: http://forum.audiogames.net/viewtopic.php?pid=306444#p306444





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

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


  


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

I am curious. How might this break "accessibility"?

URL: http://forum.audiogames.net/viewtopic.php?pid=305166#p305166





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Re: Developd audiogames on Python

2017-03-30 Thread AudioGames . net ForumDevelopers room : Hektor via Audiogames-reflector


  


Re: Developd audiogames on Python

Typically, the majority of software performance problems have to do with how the software is coded rather than the language used.  If you run performance tests on various languages, you will see that their performance will differ. But good performance tests tend to try to push performance to the limit. Most software you are likely to write is not likely to push those limits.You can write a game in any of those languages. Each language comes with its own pro's and cons. I personally think that the decision of which language you use depends on which language would you enjoy spending a lot of time with and how much support are you going to need in building your game? Building any type of software in any language tends to involve more time than you would expect. So you definitely want to pick a language that you will find useful and enjoyable.There is also the question of "support".  BGT has a good tutorial. It also appears to be a language s
 pecifically created for the purpose of making audio games. That means any information you find on it will be related to creating games.  Python has a large community. There is a lot of help available--however, audio gaming is just one amongst many things Python is used for. C++ has the advantage that it is the language most commercial games use--but audio gaming is also just a small aspect of the language.My own preference is to use Python. However, I tend to want to write many different types of software and I want my software to work on both Windows and Linux. However, if you do decide to use Python, I would suggest updating to Python 3. You can still use Python 2.7 if you wish to do so, but unless you are limited to using Python 2.7 for some reason--it would be better to start any new development using Python 3.

URL: http://forum.audiogames.net/viewtopic.php?pid=304679#p304679





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Re: C# or Python?

2017-02-26 Thread AudioGames . net ForumDevelopers room : Hektor via Audiogames-reflector


  


Re: C# or Python?

HI will add my 2 cents.Forget completely about performance.  It is not important.At this point, what is most important is that you pick a language that you will enjoy spending a lot of time working on. After you go through tutorials for the language, the best thing you can do to learn the language is spend a lot of time writing or reading code.In reality, most performance problems end up being due to poor software design or poor coding. However, the best way to learn good design and good coding is by writing and reading a lot of code.  Compiler and Interpreter errors and warnings are part of the dues that every developer pays to become proficient at their skill.

URL: http://forum.audiogames.net/viewtopic.php?pid=299402#p299402





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Re: I'm blind and want to develop a very complex game

2015-05-17 Thread AudioGames . net ForumDevelopers room : Hektor via Audiogames-reflector


  


Re: I'm blind and want to develop a very complex game

Unfortunately, the only way to keep anyone from plagiarizing your story would be by keeping it to yourself. However, if you want to protect your story in a way that allows you legal recourse if others plagiarize it, you will want to read up on copyrighting and licensing. Ive also participated in some board game beta testing and the game authors frequently require participaants to sign documents that make them legally liable for sharing information about the game prior to release. SO those are options you might want to consider as well if you decide you want to create a team to assist you in coding the game design. However, you are right that when you do want to pull together a team, you will want possibly to interview those people and check up on them to make sure they are the type of people who would be willing to follow whatever requirements you set for the project.

URL: http://forum.audiogames.net/viewtopic.php?pid=216689#p216689




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Re: I'm blind and want to develop a very complex game

2015-05-12 Thread AudioGames . net ForumDevelopers room : Hektor via Audiogames-reflector


  


Re: I'm blind and want to develop a very complex game

The need to be able to test something frequently to help motivate yourself is actually not uncommon amongst developers. That is while something called agile and test driven development is popular with many developers. For agile, the idea is to create a usable application or modify it in about a 2 to 4 week period of time. This is possible because you limit yourself only to doing what is possible within that very limited time. Test driven development is also popular for other reasons, but one side benefit of it is that you can always test your code--though you will likely only be testing a single function at a time. It sounds like you have found the approach that works best for you. Though I would like to offer a suggestion for your consideration.It sounds like you have really fleshed out your game story and ideas quite well. Coding is a difficult task, but designing the user interface and the game story and i
 deas is also difficult. If you reach a point where you feel like you are not making as much progress as you want on your game, you might want to look for other experienced developers to work with you. You then could serve as the over all game architect with the other developers helping you break down the game into pieces that could be coded in something like 2 to 4 weeks. You could then work with them on the coding, which would also help you learn more about coding. That might possibly help you turn more of your game into something playable and testable more quickly as well as help possibly accelerate your learning.Over time, you might bring in other people with other skills to help with the work and also provide you with additional people you can learn from.If you decide you want to do something like that at some point, but feel uncertain how to get things going and structured, let me know and I would be willing to help out. Others might also be
  willing to assist.But again, this is only a suggestion to consider if you feel you want to make more progress on the game more quickly.

URL: http://forum.audiogames.net/viewtopic.php?pid=215979#p215979




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Re: Game Source Code Repository

2015-05-12 Thread AudioGames . net ForumDevelopers room : Hektor via Audiogames-reflector


  


Re: Game Source Code Repository

Can you explain more what you mean by explore Are you looking to explore the commits or branches?As far as executables, Ive not dealt with storing executables on github. Most of the time, weve stored the source code on github and then we compile the code on the local machine after we pull down the source code. You likely could store other elements of the application on github like sound. It shouldnt be any different than storing images on github which people do for projects.

URL: http://forum.audiogames.net/viewtopic.php?pid=215981#p215981




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Re: Game Source Code Repository

2015-05-10 Thread AudioGames . net ForumDevelopers room : Hektor via Audiogames-reflector


  


Re: Game Source Code Repository

Hi,Actually, I was not suggesting that we create a single repo for all code shared in these forums. Instead, I was suggesting that people might want to consider using git and github (or other similar systems) for sharing and collaborating on code.Github is specifically designed to help developers share and collaborate on code and documentation. I do understand that they look complex. However, there are a number of tutorials that teach how to use them and they are less complex than they appear at first.I definitely understand why most people might feel more comfortable with Dropbox. However, unless you want to pay for the extra services, it does make collaboration a bit more awkward.While I am new to audio game programming, Im actually not new to development work. Some of the other development work I have done involves working collaboratively on code and things like Github have proven useful in that work. I hadn&
 #039;t seen anyone here using it so I thought I would suggest it.If people are interested, I can suggest some tutorials for using git and github or provide assistance in using it.

URL: http://forum.audiogames.net/viewtopic.php?pid=215656#p215656




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Re: developing space invaders game

2015-05-10 Thread AudioGames . net ForumDevelopers room : Hektor via Audiogames-reflector


  


Re: developing  space invaders game

You definitely seem to have some very lofty goals. If you are new to programming, I would suggest that you might want to set your sights somewhat lower.Creating a good application that is cross platform is very technically challenging. It involves having knowledge about the quirks and differences between how those platforms work. While there are some computer languages that advertise that they are write once and compile everywhere, the process ends up not being as easy as it sounds. So, my first suggestion would be that you just focus on a single platform like Windows or IOS. Regarding whether your game needs to include screen reader support or SAPI support on Windows, I would suggest you pick whichever is easier for you to implement.The good thing about code is that, after you successfully create your first version of an application, you can go back and work on the code to try to support more platforms or include support for eith
 er screen readers or SAPI (whichever you didnt pick for version 1 of your application.)I do wish you luck on your development of the game. I will look forward to trying it out when you are finished!

URL: http://forum.audiogames.net/viewtopic.php?pid=215661#p215661




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Re: Audio games in the Web Browser

2015-05-10 Thread AudioGames . net ForumDevelopers room : Hektor via Audiogames-reflector


  


Re: Audio games in the Web Browser

naugtur, I would suggest trying out some games listed on this site. It is definitely possible to make a game where you navigate an environment with sound alone. On IOS, a company called Something Else has created a few audio only games that do this. Ive also played games like Audio Quake and Shades of Doom which allow the user to navigate with audio only. I also think Sam Tupys new game uses sound primarily for navigation. None of these are games played in a browser, but that is largely because it wasnt really much of an option until the new Audio API was supported by browsers--and as you have noticed _javascript_ isnt much used in this community write now largely because most people are writing games to run natively on the OS. However, I could see that people might become interested in this option if there was some API available that helped hide the low level stuff. While some of the game developers have 
 quite advanced knowledge of development, many of our game designers are hobbyists and only beginning to develop coding skills

URL: http://forum.audiogames.net/viewtopic.php?pid=215665#p215665




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Re: Help with choosing between Python VS. PureBasic

2015-05-10 Thread AudioGames . net ForumDevelopers room : Hektor via Audiogames-reflector


  


Re: Help with choosing between Python VS. PureBasic

If you are learning to code, it is always best to start off by engaging in good coding practices (such as limiting each line to a single statemen and including comments in the code.) You really cant ever have too many comments. However, as you gain more experience, you will find that it is best to limit comments to blocks of code to explain the purpose of that code and what it is trying to do. That will greatly help later when you have to maintain or fix the code.Also, if you have trouble with languages that use braces to denote the beginning and endings of blocks, I suggest adding a short comment on the line where each brace appears--simply denoting the beginning or ending of the block.

URL: http://forum.audiogames.net/viewtopic.php?pid=215641#p215641




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Game Source Code Repository

2015-04-24 Thread AudioGames . net ForumDevelopers room : Hektor via Audiogames-reflector


  


Game Source Code Repository

Ive noticed a number of posts that involve sharing code. I was wondering if anyone in the community has thought about using GitHub to store such code? It makes for a good way to store code that can be reused by others in a place that is easily searchable. Also, it makes it possible for others to fork your code as well as submit bug fixes or code improvements that you can merge back into your code base. There might be really good reasons people arent using something like GitHub, but I thought I would ask.

URL: http://forum.audiogames.net/viewtopic.php?pid=213587#p213587




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Re: Help with choosing between Python VS. PureBasic

2015-04-24 Thread AudioGames . net ForumDevelopers room : Hektor via Audiogames-reflector


  


Re: Help with choosing between Python VS. PureBasic

Orin, the one thing you might have figured out from the responses to this topic is that asking developers Which language is best for my purposes? is a lot like asking rabid sports fans Which team is best? My own perspective is that Python, Pure Basic, or BGT should be sufficient for what you want to do. For you, it seems that the most important consideration is for you to find a language that you feel comfortable working with as well as one that has a good supportive community of other people who are trying to do similar things that will be willing to answer your questions. Hopefully, the people responding to your question have given you some good ideas who you can reach out to in order to find or build that community. It also sounds like you are thinking that Pythons style is most comfortable for you. While people have cited some problems with some of the Python game related libraries, I would not worry about that too mu
 ch as long as you can find a good community to assist you with your questions. There really isnt a perfect language and most libraries have their problems and part of becoming a real code ninja is understanding what those problems are and knowing how to work with or around them. And again, a good supportive community will assist you with that.I wish you good fortune in learning Python and developing games.

URL: http://forum.audiogames.net/viewtopic.php?pid=213591#p213591




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Sound Libraries

2015-04-14 Thread AudioGames . net ForumDevelopers room : Hektor via Audiogames-reflector


  


Sound Libraries

I am looking to do some prototyping of audio games. Do you have any suggestions for free or reasonably priced sound libraries that have a decent variety of sounds to use for prototyping? I figure if I come up with any ideas that go past the prototyping stage, then Ill look at looking for specific sounds that work better with a game theme, but for now I just need to find a sound library that would have enough variety that I could use for putting together prototypes.

URL: http://forum.audiogames.net/viewtopic.php?pid=212287#p212287




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Which Game Enginer/Programming Language Should I Use?

2015-04-14 Thread AudioGames . net ForumDevelopers room : Hektor via Audiogames-reflector


  


Which Game Enginer/Programming Language Should I Use?

I am trying to learn how to do game design. One of the things I am doing to accomplish that is reading the book Challenges for Game Designers which includes many design exercises. While the book doesnt require me to create any software or write any code, I would prefer to try to create my prototype designs using code. Since the book exercises focus on non-digital game designs for practice, I have a feeling a lot of my prototypes might include the simulation of dice rolls, cards, and game boards. Is there a game engine or programming language you all might recommend for using to create these types of prototypes based on your own experiences? In my day job, I work on creating accessible web applications and I already have knowledge of languages like Java, _javascript_, python, perl, and a few others, so Ive not got any concerns about trying to pick up another language.

URL: http://forum.audiogames.net/viewtopic.php?pid=212286#p212286




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