Re: What is the best way to deploy django on a vps for learning purposes?

2020-10-26 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: What is the best way to deploy django on a vps for learning purposes?

At the risk of potentially causing you more confusion, I can highly recommend Docker if you're looking to deploy more things to your VPS.There is a definite learning curve to it, but it makes it easy to package applications and their dependencies so that they can be easily deployed on any local machine. Once you're familiar with how Docker works, there's probably an image of Jango that you can use to get it up and running in one command.

URL: https://forum.audiogames.net/post/583457/#p583457




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Re: The Synthizer Thread

2020-10-02 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: The Synthizer Thread

At the risk of being slightly off topic, how hard would it be to have synthesizer used from lua? The idea I had was to use it as the audio engine as a replacement for the lua audio plugin. I assume that plugin uses some code from a dll, but am not sure from which audio library.

URL: https://forum.audiogames.net/post/576443/#p576443




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Re: Scrolling in the Windows terminal, or what should I use?

2020-09-16 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: Scrolling in the Windows terminal, or what should I use?

I remember having difficulty with scrolling up using the windows terminal.

URL: https://forum.audiogames.net/post/571267/#p571267




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Re: The best accessible disassembler / debugger for reverse engineering

2020-08-15 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: The best accessible disassembler / debugger for reverse engineering

I think it'd be helpful to separate the complexity in reading assembly from the specific challenges of doing so if you're using a screen reader, which I think is what the OP was asking about.I was never able to find a good way around the fact that the first column of disassembly on the command line is always a long hex address which you're forced to read through. I remember looking into this in the past and just concluded that its not something that a screen reader user is ever going to be able to be efficient with.For example, IDA has visual tools like a CFG which make it much easier for a sighted person to reverse engineer a program. That's not something that is accessible.I tried using an older version of IDA but the screen reader support isn't up to a level where you'd be comfortable relying on it for daily use.

URL: https://forum.audiogames.net/post/561660/#p561660




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Re: WSL2 and bash - select all feature?

2020-06-11 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: WSL2 and bash - select all feature?

@12 thanks, that does work. Does it support text selection? The usual keystrokes don't seem to do it.

URL: https://forum.audiogames.net/post/540026/#p540026




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Re: WSL2 and bash - select all feature?

2020-06-10 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: WSL2 and bash - select all feature?

Just tried tmux out and it doesn't seem to work for me.I typed `tmux` to get in. Then ctrl+b to try to activate scroll mode but it didn't seem to have done so. Arrow keys still make me scroll through my command history. Also, key echo with NVDA no longer works when tmux is on.I'm using ZSH in case that somehow affects it.Edit: turning on the use UIA in console option in NVDA's advanced settings solved the key echo.

URL: https://forum.audiogames.net/post/539584/#p539584




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Re: WSL2 and bash - select all feature?

2020-06-10 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: WSL2 and bash - select all feature?

Just tried tmux out and it doesn't seem to work for me.I typed `tmux` to get in. Then ctrl+b to try to activate scroll mode but it didn't seem to have done so. Arrow keys still make me scroll through my command history. Also, key echo no longer works when tmux is on.I'm using ZSH in case that somehow affects it.

URL: https://forum.audiogames.net/post/539584/#p539584




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Re: WSL2 and bash - select all feature?

2020-06-10 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: WSL2 and bash - select all feature?

I had that same issue with not being able to scroll up and not being able to select all, will try tmux out.Btw, Vmware just released an updated version of workstation which adds support for Microsoft's Virtual Machine Platform, which means that it falls back to using Hyper-V for virtualization and consequently, is able to run alongside Docker and WSL. I'm about to try right.

URL: https://forum.audiogames.net/post/539582/#p539582




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Re: Your thoughts on VS Code

2020-05-27 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: Your thoughts on VS Code

@7 did you consider opening an issue about this? That does seem odd and is also contrary to what I expect, though I also never close anything so haven't ran into this yet.

URL: https://forum.audiogames.net/post/533952/#p533952




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Re: Your thoughts on VS Code

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


  


Re: Your thoughts on VS Code

If you're doing web development, the quality of life improvement from Notepad++ to Vs Code is enormous due to the huge number of plugins that make your life much easier. You get things like linters, automatic imports of symbols, markdown preview etc. When there are issues with Vs Code, the developers are very responsive on Github. I interact with them often. Its the first time that I didn't feel like a corner case when talking to them because reported accessibility bugs actually get fixed. Sometime in a day if its a small fix.

URL: https://forum.audiogames.net/post/533648/#p533648




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Re: Searching for free and easy controlable hosting.

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


  


Re: Searching for free and easy controlable hosting.

@74If you look at the prices for various TLDs, some of them are more expensive than the standard ones like .com. Even between the providers, for the same TLD, some are more expensive than others (namecheap is often cheaper).What cloudflare services are you referring to specifically to use with the VPS?We use route 53 at work. I was also thinking of using Cloudflare or something that supported the ACME DNS challenge to use with Traefik to get automatic renewal of wildcard certificates, since I'm already using that as a reverse proxy for a bunch of selfhosted applications.

URL: https://forum.audiogames.net/post/525987/#p525987




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Re: Searching for free and easy controlable hosting.

2020-05-04 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: Searching for free and easy controlable hosting.

@camlorn thanks for your recommendation for iwantmyname. I'm currently using something that isn't ideal accessibility-wise, and I definitely don't mind paying a little bit more for better accessibility.

URL: https://forum.audiogames.net/post/525633/#p525633




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Re: Is it absolutely necessary to know C/C++ on a great level?

2020-02-21 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: Is it absolutely necessary to know C/C++ on a great level?

Just chiming here on how nice using Electron is for UIs. You basically get access to the entire web development ecosystem and tooling, react / JSX, live reloading etc and aria for widgets.

URL: https://forum.audiogames.net/post/503196/#p503196




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Re: Gauging interest in another 3d audio project

2020-02-21 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: Gauging interest in another 3d audio project

The other 2 3d audio libraries that I know of that haven't been mentioned here yet is Steam Audio and the Oculus Audio SDK. They are only available as binaries, so you wouldn't be able to contribute improvements to it, but can use them in commercial projects.

URL: https://forum.audiogames.net/post/503195/#p503195




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Re: Gauging interest in another 3d audio project

2020-02-21 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: Gauging interest in another 3d audio project

@camlorn welcome back!1. You talked about this project being game specific as compared to libaudioverse, which was basically implementing WebAudio so would be suitable for anything that needed audio synthesis. How does that translate to the features that won't be avilable in this library vs Libaudioverse? Will its API also be graph based?2. Regarding the WebAudio issues that you mentioned, I'm wondering why you couldn't insert the silence in the BufferNode before adding it to the graph? I'm probably overlooking something obvious here.

URL: https://forum.audiogames.net/post/503194/#p503194




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Re: JAWS: Announcing Indent On A New Line

2018-12-11 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: JAWS: Announcing Indent On A New Line

Have you tried NVDA's indentation reporting by tones functionality? Its one of the major reasons why I use NVDA, because it gives you a similar intuition for how code looks that a sighted person would get.

URL: http://forum.audiogames.net/post/397997/#p397997




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Re: Any Good Libaudioverse Tutorials?

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


  


Re: Any Good Libaudioverse Tutorials?

Not currently, there's a mailing list that you can use for any questions. Generally though, the library is very easy to use, especially if you're using the Python bindings.

URL: http://forum.audiogames.net/viewtopic.php?pid=321432#p321432





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Re: Few ideas about fully accessible ide

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


  


Re: Few ideas about fully accessible ide

Is Ed Sharp open source?

URL: http://forum.audiogames.net/viewtopic.php?pid=318311#p318311





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Re: Delay Game for screen reader to finish speaking with accessible_output

2017-01-03 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: Delay Game for screen reader to finish speaking with accessible_output

The manamon solution is painful. A better solution is a heuristic that you use to estimate whether the screen reader has finished speaking or not. For example, based on the length of the text being spoken. That's what Sound RTS does.

URL: http://forum.audiogames.net/viewtopic.php?pid=292180#p292180





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Re: Delay Game for screen reader to finish speaking with accessible_output

2017-01-02 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: Delay Game for screen reader to finish speaking with accessible_output

This is not going to work in practice because nothing except sapi5 can tell you whether the screen reader is speaking or not. This problem has existed for a long time, with no good solution.

URL: http://forum.audiogames.net/viewtopic.php?pid=292036#p292036





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Re: make unity 3d accessible

2016-12-02 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: make unity 3d accessible

@frastlin: you do need some basic level of accessibility support, such as being able to read the console.

URL: http://forum.audiogames.net/viewtopic.php?pid=288064#p288064





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Re: make unity 3d accessible

2016-12-02 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: make unity 3d accessible

Are the unity developers bothering to implement this at all? I don't see this getting far without their cooperation.

URL: http://forum.audiogames.net/viewtopic.php?pid=287970#p287970





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Re: Another Pythonic Game Engine

2016-11-22 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: Another Pythonic Game Engine

Url leads to a page not found on github

URL: http://forum.audiogames.net/viewtopic.php?pid=286770#p286770





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Re: my new online engine, coded in python

2016-11-22 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: my new online engine, coded in python

The url leads to a page not found on github.

URL: http://forum.audiogames.net/viewtopic.php?pid=286768#p286768





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Re: visualisation a programme.

2016-11-19 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: visualisation a programme.

Do you mean for the sorting? Think about how else you'd do sorting otherwise - the most intuitive solution is to use a temporary variable as a scratch pad to hold the value when you swap it. Think about how you'd swap 2 real-world objects, if it helps.

URL: http://forum.audiogames.net/viewtopic.php?pid=286395#p286395





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Re: visualisation a programme.

2016-11-19 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: visualisation a programme.

I think its more important to understand how selection sort works at a conceptual level. If you have that, then the implementation in source code follows naturally.Suppose you have the following list of numbers: 5, 8, 1, 4, 9, and you want to sort them in ascending order.The idea behind selection sort is to first look at the array, and see which number is the smallest. Once you find this number, swap it with the first number. In this case, 1 is the smallest number, and swappling it with 5 results in the following: 1, 8, 5, 4, 9You can now divide the array into 2 parts: the first element, 1, is the list of sorted items you have so far. The rest of the array is the unsorted list. You next repeat this process.The smallest number in the unsorted list is now 4. Swap it with 8 to get the following: 1, 4, 5, 8, 9The sorted list is now 1 and 4, with the rest of the array yet to be sorted. You should be able to continue repeating the process till the enti
 re array is sorted. Its called selection sort because in each iteration, you select the smallest number to be swapped.

URL: http://forum.audiogames.net/viewtopic.php?pid=286376#p286376





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Re: make unity 3d accessible

2016-11-19 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: make unity 3d accessible

I'd be very interested to hear how he manages that.

URL: http://forum.audiogames.net/viewtopic.php?pid=286358#p286358





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Re: visualisation a programme.

2016-11-19 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: visualisation a programme.

You want to sort data in ascending order. Are you taking an algorithms course, and need to understand sorting algorithms? If not, you should just call your programming language's built-in sorting function and be done with it - its probably implemented using quicksort. If you need to understand sorting algorithms, you need to tell us which algorithm you're having trouble with - selection sort? Insertion sort? Quicksort? Mergesort?

URL: http://forum.audiogames.net/viewtopic.php?pid=286356#p286356





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Re: visualisation a programme.

2016-11-18 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: visualisation a programme.

It sounds like you're describing bubble sort, is that right?

URL: http://forum.audiogames.net/viewtopic.php?pid=286331#p286331





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Re: visualisation a programme.

2016-11-17 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: visualisation a programme.

Use a smaller example, say an array of 5 elements and manually work out each step in the sorting algorithm you're trying to understand, say quicksort or mergesort.

URL: http://forum.audiogames.net/viewtopic.php?pid=286147#p286147





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Re: We are looking for developers / beta-testers

2016-10-21 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: We are looking for developers / beta-testers

Can you give more information on what specific features this framework has? It'll probably entice more people to try it out too.

URL: http://forum.audiogames.net/viewtopic.php?pid=283593#p283593





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Re: Seeking Colaborator

2016-08-28 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: Seeking Colaborator

Where can I find info on the HSpace mush? All the links i could find are dead.

URL: http://forum.audiogames.net/viewtopic.php?pid=276565#p276565





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Re: Porting Windows games to mac using Wineskin

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


  


Re: Porting Windows games to mac using Wineskin

Why not just use a virtual machine?

URL: http://forum.audiogames.net/viewtopic.php?pid=273298#p273298





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Re: A question regarding map editing for my engine.

2016-07-20 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: A question regarding map editing for my engine.

You need to make the tradeoff between development effort and ease of use by end users. An editor would make it much easier to use, but as you said, it is a significant time investment.

URL: http://forum.audiogames.net/viewtopic.php?pid=268919#p268919





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Re: What is .net framework in detail?

2016-07-01 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: What is .net framework in detail?

There isn't a standard package management solution in c++, which I hope will change soon with Conan.

URL: http://forum.audiogames.net/viewtopic.php?pid=266461#p266461





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Re: Compiler for C for Windows

2016-06-30 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: Compiler for C for Windows

What's visual studio 10? Do you mean 2010? I'm not sure about 2010, but I think there are some scripts that are out there for it.

URL: http://forum.audiogames.net/viewtopic.php?pid=266378#p266378





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Re: Best Way to Code a Family Sim

2016-06-15 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: Best Way to Code a Family Sim

If indentation is the problem, check out the awesome indentone add-on for NVDA (just google, it should be the first few hits). It uses tones to indicate changes in indentation level, which is extremely nice. This feature will also be included in the next NVDA release.

URL: http://forum.audiogames.net/viewtopic.php?pid=264494#p264494





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Re: Framework for GUI-development with Visual C++

2016-06-15 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: Framework for GUI-development with Visual C++

Yup, all of them are above 4 stars on Amazon, which is how I selected them.

URL: http://forum.audiogames.net/viewtopic.php?pid=264495#p264495





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Re: Best Way to Code a Family Sim

2016-06-15 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: Best Way to Code a Family Sim

If identation is the problem, check out the awesome identone add-on for NVDA (just google, it should be the first few hits). It uses tones to indicate changes in identation leel, which is extremely nice. This feature will also be included in the next NVDA release.

URL: http://forum.audiogames.net/viewtopic.php?pid=264494#p264494





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Re: Compiler for C for Windows

2016-06-14 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: Compiler for C for Windows

Visual studio-wise, its useable with jaws and NVDA, but without access to debugging facilities. See the link below for the list of accessibility bugs that have not been fixed.https://connect.microsoft.com/VisualStu … y-bug-list

URL: http://forum.audiogames.net/viewtopic.php?pid=264367#p264367





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Re: Framework for GUI-development with Visual C++

2016-06-12 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: Framework for GUI-development with Visual C++

If you're coming from another programming language, I'd recommend any in the following list:1. C++ Primer 5e (not to be confused with c++ primer+ by Steven).2. the c++ programming language 4EIf you're new to programming, check out Programming Principles and Practice Using C++ 2E

URL: http://forum.audiogames.net/viewtopic.php?pid=264075#p264075





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Re: Is anyone going to try Quorum?

2016-05-12 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: Is anyone going to try Quorum?

assuming that you have javac in your path,javac *.java compiles all java files in the current working directoryjavac game.java compiles that file, and any other classes referenced

URL: http://forum.audiogames.net/viewtopic.php?pid=260198#p260198





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Re: Is anyone going to try Quorum?

2016-05-10 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: Is anyone going to try Quorum?

Sorry i should have taken a closer look, it looks like it compiles to JVM, so you might be able to use java libraries.

URL: http://forum.audiogames.net/viewtopic.php?pid=260037#p260037





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Re: Is anyone going to try Quorum?

2016-05-09 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: Is anyone going to try Quorum?

I tend to stay far from languages that are designed specifically for blind developers because of the much smaller community available. For example, BGT's starting to show its age because its development has halted and you only have other blind developers in the community.

URL: http://forum.audiogames.net/viewtopic.php?pid=259945#p259945





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Re: problems with universal speech

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


  


Re: problems with universal speech

Sorry I don't think I remember what modifications I made to make it work, once I saw Tolk's more liberal commercial license, I never looked back.

URL: http://forum.audiogames.net/viewtopic.php?pid=259532#p259532





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Re: The Arcus Project - A New Developer Repository

2016-05-01 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: The Arcus Project - A New Developer Repository

Why not set it up as a list of links in readme.md file on a git repository? Then anyone who wants to share code just puts it up on github, and sends a pull request for the readme.md to include that new URL. The advantages of this are version control, and most people who would have code to contribute would have Github anyway.

URL: http://forum.audiogames.net/viewtopic.php?pid=259005#p259005





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Re: problems with universal speech

2016-05-01 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: problems with universal speech

See this issue https://github.com/nvaccess/nvda/issues/5638It'd be nice if other screen vendors would provide this information, as it is a real problem.

URL: http://forum.audiogames.net/viewtopic.php?pid=258936#p258936





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Re: problems with universal speech

2016-04-29 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: problems with universal speech

I remember having trouble getting universal speech to work; it required me to make some changes to the header file that came with the library. I'd recommend using the Tolk library for screen reader abstraction instead because it worked out of the box for me and has a more permissive license if you're looking for commercial usage.

URL: http://forum.audiogames.net/viewtopic.php?pid=258732#p258732





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Re: Wanting to learn BGT

2016-04-29 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: Wanting to learn BGT

An easier way to do it may be to just use a single integer to represent the player's x-coordinate.int x = 0; // current positionint levelSize = 10;if (key_pressed(KEY_RIGHT) && x+1 < levelSize)x++;else if (KEY_PRESSED(KEY_LEFT) && x-1 >= 0)x--;

URL: http://forum.audiogames.net/viewtopic.php?pid=258548#p258548





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Re: Wanting to learn BGT

2016-04-27 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: Wanting to learn BGT

BGT is essentially a set of functions and classes put together to make it more convenient and easier to program audiogames. If you already know c#, you shouldn't have much trouble picking it up.

URL: http://forum.audiogames.net/viewtopic.php?pid=258341#p258341





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Re: Python development on the mac

2016-04-21 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: Python development on the mac

Oops, didn't mean to turn this into the VS thread. Yeah, I changed the default behaviour so that ctrl+tab and ctrl+shift+tab would take me to the previous/next window without dealing with that popup thinggy (last i used that, the popup was inaccessible). Maybe I should give that dialog a try.

URL: http://forum.audiogames.net/viewtopic.php?pid=257825#p257825





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Re: Accessible cross platform development

2016-04-21 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: Accessible cross platform development

I'd be interested to hear about your experiences with Mono and Xamran too.

URL: http://forum.audiogames.net/viewtopic.php?pid=257824#p257824





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Re: Python development on the mac

2016-04-21 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: Python development on the mac

Hm, i think one of the more annoying ones is this one.1. Just tried switching tabs with NVDA; i am not sure if this is new behaviour or whether this behaviour existed before, but i've remapped my ctrl+taband ctrl+shift+tab to the window.nextDocumentWindow and Window.PreviousDocumentWindow commands, the default was nextDocumentWindowNav and window.PreviousDocumentNavwhich does something different. On NVDA, if i switch from a.c to b.c, the tab switch is not detected, and pressing the arrow keys causes NVDA to continuereading from a.c even though the current document is now b.c. I have to switch to another app and back to visual studio to get it to reacquire focus.

URL: http://forum.audiogames.net/viewtopic.php?pid=257743#p257743





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Re: Python development on the mac

2016-04-21 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: Python development on the mac

@truecraig: sorry to go off topic..., but you implied that you have a good experience with visual studio. What screen reader do you use with it? Despite me filing many bugs last summer, virtually no progress has been made in fixing them, so I'm getting the impression that accessibility is a non priority, so I'd describe visual studio as being only usable. This is a shame as some of the upcoming technologies like the universal windows runtime requires VS to work.

URL: http://forum.audiogames.net/viewtopic.php?pid=257737#p257737





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Re: Python development on the mac

2016-04-21 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: Python development on the mac

@truecraig: sorry to go off topic..., but you implied that you have a good experience with visual studio. What screen reader do you use with it? Despite me filing many bugs, virtually no progress has been made in fixing them, so I'm getting the impression that accessibility is a non priority, so I'd describe visual studio as being only usable.

URL: http://forum.audiogames.net/viewtopic.php?pid=257737#p257737





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Re: Python development on the mac

2016-04-21 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: Python development on the mac

@truecraig: sorry to go off topic..., but you implied that you have a good experience with visual studio. What screen reader do you use with it? Despite me filing many bugs, virtually no progress has been made in fixing them, so I'm getting the impression that accessibility is a non priority.

URL: http://forum.audiogames.net/viewtopic.php?pid=257737#p257737





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Re: question to panda3d

2016-04-10 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: question to panda3d

If you tried creating a 3d array with a total capacity of 10^{18} elements, then yeah i could see why that's causing problems. If your game world is sparsely populated, create something like a list of objects in the game world and store the position on each object. this is a simple solution and may not work for you depending on what type of game you're trying to make.

URL: http://forum.audiogames.net/viewtopic.php?pid=256649#p256649





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Re: some version of RSA or other asymetric cyphering algorithm in bgt?

2016-04-03 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: some version of RSA or other asymetric cyphering algorithm in bgt?

Don't try to implement encryption yourself unless you have a very good idea of what's going on, if you're needing to do something like this then the best advice i have is to use another language with access to libraries that can do it for you. I'm pretty sure that bgt does not have support for RSA.

URL: http://forum.audiogames.net/viewtopic.php?pid=255982#p255982





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Re: Audiogame Map with Python

2016-03-21 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: Audiogame Map with Python

One way as you've discovered is explicitly storing the 2d (or 3d) grid. You could have say, arrays of arrays of cell objects, and these cell objects could in turn be filled with whatever you wanted to occupy that square. Another approach which is more suitable for sparse environments is to represent the contents of the game world in some sort of list; this is much better if the map itself is large but the number of objects is small.

URL: http://forum.audiogames.net/viewtopic.php?pid=254594#p254594





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Using Wireshark Packet Analyzer with a screen reader

2016-02-19 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Using Wireshark Packet Analyzer with a screen reader

Has anyone done this successfully before? I tried doing this with both Jaws and NVDA. Some parts of the interface are readable, while others have missing labels and weird tab ordering behaviour. Need to use this for an assignment at university.

URL: http://forum.audiogames.net/viewtopic.php?pid=250793#p250793





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Re: new Free Game Engine by Amazon

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


  


Re: new Free Game Engine by Amazon

Last I heard, amazon's products like the kindle aren't accessible. If that's still the case, then i have no hopes that they'll bother with making this accessible.

URL: http://forum.audiogames.net/viewtopic.php?pid=249971#p249971





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Re: Developing for android?

2016-02-03 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: Developing for android?

Do any of those links cover what IDE should be used? Last I heard, the officially recommended IDE is Android Studio, which has 0 accessibility (i'm not impressed).

URL: http://forum.audiogames.net/viewtopic.php?pid=249146#p249146





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Re: Writing a MUD soundpack. SOme tutorials, and which clien t is the best

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


  


Re: Writing a MUD soundpack. SOme tutorials, and which clien t is the best

I'd say that MushClient is the best accessible one out there. It is fast, free, and has powerful scripting capabilities which is critical for sound packs. You can also use plugins that others have already written such as sound panning for prompts which helps you get started more quickly.There isn't standard tutorial, probably because the needs of each mud are different.That said, generally you would want to know the following first:1. Learn how to write triggers and aliases.2. Learn how to use the scripting language offered by your client. Trying to do anything nontrivial will require scripting. 3. Figure out how to play sound files using the scripting language.4. Start writing scripts, triggers and aliases for the mud.5. Learn regular expressions, or if your client doesn't offer trigger/alias matching using regular expressions, I'd strongly consider switching to one that does such as MushClient. It makes your life muc
 h easier in the long run, even if it may take a while to get used to.

URL: http://forum.audiogames.net/viewtopic.php?pid=247663#p247663





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Re: Writing a MUD soundpack. SOme tutorials, and which clien t is the best

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


  


Re: Writing a MUD soundpack. SOme tutorials, and which clien t is the best

There isn't standard tutorial, probably because the needs of each mud are different.That said, generally you would want to know the following first:1. Learn how to write triggers and aliases.2. Learn how to use the scripting language offered by your client. Trying to do anything nontrivial will require scripting. 3. Figure out how to play sound files using the scripting language.4. Start writing scripts, triggers and aliases for the mud.5. Learn regular expressions, or if your client doesn't offer trigger/alias matching using regular expressions, I'd strongly consider switching to one that does such as MushClient. It makes your life much easier in the long run, even if it may take a while to get used to.

URL: http://forum.audiogames.net/viewtopic.php?pid=247663#p247663





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Re: Using handles in bgt somewhat confuse me

2015-12-27 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: Using handles in bgt somewhat confuse me

A handle can be in 2 states: it can be uninitialized, or it can point to an object of that type.Monster monster;Monster@ monsterHandle; // an uninitialized handle that can point to any monster@monsterHandle = monster; // monsterHandle now points to monstermonsterHandle.kill(); // this is the same as monster.kill()

URL: http://forum.audiogames.net/viewtopic.php?pid=244479#p244479





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Re: How to create pygame menus

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


  


Re: How to create pygame menus

Yeah, I'd be interested in a c version.Though I wonder how many people who play audiogames who use jaws actually needs this, because most people would just have another less buggy/broken screen reader installed.

URL: http://forum.audiogames.net/viewtopic.php?pid=243368#p243368





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Re: Question about class construction, variables, and handles in BGT

2015-12-08 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: Question about class construction, variables, and handles in BGT

Do you want instances of the account class to be assigned, or mapped to strings? For example, john is mapped to an account object, victorious to another?The solution that comes to mind is to use the dictionary object, which is a hash table that allows you to associate objects of arbitrary type to string keys. For example,dictionary accounts;Account johnsAccount;accounts.set("john", johnsAccount);Then you can check for whether such an account exists with accounts.exists("john") and retrieve John's account if it exists.Note that keys may only be associated with 1 item per dictionary.

URL: http://forum.audiogames.net/viewtopic.php?pid=241894#p241894





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Re: samtupy camlorn audio wrapper usage

2015-11-20 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: samtupy camlorn audio wrapper usage

Hm, how is using CMake and jom different from invoking the compiler directly from the command-line, e.g gcc a.c b.c ..., then saving it into a batch file so you don't have to type it all out everytime you want to compile? Which text editor do you use when programming?It should be interesting to see if there's a noticeable quality difference with  libaudioverse vs openal-soft.It probably doesn't respect the ini over everything else anymore, otherwise the latest changes to make more options configurable at runtime would not be nearly as useful.

URL: http://forum.audiogames.net/viewtopic.php?pid=239241#p239241





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Re: samtupy camlorn audio wrapper usage

2015-11-20 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: samtupy camlorn audio wrapper usage

Hm, how is using CMake and jom different from invoking the compiler directly from the command-line, e.g gcc a.c b.c ..., then saving it into a batch file so you don't have to type it all out every time you want to compile? Which text editor do you use when programming?It should be interesting to see if there's a noticeable quality difference with  libaudioverse vs openal-soft.It probably doesn't respect the ini over everything else anymore, otherwise the latest changes to make more options configurable at runtime would not be nearly as useful.

URL: http://forum.audiogames.net/viewtopic.php?pid=239241#p239241





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Re: samtupy camlorn audio wrapper usage

2015-11-20 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: samtupy camlorn audio wrapper usage

I'll definitely check cmake out. You mentioned detection of headers and libraries, hoping that the process of using third-party libraries is easier than doing so in VS's ide.I'll check notepad++ out. JAWS used to read weird special characters out of the blue when using notepad++ even though my file has no special characters.

URL: http://forum.audiogames.net/viewtopic.php?pid=239251#p239251





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Re: samtupy camlorn audio wrapper usage

2015-11-20 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: samtupy camlorn audio wrapper usage

I'll definitely check cmake out. You mentioned detection of headers and libraries, hoping that the process of using third-party libraries is easier than doing so in VS's ide.I'll check notepad++ out. I remember trying it a while ago, but there were some problems using jaws with it.Edit: jaws isn't reading selection when using ctrl+shift+arrows to select, but using your tip to select code blocks works like a charm. Thanks.

URL: http://forum.audiogames.net/viewtopic.php?pid=239251#p239251





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Re: samtupy camlorn audio wrapper usage

2015-11-20 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: samtupy camlorn audio wrapper usage

I'll definitely check cmake out. You mentioned detection of headers and libraries, hoping that the process of using third-party libraries is easier than doing so in VS's ide.

URL: http://forum.audiogames.net/viewtopic.php?pid=239251#p239251





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Re: samtupy camlorn audio wrapper usage

2015-11-20 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: samtupy camlorn audio wrapper usage

I do have both jaws and NVDA on my system, and look forward to being able to get rid of jaws entirely. Its useful for situations like accessing VS, or using vim on my school's server via SSH (NVDA doesn't work at all if i try doing this using putty).A fair bit of my programming experience was at university; we started off with c for introductory programming, java for data structures and algorithms, then back to c again for an introductory OS course. I wanted to learn c++ because I believe its needed for a future course (and also happens to be what most people use in competitive programming), so I thought that an audiogame could be a concrete project for me to practice what I've learnt. Is it still easy to kill yourself ieven with c++ 11?

URL: http://forum.audiogames.net/viewtopic.php?pid=239264#p239264





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Re: samtupy camlorn audio wrapper usage

2015-11-20 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: samtupy camlorn audio wrapper usage

I do have both jaws and NVDA on my system, and look forward to being able to get rid of jaws entirely. Its useful for situations like accessing VS, or using vim on my school's server via SSH (NVDA doesn't work at all if i try doing this using putty).A fair bit of my programming experience was at university; we started off with c for introductory programming, java for data structures and algorithms, then back to c again for an introductory OS course. I wanted to learn c++ because I believe its needed for a future course (and also happens to be what most people use in competitive programming), so I thought that an audiogame could be a concrete project for me to practice what I've learnt. It would also hopefully increase the difficulty of reverse engineering the code; i ran a decompiler on a few commercial c# audiogame as an experiment, and was able to obtain almost all their source. Didn't want that happening to me. More cross-platform code (at least in th
 eory) if i was careful about what third-party libraries i chose. Is it still easy to kill yourself ieven with c++ 11?

URL: http://forum.audiogames.net/viewtopic.php?pid=239264#p239264





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Re: samtupy camlorn audio wrapper usage

2015-11-20 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: samtupy camlorn audio wrapper usage

The abundance of third-party libraries and the amount of game development resources for sighted developers was something that I found quite nice about c++ as well. Yeah, the learning curve is much much steeper, and if I can't handle it, I have no problems trying something else.You're right about the fact that any DRM scheme I could come up with is crackable, which is why I think if I ever sell games, it'd be multiplayer/online-based to avoid all the headaches.

URL: http://forum.audiogames.net/viewtopic.php?pid=239336#p239336





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Re: samtupy camlorn audio wrapper usage

2015-11-19 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: samtupy camlorn audio wrapper usage

Yup, I always intended to use Openal-Soft directly instead of using camlorn_audio. With the new ability to configure HRTF at runtime, no hacking of the code should be required. As to whether i'd ship a commercial game with it, it depends on whether I'd run into these issues. Is the angelscript language itself not suitable for use with libaudioverse, or just BGT specifically?Thanks for the information and links. That sounds like a difficult and time-intensive path; i'd only try doing it given no other choice, or if I developed an interest in DSP.Sidetracking a bit, what is your workflow like when developing in c++? I'm using visual studio 2015, which I would describe as useable with jaws, and irritating to use with NVDA. It shipped with a horrible bug where line number announcements could not be turned off, which was only recently fixed in update 1 RC. I've filed many accessibility bugs, most of which have existed for a long time. I'd be 
 interested to hear about alternative workflows.

URL: http://forum.audiogames.net/viewtopic.php?pid=239151#p239151





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Re: samtupy camlorn audio wrapper usage

2015-11-19 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: samtupy camlorn audio wrapper usage

Yup, I always intended to use Openal-Soft directly instead of using camlorn_audio. With the new ability to configure HRTF at runtime, no hacking of the code should be required. As to whether i'd ship a commercial game with it, it depends on whether I'd run into these issues. Is the angelscript language itself not suitable for use with libaudioverse, or just BGT specifically?Thanks for the information and links. That sounds like a difficult and time-intensive path; i'd only try doing it given no other choice, or if I developed an interest in DSP.Sidetracking a bit, what is your workflow like when developing in c++? I'm using visual studio 2015, which I would describe as useable with jaws, and irritating to use with NVDA. It shipped with a horrible bug where line number announcements could not be turned off, which was only recently fixed in update 1 RC. I've filed many accessibility bugs, most of which have existed for a long time, and most are
  still in the process of being fixed, though I'm not sure how long that'll take. I'd be interested to hear about alternative workflows.

URL: http://forum.audiogames.net/viewtopic.php?pid=239151#p239151





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Re: samtupy camlorn audio wrapper usage

2015-11-18 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: samtupy camlorn audio wrapper usage

@Camlorn: yup, v1.17 of openal-soft. Changelog's at http://kcat.strangesoft.net/openal.htmlEven with all those issues you mentioned, Openal-Soft remains the only freely available library that can be used with a commercial project.

URL: http://forum.audiogames.net/viewtopic.php?pid=239082#p239082





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Re: samtupy camlorn audio wrapper usage

2015-11-18 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: samtupy camlorn audio wrapper usage

@Camlorn: yup, v1.17 of openal-soft. Changelog's at http://kcat.strangesoft.net/openal.htmlEven with all those issues you mentioned, Openal-Soft remains the only freely available library that can be used with a commercial project.Out of curiosity, how did you get started on implementing your own library? You'd need some prerequisite knowledge at the very least. Are there resources that I could consult?

URL: http://forum.audiogames.net/viewtopic.php?pid=239082#p239082





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Re: Visual Studio 2015 released

2015-11-17 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: Visual Studio 2015 released

Yup, they fixed that. I've just downloaded it myself.I'm in an ongoing dialog with the accessibility team to fix the numerous outstanding accessibility bugs. The place where we're keeping track of all the bugs is at https://connect.microsoft.com/VisualStu … y-bug-listI'd encourage anyone who uses visual studio to take a look at this list, and contribute to the bug list if you know of a bug that isn't listed here so it can get fixed. In particular, it looks like they're needing more people to support fixing #7 as it requires significant changes on their part.

URL: http://forum.audiogames.net/viewtopic.php?pid=238940#p238940





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Re: samtupy camlorn audio wrapper usage

2015-11-17 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: samtupy camlorn audio wrapper usage

@Camlorn: are you referring to the things that players have to do to get HRTF by openal-soft working on their machines? As of the latest v1.17 release, you can now enable/disable HRTF at runtime and also change data sets without restarting the entire application.

URL: http://forum.audiogames.net/viewtopic.php?pid=238992#p238992





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Re: C/C++ Standard Library, available for multiple programming languages

2015-10-17 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: C/C++ Standard Library, available for multiple programming languages

Would this include the standard template library's algorithms and containers?

URL: http://forum.audiogames.net/viewtopic.php?pid=235103#p235103





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Re: ideal way of creating a map parcer?

2015-09-26 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: ideal way of creating a map parcer?

You seem to understand the basics of what you need to do for parsing the file. You seem to be confused about making sure to detect errors such as 2 rooms existing in the same set of coordinates. Thats a different problem entirely.

URL: http://forum.audiogames.net/viewtopic.php?pid=233054#p233054




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Debugging with eclipse

2015-08-26 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Debugging with eclipse

Has anyone had success with debugging java programs with eclipse using a screen reader? Things like breakpoints in the code are not being read, which is kind of annoying though there is a breakpoints window that you can switch to. Theres also supposed to be a window that shows the current stack, though I cant figure out how to get to it.

URL: http://forum.audiogames.net/viewtopic.php?pid=229279#p229279




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Re: Looking for someone to give a quick one on one tutorial

2015-08-16 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: Looking for someone to give a quick one on one tutorial

It looks like what youre asking is for an introduction to networking.

URL: http://forum.audiogames.net/viewtopic.php?pid=228016#p228016




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Re: Visual Studio 2015 released

2015-08-03 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: Visual Studio 2015 released

Use this website:https://connect.microsoft.com/visualstudioYoull need a microsoft account.

URL: http://forum.audiogames.net/viewtopic.php?pid=226357#p226357




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Re: Visual Studio 2015 released

2015-07-31 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: Visual Studio 2015 released

Microsoft evidently agrees that it is a bug. The bugs status has marked as resolved, so well probably see it in a future update. Im honestly quite astonished that it got fixed, given the numerous problems with VS accessibility that have accumulated over the years. Heres hoping that the much lengthier list of longstanding accessibility bugs gets fixed as well.

URL: http://forum.audiogames.net/viewtopic.php?pid=226085#p226085




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Re: Visual Studio 2015 released

2015-07-31 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: Visual Studio 2015 released

Microsoft evidently agrees that it is a bug. The bugs status has marked as resolved, so well probably see it in a future update. Im honestly quite astonished that it got fixed, given the numerous problems with VS accessibility that have accumulated over the years. Heres hoping that the much lengthier list of longstanding accessibility bugs that Ive filed in a separate bug report gets fixed as well.

URL: http://forum.audiogames.net/viewtopic.php?pid=226085#p226085




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Re: Some questions about bgt

2015-07-30 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: Some questions about bgt

What specifically do you not understand? If you are more descriptive and specific in what exactly you have trouble with, itll make it easier for us to help you.

URL: http://forum.audiogames.net/viewtopic.php?pid=225954#p225954




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FMOD Studio: a Sound library for games

2015-07-30 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


FMOD Studio: a Sound library for games

FMOD Studio consists of 2 parts:A low-level cross-platform c/c++/c# API, like OpenAl that allows you to work with sounds from code, and a high-level gui that allows sound designers to work with game audio without programming. Im not sure how accessible the gui is, but the low-level library is exceptionally well-documented. It handles the mundane tasks of decoding file formats, streaming and such, and is easy to integrate. It is being used by numerous mainstream titles.A note about 3d sound: FMOD fakes 3d sound by using lowpass filters. HRTF support via third-party plugins needs to be purchased separately. For those that dont need HRTF, it looks like an excellent option.It is free for non-commercial use. You can also use it for 1 commercial title per year with a development budget not exceeding US$100,000 (which is any audiogame out there). Subsequent titles released within that year requires a commercial license. To learn mor
 e about its features, visit http://www.fmod.org/products/

URL: http://forum.audiogames.net/viewtopic.php?pid=225910#p225910




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FMOD Studio: a Sound library for games

2015-07-30 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


FMOD Studio: a Sound library for games

FMOD Studio consists of 2 parts:A low-level cross-platform c/c++/c# API, like OpenAl that allows you to work with sounds from code, and a high-level gui that allows sound designers to work with game audio without programming. Im not sure how accessible the gui is, but the low-level library is exceptionally well-documented. It handles the mundane tasks of decoding file formats, streaming and such, and is easy to integrate. It is being used by numerous mainstream titles.A note about 3d sound: FMOD fakes 3d sound by using lowpass filters. HRTF support via third-party plugins needs to be purchased separately. For those that dont need HRTF, it looks like an excellent option.It is free for non-commercial use. You can also use it for free for 1 commercial title per year with a development budget not exceeding US$100,000 (which is any audiogame out there). Subsequent titles released within that year requires a commercial license. To 
 learn more about its features, visit http://www.fmod.org/products/

URL: http://forum.audiogames.net/viewtopic.php?pid=225910#p225910




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Re: Considering switching to Java, recommended resources for learning how

2015-07-28 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: Considering switching to Java, recommended resources for learning how

Why is c++ rediculous for blind developers? I am not sure what you mean by having to buy something to use it, because visual studio community has been available free of charge for a while now. Theres nothing i n c++ itself that makes it more difficult for a blind developer to use it, than any other language.Youll want to get elcipse, the IDE of choice for java development. Im not sure if youll have to also get the java development kit separately, if eclipses download doesnt come with everything you need.I dont have any recommendations for a java book. Look for the best sellers in the java category on Amazon; the ones that have a 4 star rating or higher are usually a good choice.Youll be duplicating the functionality that BGT provides out of the box, which will take some time e.g looking for a suitable library for 3d audio, serialization, keyboard input etc.

URL: http://forum.audiogames.net/viewtopic.php?pid=225704#p225704




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Re: Visual Studio 2015 released

2015-07-28 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: Visual Studio 2015 released

Ive corrected the regular _expression_ in post 2. It was mistakenly firing on lines that contained only a number followed by a space.

URL: http://forum.audiogames.net/viewtopic.php?pid=225705#p225705




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Re: Considering switching to Java, recommended resources for learning how

2015-07-28 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: Considering switching to Java, recommended resources for learning how

Its true that c++ has a much much steeper learning curve than most other languages out there, but it lets you do many more things too. Have you considered using c# as an alternative? I believe the process of talking to c/c++ libraries from c3 is easier than doing it with java.

URL: http://forum.audiogames.net/viewtopic.php?pid=225714#p225714




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Re: Tolk plus unity

2015-07-28 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: Tolk plus unity

Not to my knowledge. I know that there are other screen reader output libraries that are capable of output to screen readers from multiple platforms like accessible output 2, but thats implemented in python.

URL: http://forum.audiogames.net/viewtopic.php?pid=225544#p225544




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Re: Visual Studio 2015 released

2015-07-21 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: Visual Studio 2015 released

Ive confirmed that at least 1 other NVDA user is experiencing this annoying problem. In NVDA, it is possible to use the speech dictionaries feature as a workaround to suppress the line numbers. In the _expression_ to match box, paste the following regular _expression_:^[0-9]+ (.*)$and in the text to be spoken box:\1This simple _expression_ matches on occurances of one or more digits at the start of a line, followed by a space, then any sequence of characters except \n, which is how each line is read out in NVDA.Regretably, JAWSs primitive speech dictionary functionality does not allow for a similar workaround, though it may be possible to achieve this through scripting.This is far from ideal though, as this modification affects all applications. Im not sure if its possible to create an application-specific NVDA speech dictionary. so I encourage any vs users to comment on the bug that Ive filed at this link:https://connect.microsoft.com/VisualStu … t-settings

URL: http://forum.audiogames.net/viewtopic.php?pid=224944#p224944




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Re: Heat Engine, a game engine for BGT games

2015-07-21 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: Heat Engine, a game engine for BGT games

Bgt is far from the only option for screen reader support. The Tolk library provides this functionality and has bindings available for numerous languages, including pure basic, c/c++, java, c# etc.

URL: http://forum.audiogames.net/viewtopic.php?pid=224933#p224933




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Re: Some questions about bgt

2015-07-21 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: Some questions about bgt

if(score10gm==false)Check your punctuation. It should be rewritten as:if (score10  gm==false)bool gm=true;This creates a new variable called gm. You probably meant to set the gm variable you already created to true. So the entire corrected code should look like this:if (score10  gm==false){gamemusic1.play_looped();gm=true;}

URL: http://forum.audiogames.net/viewtopic.php?pid=224956#p224956




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Re: Visual Studio 2015 released

2015-07-21 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: Visual Studio 2015 released

It is a bug if you cant disable it. Im not alone in finding that it degrades the editing experience a lot. I wouldnt mind if it respected the text editor settings.

URL: http://forum.audiogames.net/viewtopic.php?pid=224967#p224967




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Re: Some questions about bgt

2015-07-20 Thread AudioGames . net ForumDevelopers room : Victorious via Audiogames-reflector


  


Re: Some questions about bgt

Are you giving a chance for the sound to play? E.G if your application finishes execution or the variable goes out of scope, then your sound wont play.Regarding your second post, this check for if (score  10) is probably done multiple times a second. When the check succeeds, the music starts playing but then in the next game tick, its done again and the music starts playing from the beginning. You could fix this by checking the status of the sound. Something like this:if (score  10  gamemusic1.isPlaying() == false) // im not familiar with BGTs api, but you get the idea.

URL: http://forum.audiogames.net/viewtopic.php?pid=224806#p224806




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