Re: ADRIFT 5.0 Is Now Open Source

2020-10-20 Thread AudioGames . net ForumDevelopers room : Zersiax via Audiogames-reflector


  


Re: ADRIFT 5.0 Is Now Open Source

You may want to check before posting  I did this already, and my username on Github is the same as on here 

URL: https://forum.audiogames.net/post/581529/#p581529




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Re: problem with carters spotify bot

2020-10-20 Thread AudioGames . net ForumDevelopers room : Zersiax via Audiogames-reflector


  


Re: problem with carters spotify bot

Ok cool. now ...where can it be gotten from?First thing I hear of it, looks fun, can't find it on Google, can anyone share?

URL: https://forum.audiogames.net/post/581526/#p581526




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Re: ADRIFT 5.0 Is Now Open Source

2020-10-19 Thread AudioGames . net ForumDevelopers room : Zersiax via Audiogames-reflector


  


Re: ADRIFT 5.0 Is Now Open Source

I tried on 2019 first, and just got a whole bunch of errors. I can probably try it again, to be fair.I figured out the infragistics thing as well, that is apparently the UI components the tool uses. And of course, they are 2 years out of date, and the versions it uses are not bundled with the repo nor are they downloadable, so I ran into a roadblock there. The guy says he'll focus on this for next release, no idea how often releases happen so I guess fingers crossed.

URL: https://forum.audiogames.net/post/581425/#p581425




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Re: ADRIFT 5.0 Is Now Open Source

2020-10-19 Thread AudioGames . net ForumDevelopers room : Zersiax via Audiogames-reflector


  


Re: ADRIFT 5.0 Is Now Open Source

I've tried, but I can't get the thing to build properly. You need Visual Studio 2013 for it, which has ...accessibility challenges, to put it mildly. It kinda works, kinda ...but I'm getting all kinds of errors. For someone who wants to try, my notes:- You need vs 2013 with update 5 installed. On trying to install this, you might get an error about your computer needing to restart first. This is bullshit, you likely have a registry key lying around that  shouldn't be there. From memory it's called RebootRequired, but if you google the error it's easy enough to find the exact key location.- Next, the AdriftSetup project isn't supported due to a missing project type dependency, which I think is InstallShield LE from my googling, but I haven't verified that. I don't think we need it as I think that is just the installer, but there you have it.- Next when you try to get the Runner to build, you'll run into a Nuget error that says underlying connections are breaking. This has to do with the way TLS was upgraded, and can be resolved by going to tools -> extensions and updates, going to "Visual Studio Gallery" under "Updates", and updating Nuget.- Next, you'll get a whole heap of errors, as well as warnings about a dependency called "Infragistics4.Shared.v20.1" not being found. This is where I gave up, I have no idea where this dependency might be and if we actually need it.- Finally I looked at some of the forms and just could barely even see their contents in VS 2013, so yeah ...good luck for anyone who makes it to this point. The utterly frustrating part is that I am sure a lot of the fixes we need, making the UI buttons and such at least readable, would be a 10-minute task for a sighted coder.There's a github issue where the dev has said he'd work on improving this, and obviously that's a good thing, but it's also several weeks old and I have no idea to what degree this person has time and know-how to do so. I'd do it, but I just can't get the thing operational enough to do so 

URL: https://forum.audiogames.net/post/581334/#p581334




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Re: ADRIFT 5.0 Is Now Open Source

2020-10-18 Thread AudioGames . net ForumDevelopers room : Zersiax via Audiogames-reflector


  


Re: ADRIFT 5.0 Is Now Open Source

Huh ...I might have a look at that.There are a number of Adrift games I would love to be able to play, but because the runner is so inaccessible I can't, and alternatives like Scare either don't work anymore or don't work with things like multimedia features.

URL: https://forum.audiogames.net/post/581230/#p581230




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Re: Question about CEH training program

2020-10-18 Thread AudioGames . net ForumDevelopers room : Zersiax via Audiogames-reflector


  


Re: Question about CEH training program

If you mean certified ethical hacker, it will be ...interesting.The majority of tools will work, in the sense that they are commandline tools, but some major ones will not. Burpsuite, which you will almost certainly encounter, is completely inaccessible, and they don't give a shit about that either. The open-source alternative, Zed Attack Proxy, is a bit better, but I'm not sure if it can actually be used properly at present.Before you even get there though, you'll need an OS, most likely virtualized, that talks to you. Getting that working might take some doing as well, although I can probably toss you a talking Kali VM if you need it.

URL: https://forum.audiogames.net/post/581108/#p581108




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Re: anyone using Node for back end web development?

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


  


Re: anyone using Node for back end web development?

It's really what you intend to do with it that matters here, I think.Node's real thing is the asynchronous, non-blocking model that allows for a huge amount of concurrent connections essentially by default. I'd argue Elixir does this in a far better way, but then, that is also a far more non-standard language As for Ruby vs Python ...if you want to be explicit and have the framework do what you tell it to rather than what it thinks you told it, go Python Django. If you'd like magic based on (sometimes obscure) configuration conventions, go Ruby on Rails.Both can be gotten used to, but I honestly do have to caution that Rails apps, while they are great for rapidfire prototyping, are a major pain to debug at times because of the implicit way it does things for you. If you're not 100% proficient in Rails, super simple debugging can take WAY longer than it needs to.As for the project you mentioned, legal terminology database ...I mean technically all of these could work. Node seems overkill for this, but if you add ExpressJS and MongoDB to it I see no reason why it wouldn't work. I also don't really see any particular advantage of doing this over more established and wider supported paradigms like PHP/Ruby though.

URL: https://forum.audiogames.net/post/579210/#p579210




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Re: IOS Development

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


  


Re: IOS Development

From the quick look I took, you link your phone up to your Expo account, and through that your phone gains access to the generated builds. How it works exactly I don't know, though 

URL: https://forum.audiogames.net/post/579206/#p579206




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Re: IOS Development

2020-10-09 Thread AudioGames . net ForumDevelopers room : Zersiax via Audiogames-reflector


  


Re: IOS Development

 You got that right.Xcode, while vast, is mostly meant for apps in Swift and Objective-C. Unlike Visual Studio IDE on Windows, it never really branched out to cover _javascript_, Python and other languages perhaps except for C++, although I haven't looked at Xcode for quite some time so I don't remember off the top of my head.Vs Code is cross-platform and will work with ReactNative. React-Native, to build on iOS however, still needs a mac and I do believe it talks to the commandline toolchain that xCode also uses under the hood in some fashion, although I do not know the specifics of that exactly. 

URL: https://forum.audiogames.net/post/578932/#p578932




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Re: Accessible coding boot camps for the blind

2020-07-28 Thread AudioGames . net ForumDevelopers room : Zersiax via Audiogames-reflector


  


Re: Accessible coding boot camps for the blind

More and more bootcamps start offering an online option, where you essentially pay slightly less and work through the material of the bootcamp. Please note, slightly less. Think 5k instead of 6k But those offer mentor sessions, access to instructors/other students et cetera.The firehose project comes to mind mostly because almost all of it is text-based. So does Viking School, which is essentially the paid version of the Odin Project.I've found that video-based curricula are quite a bit more difficult. Videos can often be made accessible just fine ...they just usually aren't. And if that's a Udemy course worth 50 bucks I can't really care all that much. If it's thousands of dollars I am supposed to invest ...yeah no thanks.As for hackathons and pair programming ...there are ways of doing it. Usually one of the two will do documentation diving or googling and the other will drive, writing code as the other person calls out useful methods to use and such. Another way is to rubber-duck debug while you're coding, which can work well when the algorithm you're going to use isn't quite set in stone yet. I know, better to iron that out first, but that's not always how things go 

URL: https://forum.audiogames.net/post/556270/#p556270




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Re: Teaching React Native

2020-07-28 Thread AudioGames . net ForumDevelopers room : Zersiax via Audiogames-reflector


  


Re: Teaching React Native

So ...not to be a dick or anything but ...Has any teaching actually been done yet? If so, was it archived?

URL: https://forum.audiogames.net/post/556266/#p556266




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Re: Accessible coding boot camps for the blind

2020-07-25 Thread AudioGames . net ForumDevelopers room : Zersiax via Audiogames-reflector


  


Re: Accessible coding boot camps for the blind

The closest you can probably get is either FreecodeCamp or the Odin Project.That's the only places I can think of off the top of my head.

URL: https://forum.audiogames.net/post/40/#p40




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Re: a great coding resource, free code camp .org

2020-05-06 Thread AudioGames . net ForumDevelopers room : Zersiax via Audiogames-reflector


  


Re: a great coding resource, free code camp .org

Hah,Found that, did you?  I have been involved with making FreeCodeCamp accessible for the last few years. I'm even mentioned in one of the tasks currently, although they do intend to overhaul the curriculum soon to make it more project-based.So, they mostly teach HTML, CSS and _javascript_, with recently Python as well. I wasn't aware they taught PHP but I might just have missed it.Where a lot of websites use CodeMirror or it's derivatives for the interactive code editor, Codecademy comes to mind, FreeCodeCamp now uses the Monaco editor, which is theeditor component of Visual Studio Code. I've been working with that team as well to make the editor accessible and even though it's still a work in progress, it's miles ahead of any other Windows-based editor in my opinion, although using NVDA is highly recommended for now.Also ...I don't mean to bash Codecademy, they are working on making their stuff more accessible and once that happens I would totally recommend them as a resource, as well. I should go see how that is going actually Zersiax

URL: https://forum.audiogames.net/post/526308/#p526308




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Re: Electron app for beginners?

2019-08-17 Thread AudioGames . net ForumDevelopers room : Zersiax via Audiogames-reflector


  


Re: Electron app for beginners?

Yeah ...no ...that is not true.I would hesitate to even compare Xamarin and Electron, their target groups seem to be rather different to me, but hey who am I.Now as for learning Electron apps, you will need familiarity with HTML and _javascript_ to start with. Once you have that, you can gooogle any old electron tutorial and see how to make it?

URL: https://forum.audiogames.net/post/456179/#p456179




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Re: Blind Developers Working Full-Time

2019-07-29 Thread AudioGames . net ForumDevelopers room : Zersiax via Audiogames-reflector


  


Re: Blind Developers Working Full-Time

Are you working for a company?- Yes, currently I am, although I am also considering freelance work at present. Are you doing contract work? Not yet, although I am seriously considering that.What area of development does your work focus on (web development, database management, AI, etc)?I've pretty much always been a back end web developer. PHP, Python, Ruby , c# .NET and _javascript_ are top contenders for the work I tend to do.However, more and more application logic is moving to the front end, where frameworks like VueJS and React are powering a large part of the applications out there. So I am also teaching myself those in my spare time. Do you like where you work? Given I will end my contract with this company in a few days I would say no, not really. I used to, but company management decisions have ruined the company culture for me .Is their in-house software accessible?Most of the companies I have worked for really don't give a shit about accessibility, I am sorry to say. It's not important to them, they nave no budget for it, their demographic doesn't need it, on and on and on. I tend to try to fix things as I go along but it's a one-man effort most of the time.As for tooling, that really depends on the company. What's the culture like? This company I work at right now is very laid back, which is good in some respects and bad in others. In this case, there's a sort of laxity to the whole place where they aren't very pushed to do well because they make money anyway.What do you do on a day-to-day basis? It varies. I build features, fix bugs,  test new functionality, give colleagues code reviews, process their code reviews for me, etc.What made you choose to work for that company? The tech stack they had seemed cool, they seemed pretty professional. The market they were in was new to me and it intrigued me so I figured I'd give it a go. I worked there for a year.What did you major in college?Bachelor of IT

URL: https://forum.audiogames.net/post/451954/#p451954




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Re: Looking forAccessible IDE

2019-02-23 Thread AudioGames . net ForumDevelopers room : Zersiax via Audiogames-reflector


  


Re: Looking forAccessible IDE

I'd say either visual studio 2017 or Visual Studio Code will be more to your liking, also depending on what language you are using. BGT is obviously not supported by either of them, angelScript might be but I honestly haven't llooked.Zersiax

URL: https://forum.audiogames.net/post/414114/#p414114




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Re: Codecademy Accessibility

2018-03-26 Thread AudioGames . net ForumDevelopers room : Zersiax via Audiogames-reflector


  


Re: Codecademy Accessibility

Orin,CodeAcademy is ...usable, but not accessible. The code you see outside the editor, is actually INSIDE the editor but screen readers don't see it. What you do is focus on the editor, copy its content (even though it appears there's nothing there), paste it somewhere like TextEdit or another text editor, make your mods and then copy-paste it back.It is a bit of a drag but can be done.

URL: http://forum.audiogames.net/viewtopic.php?pid=356917#p356917





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Re: Using Python to Populate sqlite3 database with mtgsdk

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


  


Re: Using Python to Populate sqlite3 database with mtgsdk

You have only provided the topmost line of the error which, coincidentally, is a line you always get with a Python error ...so just from this I couldn't tell you  what the problem is Zersiax

URL: http://forum.audiogames.net/viewtopic.php?pid=323560#p323560





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Re: Let's Build an Audiogame Together in Python

2017-03-23 Thread AudioGames . net ForumDevelopers room : Zersiax via Audiogames-reflector


  


Re: Let's Build an Audiogame Together in Python

I would be happy to take a look for you, ping me on twitter (@zersiax).

URL: http://forum.audiogames.net/viewtopic.php?pid=303667#p303667





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Re: Let's Build an Audiogame Together in Python

2017-03-13 Thread AudioGames . net ForumDevelopers room : Zersiax via Audiogames-reflector


  


Re: Let's Build an Audiogame Together in Python

It could just be me but ...How would a completely audio-only tutorial for learning how to program even work?To the people who are asking for this, how would it need to work? I mean ...if I'm learning a programming language I'll often enough have to look up the exact syntax of a certain construct, would I have to rewind and fast-forward through a huge audio file to listen to how someone else typed it? How is that in any way or form practical?Don't get me wrong, for the big picture and for explaining certain things I think audio could be a good medium ...but for the nitty gritty bits I really don't recommend it. If you want an audio tutorial, Set your screenreader to SayAll and have a Nuance voice read you the blog posts, I think that might be a good compromise Zersiax

URL: http://forum.audiogames.net/viewtopic.php?pid=301858#p301858





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Re: Looking for motivated, hard working and ambitious Developers.

2017-03-05 Thread AudioGames . net ForumDevelopers room : Zersiax via Audiogames-reflector


  


Re: Looking for motivated, hard working and ambitious Developers.

Heads up, sent you a PM 

URL: http://forum.audiogames.net/viewtopic.php?pid=300707#p300707





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Re: Looking for motivated, hard working and ambitious Developers.

2017-03-05 Thread AudioGames . net ForumDevelopers room : Zersiax via Audiogames-reflector


  


Re: Looking for motivated, hard working and ambitious Developers.

Hello Harison,This post does clear up a few things. A meeting to discuss what exactly your vision is sounds good. If you use Twitter, you can reach me on there to discuss specifics. I'm also on Github, both under the same name as my forum. Some creative googling and throwing my real name into Skype should get you in private contact with me soon enough  Not going to give more concrete details here to not feed the bots Zersiax

URL: http://forum.audiogames.net/viewtopic.php?pid=300704#p300704





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Re: Looking for motivated, hard working and ambitious Developers.

2017-03-05 Thread AudioGames . net ForumDevelopers room : Zersiax via Audiogames-reflector


  


Re: Looking for motivated, hard working and ambitious Developers.

I'm a developer, just not an audiogame developer. So I probably don't qualify for being on your team, but I am going to have to agree with a number of statements that have already been made in this thread.I like your mentality, I also like what you are trying to achieve. What I don't like is how vague your intended road to get to your goal seems at present.You say you have a lot of ideas, but when asked for them you don't address the question. I guess what you are trying to do is make sure your ideas aren't stolen, but you do have to keep in mind that even within the game development community people have different specialties. Do you want to make a shooter? A strategy game? Perhaps a puzzle game? These all require vastly different ways of thinking about problems. Do you have a preference for what technologies you want to use? What platform you want the program/game to run on? Is there budget for developers to be paid for their effort? What wil
 l happen to the profits of this game, once it is becoming profitable? Are you only aiming to make one game, or several?All I see is someone who, according to himself, can lead a team and wants to improve the image of the blind community, which I like. For the rest, I have no idea what it is you want to do and when taking on a development project, that is NOT a good place to be in. Throw us a bone, will you? Zersiax

URL: http://forum.audiogames.net/viewtopic.php?pid=300698#p300698





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Re: some programming help

2017-02-16 Thread AudioGames . net ForumDevelopers room : Zersiax via Audiogames-reflector


  


Re: some programming help

That program is simply the default editor that comes with a lot of Python distributions, but it is by no means required. If you are just starting out, you could write simple programs in something like notepad and save them with a .py extension instead of .txt . Then, you can run the programs from the commandline. Most tutorials on Python should explain very clearly how to do this.Good luck 

URL: http://forum.audiogames.net/viewtopic.php?pid=297835#p297835





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Re: current landscape of audiogame creation tools

2016-05-02 Thread AudioGames . net ForumDevelopers room : Zersiax via Audiogames-reflector


  


Re: current landscape of audiogame creation tools

Hi,Do you by any chance have any examples? I am learning c# for my internship and would love another use for it  You may PM if you feel more comfortable that way Regards,Zersiax

URL: http://forum.audiogames.net/viewtopic.php?pid=259086#p259086





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Re: current landscape of audiogame creation tools

2016-05-02 Thread AudioGames . net ForumDevelopers room : Zersiax via Audiogames-reflector


  


Re: current landscape of audiogame creation tools

Hi,It's interesting to see nobody brings up .NET for audio game creation. Is this not a suitable combination? I remember Tward, sadly he is no longer with us to confirm, liked using it for his games for a while. What do you guys think, is it feasible?Regards,Zersiax

URL: http://forum.audiogames.net/viewtopic.php?pid=259078#p259078





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Re: some bgt issues

2016-04-28 Thread AudioGames . net ForumDevelopers room : Zersiax via Audiogames-reflector


  


Re: some bgt issues

This is what I keep running into . I try to follow the tutorials in the helpfile but keep running into things that are apparently not best practices at all, where I get confused. For example, position2d takes a source_y argument which in my code is the vertical variable, but I have no idea if I can even do that o if it has to be an array index. The function reference shows this is not necessary but I seem tofind more and more that people do things ocmpletley different from the helpfiles.

URL: http://forum.audiogames.net/viewtopic.php?pid=258484#p258484





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Re: some bgt issues

2016-04-28 Thread AudioGames . net ForumDevelopers room : Zersiax via Audiogames-reflector


  


Re: some bgt issues

Hi,I cleaned up the code some, and added how I think the logic should flow. I am running into a few issues still, though. Namely:- even though position2d is now being used in the act() method, the volume still doesn't handle properly- I am trying to modify an object's variable, but am being told the object is not declared. This is true, the object is declared later. Can BGT only run sequentially?If anyone would be available to debug these issues with me that would be great The code currently looks like this:#include "sound_positioning.bgt"
#include "dynamic_menu.bgt"


// Constants
const int board_size = 21;
const int initial_position = 10;
const int initialScore1 = 0;
const int initialScore2 = 0;

const int initial_spawn_interval = 3500;
const int initial_ball_speed = 20;

// Game state
ball@[] board(board_size);
int player_position;
int score1;
int score2;
int ball_speed;
int spawn_interval;

// Pre-loaded sounds
sound start;
sound hit;
sound miss;
sound end;
sound music;
void init() {
// Set up variables with their initial values
score1 = initialScore1;
player_position = initial_position;
score2 = 0;
ball_speed = initial_ball_speed;
spawn_interval = initial_spawn_interval;

// Preload some sounds
start.stream("start.wav");
end.stream("end.wav");
hit.load("hit.wav");
miss.load("miss.wav");
}

void main() {
init();
start.play();
show_game_window("Windows Attack");

while(start.playing) {

// Make it interruptable like the pros do
if(key_pressed(KEY_RETURN)) {
start.stop(); // This line will go down in history
}
wait(5);
}
start.close();
music.load("marble.ogg");
music.volume=-10;

dynamic_menu menu;
menu.add_item("menu_start_game.wav", "start");
menu.add_item("menu_exit.wav", "exit");
menu.allow_escape = true;
menu.wrap = true;
music.play_looped();
int choice;
do {
choice = menu.run("menustart.wav", false);
if(choice == 1) {
PlayRound();
}
} while(choice!=0 and choice!=2);

}

void PlayRound() {
music.stop();
timer spawner; // This controls the spawning of enemies

// Main loop begins here
while(true) {
// Player death
if(score1 >= 11 or score2 >= 11 or key_pressed(KEY_ESCAPE)) {
for(int i=0; i0) {
player_position--;
}

if(key_pressed(KEY_RIGHT) and player_position < (board_size-1)) {
player_position++;
}

// Allow player to fire
if(key_pressed(KEY_SPACE)) {
if(@board[player_position] !is null) {
hit.stop();
hit.play();
for(int i = 0; i < 100; i+10) {
b.vertical = i; // this isn't currently working
if(vertical > 100) { // if the other side of the table has been reached
int ai = random(1,10);
if(ai <= 5) {
score1++;
board[ball_position] = null;
// play score sound
}
else {
board[ball_position] = null; // maybe play blocked sound. Ball should disappear since a new one will be spawned anyway
}


}
}


}
else {
miss.stop();
miss.play();
}
}

// Spawn enemies at the specified interval
if(spawner.elapsed >= spawn_interval) {
spawner.restart();
// play 'returned'  sound
// Determine its horizontal position
int ball_position;
ball_position = random(0, board_size-1);
if(@board[ball_position] is null) {
ball  b(ball_position);
@board[ball_position] = @b;
}
}

// Allow all enemies to act
for(int i=0; i

Re: some bgt issues

2016-04-28 Thread AudioGames . net ForumDevelopers room : Zersiax via Audiogames-reflector


  


Re: some bgt issues

Hi,I cleaned up the code some, and added how I think the logic should flow. I am running into a few issues still, though. Namely:- even though position2d is now being used in the act() method, the volume still doesn't handle properly- I am trying to modify an object's variable, but am being told the object is not declared. This is true, the object is declared later. Can BGT only run sequentially?If anyone would be available to debug these issues with me that would be great Thanks,

URL: http://forum.audiogames.net/viewtopic.php?pid=258472#p258472





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Re: some bgt issues

2016-04-24 Thread AudioGames . net ForumDevelopers room : Zersiax via Audiogames-reflector


  


Re: some bgt issues

Hi,So ...what's going on is this. My code is below, it is a modified version of the windows_attack script. I am trying to make it into a pong game, but I'm having a few problems, namely:- The ball comes towards the player, but the volume doesn't really increase. Ithink there's something wrong with my volume calculations or I am suing soundPool wrong.- I am trying to , instead of having balls spawn space-invader style, have a hit ball be either hit back or let  through based on a random number. Not sure if I should trick it into just still spawning balls but make it a random event and use a 'hit back'  sound, or actually make the same ball object go up and down. What would be the best strategy here?Here's my code:#include "sound_positioning.bgt"
#include "dynamic_menu.bgt"


// Constants
const int board_size = 21;
const int initial_position = 10;
const int initial_lives = 11;
const int initial_spawn_interval = 3500;
const int initial_enemy_speed = 20;

// Game state
enemy@[] board(board_size);
int player_position;
int player_lives;
int score;
int enemy_speed;
int spawn_interval;

// Pre-loaded sounds
sound start;
sound hit;
sound miss;
sound end;
sound music;
void init() {
// Set up variables with their initial values
player_lives = initial_lives;
player_position = initial_position;
score = 0;
enemy_speed = initial_enemy_speed;
spawn_interval = initial_spawn_interval;

// Preload some sounds
start.stream("start.wav");
end.stream("end.wav");
hit.load("hit.wav");
miss.load("miss.wav");
}

void main() {
init();
start.play();
show_game_window("Windows Attack");

while(start.playing) {
// Make it interruptable like the pros do
if(key_pressed(KEY_RETURN)) {
start.stop(); // This line will go down in history
}
wait(5);
}
start.close();
music.load("marble.ogg");
music.volume=-10;

dynamic_menu menu;
menu.add_item("menu_start_game.wav", "start");
menu.add_item("menu_exit.wav", "exit");
menu.allow_escape = true;
menu.wrap = true;
music.play_looped();
int choice;
do {
choice = menu.run("menustart.wav", false);
if(choice == 1) {
PlayRound();
}
} while(choice!=0 and choice!=2);

}

void PlayRound() {

timer spawner; // This controls the spawning of pingpong balls

// Main loop begins here
while(true) {
// Player death
if(player_lives <= 0 or key_pressed(KEY_ESCAPE)) {
for(int i=0; i0) {
player_position--;
}

if(key_pressed(KEY_RIGHT) and player_position < (board_size-1)) {
player_position++;
}

// Allow player to use bat
if(key_pressed(KEY_SPACE)) {
if(@board[player_position] !is null) {
hit.stop();
hit.play();
score += board[player_position].landed ? 5 : 10;
enemy_speed += 1; // will take this out later, and change the speed in the form of difficulty levels
@board[player_position] = null;
}
else {
miss.stop();
miss.play();
}
}

// Spawn pingpong balls  at the specified interval
if(spawner.elapsed >= spawn_interval) {
spawner.restart();
// Determine its horizontal position
int enemy_position;
enemy_position = random(0, board_size-1);
if(@board[enemy_position] is null) {
enemy e(enemy_position);
@board[enemy_position] = @e;
}
}

// Allow all pingpong balls to move
for(int i=0; i

some bgt issues

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


  


some bgt issues

Hi,I am working on a little game in my free time, mainly to learn about game mechanics and programming for them. I would really be helped by someone I can IM about this and bounce ideas off of now and again when I get stuck. I for example am having some issues with the soundPool class at the moment and I think this is a problem someone who has more experience with it could solve in 10 seconds, allowing me to continue on.Is there anyone who can give me a hand with this on something like Skype or an other IM service from time to time?Thanks,Zersiax

URL: http://forum.audiogames.net/viewtopic.php?pid=257745#p257745





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