Re: dev's becomeing one

2021-03-14 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: dev's becomeing one

I'm sure it's possible, but anyone who could do it has a day job. That's the reason there are so few good audiogames. All the people who are smart enough to actually be able to make them have 40 hour work weeks. Maybe in like 10 years when some of them start to retire we'll start to see good audiogames, but I'm not going to get too hopeful.

URL: https://forum.audiogames.net/post/622645/#p622645




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Re: Java IDE Accessibility

2021-03-11 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: Java IDE Accessibility

@2Hmm, I wonder how the hell a speech synthesizer effects accessibility in any shape or form? From what I've seen (using eSpeak, IBMTTS, and SAPI), it all seems to work the same. NVDA's Synth Drivers should all have the same base class (synthDriverHandler.SynthDriver), and accessibility shouldn't be at stake at all because of how the synth developer uses this class. The NVDAObjects module is not imported anywhere in synthDriverHandler.py from what I've seen, so idk.

URL: https://forum.audiogames.net/post/622131/#p622131




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Re: Why "COMify" the SAPI support in C Sharp?

2021-03-10 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: Why "COMify" the SAPI support in C Sharp?

@3My main problem with OneCore is that they don't let developers make voices custom for it, as well as not exposing the API, very easily and much of it, anyways, but that could change. The way NVDA has to talk to it is probably, interesting. It probably exposes basic things like settings, but no API for making voices.

URL: https://forum.audiogames.net/post/621817/#p621817




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Re: Why "COMify" the SAPI support in C Sharp?

2021-03-09 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: Why "COMify" the SAPI support in C Sharp?

Erm, doesn't System.Speech.Synthesis.SpeechSynthesizer() use COM as a backend? I'm not positive, but pretty sure that's what I heard. So if that's true, the only thing you would gain are more source code lines. Oh and a headache from using COM. COM is a pile of evil magic from the 90s, and I try to avoid it at all costs.

URL: https://forum.audiogames.net/post/621340/#p621340




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Re: mac python error when packing to executable

2021-03-08 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: mac python error when packing to executable

Is this an M1? If so, there's your problem. Tuns of libs don't work with M1 yet.

URL: https://forum.audiogames.net/post/621011/#p621011




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Re: where i can find the errors in nvda addons

2021-03-07 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: where i can find the errors in nvda addons

Well, you have logging set to disabled, based on what you posted. NVDA menu -> Preferences -> Settings -> General -> Logging Level. Set it to info.

URL: https://forum.audiogames.net/post/620854/#p620854




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Re: can I stream audio files useing py team talk by Carter Temm

2021-02-28 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: can I stream audio files useing py team talk by Carter Temm

Nope, you need to use the TT SDK. Which is about $1200. None of the wrappers support audio.

URL: https://forum.audiogames.net/post/619064/#p619064




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Re: Python - changing the voice of a win32com SpVoice instance

2021-02-27 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: Python - changing the voice of a win32com SpVoice instance

Hm, haven't messed with win32com and SAPI much.  It's generally a bad practice to use a normal except without an error though, so that could be doing things.  Do you know what exception it raises?  Maybe like:except comtypes.com_error:

URL: https://forum.audiogames.net/post/618776/#p618776




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Re: Issue with Tolk in C#

2021-02-27 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: Issue with Tolk in C#

Er, I dunno.  Did you add TolkDotNet.dll as a reference to your project, and are the other Tolk DLLs in your directory?

URL: https://forum.audiogames.net/post/618726/#p618726




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Re: Heat Engine, a game engine for BGT games

2021-02-26 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: Heat Engine, a game engine for BGT games

I mean, the topic is from 2015. Of course it would be broken?

URL: https://forum.audiogames.net/post/618443/#p618443




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Re: Required Tolk assistance.

2021-02-25 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: Required Tolk assistance.

MinGW and Tolk should work, but MinGw links to .a files, not .lib files, so you will have to build it yourself.

URL: https://forum.audiogames.net/post/618186/#p618186




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Re: Required Tolk assistance.

2021-02-24 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: Required Tolk assistance.

AFAIK you can get release builds from AppVeyor

URL: https://forum.audiogames.net/post/617990/#p617990




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Re: Increasing Typing Stability.

2021-02-23 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: Increasing Typing Stability.

On a mechanical for me it's very rare, minus holding the shift key for too long, and so I use a mechanical whenever possible. I'm in a hotel currently though, and will be for a little while, so having to just use my laptop's keyboard.

URL: https://forum.audiogames.net/post/617732/#p617732




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Re: The Synthizer Thread

2021-02-22 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: The Synthizer Thread

Synthesizer exposes a C API. I would recommend reading the documentation.

URL: https://forum.audiogames.net/post/617590/#p617590




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Re: Increasing Typing Stability.

2021-02-22 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: Increasing Typing Stability.

Yeah I do it too, especially when sitting on my bed with this laptop on my lap. Oyu instead of you, jsut not just, etc. I also sometimes capitalize the first two letters of a word. This is the exact reason I always proofread, at least for school things.

URL: https://forum.audiogames.net/post/617497/#p617497




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Re: syntizer formats

2021-02-21 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: syntizer formats

It supports WAV, MP3, and FLAC.

URL: https://forum.audiogames.net/post/617291/#p617291




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Re: questions about developing on an M1 MacBook

2021-02-20 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: questions about developing on an M1 MacBook

@16, he said in another topic he had to have a sighted person to help him. And he won't respond to me when I ask him, so ya know.@17: My exact point.

URL: https://forum.audiogames.net/post/617172/#p617172




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Re: questions about developing on an M1 MacBook

2021-02-20 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: questions about developing on an M1 MacBook

There is. AxSHammer. And it works, but it's apparently still missing a field, plus it's... to say the least, ugly. That also doesn't fix the agreements bullshit or the fields in certain cases.

URL: https://forum.audiogames.net/post/617149/#p617149




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Re: questions about developing on an M1 MacBook

2021-02-20 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: questions about developing on an M1 MacBook

There is. AxSHammer. And it works, but it's apparently still missing a field, plus it's... to say the least, ugly.

URL: https://forum.audiogames.net/post/617149/#p617149




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Re: questions about developing on an M1 MacBook

2021-02-20 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: questions about developing on an M1 MacBook

Okay.The new app button is aria-hidden.There are some fields VO can't access, so you always get validation errors.In the agreements table, VO won't interact, so you can't sign the paid apps agreement.In the field to enter a name for your app bundle identifiers, VO won't click, and you can't type. NVDA on Windows does the same, and skips the agreements table altogether as well.Etc.I love my Mac. But as a dev platform, it makes me want to rip my ears off.

URL: https://forum.audiogames.net/post/617062/#p617062




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Re: thinking about messing around with IOS programing, Any tips?

2021-02-20 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: thinking about messing around with IOS programing, Any tips?

Tip from an avid Mac user: don't.I'm not kidding. Xcode is actually fine, it doesn't take that much getting used to, but publishing your app is where it gets hard. The apple web devs are living in 1648, so the fucking new button is aria-hidden. Once you get around that, all the fields VO can get to work, but there's something it can't, apparently, because it throws a validation error. I would say you could just dev in Swift just for Mac and just sign it but I think the fact that I spent 3 hours neck deep in Apple docs just to make a .sh file to sign should say how easy that is.

URL: https://forum.audiogames.net/post/617060/#p617060




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Re: questions about developing on an M1 MacBook

2021-02-19 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: questions about developing on an M1 MacBook

It's so bad that I literally cannot, and will not, use it. This coming from someone who uses a Mac for 90% of everything.

URL: https://forum.audiogames.net/post/616979/#p616979




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Re: Just released: C library to generate mazes

2021-02-19 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: Just released: C library to generate mazes

Thanks for this! One question:    Is it possible to generate mazes with a given end point? For example, a random maze, but if I wanted the exit to always be at, say, (25, 25)?

URL: https://forum.audiogames.net/post/616877/#p616877




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Re: Lucia - OpenSource AudioGame engine written in Python

2021-02-18 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: Lucia - OpenSource AudioGame engine written in Python

Yeah we could probably fix it but that repo's dead, they wouldn't except a pr

URL: https://forum.audiogames.net/post/616582/#p616582




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Re: Questions about C#

2021-02-15 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: Questions about C#

Yuh, you want the reference to TolkDotNet.dll, not Tolk.dll. 

URL: https://forum.audiogames.net/post/615999/#p615999




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Re: reasons for learning typescript

2021-02-15 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: reasons for learning typescript

Please for the love of the gods learn modern _javascript_. I used The Modern _javascript_ Tutorial to learn myself. Can recommend highly.

URL: https://forum.audiogames.net/post/615896/#p615896




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Re: Indent Reporter extension for VSCode

2021-02-15 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: Indent Reporter extension for VSCode

@8: erm... what? NVDA should read a tab as "tab" and a space as "space".

URL: https://forum.audiogames.net/post/615824/#p615824




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Re: Indent Reporter extension for VSCode

2021-02-14 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: Indent Reporter extension for VSCode

JAWS does, but it's breaky. This will be nice for VO either way. VO needs that feature like, 7 years ago.

URL: https://forum.audiogames.net/post/615629/#p615629




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Re: help from python users

2021-02-13 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: help from python users

@11:Point taken. Yes, that does include downloading GCC/other tools, unzipping, and installing silently. In regards to Synthizer building in half that time: point taken, though do remember you are on a much, much more powerful setup than am I.

URL: https://forum.audiogames.net/post/615286/#p615286




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Re: help from python users

2021-02-13 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: help from python users

@9:Yeah, it has certainly improved a lot.  I'm not sure what version you tried, but we're now on 0.6.12.1.  It's still far from perfect, but 30 minute build times for a simple:print("Heelo.")
input()should build in under 3 minutes. Which if we're comparing to Pyinstaller is pretty bad, but for how fast Nuitka executables open, it truly isn't bad. That's the main reason I'm willing to make the traidoff; executables created with Nuitka will open in like, a second tops. In addition, if I want to Cythonize for code protection, with pyinstaller I would have tomake a main.py file that runs my actual main function and won't be cythonized.Either cythonize by hand, or make a Python script to do it for you.Nuitka takes a lot of that away from you. Also, there's no nuitkaxtractor.py or whatever for people to fuck around in my source tree. My biggest gripe with it is after like waiting for a few minutes for your build, sometimes it just won't run, and you can't see why unless you have something outputting the console or sys.stderr. Often times it's the console, which is annoying if you're like me and use the --windows-disable-console flag; you have to rebuild the hole project without that to get the output if the error doesn't write to sys.stderr for whatever reason. I had this issue with Pyinstaller as well, but that took a minute to rebuild, max. A feature that would be nice in nuitka is if you could tell it to use your built modules already, thus making it only need to rebuild the exe file

URL: https://forum.audiogames.net/post/615269/#p615269




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Re: Questions about C#

2021-02-13 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: Questions about C#

@10, pun intended?And no, SPs won't work exactly the same, but BASS, OpenAl, etc all support full 3d Audio. There's no Synthizer binding for C# though yet, so I might write one.You can also use the System.Media namespace and play mono wav files that way.

URL: https://forum.audiogames.net/post/615246/#p615246




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Re: Questions about C#

2021-02-13 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: Questions about C#

My vote is MonoGame and BASS.

URL: https://forum.audiogames.net/post/615214/#p615214




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Re: help from python users

2021-02-13 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: help from python users

@7: I actually use Nuitka and it's literally fine, takes at most 10 minutes when I initially run it, and that's to download C compilers and all that. Usually after that it does take a bit, but I'd honestly don't mind it. I can see why it could be a deal breaker, but 30 minutes for a small project is unseen on my end.You can also use py2exe like NVDA and TW Blue does, or Pyinstaller like every audiogame developer and their mother do.

URL: https://forum.audiogames.net/post/615213/#p615213




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Re: Let's make an audio first person shooter in JavaScript together!

2021-02-12 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: Let's make an audio first person shooter in _javascript_ together!

Oh, this thing! I completely forgot about it. Once my life calms down a little I might start work on it quite a bit.

URL: https://forum.audiogames.net/post/614875/#p614875




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Re: Escape from 63rd and Wallace - [Beta Testers needed!]

2021-02-10 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: Escape from 63rd and Wallace - [Beta Testers needed!]

tygillesp...@gmail.comm

URL: https://forum.audiogames.net/post/614478/#p614478




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Re: is anyone able to use scratch?

2021-02-10 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: is anyone able to use scratch?

Yeah we started with Scratch. I just asked the teacher and did .NET console apps.

URL: https://forum.audiogames.net/post/614390/#p614390




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Re: mac python users, I need help.

2021-02-10 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: mac python users, I need help.

@5: pythonw.exe does, in fact, come with the installation. That's how .pyw files are ran. I would recommend looking at the links that @2 posted.

URL: https://forum.audiogames.net/post/614306/#p614306




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Re: is anyone able to use scratch?

2021-02-10 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: is anyone able to use scratch?

No, it is completely unusable. Ask your teacher if you can do like basic _javascript_ or Python or something, as it's literally dragging blocks onto a canvas.

URL: https://forum.audiogames.net/post/614302/#p614302




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Re: is what I’m doing even considered programming?

2021-02-08 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: is what I’m doing even considered programming?

@5 no, by that logic then anyone who writes as much asimport sysor#include Isn't programming. Even copying from stackoverflow is *technically* programming, even though it isn't you coding the part you coppied, and in all honesty you probably shouldn't do that.

URL: https://forum.audiogames.net/post/613732/#p613732




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Re: Problem when trying to use the package file creator in bgt

2021-01-29 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: Problem when trying to use the package file creator in bgt

If you packed your sounds folder, putting them inside the data file isn't the problem. You have to do something like this, inside your main() or init() functionset_sound_storage("pack_file_name.blah");set_sound_decryption_key(key.");Not sure if those are the exact functions, look in the manual for them.

URL: https://forum.audiogames.net/post/610879/#p610879




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Re: Problem when trying to use the package file creator in bgt

2021-01-29 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: Problem when trying to use the package file creator in bgt

If you packed your osunds folder, putting them inside the data file isn't the problem. You have to do something like this, inside your main() or init() functionset_sound_storage("pack_file_name.blah");set_sound_decryption_key(key.");Not sure if those are the exact functions, look in the manual for them.

URL: https://forum.audiogames.net/post/610879/#p610879




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Re: A few question about C.

2021-01-28 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: A few question about C.

Thanks both for your very informative answers.@19: I see.  I had seen those two terms thrown around, but never knew what they meant. Thanks for clearing it up, and teaching me when to use malloc / free.@20: I didn't actually pick this up for learning. It's a script to get compile time of a Windows Executable / Library file. I was looking through the code to find the error that made it not compile, and just happened to see it. It cleared up what I knew about pointers, so figured I'd ask here to see if I had it exactly correct. In my C class we're still talking about datatypes. 

URL: https://forum.audiogames.net/post/610663/#p610663




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Re: A few question about C.

2021-01-27 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: A few question about C.

Okay, I'm back again, just to see if I have what pointers are used for exactly correct.So we have this function in a project that I have here, not my function.int read_four_bytes_hex(char *str, FILE *src) {
char byte_str[2];
int i;
int c;
str += 6;
for (i = 0; i < 4; i++) {
c = getc(src);
if (c == EOF) {
return -1;
}
sprintf(byte_str, "%002x ", c);
strncpy(str, byte_str, 2);
str -= 2;
}
return 0;
}And it's used like the following, with temp being a char* of 9 bytes, and fp being a FILE type pointer:if (read_four_bytes_hex(temp, fp) != 0) {
fprintf(stderr, "error: the file is not a windows object file.");
return -1;
}So if I understand this correctly, the reason these are pointers is so we don't have to pass that char and FILE around to the function, thus causing a performance decrease, especially because the function is called in multiple places?Another thing I noticed is these pointers are never freed. None of the pointers in the script are, actually. Is that because it simply does some calculations, prints the result, and exits? If I had more code that didn't need these vars, and never did again, would I free them?

URL: https://forum.audiogames.net/post/610405/#p610405




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Re: Your Eclipse Experiences

2021-01-22 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: Your Eclipse Experiences

@4: all this is true, but as I said, it's enough to get you through those shitty CS classes that force Java down your throat.@5: ok, cool. That's what you think. You're free to do so, but they were asking about a Java IDE, not if the language itself is good or not.

URL: https://forum.audiogames.net/post/608871/#p608871




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Re: App Store Connect being a pain in my ass.

2021-01-21 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: App Store Connect being a pain in my ass.

@11 I'll look into that. Thanks 

URL: https://forum.audiogames.net/post/608467/#p608467




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Re: Your Eclipse Experiences

2021-01-20 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: Your Eclipse Experiences

I had to use it for a class a few months ago. From what I remember, it works OK, nothing that renders it un-useable, there are obviously some quirks though I cannot think of them off the top of my head. Certainly useable to get me through that horrible Java class.

URL: https://forum.audiogames.net/post/608126/#p608126




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Re: App Store Connect being a pain in my ass.

2021-01-20 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: App Store Connect being a pain in my ass.

@8: I'll let this remain a surprise, for now. No game, yet. That'll be next! 

URL: https://forum.audiogames.net/post/608113/#p608113




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Re: App Store Connect being a pain in my ass.

2021-01-19 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: App Store Connect being a pain in my ass.

OK, have [this]. It's quite small at the moment, I have some school to do, but I started it.

URL: https://forum.audiogames.net/post/607903/#p607903




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Re: App Store Connect being a pain in my ass.

2021-01-19 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: App Store Connect being a pain in my ass.

@4 I can do Xcode just fine. It's really not that complex once you can get how the interface looks. I might actually get started on that. Connect is a hole other beast though because the Apple web devs are a bunch of lazy fuckers.

URL: https://forum.audiogames.net/post/607901/#p607901




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Re: App Store Connect being a pain in my ass.

2021-01-19 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: App Store Connect being a pain in my ass.

@4 I can do Xcode just fine. It's really not that complex once you can get how the interface looks. Connect is a hole other beast.

URL: https://forum.audiogames.net/post/607901/#p607901




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Re: App Store Connect being a pain in my ass.

2021-01-19 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: App Store Connect being a pain in my ass.

Yeah, you can fix it, and I've also reported it, but this problem is still weird. I see no fields with an error.

URL: https://forum.audiogames.net/post/607892/#p607892




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App Store Connect being a pain in my ass.

2021-01-18 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


App Store Connect being a pain in my ass.

Firstly, I really hope that this doesn't turn into another Windows versus Mac debate, as we have enough of those already.So here's my problem:I developed an iOS app, and am ready to publish it to the store. But the Apple web devs are living in the 1600s when it comes to knowing about web accessibility, so the add button is hidden by default. OK, fine. Annoying, but fixable with Hammertools / AxSHammer. So, I finally get the damn button to appear, click it, and fill out all the fields (e.g. name, bundle ID, which I did generate so that's not the problem, SKU, etc.), but it says that there are one or more validation errors below. None of the fields show an error, at least none of the ones that screen readers can access, even with AxSHammer nuking everything trying to hide stuff from screen readers. The only thing that stands out is next to the name field there's a text element that says 21, but I'm assuming that's just the number of characters left in the title. I asked someone with vision as well, and they didn't see anything marked as an error.So for anyone who's published an iOS app with this absolute pile of ass that is App Store Connect, have you ever seen this problem? And is there a way to fix it?'Thanks.

URL: https://forum.audiogames.net/post/607766/#p607766




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Re: PureBasic: how to represent wchar_t?

2021-01-11 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: PureBasic: how to represent wchar_t?

DeclareDLL Func(VarName.P-Unicode)This only works on Windows, though. There's a way to do it for Unix-like systems, but I don't know it off the top of my head. If cross-platform is a hope...CompilerIf ; However you check for what the platform is...  ; Windows way#CompilerElse  ; unixCompilerEndif

URL: https://forum.audiogames.net/post/606020/#p606020




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Re: PureBasic: how to represent wchar_t?

2021-01-11 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: PureBasic: how to represent wchar_t?

DeclareDLL Func(VarName.P-Unicode). This only works on Windows, though.

URL: https://forum.audiogames.net/post/606020/#p606020




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Re: Developing on Windows VS. Mac

2021-01-11 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: Developing on Windows VS. Mac

@27: oh, for sure. That's why I still have a Windows machine around here.

URL: https://forum.audiogames.net/post/605959/#p605959




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Re: Developing on Windows VS. Mac

2021-01-11 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: Developing on Windows VS. Mac

@25: I'm defending Mac as what I think it is good for. I'm not forcing you to agree with my views. The Mac is more than good enough for me in many, many cases. I can, and do, join Teams and Zoom meetings, although Zoom on the Mac is interesting, write essays, papers, etc. in Pages, mix/produce in Logic, write code in Xcode, and browse Canvas/other sites with Safari with no problems. Windows still wins in a lot of ways, programming in Python, it's a hell of a lot more open, more things are built for it, etc.

URL: https://forum.audiogames.net/post/605907/#p605907




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Re: Developing on Windows VS. Mac

2021-01-10 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: Developing on Windows VS. Mac

@22: point taken, but this is more of an OS X thing (yay for mouse orientation), and it annoys me at times, but the trackpad commander is a lifesaver. Everyone likes what they like, though, and I can respect that.

URL: https://forum.audiogames.net/post/605806/#p605806




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Re: Developing on Windows VS. Mac

2021-01-10 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: Developing on Windows VS. Mac

@19: ah, I see. Both NVDA and JAWS lack it natively, in fact. You can script it with JAWS, but I hate JAWSScript with a passion. Being able to script more than speaking with Applescript is another thing VO needs, actually, on the subject of scripting.

URL: https://forum.audiogames.net/post/605691/#p605691




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Re: Developing on Windows VS. Mac

2021-01-10 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: Developing on Windows VS. Mac

@17, I fully agree. As I said: VO on Mac certainly has it's issues, but it gets worse of a wrap than it deserves.@16: VO+shift+ctrl+c? Where did you learn to use a Mac? It's just CMD+C.

URL: https://forum.audiogames.net/post/605678/#p605678




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Re: Make Exit function in Auto IT

2021-01-10 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: Make Exit function in Auto IT

If I remember correctly, AutoIt has a keyword to do this. It's Exit.

URL: https://forum.audiogames.net/post/605676/#p605676




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Re: Developing on Windows VS. Mac

2021-01-10 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: Developing on Windows VS. Mac

VO terminal support is an absolute piece of ass, and I don't think either me or Oriol denies that. But it is certainly useable. I can see why people hate it, and I'd be lying if I said I didn't hate it at times--hell, sometimes I write Swift on Windows and just build it on Mac--but I don't see the absolute hate towards it, either. TO each their own, I guess.

URL: https://forum.audiogames.net/post/605659/#p605659




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Re: Developing on Windows VS. Mac

2021-01-09 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: Developing on Windows VS. Mac

I am one of the people who codes on a Mac basically daily, and my first iOS app is almost done! I'm not going to lie, and say there are no areas where the Mac falls short, as there sure as hell are, and overlooking that would jus be being too optamistic, but it's doable. Look just a few months ago, I posted a thread about how I hated Xcode, but with a lot of messing around and fiddling, it's doable. And yes, I do use Windows for developing anything that's not Swift or JS, and actually JS is mixed between the two, simply because VS Code on Mac is actually great. For something like Python, sure, run your code on a Mac, but please for the love of the gods, write it on Windows! VoiceOver and it's not reading indentation pisses me off when trying to do Python on Mac. For something like Swift with Xcode or JS with VS Code though, it doesn't really matter, because they do it for you.

URL: https://forum.audiogames.net/post/605464/#p605464




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Re: Quorum not opening up on my PC

2021-01-08 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: Quorum not opening up on my PC

3 GB of ram? Hi Java! 

URL: https://forum.audiogames.net/post/605273/#p605273




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Re: Framework, my new set of tools for audiogame creation in python3

2021-01-07 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: Framework, my new set of tools for audiogame creation in python3

@92, I'm a Swifter myself, but hardly see how it helps in the case of Python. Can you explain what you mean?

URL: https://forum.audiogames.net/post/605178/#p605178




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Re: lucia error, makes no sense to me

2021-01-07 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: lucia error, makes no sense to me

Yup, Camlorn is correct. I never figured out how to solve this myself; I simply switched to Mason's framework, and before that, was using a modified version of Lucia.FWIW Framework works pretty well. Synthizer for audio support, menus, maps, etc. I need to open a PR fixing the Kwargs requirement in the map and maybe even the menu classes, and make them optional parems, but someone might beat me to it; I hardly develop on Windows anymore.

URL: https://forum.audiogames.net/post/605092/#p605092




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Re: Flutter and Dart programming language for Android apps

2021-01-06 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: Flutter and Dart programming language for Android apps

@5, interesting. What's that command, or do you know?

URL: https://forum.audiogames.net/post/604779/#p604779




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Re: Flutter and Dart programming language for Android apps

2021-01-06 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: Flutter and Dart programming language for Android apps

@2 unless I'm not understanding what you're saying, Dart and Flutter are connected, so you *have* to use both.Also, I've been looking at React as well, it looks interesting. The only thing you need to open Android Studio or Xcode for is to build--React generates .xcodeproj and such files.

URL: https://forum.audiogames.net/post/604683/#p604683




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Re: Framework, my new set of tools for audiogame creation in python3

2021-01-05 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: Framework, my new set of tools for audiogame creation in python3

Yeah, I actually don't know why he used Kwargs. I might actually open a PR fixing that. You can give Python default values for variables, and AFAIK the code checks for the type before using them. Either way, I can probably fix that, without breaking everything, as I think Python let's you provide variable names when providing parameters even without using Kwargs.

URL: https://forum.audiogames.net/post/604575/#p604575




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Re: Framework, my new set of tools for audiogame creation in python3

2021-01-05 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: Framework, my new set of tools for audiogame creation in python3

Yup, that's **kwargs for you. 

URL: https://forum.audiogames.net/post/604463/#p604463




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Re: questions about developing on an M1 MacBook

2020-12-31 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: questions about developing on an M1 MacBook

Woah, thanks Oriol!

URL: https://forum.audiogames.net/post/603377/#p603377




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Re: questions about developing on an M1 MacBook

2020-12-31 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: questions about developing on an M1 MacBook

@3 you should really write a tutorial for becoming an Apple developer. For example, how accessible is getting a dev ID? Or keyboard shortcuts for XCode?You don't need XCode for Flutter? Idk, for one of them you do, maybe react? It generates a .xcodeproj file, but you can edit the files in VS Code, which is my editor of choice on any platform.

URL: https://forum.audiogames.net/post/603325/#p603325




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Re: questions about developing on an M1 MacBook

2020-12-31 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: questions about developing on an M1 MacBook

VS Code is really accessible on Mac, but if you want to use Swift/Objective-C, you're going to need XCode. And it's certainly useable (Oriol does it), but it's not fun by any means. For something like React/Flutter, you're going to need to open XCode to build the project, but you can edit the JS in something like VS Code.

URL: https://forum.audiogames.net/post/603273/#p603273




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Re: Python: Usage for Joysticks and External Controllers?

2020-12-28 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: Python: Usage for Joysticks and External Controllers?

@2 is correct. Look up SDL2, though, not sure if it changed between versions.

URL: https://forum.audiogames.net/post/602746/#p602746




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Re: Any advice on using Visual Studio Community Edition with NVDA?

2020-12-28 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: Any advice on using Visual Studio Community Edition with NVDA?

It's not bad here, IDK why Cross is having that issue, but I still will not use it, as I said, they can, and have, just gone, "What the actual serious fuck is accessibility?" Granted they probably won't as there are blind guys working on Seeing AI / SoundScape, but still.

URL: https://forum.audiogames.net/post/602745/#p602745




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Re: Any advice on using Visual Studio Community Edition with NVDA?

2020-12-28 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: Any advice on using Visual Studio Community Edition with NVDA?

@3I've heard of EdSharp working well for people, though haven't used it myself so can't really say.That's the thing about native languages like C#, or Swift on Mac. It ties you to the tools given. Microsoft hardly documents the .NET CLI stuff, and Apple is even worse about it. And if the GUI breaks...

URL: https://forum.audiogames.net/post/602704/#p602704




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Re: Any advice on using Visual Studio Community Edition with NVDA?

2020-12-28 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: Any advice on using Visual Studio Community Edition with NVDA?

Hi.Go to NVDA settings (on 2020.2 I believe and above), click advanced, and check the box that says"Enable selective registration for UI Automation events and property changes"This should improve the accessibility greatly, but there's a reason so many of us swear off VS. There was a time that Microsoft was just like, "Accessibility? What accessibility?" While that's (mostly) fixed now, most of us don't want to wake up again and "ha ha, your tools no longer work because the people in charge changed." You said you know Swift, though, so maybe you're used to XCode being that way, Best of luck, and HTH!

URL: https://forum.audiogames.net/post/602640/#p602640




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Re: letting pygame accept key presses regardless of the keybored language?

2020-12-26 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: letting pygame accept key presses regardless of the keybored language?

Yup. You'd have to rewrite the key handling basically from scratch. Which let's be honest, would actually be good (Lucia's key handling is a pile of shit), but still. Not worth it IMHO.

URL: https://forum.audiogames.net/post/602121/#p602121




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Re: Framework, my new set of tools for audiogame creation in python3

2020-12-26 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: Framework, my new set of tools for audiogame creation in python3

Yeah, you only do framework.initialize(), what else? framework.framework.initialize() isn't very practical... 

URL: https://forum.audiogames.net/post/602075/#p602075




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Re: letting pygame accept key presses regardless of the keybored language?

2020-12-26 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: letting pygame accept key presses regardless of the keybored language?

Without rewriting the hole key handling system, I don't think you can do this. Lucia only supports English chars.

URL: https://forum.audiogames.net/post/602073/#p602073




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Re: making a runner

2020-12-25 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: making a runner

Here's how I would do itif player.walk_timer.elapsed >= player.walk_time: # Or however your timer checks for elapsed
player.walk_timer.restart()
# Walking logic (just increasing and possibly speeding up).
itemcheck() # We want to check for items every step.


def itemcheck():
# Simply loop through all your items and do something like
if i.type == "pit" and player.x == i.x and player.y == i.y:
# DieHTH.

URL: https://forum.audiogames.net/post/601772/#p601772




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Re: pytinyfd: an attempt to wrap tinyfiledialogs

2020-12-22 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: pytinyfd: an attempt to wrap tinyfiledialogs

I have actually never heard of it, but sounds interesting. Consider me interested.

URL: https://forum.audiogames.net/post/600979/#p600979




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Re: Need help with decoding and understanding bgt's network implementation

2020-12-21 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: Need help with decoding and understanding bgt's network implementation

C# DLLs are literally Assemblies.  They don't expose functions of a DLL in the normal way.  Example:using System;

namespace TestDll {
public static class Dll {
public static void SayHi() {
Console.WriteLine("Hi!");
}
}
}Now, I can't say if that code compiles or not, vut, minus the fact that there's no "Main" function, you'd think it's a normal program.  You can literally import DLLs (written in C#) like this.using Dllname;While when calling a C/C++ DLL, you need to do[System.Runtime.InteropServices.DllImport("user32.dll")]
public static extern void SetWindowText(int hWnd, String text);That should show how different the DLLs are.  If you want to call them from something that's not C#/VB/C++-CLI, best of luck.

URL: https://forum.audiogames.net/post/600795/#p600795




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Re: Lucia - OpenSource AudioGame engine written in Python

2020-12-20 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: Lucia - OpenSource AudioGame engine written in Python

Hm, win32api?  Trypip install pywin32and thenpip install luciaDone!

URL: https://forum.audiogames.net/post/600455/#p600455




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Re: Need help with decoding and understanding bgt's network implementation

2020-12-19 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: Need help with decoding and understanding bgt's network implementation

BGT can't even wrap structs from DLLs. Well, it can. But it's one hell of a processBGTLover wrote:The most important limitation of them all is the mediocre support for calling dlls. I'd say, if you can't get basic dll things right, then why bother releasing it?for one, it can't create, pass or in anyway modify what C calls structs. For that thing alone, almost 97% of C interfaces out there would need to first be wrapped in other dlls that manage the structs for the stupid bgt to make sense of them.for example, let's say you have this declaration in a file called something like capy.htypedef struct{float x;float y;float z;double angle;} rotate_vector_2d;and you have something like this:bool do_objects_collide(struct rotate_vector_2d *first, struct rotate_vector_2d *second);...and so on...This is a very simple C API, I get it and I get that structs are maybe not the most shini thing in this situation, but bare with me for this example.Bgt doesn't support creating and managing C stile structs like, for example, autoit, or any other language with dll support does, so, you'd need to create yet another dll to wrap it up. Let's say, now you created a dll that, by whatever means you want, knows how to reference the header file with that other function and struct declaration. In the wrap_capi.c, you'd have something like this:#include#includerotate_vector_2d* vector_new(float x, float y, float z, double angle){rotate_vector_2d *vec;vec->x=x;vec->y=y;vec->z=z;vec ->angle=angle;return vec;}//and because dlls don't know about program scope, we need to implement this as well, I think. Even if not, this is a good approach to follow if the struct is something heavy and memory consuming, like a file, image, socket, physics related things like solid bodies, etc.bool vector_free(struct rotate_2d_vector *vec){return free(vec);}and keep in mind you'd need to do something like this, perhaps minus the freeing function,every...fucking...time...you need to expose structs to bgt. Now, remember I said this trick only works for somewhat simple C API's with relatively flat and simple structs like I've shown you. But now, try to imagine you have something like this:typedef struct{float radius;point center; //assume we defined the point struct earlyer in this file or in some other included file}circle;typedef struct{engine_type type;int hp;circle wheels[4];} car;imagine trying to wrap that monstrosity, can you do it like I did the previous example? now, really think about that, OK?Enough said. And no, the irony of the name is not lost on me.

URL: https://forum.audiogames.net/post/600220/#p600220




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Re: Need help with decoding and understanding bgt's network implementation

2020-12-19 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: Need help with decoding and understanding bgt's network implementation

Camlorn is right.  Here is what BGT uses on GitHub anyways, though.

URL: https://forum.audiogames.net/post/600190/#p600190




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Re: best accessible hex editer?

2020-12-18 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: best accessible  hex editer?

I personally use HXD.

URL: https://forum.audiogames.net/post/599908/#p599908




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Re: Framework, my new set of tools for audiogame creation in python3

2020-12-17 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: Framework, my new set of tools for audiogame creation in python3

Synthizer does not currently support loading from a packfile.

URL: https://forum.audiogames.net/post/599547/#p599547




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Re: dictionary key error, list index out of range

2020-12-16 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: dictionary key error, list index out of range

It could be trying to access a blank dictionary.  Try:global dictnameat the top of the func.

URL: https://forum.audiogames.net/post/599390/#p599390




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Re: Checking if a script is compiled or not in Python?

2020-12-14 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: Checking if a script is compiled or not in Python?

The only time I ever use something like this (and I just use frozen) is when I have a runs counter, and I only want it written to when compiled. I really don't recommend using it for anything more than that.

URL: https://forum.audiogames.net/post/598727/#p598727




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Re: Framework, my new set of tools for audiogame creation in python3

2020-12-14 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: Framework, my new set of tools for audiogame creation in python3

@49, I believe this is a Synthizer issue.

URL: https://forum.audiogames.net/post/598722/#p598722




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Re: Checking if a script is compiled or not in Python?

2020-12-14 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: Checking if a script is compiled or not in Python?

Can't you just do likedev: bool = TrueAnd simply change it to False when compiling?

URL: https://forum.audiogames.net/post/598639/#p598639




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Re: newbie in game developing

2020-12-13 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: newbie in game developing

I have never seen a side scrolling menu be equal, actually. *m_pro*

URL: https://forum.audiogames.net/post/598174/#p598174




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Re: numpy error on windows 2004

2020-12-12 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: numpy error on windows 2004

The page tells you the version. I think? At least in my case that it was 1.93 something.

URL: https://forum.audiogames.net/post/597930/#p597930




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Re: numpy error on windows 2004

2020-12-12 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: numpy error on windows 2004

Yup, I faced the same problem. If you just read the page, it says to install a very spacific version. Did you try that? It's what fixed it for me.In general though, the Python science stack when distributed in this way breaks itself a lot, so if you have a choice, try rewriting whatever's using it, unless it's a huge module.

URL: https://forum.audiogames.net/post/597894/#p597894




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Re: fatel error in launcher when trying to compyle with pyinstaller

2020-12-12 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: fatel error in launcher when trying to compyle with pyinstaller

If it's a console app, don't compile with --windowed. No idea if that's what you're doing, as you're not being clear at all, but worth a shot.

URL: https://forum.audiogames.net/post/597892/#p597892




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Re: fatel error in launcher when trying to compyle with pyinstaller

2020-12-12 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: fatel error in launcher when trying to compyle with pyinstaller

Pyinstaller likes to break if files aren't included (e.g. accessible_output2 and sound_lib).

URL: https://forum.audiogames.net/post/597875/#p597875




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Re: fatel error in launcher when trying to compyle with pyinstaller

2020-12-11 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: fatel error in launcher when trying to compyle with pyinstaller

Are you using sys.stderr to log errors? If so, try viewing the log output from there. Sometimes Pyinstaller acts differently when compiled because reasons.

URL: https://forum.audiogames.net/post/597775/#p597775




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Re: Atempting Github Pages with a Header/footer System... Help?

2020-12-11 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: Atempting Github Pages with a Header/footer System... Help?

@7 lmao, I think you meant @3? You just mentioned yourself.

URL: https://forum.audiogames.net/post/597684/#p597684




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Re: Atempting Github Pages with a Header/footer System... Help?

2020-12-11 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: Atempting Github Pages with a Header/footer System... Help?

Can't you just do PHP?
//...


URL: https://forum.audiogames.net/post/597626/#p597626




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Re: should I be worried that this python package won't update?

2020-12-11 Thread AudioGames . net ForumDevelopers room : Turret via Audiogames-reflector


  


Re: should I be worried that this python package won't update?

Install the Visual Studio Build Tools.

URL: https://forum.audiogames.net/post/597586/#p597586




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