Re: java and audiogames?

2018-12-18 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: java and audiogames?

Yes, but only some. Whatever, I am still against Oracle's decision to kill 32-bit support. It's still too early for that.

URL: http://forum.audiogames.net/post/399443/#p399443




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Re: java and audiogames?

2018-12-15 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: java and audiogames?

Oracle did great mistake when they decided to get rid of 32-bit builds since Java9. There are still lots of people on 32-bit systems. That's also the reason why Java Access Bridge isn't working properly with NVDA in 32-bit JVMs.P.s., I'm using Java currently for Android development mostly at work, but I wanna switch to Kotlin really, mostly because of null-safety, data classes, function extensions and default function parameters. Java has none of these features, which makes even some simple tasks too much verbose to code in Java. Kotlin can now be even compiled as a native application with no need for any runtimes, but the bad thing is that there are not that many libraries for Kotlin-native, since Kotlin is still a pretty young language.

URL: http://forum.audiogames.net/post/398798/#p398798




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Re: C# vs Python

2018-03-05 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: C# vs Python

There's official support for Python in Visual Studio, I think it was available since VS2015.However, you can't compile Python to .exe with Visual Studio, you need to do it manually with PyInstaller, Py2Exe or CX_Freeze.I'm currently learning C#, which is not a problem for me since I'm using Java at work, and these two are quite similar.Regarding speed, I don't know. I haven't used Cython, but comparing to normal Python speed, may be C# is a bit faster and the size of executable is smaller. Python freezing tools such as Py2Exe should also include all Python libraries along with the executable, and that's why Python app distributions will be somewhat larger comparing to C# application where only executable is distributed. Dotnet is now a part of every currently maintained Windows version since Windows Vista, and thus it doesn't need to be installed separately or shipped with the application, it only needs to be updated which is done via Windows Update or your app's installer.Regarding decorators and some other extra features, I'll just tell you one thing. I'm using Python since 2009, and I've learned decorators in 2016. The point is, you can't, and you don't need to learn every single language feature in a fiew weeks until the moment when you think that it can be useful in solving your coding problem.I will personally always love Python because of it's clear syntax, many libraries and easy to read code. I'm experimenting with other languages mostly because I want more experience as a developer, and I don't wanna limit myself to only one programming language, because if there's something that you don't learn from one language, you will probably learn it from another.

URL: http://forum.audiogames.net/viewtopic.php?pid=354622#p354622





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Re: Moving away from BGT and learning python

2018-02-24 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: Moving away from BGT and learning python

Let me add something:I personally prefere to enclose strings in quotes, unless I have the following situation, for example, if I wanna have a message box that displays the user to click a button. I want the name of that button to be quoted, so I will enclose this in apostrophes like this:'Please click "OK" to continue'That way, I don't need to escape quotes to force displaying them inside a string by using escape sequence \" (backslash quote).

URL: http://forum.audiogames.net/viewtopic.php?pid=353640#p353640





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Re: Moving away from BGT and learning python

2018-02-24 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: Moving away from BGT and learning python

You basically use triple quotes or triple ticks when you want to write multiline strings. This does not mean that string needs to be necessarily multiline, but writing single-line strings in tripple quotes makes no sense, although it's not an error.Of course, instead of using multiline strings, you can just use escape sequences such as \n or \r, but it makes things less readable for code writer. For example:"I'm a good boy.\nI'm the best guy in school.\nMy friends really like me."Compare with this:"""I'm a good boy.I'm the best guy in school.My friends really like me."""You see, the second version as multiline string is much more readable.

URL: http://forum.audiogames.net/viewtopic.php?pid=353637#p353637





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Re: Question about using accessible_output in python.

2018-02-24 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: Question about using accessible_output in python.

Yes, Python3 has made some major changes with import statements, so that's why older accessible output doesn't work with Python3. I still have a backup that works for Python3, so I can upload it.

URL: http://forum.audiogames.net/viewtopic.php?pid=353595#p353595





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Re: Question about using accessible_output in python.

2018-02-23 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: Question about using accessible_output in python.

You are probably using version that isn't compatible with Python3. The latest one that can be found on QContinuum can be used with Python3, but unfortunately QContinuum server is down for several days: 502 bad gateway.

URL: http://forum.audiogames.net/viewtopic.php?pid=353559#p353559





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Re: Moving away from BGT and learning python

2018-02-19 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: Moving away from BGT and learning python

Well, honestly. Python's indentation is may be the only thing that may frustrate beginner users. However, Python is a piece of heaven comparing to some other languages where you get frustrated with null pointer exceptions, data conversions, not to mention that it's quite easy to forget to enclose braces when you have lots of nested blocks. I'm using Java at work, and I've realised how I miss Python, although I'm still using it for writing NVDA addons and some other private stuff. Python is far from perfect, because nothing in this world is perfect, but Python is very popular and saves your time a lot, at least from my experience. For me it's more important to get things done as soon as possible, than spending weeks of work on something that I can get in a single day. Life is too short for that.

URL: http://forum.audiogames.net/viewtopic.php?pid=352973#p352973





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Re: Libaudioverse help

2018-02-19 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: Libaudioverse help

Here's how to do proper initialization with Libaudioverse. At least I do it like that in my initialization code.def main():    with libaudioverse.InitializationManager():        #do some stuff        pyglet.clock.schedule_interval(update, 1/120)        pyglet.app.run()

URL: http://forum.audiogames.net/viewtopic.php?pid=352933#p352933





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Re: Moving away from BGT and learning python

2018-02-16 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: Moving away from BGT and learning python

Python is a good choice because it's syntax is even easier than BGT. Everything is an object and everything is dynamic, so it's not required to declare data types.When I've started learning Python, which was somewhere in late 2009., I found a book called "A byte of Python". That introduced me to the Python world. Later on if you wish to expand your Python knowledge, read the book called "Dive into Python".My suggestion is go with Python 3, it's the future. Python2 has unicode issues that I faced many times while developing software with Python, and you will sooner or later have to deal with these issues. Python3 is unicode by default, which is something to expect from a programming language nowadays, since almost nobody now is using Windows 9X or ME where ANSI was a standard.You can use wxPython for making GUIs. Sighted developers on the Internet constantly recommend PyQT saying that it's the best, and may be it really is, however it has accessibility issues. BTW, I don't like to use the term The Best too much, .For communicating with screen readers, you have two options, the one is called Tolk and another one is called Accessible Output. However, the repository where accessible output is hosted seams to be currently down, so Tolk is the only good option right now. I'm combining Tolk with Pyttsx3, which is another python library for SAPI support.For 3D audio, you can use libaudioverse. For making games you have Pygame or Pyglet as a choice.For networking, you can use Twisted.And, for converting your Python script into executable, you have Py2Exe, CXFreeze or PyInstaller. I like PyInstaller, because generating exe is simple as writing pyinstaller with additional commandline options. I was using Py2Exe before, but it wasn't updated since 2014.And, most of Python libraries can be easily installed, updated or removed by using pip on command line e.g., pip install wxpython, pip install libaudioverse, pip install pygame, pip install pyinstaller.

URL: http://forum.audiogames.net/viewtopic.php?pid=352572#p352572





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Re: C# vs Java for work. Which is easier and faster to learn?

2018-02-04 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: C# vs Java for work. Which is easier and faster to learn?

I wanted to develope my Android app in Kotlin, but my mentor just told me "Use Java". They probably don't wanna switch to a programming language that is still new. If you ask me, I prefere C# over Java, though both of them have their own strengths and weaknesses.

URL: http://forum.audiogames.net/viewtopic.php?pid=350796#p350796





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Re: Blog post: Why does BGT get bashed?

2018-01-15 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: Blog post: Why does BGT get bashed?

The only problem with BGT is that it's no longer maintained. Networking support and dealing with Dynamic Link Libraries (dlls) requires attention and really needs to be improved. Oh yeah, and that problem where Windows Defender hates BGT and thinks that it's a virus, I almost forgot it. Regarding the toolkit and the language, you can write more than just a basic game in BGT for sure. Just look at Manamon, Perrilous Hearts or Survive the wild. Both games are written in BGT, and both games are popular here among users, despite the fact that they don't have 3d sound support.Regarding _javascript_, I'm currently studdying it. Not necessarily for games, but also for making web apps. There are tutorial series on modern _javascript_ on the following website: https://_javascript_.info/

URL: http://forum.audiogames.net/viewtopic.php?pid=347784#p347784





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Re: c# - Jaws api

2018-01-12 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: c# - Jaws api

In that case I would try to combine Tolk with Microsoft's TTS classes in C#.

URL: http://forum.audiogames.net/viewtopic.php?pid=347181#p347181





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Re: Pointers in C++

2018-01-07 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: Pointers in C++

I was reading a book for C++ today, and some of the important rules when dealing with pointers are:1. When using new keyword, also always use delete, in case when you no longer need that pointer to prevent memory leaks.2. After using delete, also reset that pointer to null, in order to prevent crashing if you accidentally recall the deleted pointer somewhere in the code.4. Always check if pointer is null or not null before trying to recall it.5. The keyword delete *must* always be used also when you want to reinitialize pointer, in other words, when you wanna make it point to another variable.

URL: http://forum.audiogames.net/viewtopic.php?pid=346371#p346371





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Re: Looking for an accessible Python editor

2017-12-30 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: Looking for an accessible Python editor

EdSharp is cool enough, the only bad thing is that it may crash at times for no reason. The things that I'd like to see improved are, for example, the ability to open files from Windows explorer context menu, because previously I had to manually create a registry key to integrate EdSharp into context menu. Also the ability to add support for more programming languages that are not supported by default, such as Kotlin or BGT. This is all possible in Notepad++.

URL: http://forum.audiogames.net/viewtopic.php?pid=344542#p344542





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Re: Looking for an accessible Python editor

2017-12-29 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: Looking for an accessible Python editor

I am using Notepad++ (pronounced Notepad Plus Plus) for coding Python. I liked Edsharp before, but it's no longer developed.

URL: http://forum.audiogames.net/viewtopic.php?pid=344236#p344236





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Re: getting nvda speak full sentinces in bgt

2017-12-28 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: getting nvda speak full sentinces in bgt

Hello,Here is a piece of code that I've wrote for myself when dealing with speech output to make it a little easier. In short, if screen reader is detected, it will be used automatically, otherwise the SAPI will be used. I've made 2 functions, one for regular speech and one for use with dynamic menus.For the general question, I got nothing to add, except that the best solution is to implement an if statement that will wait for the user to press Enter. This will make sure that the entire phrase is spoken, which is good for cutscenes or short messages. My sample cutscene code can be found in another topic.And now, here comes my speaker BGT code:tts_voice sapi;void say(string tekst, bool interrupt=false){bool screen_reader_found=false;for(int counter=1; counter<5; counter++){if(screen_reader_is_running(counter)){screen_reader_found=true;screen_reader_speak(counter, tekst);break;}}if(!screen_reader_found){sapi.speak(tekst);}}void say_menu(dynamic_menu@ menu){bool screen_reader_found=false;for(int counter=1; counter<5; counter++){if(screen_reader_is_running(counter)){screen_reader_found=true;menu.set_speech_mode(counter);break;}}if(!screen_reader_found){menu.set_speech_mode(0);}}

URL: http://forum.audiogames.net/viewtopic.php?pid=344115#p344115





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Re: How do I implement Text-To-Speech in my game?

2017-12-24 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: How do I implement Text-To-Speech in my game?

Yep, Tolk works fine with Java and Swing Gui, I tried it, however, currently I can't find out how to pack dlls and Tolk library into a single jar file along with my application classes. I do it like this when building from command line:javac -cp ".;tolk.jar" App.javaAnd then, to create a jar file:jar -cvfm MyApp.jar manifest.txt *.class

URL: http://forum.audiogames.net/viewtopic.php?pid=343434#p343434





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Re: Quests about C and C++

2017-11-18 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: Quests about C and C++

Well, nothing is perfect. That's why most of audiogames found here support Windows only.

URL: http://forum.audiogames.net/viewtopic.php?pid=338904#p338904





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Re: I'm Not Sure What to use to code

2017-11-07 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: I'm Not Sure What to use to code

I see Kotlin as a future game development language. Although it currently works on JVM, it's native compiler is in works. But for writing games like RPGs or actions I think BGT just works well, I think STW, Redspot or Manamon is a best example of what you can do with BGT. I will probably switch to C++ once I get more free time to experiment with SDL2 or DirectX. I was trying to follow tutorial for SDL2 on C++, but I got lost quite easily because I was unsure what a certain function or variable does. C++ devs really love using very short variable names, so reading C++ code written by another person is quite difficult unless it's very well commented. I'm even not so much afraid of pointers like I am afraid of complexity and frustration when e.g. sound device is not properly initialized, audio buffers are not loaded properly, program keeps crashing, etc. BGT will at least save you from a bunch of frustration, because it initializes audio devices and input devices for you, giving you more time to think about game logic.

URL: http://forum.audiogames.net/viewtopic.php?pid=337132#p337132





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Re: how to make cutscenes in BGT?

2017-10-28 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: how to make cutscenes in BGT?

Of course! You just make a function that receives a sound handle as parameter, plays that sound, and then waits for user to press Enter or whatever to scroll to the next line.

URL: http://forum.audiogames.net/viewtopic.php?pid=335553#p335553





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Re: how to make cutscenes in BGT?

2017-10-28 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: how to make cutscenes in BGT?

The cool thing about making games is that there are so many ways to make something, like cutscenes, maps, battels etc. The developer just has to choose it's best way. I was making a cutscene by writing a function that receives a String parameter for the text, and then waits for user to press Enter to continue. I also wrote a similar function that will play a sound either before or after the spoken text or a certain amount of time. But implementing arrays is also a good idea, to avoid repetitive function calls.Anyway, here's my cutscene code that I wrote for my never-finished game.bool cutscene_is_playing; // must be set to True when starting a cutscene and False when ending itsound sound_click, sound_finished, sound_effect; // sound handles for cutscene events// A function to play an Intro scene,// that will fade out when user presses Enter.// I'm using my custom music class here.void intro_play(string file){music.stream(file);music.play();while(music.playing==true){if(key_pressed(KEY_RETURN)){music_fade(@music, music.volume, -50, 1000, false);music.stop();}}}/*Plays the current line of a cutscene with a sound file.The wait parameter, if set to true, will wait the sound to finish, rather than playing it over spoken cutscene text.P.s., the say function is my custom function for speaking text via sapi or a screen reader.*/void cutscene_line(string text, string file="", bool wait_sound=false){if(cutscene_is_playing==false){cutscene_play_finished();return;}sound_effect.load("sounds/cutscene/"+file);if(wait_sound==true){sound_effect.play_wait();}else{sound_effect.play();}sound_click.load("sounds/cutscene/click.wav");sound_click.play();say(text);while(cutscene_is_playing==true){if(key_pressed(KEY_RETURN)){break;}if(key_pressed(KEY_ESCAPE)){cutscene_is_playing=false;break;}if((key_down(KEY_LMENU))&&(key_pressed(KEY_F4))){exit();}}}void cutscene_play_finished(){sound_finished.load("sounds/cutscene/end.wav");sound_finished.play();}

URL: http://forum.audiogames.net/viewtopic.php?pid=335476#p335476





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Re: List of audio games and there programming languages

2017-09-12 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: List of audio games and there programming languages

One of the newest games, The Blind Guide, was written in BGT as well. This just proves that BGT will not die so easily, although it's no longer maintained. Even VB6 is used nowadays which is years and years older than BGT, but it still works. So BGT will keep working as well, as long as Microsoft's DirectX components are compatible with Windows.

URL: http://forum.audiogames.net/viewtopic.php?pid=329349#p329349





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Re: Python?

2017-09-12 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: Python?

As someone who learned and used Python since 2009, I'll say go for Python3. Many of my Python2 code worked with not much need for convertion. Of course, there are differences, but as a starter you even won't notice them at the beginning.

URL: http://forum.audiogames.net/viewtopic.php?pid=329347#p329347





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Re: Developing games for ios or android?

2017-09-10 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: Developing games for ios or android?

People usually recommend learning Java first and then switching to Kotlin. I've learned them both in last few months, but for some people with less programming experience it may require even more time. Nevertheless, have a look at my Kotlin topic on Kotlin where I've described the basics and then decide for yourself. Java code can be converted to Kotlin easily via IDE, but if you know them both, you may understand some Kotlin's advanced features better.

URL: http://forum.audiogames.net/viewtopic.php?pid=329064#p329064





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Re: Developing games for ios or android?

2017-09-10 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: Developing games for ios or android?

I've recently posted some resources for learning Android in another topic. Hope this helps. However, after you learn Java enough, I would recommend you switching to Kotlin as soon as possible. Not because it's better, but it simplifies many tedious and painful stuff found in Java, such as dealing with null-pointer-exceptions, handling event listeners, or generating data. Plus it's now officially supported by Google.

URL: http://forum.audiogames.net/viewtopic.php?pid=328985#p328985





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Re: android who i can start

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


  


Re: android who i can start

My skype id is hrvojekatic. However, I'm not online frequently so either mail me first before contacting me on Skype or try to catch me when I'm online.

URL: http://forum.audiogames.net/viewtopic.php?pid=328935#p328935





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Re: android who i can start

2017-09-08 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: android who i can start

I've started learning Android development few months ago, and I've used the following resources:Codepath (my favorite): https://github.com/codepath/android_guides/wikiAnd this one: http://www.vogella.com/tutorials/android.htmlThere's one more site, androidtutorialspoint.comBut I've now moved to Kotlin because Java is really too much verbose for Android development. Not to mention that you have to spend 3 or 4 lines of code for just simple on-click listener that requires one function callback, plus find-view-by-id stuff which is quite repetitive while writing a gui.

URL: http://forum.audiogames.net/viewtopic.php?pid=328795#p328795





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Re: Kotlin, a modern programming language for future game development

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


  


Re: Kotlin, a modern programming language for future game development

I've never used Swift, but may be. But Jetbrains's goal with Kotlin is targeting all platforms, including web and game development, which is cool.

URL: http://forum.audiogames.net/viewtopic.php?pid=328230#p328230





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Re: List of audio games and there programming languages

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


  


Re: List of audio games and there programming languages

I'm 100% sure that Q9 and Kringle crash are written in C++ according to interview with Philip. He started with C++ after discontinuing PBGames and Q9 was written before BGT was released. He even said that he was using some code from Q9 to build BGT.Jungle is also written in C++ because Philip clearly stated it in a forum post in a Jungle topic.

URL: http://forum.audiogames.net/viewtopic.php?pid=328213#p328213





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List of audio games and there programming languages

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


  


List of audio games and there programming languages

Hi all,Since many people keep asking which programming language is best for writing an audio game, I've created a list of popular audio games with their programming languages for which I know in what language they're written. That way, you may come to a conclusion which language is widely used among audio game developers and what games are running faster or slower with that particular language. If you need to correct me or add a game for which I don't know in which language is written, just do it here.List of games written in BGT:Blastbay Perrilous heartsBlastbay Palace Punch Up:All VGStorm games including ManamonAll by oriolgomez including Rhythm RageTube SimSurvive the wildSuper Egg HuntList of games written in C++ (C Plus Plus):Blastbay Q9Blastbay Kringle CrashBlastbay JungleTop Speed 3Quentin C's GameroomList of games written in HSP (Hot Soup Processor):Mos
 t japanese games including BK3 and Shadow LineList of games written in C# (C Sharp):3D VelocityEntombedList of games written in Visual Basic (VB6):BSC Troopanum, Hunter, Pipe2GMA Shades of Doom, GTCL-works Super Liam and older L-Works titlesList of games written in Python:Undead AssaultSound RTSRS Games clientNow I came to a conclusion that audio game devs really likeBGT and VB6, and supprisingly, not too much written in C++, but may be I'm wrong.

URL: http://forum.audiogames.net/viewtopic.php?pid=328012#p328012





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

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


  


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

[[wow]]. Scaler seams to me a bit similar to Kotlin which is now officially supported by Google in Android Studio 3. I haven't compared yet those two languages though.

URL: http://forum.audiogames.net/viewtopic.php?pid=324852#p324852





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

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


  


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

Yep. From my experience, learning the language is not a big deal. However, learning how to develope for certain platform or hardware is much harder and requires more time and experience to learn. For example, I've recently learned Java in order to prepare myself for Android development journy, and this was much quicker than learning how Android components and building blocks work. In fact, even after about 6 years of coding, I'm still not a quite good coder as I want to be.

URL: http://forum.audiogames.net/viewtopic.php?pid=324828#p324828





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

2017-08-14 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


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

Yes I looked at both Pygame and Pyglet. I chose Pyglet, though Pygame is more beginner-friendly.

URL: http://forum.audiogames.net/viewtopic.php?pid=324330#p324330





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

2017-08-14 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


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

Python is my favorite language, I love it and I'm using it around 5 years in addition to Java which I'm using at work and for developing Android apps. Python's Pros are definitely those mentioned in previous post, plus fast development because you don't have to wait the app to compile first before it can run, so the same advantage as with BGT. Python compiles into bytecode just instantly. Cons, at least for me, are those mentioned in previous post, plus that it's execution may run slower than C or C++. The reason why I'm unsure to write games in Python is because games written in Python at least from my experience run slower. Even BGT works faster than Python, because I'm feeling performance difference when playing e.g. Undead Assult which is written in Python and Manamon which is written in BGT. I was trying myself to code a sidescroller in Python, and as I added more moving objects on the field, the game ran slower and slower. I guess that mult
 ithreading may help in this, but on the other hand, having more than 30 objects in 30 different threads is also not a good idea, but correct me if I'm wrong.

URL: http://forum.audiogames.net/viewtopic.php?pid=324313#p324313





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

2017-08-14 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


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

Python is my favorite language, I love it and I'm using it around 5 years in addition to Java which I'm using at work and for developing Android apps. Python's Pros are definitely those mentioned in previous post, plus fast development because you don't have to wait the app to compile first before it can run, like with BGT. Python compiles into bytecode just instantly. Cons, at least for me, are those mentioned in previous post, plus that it's execution may run slower than C or C++. The reason why I'm unsure to write games in Python is because games written in Python at least from my experience run slower. Even BGT works faster than Python, because I'm feeling performance difference when playing e.g. Undead Assult which is written in Python and Manamon which is written in BGT. I was trying myself to code a sidescroller in Python, and as I added more moving objects on the field, the game ran slower and slower. I guess that multithreading may help 
 in this, but on the other hand, having more than 30 objects in 30 different threads is also not a good idea, but correct me if I'm wrong.

URL: http://forum.audiogames.net/viewtopic.php?pid=324313#p324313





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Re: Which Programming Language Should I Pick?

2017-08-13 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: Which Programming Language Should I Pick?

I think that Java could be a good option for developing cross-platform games. First of all, if you know BGT, switching to Java will be much easier because of similar syntax. Second, your game will run on any PC platform with no need to first implement support for that platform. Third, Java is very popular, especially in business world, so finding an answer for a certain problem is not that hard. Fourth, Java is easier than C++, since it makes many things for you (garbage collection is one of them so you don't need to allocate and deallocate memory yourself). The only thing required at least on Windows is installing Java Runtime, but this is what sighted people need to do as well, so I don't see the reason why we should be different, because installing JRE doesn't require sighted assistance. If you make a self-voicing game, you even don't need to enable access bridge. Eclipse IDE is accessible and makes development process faster. Also, if you're planning t
 o start making Android games, Java and recently Kotlin are your best options, since they are officialy supported for Android development.

URL: http://forum.audiogames.net/viewtopic.php?pid=324150#p324150





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Re: What language is easy?

2017-06-25 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: What language is easy?

Learning multiple languages at the same time, or learning one by one and trying to actually write code in each of them is good idea. That's what I'm doing every time when I want to learn some programming language. Also, you will never, never know if the programming language is good for you or not if you actually don't try it. I've learned C++ before Python. I found it too complicated for my current computer knowledge and programming needs, so I switched to Lua and after a short amount of time I've learned Python. Now I got a job as a developer, so I finally got a reason to learn few more languages, so now I'm learning Java and Perl. Java is now much easier for me than I thought it would be, because it's syntax is similar to C++ or C#, and thanks to Python I can understand object oriented programming much easier because both Python and Java are object oriented languages. The point is, the more programming knowledge you have, the easier it will be 
 for you to switch between various programming languages. Also learning BGT as someone who already has some coding experience was not a problem for me. In fact the bigger problem for me in BGT were it's advanced features such as handlers and function handlers, interfaces and similar stuff that is not available in Python. And just to mention for the end of my post, regarding sound libraries for Python 3, the answer is Libaudioverse.

URL: http://forum.audiogames.net/viewtopic.php?pid=316847#p316847





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Re: What language is easy?

2017-06-25 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: What language is easy?

Learning multiple languages at the same time, or learning one by one and trying to actually write code in each of them is good idea. That's what I'm doing every time when I want to learn some programming language. Also, you will never, never know if the programming language is good for you or not if you actually don't try it. I've learned C++ before Python. I found it too complicated for my current computer knowledge and programming needs, so I switched to Lua and after a short amount of time I've learned Python. Now I got a job as a developer, so I finally got a reason to learn few more languages, so now I'm learning Java and Perl. Java is now much easier for me than I thought it would be, because it's syntax is similar to C++ or C#, and thanks to Python I can understand object oriented programming much easier because both Python and Java are object oriented languages. The point is, the more programming knowledge you have, the easier it will be 
 for you to switch between various programming languages. And just to mention for the end of my post, regarding sound libraries for Python 3, the answer is Libaudioverse.

URL: http://forum.audiogames.net/viewtopic.php?pid=316847#p316847





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Re: Is it worth it to develop games on BGT?

2017-06-24 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: Is it worth it to develop games on BGT?

Yes, although I don't know which libraries have been used for creating sounds and such. Probably DirectX.

URL: http://forum.audiogames.net/viewtopic.php?pid=316669#p316669





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Re: Is it worth it to develop games on BGT?

2017-06-24 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: Is it worth it to develop games on BGT?

I am in fact thankfull to BGT, because my experience with it made me easier to switch to Java that I'm learning right now. Why Java? Because I got employed as a software developer in a company, and I wanna switch to Android development. Secondly, Java is very popular language for business those days. I am unsure can I recommend Java for making audiogames for the PC, but if you wanna make audiogames for Android or web-based games, then Java is your best way to go, because Android SDK uses Java. For PC game development, well in my opinion it depends on game complexity. Manamon is one of the best examples on what you can do with BGT, so if your game is of RPG type or a side-scroller than I think BGT is really enough for that. However, if you wanna build FPS with 3D support, then really switch to Python and use Libaudioverse with Pyglet or Pygame. C# is also good choice, since it's also popular in business environment, and good audiogame examples in C# are Entombed and 3D Ve
 locity.

URL: http://forum.audiogames.net/viewtopic.php?pid=316658#p316658





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Re: Some Python Questions

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


  


Re: Some Python Questions

There's Python 2 to 3 convert script if you really need to feel the difference. However, once you get enough Python coding experience, you'll be able to transition to Python3 easily.Yep, the bad fact is that many libraries are still incompatible with Python3, and that's why many devs stick with 2. For example, NVDA is stil maintained in Python2, because wxPython Phoenix for Py3 is still under development, there's no Scons for Python3 (I believe), and they wanna keep XP compatibility for some time. I think Chicken Nugget and TWBlue are also written in 2 due to wxPython and some other that currently work better with Py2.

URL: http://forum.audiogames.net/viewtopic.php?pid=306614#p306614





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Re: python help.

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


  


Re: python help.

Regarding LibAudioVerse and how hard or easy it is for beginners, you can't make game with 3D sound with no experience in programming at all. You really can't. There's no beginner friendly 3D library. OpenAl for Python as an alternative is even harder to use, as all functions are low-level type. As a beginner, you're best to go with 2D sound and Pygame. Don't use Pyglet, you'll get confused. Use Pygame as it's more beginner friendly, then after you get some experience you can try switching to Pyglet vs. Libaudioverse combination.And, regarding Python3, it certainly has some really nice features that I like, especially some implemented in 3.6, but compatibility with external libraries is still worse than with Python2. Therefore, it's quite normal that some devs don't wanna switch to or even recommend Python3.

URL: http://forum.audiogames.net/viewtopic.php?pid=306613#p306613





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Re: Let's Build an Audiogame Together in Python

2017-03-14 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: Let's Build an Audiogame Together in Python

Yes I agree as well. You can't learn to program by just using audio recording. You definitely need code and instructions on a paper to help you out if you get stuck. That's how most of us learned to program.

URL: http://forum.audiogames.net/viewtopic.php?pid=301950#p301950





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Re: Programming language that accessable for the blind

2017-02-20 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: Programming language that accessable for the blind

Well, I just wanna make a comment regarding talking about those differences between scripting and programming languages. Personally, I don't care if it's a scripting or programming language as long as I can get an .exe binary file out of it. So for me, scripting / programming is all the same thing, although it isn't. Especially, the end users will not see any difference if the file is in .exe format. Example: The game Manamon is written in BGT, but someone may easily think that it's written in programming language because it's really an .exe file, although it's written in scripting language.

URL: http://forum.audiogames.net/viewtopic.php?pid=298519#p298519





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Re: programming for android if you are blind?

2017-02-11 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: programming for android if you are blind?

The best way to go for Android development is Android Studio with Java. Android Studio is quite accessible since version 2.2, I've tried it. There's an article which describes how to enable accessibility in Android Studio: https://developer.android.com/studio/in … ility.html

URL: http://forum.audiogames.net/viewtopic.php?pid=297037#p297037





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Re: bgt for android?

2016-12-29 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: bgt for android?

Use Corona SDK if you wish to develope mobile games.

URL: http://forum.audiogames.net/viewtopic.php?pid=291467#p291467





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Re: My experiment with packaging and encrypting sounds with Python

2016-11-20 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: My experiment with packaging and encrypting sounds with Python

Hello,I've updated first post with a new link. Sorry for that.

URL: http://forum.audiogames.net/viewtopic.php?pid=286576#p286576





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Re: My experiment with packaging and encrypting sounds with Python

2016-10-12 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: My experiment with packaging and encrypting sounds with Python

OK, I'll think about converting my code into python package. But first, I have to reorganize the code to make it better for use and maintenance.

URL: http://forum.audiogames.net/viewtopic.php?pid=282575#p282575





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Re: adding librarys in python

2016-10-08 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: adding librarys in python

Libaudioverse is distributed as Python wheel package, which means you'll definitely need pip to install it.

URL: http://forum.audiogames.net/viewtopic.php?pid=281852#p281852





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Re: adding librarys in python

2016-10-06 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: adding librarys in python

There are multiple ways.1. You can download the library and copy it into the same folder wher your python script is located (not recommended).2. You can download the library and copy it into the python/lib/sitepackages subfolder.3. You can install the library if installer is available for your python version.4. The easiest way: you can use pip install command if you have installed pip in your python version.

URL: http://forum.audiogames.net/viewtopic.php?pid=281575#p281575





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Re: programming games in C++

2016-10-03 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: programming games in C++

You can use Visual Studio 2015 Community Edition. Some people are also using Code Blocks, and some C++ books recommend Dev-C++ IDE, though I don't know how much it is accessible.

URL: http://forum.audiogames.net/viewtopic.php?pid=281183#p281183





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Re: programming games in C++

2016-09-28 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: programming games in C++

OK, I agree with that, and that is cool, but there's also a downside which is the fact that in Python one can't mess up things easily like in C/C++. Messing up something in code and having my or someone else's system failure as a result is something that really makes me afraid of these languages. I actually know the syntax, because I've learned C++ even before I've learned Python, but writing proper code logic is more important than just knowing a syntax. That's why I'm using Python, because it will let me experiment with stuff with no limits, and it won't harm my computer no matter what I do. Therefore, I'll gladly switch to C++ but only if I begin to understand proper way of doing things with it.

URL: http://forum.audiogames.net/viewtopic.php?pid=280670#p280670





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Re: programming games in C++

2016-09-28 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: programming games in C++

I've noticed that more and more people here are trying to use C or C++. Well, use whatever You want, I don't care, but I wish You a good luck while shooting yourself into a foot. If you don't get what the hell I'm talking about, let me quote C++ creator mr. Bjarne Stroustrup: C makes it easy to shoot yourself in the foot; C++ makes it harder, but when you do it blows your whole leg off.To be clear, I got nothing against C++, it's a great and widely used language among professionals, and I will probably use it one day (who knows), but C++ is great only if you know what are you doing while using it, since a lot of low-level work is required. And if you don't know what are you doing, it's very likely that you're gonna mess up something, and if that happens, have a gun and shoot yourself into a foot, or in worst case, in a head. I wrote this just to warn you on troubles that are waiting for You on your C++ journey... Prepare for the nightm
 are! Pointers and references are waiting for you to make you headaches; maloc, new and delete functions are waiting for you to corrupt your memory like this: Woops, Boom! Crash! Look out, my friend!

URL: http://forum.audiogames.net/viewtopic.php?pid=280628#p280628





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Re: Needing some help with python

2016-09-27 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: Needing some help with python

Box2D isn't pre-compiled for Python 3.5, and thus you'll need to compile it yourself. It's pre-compiled for Python 2.7 though, and you can get it by saying pip install box2d.

URL: http://forum.audiogames.net/viewtopic.php?pid=280574#p280574





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Re: New Name Audio Sphere.Luna Stories 3d Audio Game Open Source c#

2016-09-23 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: New Name Audio Sphere.Luna Stories 3d Audio Game Open Source c#

Hi XSense,Some questions.Do you have plans to add support for popular screen readers in Audio Sphere? Current screen readers that can communicate with other apps via control API are comertial such as JAWS, Window-Eyes and Super Nova, as well as freeware NVDA and System Access. The main reason why I'm asking this is because in some cases people prefere using screen readers over SAPI for playing games, because then people can control screen reader speech independently as well as interrupt speech with control key, and performance is usually better. If you need any assistance, let me know. As far as I know, JAWS and Window-Eyes are not quite friendly with games, but NVDA and System Access can cooperate with games with no problems at all.

URL: http://forum.audiogames.net/viewtopic.php?pid=280052#p280052





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Re: My experiment with packaging and encrypting sounds with Python

2016-09-20 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: My experiment with packaging and encrypting sounds with Python

Hello again.So, after posting a topic on libaudioverse mailing list, I was able to get solution which is easy and works perfectly. Now you can use this code to pack and encrypt data files in your Python games, but keep in mind that this code assumes that you're using Libaudioverse.If you make any modifications or improvements, please share it with me.The new link is: https://dl.dropboxusercontent.com/u/407 … ryption.7z

URL: http://forum.audiogames.net/viewtopic.php?pid=279689#p279689





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My experiment with packaging and encrypting sounds with Python

2016-09-19 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


My experiment with packaging and encrypting sounds with Python

Hello all,Well, in BGT we have the ability to pack and encrypt sounds for security reasons. Well, I wanted to get the same with Python, so for two days I was googleing and playing around with file encryption and decryption in Python with pycrypto. Basically, what I wanted to achieve is as follows:1. Put all wave files and other game data files inside a zip file.2. Encrypt the zip file so cheeters cannot modify game data, and also to prevent users from modifying sound files.3. When the game needs access to sounds and other secret data, decrypt the zip file with previously set encryption key, but data from decrypted zip must be extracted and accessed from within computer's ram, not from a hard drive, again to prevent users from accessing data inside a package.Fortunately, I was able to achieve all of that, and here's the result (coded in Python 2.7): https://dl.dropboxusercontent.com/u/407 … eriment.7zHowever, there's one issue that I'm aware of.Since I wanted to load wave files from memory directly without accessing hard drive, I had to use Python's wave module and python's io.BytesIO to get this working. But wave module returns wave data as waveform bytes (I think), while some other sound libraries such as LibAudioVerse require array with floats that represent sound data. Fortunately, I was able to get to my friend Google and find some kind of solution on stackoverflow, but this solution has one limitation. You cannot convert 24-bit or hire wave data, only 16-bit. So inside a zip file I have two wave files, splash.wav and telephone.wav. The splash.wav plays normally, however if you try to play the second one you will get an error. Some other Python audio modules such as PyMedia and probably PyAl don't require any conversion. For sound_lib AKA BASS I have no idea.For this code to work, you need Python27, Libaudioverse 0.9A7, and PyCrypto. LAV and I think PyCrypto are both available on pip.Anyway, at the link above is entire code that I was working on for two days, so please give any feedback regarding security, speed and loading packed sound data:Thanks!

URL: http://forum.audiogames.net/viewtopic.php?pid=279614#p279614





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Re: OpenAL HRTF Python Examples

2016-09-14 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: OpenAL HRTF Python Examples

I forgot to say, I'm on 64-bit Windows, but using 32-bit Python.

URL: http://forum.audiogames.net/viewtopic.php?pid=278816#p278816





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Re: Newb Back Needing Help With Handles

2016-09-12 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: Newb Back Needing Help With Handles

Here's how I'm doing this. I'm not sure that it's right way or not, but it works. However, this example is on a 2d grid, so you have to make some changes to make it side scroller. BTW, I'm now searching for some way to make enemies of different types and different attack skills, because in this example everything derives from the same class, game_object. I'm calling my class game_object instead of enemy because I will probably use this class for other living objects, and not just enemies. Also, I've made a function which takes two arguments, the one being enemy spawn interval, and another one being number of enemy instances to spawn. I've got inspiration for spawning stuff from windows_attack code, btw.Anyway, here's my code: https://dl.dropboxusercontent.com/u/407 … ritory.bgt

URL: http://forum.audiogames.net/viewtopic.php?pid=278578#p278578





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Re: OpenAL HRTF Python Examples

2016-09-11 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: OpenAL HRTF Python Examples

My computer is 64-bit.

URL: http://forum.audiogames.net/viewtopic.php?pid=278469#p278469





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Re: OpenAL HRTF Python Examples

2016-09-11 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: OpenAL HRTF Python Examples

Well I finally got openal soft working. It's wierd how it works with x64 Windows, but anyway it works now.BTW, what problem you guys actually have with accessible_output2? In fact, what accessible_output2 does have and pyttsx doesn't have is screen reader support. I've made an experiment with Py3 though, and I can't get sapi to speak on Py3.Here is how I use it:# Example1: Speak using auto-detected outputimport accessible_output2.outputs.autoout=accessible_output2.outputs.auto.Auto()out.output("Hello, this is your computer speaking to you. Please turn me off now!")out.braille("This text must be brailled only!")out.speak("This text must be spoken but not brailled!")# Example2: Speak using NVDAimport accessible_output2.outputs.nvdanvda=accessible_output2.outputs.nvda.NVDA()nvda.speak("Hello, I am NVDA! Can you hear me?")# Example2: Speak using S
 APIimport accessible_output2.outputs.sapi5sapi=accessible_output2.outputs.sapi5.SAPI5()sapi.set_voice(sapi.get_voice())sapi.speak("Hello, I am your fellow sapi5 voice! Can you hear me?")The result is, I get auto and NVDA speaking, but sapi is silent. When I turn off NVDA, the auto output detects sapi, but speech gets interrupted. I tried fixing this by using set_voice and get_voice, but the issue still persists. No errors thrown by Python, just silence.I'm totally sure that this issue is not present with Python2, because Undead Assult game is also using AO2 for it's output, as well as some apps such as Chicken Nugget and TWBlue. I will have a look at it's code to see if sapi5 output is actually using correct coding for Py3, because Py3 defaults to unicode for all strings, while Py2 doesn't.

URL: http://forum.audiogames.net/viewtopic.php?pid=278448#p278448





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Re: OpenAL HRTF Python Examples

2016-09-11 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: OpenAL HRTF Python Examples

Well I finally got openal soft working. It's wierd how it works with x64 Windows, but anyway it works now.BTW, what problem you guys actually have with accessible_output2? In fact, what accessible_output2 does have and pyttsx doesn't have is screen reader support. I've made an experiment with Py3 though, and I can't get sapi to speak on Py3.Here is how I use it:# Example1: Speak using auto-detected outputimport accessible_output2.outputs.autoout=accessible_output2.outputs.auto.Auto()out.output("Hello, this is your computer speaking to you. Please turn me off now!")out.braille("This text must be brailled only!")out.speak("This text must be spoken but not brailled!")# Example2: Speak using NVDAimport accessible_output2.outputs.nvdanvda=accessible_output2.outputs.nvda.NVDA()nvda.speak("Hello, I am NVDA! Can you hear me?")# Example2: Speak using S
 APIimport accessible_output2.outputs.sapi5sapi=accessible_output2.outputs.sapi5.SAPI5()sapi.set_voice(sapi.get_voice())sapi.speak("Hello, I am your fellow sapi5 voice! Can you hear me?")The result is, I get auto and NVDA speaking, but sapi is silent. When I turn off NVDA, the auto output detects sapi, but speech gets interrupted. I tried fixing this by using set_voice and get_voice, but the issue still persists. No errors thrown by Python, just silence.I'm totally sure that this issue is not present with Python2, because Undead Assult game is also using AO2 for it's output, as well as some apps such as Chicken Nugget and TWBlue.

URL: http://forum.audiogames.net/viewtopic.php?pid=278448#p278448





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Re: OpenAL HRTF Python Examples

2016-09-11 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: OpenAL HRTF Python Examples

Well I finally got openal soft working. It's wierd how it works with x64 Windows, but anyway it works now.BTW, what problem you guys actually have with accessible_output2? In fact, what accessible_output2 does have and pyttsx doesn't have is screen reader support. I've made an experiment with Py3 though, and I can't get sapi to speak on Py3.Here is how I use it:# Example1: Speak using auto-detected outputimport accessible_output2.outputs.autoout=accessible_output2.outputs.auto.Auto()out.output("Hello, this is your computer speaking to you. Please turn me off now!")out.braille("This text must be brailled only!")out.speak("This text must be spoken but not brailled!")# Example2: Speak using NVDAimport accessible_output2.outputs.nvdanvda=accessible_output2.outputs.nvda.NVDA()nvda.speak("Hello, I am NVDA! Can you hear me?")# Example2: Speak using S
 APIimport accessible_output2.outputs.sapi5sapi=accessible_output2.outputs.sapi5.SAPI5()sapi.set_voice(sapi.get_voice())sapi.speak("Hello, I am your fellow sapi5 voice! Can you hear me?")The result is, I get NVDA speaking, but sapi is silent. When I turn off NVDA, the auto output detects sapi, but speech gets interrupted. I tried fixing this by using set_voice and get_voice, but the issue still persists. No errors thrown by Python, just silence.I'm totally sure that this issue is not present with Python2, because Undead Assult game is also using AO2 for it's output, as well as some apps such as Chicken Nugget and TWBlue.

URL: http://forum.audiogames.net/viewtopic.php?pid=278448#p278448





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Re: OpenAL HRTF Python Examples

2016-09-11 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: OpenAL HRTF Python Examples

Well I finally got openal soft working. It's wierd how it works with x64 Windows, but anyway it works now.BTW, what problem you guys actually have with accessible_output2? In fact, what accessible_output2 does have and pyttsx doesn't have is screen reader support. I've made an experiment with Py3 though, I can't get sapi to speak on Py3.Here is how I use it:# Example1: Speak using auto-detected outputimport accessible_output2.outputs.autoout=accessible_output2.outputs.auto.Auto()out.output("Hello, this is your computer speaking to you. Please turn me off now!")out.braille("This text must be brailled only!")out.speak("This text must be spoken but not brailled!")# Example2: Speak using NVDAimport accessible_output2.outputs.nvdanvda=accessible_output2.outputs.nvda.NVDA()nvda.speak("Hello, I am NVDA! Can you hear me?")# Example2: Speak using SAPI<
 br />import accessible_output2.outputs.sapi5sapi=accessible_output2.outputs.sapi5.SAPI5()sapi.set_voice(sapi.get_voice())sapi.speak("Hello, I am your fellow sapi5 voice! Can you hear me?")The result is, I get NVDA speaking, but sapi is silent. When I turn off NVDA, the auto output detects sapi, but speech gets interrupted. I tried fixing this by using set_voice and get_voice, but the issue still persists. No errors thrown by Python, just silence.I'm totally sure that this issue is not present with Python2, because Undead Assult game is also using AO2 for it's output, as well as some apps such as Chicken Nugget and TWBlue.

URL: http://forum.audiogames.net/viewtopic.php?pid=278448#p278448





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Re: OpenAL HRTF Python Examples

2016-09-11 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: OpenAL HRTF Python Examples

Well I finally got openal soft working. It's wierd how it works with x64 Windows, but anyway it works now.BTW, what problem you guys actually have with accessible_output2? In fact, what accessible_output2 does have and pyttsx doesn't have is screen reader support. But the problem is, I can't get sapi to speak on Py3.Here is how I use it:# Example1: Speak using auto-detected outputimport accessible_output2.outputs.autoout=accessible_output2.outputs.auto.Auto()out.output("Hello, this is your computer speaking to you. Please turn me off now!")out.braille("This text must be brailled only!")out.speak("This text must be spoken but not brailled!")# Example2: Speak using NVDAimport accessible_output2.outputs.nvdanvda=accessible_output2.outputs.nvda.NVDA()nvda.speak("Hello, I am NVDA! Can you hear me?")# Example2: Speak using SAPIimport accessible_out
 put2.outputs.sapi5sapi=accessible_output2.outputs.sapi5.SAPI5()sapi.set_voice(sapi.get_voice())sapi.speak("Hello, I am your fellow sapi5 voice! Can you hear me?")The result is, I get NVDA speaking, but sapi is silent. When I turn off NVDA, the auto output detects sapi, but speech gets interrupted. I tried fixing this by using set_voice and get_voice, but the issue still persists. No errors thrown by Python, just silence.I'm totally sure that this issue is not present with Python2, because Undead Assult game is also using AO2 for it's output, as well as some apps such as Chicken Nugget and TWBlue.

URL: http://forum.audiogames.net/viewtopic.php?pid=278448#p278448





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Re: OpenAL HRTF Python Examples

2016-09-11 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: OpenAL HRTF Python Examples

Well I finally got openal soft working. It's wierd how it works with x64 Windows, but anyway it works now.BTW, what problem you guys actually have with accessible_output2? In fact, what accessible_output2 does have and pyttsx doesn't have is screen reader support. But the problem is, I can't get sapi to speak on Py3.Here is how I use it:# Example1: Speak using auto-detected outputimport accessible_output2.outputs.autoout=accessible_output2.outputs.auto.Auto()out.output("Hello, this is your computer speaking to you. Please turn me off now!")out.braille("This text must be brailled only!")out.speak("This text must be spoken but not brailled!")# Example2: Speak using NVDAimport accessible_output2.outputs.nvdanvda=accessible_output2.outputs.nvda.NVDA()nvda.speak("Hello, I am NVDA! Can you hear me?")# Example2: Speak using SAPIimport accessible_out
 put2.outputs.sapi5sapi=accessible_output2.outputs.sapi5.SAPI5()sapi.set_voice(sapi.get_voice())sapi.speak("Hello, I am your fellow sapi5 voice! Can you hear me?")The result is, I get NVDA speaking, but sapi is silent. When I turn off NVDA, the auto output detects sapi, but speech gets interrupted. I tried fixing this by using set_voice and get_voice, but the issue still persists.I'm totally sure that this issue is not present with Python2, because Undead Assult game is also using AO2 for it's output, as well as some apps such as Chicken Nugget and TWBlue.

URL: http://forum.audiogames.net/viewtopic.php?pid=278448#p278448





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Re: OpenAL HRTF Python Examples

2016-09-11 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: OpenAL HRTF Python Examples

Well I finally got openal soft working. It's wierd how it works with x64 Windows, but anyway it works now.BTW, what problem you guys actually have with accessible_output2? In fact, what accessible_output2 does have and pyttsx doesn't have is screen reader support. But the problem is, I can't get sapi to speak on Py3.Here is how I use it:# Example1: Speak using auto-detected outputimport accessible_output2.outputs.autoout=accessible_output2.outputs.auto.Auto()out.output("Hello, this is your computer speaking to you. Please turn me off now!")out.braille("This text must be brailled only!")out.speak("This text must be spoken but not brailled!")# Example2: Speak using NVDAimport accessible_output2.outputs.nvdanvda=accessible_output2.outputs.nvda.NVDA()nvda.speak("Hello, I am NVDA! Can you hear me?")# Example2: Speak using SAPIimport accessible_out
 put2.outputs.sapi5sapi=accessible_output2.outputs.sapi5.SAPI5()sapi.set_voice(sapi.get_voice())sapi.speak("Hello, I am your fellow sapi5 voice! Can you hear me?")The result is, I get NVDA speaking, but sapi is silent. When I turn off NVDA, the auto output detects sapi, but speech gets interrupted. I tried fixing this by using set_voice and get_voice, but the issue still persists.

URL: http://forum.audiogames.net/viewtopic.php?pid=278448#p278448





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Re: OpenAL HRTF Python Examples

2016-09-11 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: OpenAL HRTF Python Examples

Well I finally got openal soft working. It's wierd how it works with x64 Windows, but anyway it works now.BTW, what problem you guys actually have with accessible_output2? In fact, what accessible_output2 does have and pyttsx doesn't have is screen reader support. But the problem is, I can't get sapi to speak on Py3.Here is how I use it:# Example1: Speak using auto-detected outputimport accessible_output2.outputs.autoout=accessible_output2.outputs.auto.Auto()out.output("Hello, this is your computer speaking to you. Please turn me off now!")out.braille("This text must be brailled only!")out.speak("This text must be spoken but not brailled!")# Example2: Speak using NVDAimport accessible_output2.outputs.pc_talkernvda=accessible_output2.outputs.nvda.NVDA()nvda.speak("Hello, I am NVDA! Can you hear me?")# Example2: Speak using SAPIimport accessibl
 e_output2.outputs.sapi5sapi=accessible_output2.outputs.sapi5.SAPI5()sapi.set_voice(sapi.get_voice())sapi.speak("Hello, I am your fellow sapi5 voice! Can you hear me?")The result is, I get NVDA speaking, but sapi is silent. When I turn off NVDA, the auto output detects sapi, but speech gets interrupted. I tried fixing this by using set_voice and get_voice, but the issue still persists.

URL: http://forum.audiogames.net/viewtopic.php?pid=278448#p278448





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Re: New Name Audio Sphere.Luna Stories 3d Audio Game Open Source c#

2016-08-20 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: New Name Audio Sphere.Luna Stories 3d Audio Game Open Source c#

Hello,Moving away from xna was a good idea, because xna runtime doesn't come with Windows and needs to be installed separately, which may be frustrating for novice users. So I support that.I haven't posted any comments before on this topic, but I'm watching improvements on the engine and I support your work XSence. Sighted developers have numerous game engins available which can speed up game development dramatically, and thus blind developers shouldn't be left behind. Honestly, I have no experience with CSharp language, because I'm coding in Python for years, but I'm familiar somewhat with C-style languages (especially thanks to bgt) so I hope that moving to C# one day shouldn't be a big challenge for me.Anyway, will this game compile in VS2015? I've read that VS2013 is required but having two versions of Visual Studio on the same computer isn't an easy work to do, and I currently have 2015 installed.

URL: http://forum.audiogames.net/viewtopic.php?pid=275324#p275324





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Re: sonnis gdc part 2, 15 GB of sounds for free!

2016-08-18 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: sonnis gdc part 2, 15 GB of sounds for free!

I've downloaded via torrent. It worked fast and with no problems.

URL: http://forum.audiogames.net/viewtopic.php?pid=275031#p275031





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Re: Tone indication for walls on a 2d map, my working solution for BGT.

2016-08-13 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: Tone indication for walls on a 2d map, my working solution for BGT.

Thanks for this idea. I haven't played too much with vectors in bgt, though they can be useful for sure.

URL: http://forum.audiogames.net/viewtopic.php?pid=274197#p274197





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Tone indication for walls on a 2d map, my working solution for BGT.

2016-08-13 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Tone indication for walls on a 2d map, my working solution for BGT.

Hello,So, I'm working on a game which will probably be rpg or even life simulator with 2d navigation, and since I like the idea of wall tone indication in VGStorm games Paladin and Manamon and probably some other games from other devs that I haven't played yet, today I was experimenting with how to achieve this in BGT and I decided to share it with You. Although the code may look messy, at least it worked properly for me. I've put all required information and descriptions inside comments in a bgt file. Basically, you have to include this file in your bgt script and also change certain variables to fit with your game. Then you just have to call the only function in this file inside your game's main loop and you should get a magic. Of course, if you have a better idea for achieving this, feel free to share with me. I was trying to find a simpler solution, but since I haven't found it, I came with harder (I hope not too much hard).If you think that this feature may break patents, well, I apologize for this in advance.The bgt script posted here: https://dl.dropboxusercontent.com/u/407 … _walls.bgtEnjoy.

URL: http://forum.audiogames.net/viewtopic.php?pid=274177#p274177





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Re: FPS Prototype Source Code Dump

2016-08-03 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: FPS Prototype Source Code Dump

The only thing that I have trouble getting is Box2d. There's no pre-compiled binary for version 2.3.1. And, since I have both Python2 and Python3, I wander with which Python version is this compatible?

URL: http://forum.audiogames.net/viewtopic.php?pid=272316#p272316





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Re: BGT help please.

2016-07-02 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: BGT help please.

Also, you must declare variable before you can use it. If you try to use the variable before you declare it's type and define it's values, you will of course get an error.

URL: http://forum.audiogames.net/viewtopic.php?pid=266538#p266538





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Re: Python or PureBasic

2016-06-05 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: Python or PureBasic

My email is hrvojeka...@gmail.com. My Skype is hrvojekatic. though you will need to introduce yourself in the introductory message since I don't accept people who I don't know.

URL: http://forum.audiogames.net/viewtopic.php?pid=263101#p263101





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Re: Python or PureBasic

2016-06-05 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: Python or PureBasic

jonikster wrote:someone has examples sidescroller on PureBasic or python?I'm currently writing side scroller in Python with Pyglet, accessible_output2 and sound_lib. I'll probably post tutorial once I complete enough basic stuff.

URL: http://forum.audiogames.net/viewtopic.php?pid=263043#p263043





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Re: Python or PureBasic

2016-06-05 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: Python or PureBasic

Hello,When I decided to dive into programming more seriously, I've chose Python. It has many libraries and you can do a lot with it, including gaming and there are more gaming libraries and more audio libraries you can choose from. Python also has easy to read code, and comparing to PB, Python is freeware. Honestly although I've purchased PB, I haven't made any game with it yet, but that's just because I'm more familiar with coding in Python. In my case, BGT was not so easy to learn for me like Python was.

URL: http://forum.audiogames.net/viewtopic.php?pid=263042#p263042





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Re: lets code, we're trying the folder again

2016-05-24 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: lets code, we're trying the folder again

You can add me with hrvojeka...@gmail.com.

URL: http://forum.audiogames.net/viewtopic.php?pid=261532#p261532





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Re: Ubuntu Userspace (Bash Preview) on Windows 10

2016-04-15 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: Ubuntu Userspace (Bash Preview) on Windows 10

So when I type:apt-get install openjdk-7-jdkI'm getting the following output with errors after answering Yes to install.root@localhost:/mnt/c/Users/Hrvoje# apt-get install openjdk-7-jdkReading package lists... DoneBuilding dependency treeReading state information... Doneopenjdk-7-jdk is already the newest version.The following package was automatically installed and is no longer required:  os-proberUse 'apt-get autoremove' to remove it.0 upgraded, 0 newly installed, 0 to remove and 0 not upgraded.11 not fully installed or removed.After this operation, 0 B of additional disk space will be used.E: Can not write log (Is /dev/pts mounted?) - openpty (2: No such file or directory)Setting up openjdk-7-jre-headless:amd64 (7u95-2.6.4-0ubuntu0.14.04.2) ...the java command requires a mounted proc fs (/proc).dpkg: error processing package openjdk-7-jre-headless:amd64 (--c
 onfigure): subprocess installed post-installation script returned error exit status 1Setting up openjdk-6-jre-headless:amd64 (6b38-1.13.10-0ubuntu0.14.04.1) ...the java command requires a mounted proc fs (/proc).dpkg: error processing package openjdk-6-jre-headless:amd64 (--configure): subprocess installed post-installation script returned error exit status 1dpkg: dependency problems prevent configuration of openjdk-7-jre:amd64: openjdk-7-jre:amd64 depends on openjdk-7-jre-headless (= 7u95-2.6.4-0ubuntu0.14.04.2); however:  Package openjdk-7-jre-headless:amd64 is not configured yet.dpkg: error processing package openjdk-7-jre:amd64 (--configure): dependency problems - leaving unconfigureddpkg: dependency problems prevent configuration of openjdk-7-jdk:amd64: openjdk-7-jdk:amd64 depends on openjdk-7-jre (= 7u95-2.6.4-0ubuntu0.14.04.2); however:  Package openjdk-7-jre:amd64 is not configured yet.dpkg: error processing package openjdk-7-jdk:amd64 (--configure): dependency problems - leaving unconfigureddpkg: dependency problems prevent configuration of icedtea-6-jre-cacao:amd64: icedtea-6-jre-cacao:amd64 depends on openjdk-6-jre-headless (= 6b38-1.13.10-0ubuntu0.14.04.1); however:  Package openjdk-6-jre-headless:amd64 is not configured yet.dpkg: error processing package icedtea-6-jre-cacao:amd64 (--configure): dependency problems - leaving unconfigureddpkg: dependency problems prevent configuration of icedtea-6-jre-jamvm:amd64: icedtea-6-jre-jamvm:amd64 depends on openjdk-6-jre-headless (= 6b38-1.13.10-0ubuntu0.14.04.1); however:  Package openjdk-6-jre-headless:amd64 is not configured yet.dpkg: error processing package icedtea-6-jre-jamvm:amd64 (--configure): dependency problems - leaving unconfigureddpkg: dependency problems prevent configuration of openjdk-6-jre:amd64: openjdk-6-
 jre:amd64 depends on openjdk-6-jre-headless (= 6b38-1.13.10-0ubuntu0.14.04.1); however:  Package openjdk-6-jre-headless:amd64 is not configured yet.dpkg: error processing package openjdk-6-jre:amd64 (--configure): dependency problems - leaving unconfigureddpkg: dependency problems prevent configuration of icedtea-netx:amd64: icedtea-netx:amd64 depends on openjdk-7-jre | openjdk-6-jre (>= 6b23~pre10~); however:  Package openjdk-7-jre:amd64 is not configured yet.  Package openjdk-6-jre:amd64 is not configured yet.dpkg: error processing package icedtea-netx:amd64 (--configure): dependency problems - leaving unconfigureddpkg: dependency problems prevent configuration of icedtea-6-plugin:amd64: icedtea-6-plugin:amd64 depends on openjdk-6-jre; however:  Package openjdk-6-jre:amd64 is not configured yet. icedtea-6-plugin:amd64 depends on icedtea-netx (= 1.5.3-0ubuntu0.14.04.1); however:  Package icedtea-netx:amd64 is not configured yet.dpkg: error processing package icedtea-6-plugin:amd64 (--configure): dependency problems - leaving unconfigureddpkg: dependency problems prevent configuration of openjdk-6-jdk:amd64: openjdk-6-jdk:amd64 depends on openjdk-6-jre (= 6b38-1.13.10-0ubuntu0.14.04.1); however:  Package openjdk-6-jre:amd64 is not configured yet.dpkg: error processing package openjdk-6-jdk:amd64 (--configure): dependency problems - leaving unconfigureddpkg: dependency problems prevent configuration of ca-certificates-java: ca-certificates-java depends on openjdk-7-jre-headless (>= 7~u3-2.1.1~pre1-1) | java6-runtime-headless; however:  Package openjdk-7-jre-headless:amd64 is not configured yet.  Package java6-runtime-headless is not installed.  Package openjdk-6-jre-headless:amd64 which provides java6-runtime-headless is not configured yet.  P
 ackage openjdk-7-jre-headless:amd64 which provides java6-runtime-headless is not configured yet.dpkg: error processing package ca-certificates-java (--configure): dependency problems - leaving unconfiguredNo apport report written because the error message indicates its a followup error from a previous failure.No apport report written because MaxReports is reached alreadyNo apport report written because MaxReports is reached alreadyNo apport report written because MaxReports 

Re: Ubuntu Userspace (Bash Preview) on Windows 10

2016-04-14 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: Ubuntu Userspace (Bash Preview) on Windows 10

Yeah I'm not using Linux as primary for the same reason. But I prefer Arch as well. I'm using Linux subsystem on my Windows 10 machine, and it isn't bad. However, for some reason I cannot install Open JDK, even after typing in apt-get update and apt-get install -f, I'm still getting a bunch of errors.

URL: http://forum.audiogames.net/viewtopic.php?pid=257079#p257079





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Re: Cuing sounds in bgt

2016-03-18 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: Cuing sounds in bgt

I've solved this by using timer which holds the length of the sound file. Example:if(sound_timer.elapsed>=my_sound_file.length){sound_timer..restart();my_sound_file.stop();next_sound_file.load("somefile.ogg");next_sound_file.play();}HTH

URL: http://forum.audiogames.net/viewtopic.php?pid=254299#p254299





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Re: Let's code!

2016-03-14 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: Let's code!

If possible, I'd like to join with email address hrvojeka...@gmail.com. I currently have knowledge with coding in Python and BGT, and I hope I can help somewhat.

URL: http://forum.audiogames.net/viewtopic.php?pid=253892#p253892





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Re: current landscape of audiogame creation tools

2016-02-21 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: current landscape of audiogame creation tools

Python even doesn't have arrays, but in my opinion they are even not necessary since there are tuples and lists as well as dictionaries. I'm not sure about all the changes in Python 3. I'm still at Python 2.7, and I will stick to it until wxPython is ported to Python 3. For the same reason, software such as NVDA, TWBlue and Chicken Nugget are still built with Python 2.7.

URL: http://forum.audiogames.net/viewtopic.php?pid=251074#p251074





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Re: current landscape of audiogame creation tools

2016-02-20 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: current landscape of audiogame creation tools

I was asking myself exactly the same questions as you do, and I knew that finding an answer will be hard, since everyone has different opinion. So I simply took a decision to try all mentioned languages above except dotnet. I'm coding in Python since 2009, and have the best experience with it, and I even purchased PureBasic. I've also tried to learn transitioning from Python to BGT. I've mentioned my findings in another thread on this forum.Since I'm a fan of simpler programming languages, I'm not a very big fan of BGT, but I agree that it has everything required for writing audio game. In Python, I've tried to write a game with Pyglet (not Pygame), in combination with Pysfml for sound part since Pyglet doesn't support ogg format out-of-the-box. I've chosen Pysfml since it doesn't limit game development to just non-comertial games. I find this to be the best combination for me as a Python developer, but Pyglet is definitely not fo
 r beginners. Pyglet was difficult even to me at the beginning until I realised how it works. PureBasic is probably one of the simplest programming languages that you can use for writing games, but it's not object oriented, which means that you have to spend more lines of code for e.g., programming enemies and their AI, while in Python you do have object oriented programming and you can use classes that can make development faster.I've also read some HSP (Hot Soup Processor) code, and that's the programming language used by japanese developers. BK3 and Shadow Rine are both written in this language. As far as I know, it's also not object oriented, but is quite simple and has very similar syntax to Basic family of languages. It's last version is unfortunately japanese only.Currently, I still haven't decided in which programming language my first game will be written, but I'm sure it will be either Python or PureBasic. It all depends on whi
 ch of them will give me best results for things that I want to achieve in my game.

URL: http://forum.audiogames.net/viewtopic.php?pid=250958#p250958





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Re: chat on some programming languages

2016-02-10 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: chat on some programming languages

I'm currently experimenting in writing games with 3 languages, BGT, PureBasic, and Python. My final choice will of course be the one that will satisfy all my needs. Here are my findings and opinions.BGT: BGT is probably the only one that has all required stuff for writing audio games (sound menus, sound positioning, speaking numbers, pathfinder, audio forms), and that's why it's made for. However, it's syntax is C-like and I prefere more easily readable syntax like the one in Python and Basic languages. Also for some game stuff, such as creating maps and enemies, you'll probably need to spend more lines of code in BGT than you'll need with Python or PB.PureBasic: I was nostalgic about BNS Basic that I've learned to use back in late 2003. So I decided to buy PB in order to experiment with no limitation and to use it for some smaller app projects. It has the ability to pack sounds into the executable, which is good if I wanna protect my
  sounds from modifying by other users. The only thing that I have to find out yet is how much time it will take for me to transition from Python to PB, since there are big differences in some parts of the language .Python: Python would be the best choice for me, I'm programming in Python for 6 years and I will not have to learn new stuff required for transitioning to other programming language. However, the one and only reason why I don't feel good at writing games in Python is that I can't easily pack and encrypt sound files like I can do it in BGT. If I ever find the easy way on how to pack and encrypt sounds so they can't be modified by users, then I will not have to look forward, and I can choose Python and Pyglet with not too much thinking. It's always easier to write the game in something that you already know to use quite well, than with som
 ething that's new to you.

URL: http://forum.audiogames.net/viewtopic.php?pid=249964#p249964





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Re: PureTTS4 for PureBasic, is it still available somewhere?

2016-02-10 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: PureTTS4 for PureBasic, is it still available somewhere?

Thanks for uploading, it works now. I'll try to experiment if it works with 64-bit PureBasic as well, since I have installed both 32 and 64-bit versions of PB.

URL: http://forum.audiogames.net/viewtopic.php?pid=249923#p249923





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PureTTS4 for PureBasic, is it still available somewhere?

2016-02-09 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


PureTTS4 for PureBasic, is it still available somewhere?

Hello all,I've purchased PureBasic yesterday, hoping that I will use it for developing certain games and apps in the future. So I was Googleing for PureTTS4, but I haven't found any links to download it. Is it still available anywhere, or guys who are developing here in PB are now using something else? The links for PureTTS4 on PureBasic forum are broken, and I thought it'll be the best place to actually get it.

URL: http://forum.audiogames.net/viewtopic.php?pid=249815#p249815





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Re: PureTTS4 for PureBasic, is it still available somewhere?

2016-02-09 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: PureTTS4 for PureBasic, is it still available somewhere?

Hello,Yep I found PureTTS4 on purearea.net. But it seams to be incompatible with PB5. It requires StringExtension library which has been changed to just String in later versions, and I can't modify it since it's closed source.

URL: http://forum.audiogames.net/viewtopic.php?pid=249850#p249850





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Re: PureTTS4 for PureBasic, is it still available somewhere?

2016-02-09 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: PureTTS4 for PureBasic, is it still available somewhere?

Hello,Yep I found PureTTS4 on purearea.net. But it seams to be incompatible with PB5. It requires StringExtension library which has been changed to just String in later versions, and I can't modify it since it's closed source.Edit: Also, the source code is no longer available on dragonapps.org, I've checked out both there and here on the forum.

URL: http://forum.audiogames.net/viewtopic.php?pid=249850#p249850





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Re: my new bgt class! XPack!

2016-02-06 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: my new bgt class! XPack!

Thank you! It'll be helpfull.

URL: http://forum.audiogames.net/viewtopic.php?pid=249499#p249499





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Re: How to create executables from BGT created games

2016-01-28 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: How to create executables from BGT created games

As far as I know, all BGT games use Inno Setup as an installer.

URL: http://forum.audiogames.net/viewtopic.php?pid=248150#p248150





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Re: how to start out with making a game

2016-01-23 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: how to start out with making a game

I'm still on Python 2.7, and the reason is that wxPython for making GUIs is not yet ported to Python 3.

URL: http://forum.audiogames.net/viewtopic.php?pid=247566#p247566





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Re: BGT sound_pool update_sound_1d giving unexpected results

2015-12-20 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: BGT sound_pool update_sound_1d giving unexpected results

Hello,Well, I finally got it. The simple wait(5); fixed my problem. I just had to write this before changing enemies direction from left to right and then magic happened. Thanks anyway.

URL: http://forum.audiogames.net/viewtopic.php?pid=243510#p243510





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Re: BGT sound_pool update_sound_1d giving unexpected results

2015-12-19 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: BGT sound_pool update_sound_1d giving unexpected results

I can'find your Skype name in your audiogames profile, but My Skype is hrvojekatic so you can send me request and I'll accept you when I sign online.

URL: http://forum.audiogames.net/viewtopic.php?pid=243410#p243410





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Re: How to create pygame menus

2015-12-19 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: How to create pygame menus

I don't know for others, but I'm a proud full-time NVDA user for more than 5 years now and I'm happy about that, but let's stay on topic anyway.

URL: http://forum.audiogames.net/viewtopic.php?pid=243411#p243411





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Re: Where to start?

2015-12-19 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: Where to start?

I've decided to go with BGT for making games, for now.

URL: http://forum.audiogames.net/viewtopic.php?pid=243412#p243412





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Re: How to create pygame menus

2015-12-19 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: How to create pygame menus

Hi,That was a JAWS problem for ages. You really have to turn it off to play most of games, and implement either SAPI or recorded voice for game prompts.

URL: http://forum.audiogames.net/viewtopic.php?pid=243335#p243335





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Re: BGT sound_pool update_sound_1d giving unexpected results

2015-12-19 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


Re: BGT sound_pool update_sound_1d giving unexpected results

Yes I did, but it doesn't fix the problem. And when I try to run example in BGT manual for update_sound_1d, the thing works properly, but not in my game for unknown reason to me.

URL: http://forum.audiogames.net/viewtopic.php?pid=243331#p243331





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sound_pool update_sound_1d giving unexpected results

2015-12-18 Thread AudioGames . net ForumDevelopers room : Hrvoje via Audiogames-reflector


  


sound_pool update_sound_1d giving unexpected results

Hi all,Well, I'm trying not to ask as many questions, and instead I'm trying to experiment and fix bugs on my own as much as possible, but this time I'm stuck so I really have to ask.So, I'm making a game, and I already created a map and all the pits to jump over and so on, and there sound updating relative to player's position works properly. Then I've decided to start creating my first enemy, and it's AI works as I wanted, but it's sound is not updating properly as it's flying forwards and backwards.In short, I'm creating a type of insect who's gonna fly around player's head, then it'll attack and fly away, and then it'll fly back to the player for another attack and it'll do it like so until it's dead, of course. Similar to bats in Q9, for example. The problem is, the enemie's sound is updating properly when it's flying towards me from my right to my center, but it's
  not updated when it's moving away from me, which means opposite, from my center back to my right. Here's the code for my enemy class.class insect{int health;int position;int speed;bool dead=false;timer moving_speed;insect(int init_health, int init_speed, int init_pos){this.health=init_health;this.position=init_pos;this.speed=init_speed;moving_speed.pause();moving_speed.force(0);}void make_sound(){sound_insect=pool.play_1d("sounds/insect.wav", player_position, this.position, true, true);}void move(){if(moving_speed.elapsed>=this.speed){moving_speed.restart();this.position--;}if(this.position==player_position){this.position+=50;}pool.update_sound_1d(sound_insect, this.position);}void die(){dead=true;}}P.s., my sound handles and player v
 ariables are declared in other .bgt files, since I'm using multiple modules for my game to simplify coding for myself.So, I've called this enemy class with it's parameters on the first line of my enemies.bgt file like this:insect enemy_insect(100, 50, 200);Then, I've called enemy_insect.make_sound(); in game.bgt, inside my game_start function, just before entering do-while loop, and I wrote enemy_insect.move(); inside my do-while loop block.So, it works and enemy is moving properly, just confirmed with my debug code, but it's sound is not updated properly as I described above.

URL: http://forum.audiogames.net/viewtopic.php?pid=243287#p243287





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