Re: Downloading the forum

2021-03-12 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: Downloading the forum

moderation:I recognize that this is legal, so have at it. However, in an effort to minimize undo strain on the server, I'd like to ask that we try and keep full downloads to a minimum. This forum has over 35000 topics, each adding up to about 577000 posts and, by my calculations, at least 4GB of generated HTML, more depending on fetched resources.end moderationThat having been said, I actually wrote an equally sophisticated though messier script for personal use that attempts to gather everything possible into a PunBB-ish database, in the event that an asteroid tanks into our server, as the best I can personally do for an off-sight backup solution.I normally do it with wget's --mirror option and an insane number of exclusions. The benefit being that you get a semi-functional and quicker copy of the forum running offline for searchless consumption anywhere, the problem being that you actually have to find those exclusions, meaning pausing the download whenever it grabs a directory or script you don't want hopefully before hours are spent saving what'll have to be deleted later. Once you've done this though it's smooth sailing. Here, /post/ is a prime example. By default, I believe copies of threads would be made for literally every single post.As an exercise, it could be potentially interesting to run a form of statistical analysis on the generated database and publish the findings, given that AgNet represents a microcosm of the larger blind community.

URL: https://forum.audiogames.net/post/60/#p60




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Re: Downloading the forum

2021-03-12 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: Downloading the forum

moderation:I recognize that this is legal, so have at it. However, in an effort to minimize undo strain on the server, I'd like to ask that we try and keep full downloads to a minimum. This forum has over 35000 topics, each adding up to about 577000 posts and, by my calculations, at least 4GB of generated HTML, more depending on fetched resources.end moderationThat having been said, I actually wrote an equally sophisticated though messier script for personal use that attempts to gather everything possible into a PunBB-ish database, in the event that an asteroid tanks into our server, as the best I can personally do for an off-sight backup solution.I normally do it with wget's --mirror option and an insane number of exclusions. The benefit being that you get a semi-functional and quicker copy of the forum running offline for searchless consumption anywhere, the problem being that you actually have to find those exclusions, meaning pausing the download whenever it grabs a directory or script you don't want hopefully before hours are spent saving what'll have to be deleted later. Once you've done this though it's smooth sailing. On this forum, /post/ is a prime example. By default, I believe copies of threads would be made for literally every single post.

URL: https://forum.audiogames.net/post/60/#p60




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Re: confused about the un4seen BASS licensing.

2021-03-12 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: confused about the un4seen BASS licensing.

It's a slippery slope, as is the case for most things licensing. For instance, the shareware license requires that your products don't exceed a price of 40 euros (50 USD), or 10 euros for non-shareware products. Microtransactions would technically fall under this umbrella, but only up to these amounts, after which your only other option is paying nearly $1000 for their non-commercial one. In either case, actually tracking this would be difficult.I would recommend asking on their forum, as I can see others here (myself included) potentially running into this dilemma down the road. If that doesn't turn up anything useful, the developer, Ian, is friendly and eager to help.

URL: https://forum.audiogames.net/post/622215/#p622215




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Re: Increasing Typing Stability.

2021-03-02 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: Increasing Typing Stability.

Something that wasn't mentioned here, I find that good posture and simple keyboard placement can make a world of difference. If you're slouching you have a better chance of inadvertently pushing one of your hands to the side or whatever. Also try and make a point not to type with your arms straight out, as that inhibits movement.I've gotten used to typing on a keyboard tray, to the point that using an internal on a desk or whatever just feels kind of inefficient and for lack of a better term wrong.I have a couple mechanicals on hand and am interested in testing these theories, does anyone know the most reliable way of blindly measuring speed? I'm looking for a website or program I can run so as to avoid the way I learned, which was to start a stopwatch, write the venerable quick brown fox phrase, wait until the chime and check line count. No wonder I scored above 100 every time without fail.

URL: https://forum.audiogames.net/post/619486/#p619486




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Re: Increasing Typing Stability.

2021-03-02 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: Increasing Typing Stability.

Something that wasn't mentioned here, I find that good posture and simple keyboard placement can make a world of difference. If you're slouching you have a better chance of inadvertently pushing one of your hands to the side or whatever. Also try and make a point not to type with your arms straight out, as that inhibits movement.I've gotten used to typing on a keyboard tray, to the point that using an internal on a desk or whatever just feels kind of inefficient and for lack of a better term wrong.I have a couple mechanicals on hand and am interested in testing these theories, does anyone know the most reliable way of blindly measuring speed? I'm looking for a website or program I can run so as to avoid the way I learned, which was to start a stopwatch, write the venerable quick brown fox phrase, wait until the chime and check your line count. No wonder I scored above 100 every time without fail.

URL: https://forum.audiogames.net/post/619486/#p619486




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

2021-03-02 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


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

Have you read the quickstart?It's not terribly involved but answers your current and probably future questions. Specifically you have a list of common events and parameters.

URL: https://forum.audiogames.net/post/619461/#p619461




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

2021-03-02 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


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

I've ran into this before. It's due to a bug in the underlying SAPI implementation where voice parameters aren't re-initialized when the voice changes, only audio device.The solution I found was to reassign tts.AudioOutput to itself in your on_change_voice function:tts.AudioOutput = tts.AudioOutputHTH

URL: https://forum.audiogames.net/post/619445/#p619445




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

2021-03-02 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


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

I've ran into this before. It's due to a bug in the underlying SAPI implementation where audio parameters aren't re-initialized when the voice changes, only audio device.The solution I found was to reassign tts.AudioOutput to itself in your on_change_voice function:tts.AudioOutput = tts.AudioOutputHTH

URL: https://forum.audiogames.net/post/619445/#p619445




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Re: Developing on Windows VS. Mac

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


  


Re: Developing on Windows VS. Mac

To further add to the point Camlorn is trying to make here, someone had to sit down and write a custom console-based screen reader because Apple didn't get around to fixing some quirks in VO's terminal support after a couple major versions.Compare that with NVDA which recently got entirely rewritten console support, though the old one worked fine, and there's of course the insurance that if if something bugs you enough you can dive in and fix the screen reader itself. Everything I've done on iOS was written on windows for this reason.

URL: https://forum.audiogames.net/post/605628/#p605628




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Re: searching for developers

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


  


Re: searching for developers

As a couple may remember, I worked on a project of this nature some years ago. If I don't say so myself, it was one of if not the most feature-rich FPS the community had to offer, and was actually the only of it's kind for a while.It was built upon the knowledge and interests of a couple fifteen year-olds, BGT (with enough enigmatic hacks and workarounds to fill a textbook) and sleepless nights. Still, it was good for it's time and with later refinement could competently support the load of our playerbase and then some.That having been said... It took a while and our inexperience really showed, so far as 90% of our design was brainstormed on the spur of the moment and further implemented because hey it could be cool. Still, what we lacked in experience I feel like we made up for in time to spare and interest/capacity to figure things out. What you want is not out of the realm of possibility, as long as you're able to find someone who can check at least a couple of those boxes. At minimum, you need the time and interest to kick back at the end of the day and still have energy to make it happen.If I recall correctly, Aprone's dayjob actually has nothing to do with software dev... maybe that's a plus. Right now I juggle some rather intense classes, then come home to code and/or run WCAG evaluations for work. Even on the Weekend, my capacity for personal projects isn't what it once was.While I'd be able to help here and there, it wouldn't be to the extent of laying the groundwork for something at this stage, and I'd imagine that's where most others who believe they could make something of your idea lie.At any rate, seeing as graphics weren't mentioned in *any* of your posts, the target audience is blind players and you aren't likely to find very many devs here who can help.You won't need to focus yourself with interpolation algorithms or the like. IMO those resources are better spent on paying heed to where every bit of memory is being used (only half joking), efficiently keeping client and server state in sync (which will probably be your biggest bottleneck) and achieving a good balance between that which is handled by the client vs server. UDP+compression is also a necessity in a fast-paced environment. In more cases than not you'll find that reliability is a hinderance, though you can roll your own on top of UDP (many libraries like ENet handle this automatically).I could go into more detail about what we eventually found to work and the mistakes we made, but as far as performance goes I've heard that the industry standard here is on or around 20 MS. Realistically speaking we just aren't close to hitting that in any audiogame I have ever heard of.A lot of what I've seen here is overcomplicating the problem and overestimating size-and-scope / 2. Swamp and other audiogames kind of throw most everything that's physics and not basic movement to the wind and still boasts a dedicated playerbase that couldn't really care less. It's always been hobbyist in nature.My point is simply that in many cases, once you're forced to build more than a few things that by their nature have to scale, you can begin to develop this voice in the back of your head that screams no whenever you don't develop something that scales absolutely. It's actually a pretty tough balance to get right.

URL: https://forum.audiogames.net/post/605627/#p605627




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Re: searching for developers

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


  


Re: searching for developers

As a couple may remember, I worked on a project of this nature some years ago. If I don't say so myself, it was one of if not the (arguably) most feature-rich FPSs the community had to offer, and was actually the only of it's kind for a while.It was built upon the knowledge and interests of a couple fifteen year-olds, BGT (with enough enigmatic hacks and workarounds to fill a textbook) and sleepless nights. Still, it was good for it's time and with later refinement could competently support the load of our playerbase and then some.That having been said... It took a while and our inexperience really showed, so far as 90% of our design was brainstormed on the spur of the moment and further implemented because hey it could be cool. Still, we had the time to spare and the interest/capacity to figure things out. What you want is not out of the realm of possibility, as long as you're able to find someone with the expertise, time and interest that can kick back at the end of the day and still have energy to make it happen.If I recall correctly, Aprone's dayjob actually has nothing to do with software dev... maybe that's a plus. Right now I juggle some rather intense classes, then come home to code and/or run WCAG evaluations for work. Even on the Weekend, my capacity for personal projects isn't what it once was.While I'd be able to help here and there, it wouldn't be to the extent of laying the groundwork for something at this stage, and I'd imagine that's where most others who believe they could make something of your idea lie.At any rate, seeing as graphics weren't mentioned in *any* of your posts, the target audience is blind players and you aren't likely to find very many devs here who can help.You won't need to focus yourself with interpolation algorithms or the like. IMO those resources are better spent on paying heed to where every bit of memory is being used (only half joking), efficiently keeping client and server state in sync (which will probably be your biggest bottleneck) and achieving a good balance between that which is handled by the client vs server. UDP+compression is also a necessity in a fast-paced environment. In more cases than not you'll find that reliability is a hinderance, though you can roll your own on top of UDP (many libraries like ENet handle this automatically).I could go into more detail about what we eventually found to work and the mistakes we made, but as far as performance goes I've heard that the industry standard here is on or around 20 MS. Realistically speaking we just aren't close to hitting that in any audiogame I have ever heard of.A lot of what I've seen here is overcomplicating the problem and overestimating size-and-scope / 2. Swamp and other audiogames kind of throw most everything that's physics and not basic movement to the wind and still boasts a dedicated playerbase that couldn't really care less. It's always been hobbyist.My point is simply that in many cases, once you're forced to build more than a few things that by their nature have to scale, you can begin to develop this voice in the back of your head that screams no whenever you don't develop something that scales absolutely. It's actually a pretty tough balance to get right.

URL: https://forum.audiogames.net/post/605627/#p605627




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Re: python users please save me

2020-11-04 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: python users please save me

Are you sure it's not the run dialog or something else that's blocked? Try making a file called cmd.bat with the following:@echo off
%systemroot%\system32\cmd.exeOtherwise it may be worth asking for an accommodation, as without a command prompt you aren't going to get far unfortunately.

URL: https://forum.audiogames.net/post/586501/#p586501




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Re: python users please save me

2020-11-02 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: python users please save me

moderation:Nothing to see here, just moving the topic to a place that would better befit the subject.

URL: https://forum.audiogames.net/post/585777/#p585777




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Re: VoiceOver error using accessible_output2

2020-11-02 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: VoiceOver error using accessible_output2

Try temporarily switching your event responses to something else, even if that's just calling afplay on a simple sound. Make sure VO is disabled while testing.Apple is a shitshow for reasons that have been stated in other topics many times before, but to add another to the pile there's an issue with QuickNav and keyboard events. I recommend actively discouraging the use of Voiceover. Any support you have for it shouldn't function as more than a fallback method. I've gone so far as to get in the habit of warning users when I notice it running. Just more trouble than it's worth at this point, and so long as your UI doesn't suck and you add rate/pitch control, I doubt users will complain too much.

URL: https://forum.audiogames.net/post/585745/#p585745




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Re: VoiceOver error using accessible_output2

2020-11-02 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: VoiceOver error using accessible_output2

I've been trying to get people (accessiware and others) to use the official repositories that have been around for over a year now, with full commit history intact. It's right here.Feel free and open an issue with your findings. I can't promise a hotfix right at this second - school and work aren't giving me the time I'd like, but maybe someone else can.The solution to #7 should be pretty simple though. Try changing*.startswith("true")and*.startswith("false")to*.startswith(b"true")and*.startswith(b"false")

URL: https://forum.audiogames.net/post/585723/#p585723




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Re: How do you build Your web sites/projects?

2020-10-30 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: How do you build Your web sites/projects?

Not really. How do you build your websites and how do you build your projects (assuming web projects) are two different questions. The latter is python+flask or JS with React/Angular. The former is less complicated.Seconding Nikola. It's the way to go if you want a simple website (optionally with a blog) to customize and push to the world without a lot of extra thought. Right in between coding single pages of HTML by hand and spending more time than necessary preoccupied with visual aspects. Most users don't actually end up customizing their themes. If it's good enough for them, it'll be good enough for you.Try checking out a list of Nikola sites found in the wild and the handbook to see what can be done.

URL: https://forum.audiogames.net/post/584737/#p584737




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Re: Software Engineer Interviewing

2020-10-30 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: Software Engineer Interviewing

If you're looking for a place to start and the interest is there, having code in NVDA couldn't hurt even if confined to small add-ons and issues. If only by a single PR, "contributor to Non-visual Desktop Access, a popular screen reader for the visually impaired" has a nice ring to it. Especially if the topic surfaces during the interview.

URL: https://forum.audiogames.net/post/584744/#p584744




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Re: Software Engineer Interviewing

2020-10-30 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: Software Engineer Interviewing

If you're looking at a place to start and the interest is there, having code in NVDA couldn't hurt even if confined to small add-ons and issues. If only through a single PR, "contributor to Non-visual Desktop Access, a popular screen reader for the visually impaired" has a nice ring to it. Especially if the topic surfaces during the interview.

URL: https://forum.audiogames.net/post/584744/#p584744




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Re: Software Engineer Interviewing

2020-10-30 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: Software Engineer Interviewing

If you're looking at a place to start and the interest is there, having code in NVDA couldn't hurt even if confined to small add-ons and issues. Even through a single PR, "contributor to Non-visual Desktop Access, a popular screen reader for the visually impaired" has a nice ring to it. Especially if the topic surfaces during the interview.

URL: https://forum.audiogames.net/post/584744/#p584744




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Re: Software Engineer Interviewing

2020-10-30 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: Software Engineer Interviewing

If you're looking at a place to start and the interest is there, having code in NVDA couldn't hurt even if confined to small add-ons and issues. Even through a single PR, "contributor to non-visual Desktop Access, a popular screen reader for the visually impaired" has a nice ring to it. Especially if the topic surfaces during the interview.

URL: https://forum.audiogames.net/post/584744/#p584744




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Re: How do you build Your web sites/projects?

2020-10-30 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: How do you build Your web sites/projects?

Not really. How do you build your websites and how do you build your projects (assuming web projects) are two different questions. The latter is python+flask or JS with React and Angular. The former is less complicated.Seconding Nikola. It's the way to go if you want a simple website (optionally with a blog) to customize and push to the world without a lot of extra thought. Right in between coding single pages of HTML by hand and spending more time than necessary preoccupied with visual aspects. Most users don't actually end up customizing their themes. If it's good enough for them, it'll be good enough for you.Try checking out a list of Nikola sites found in the wild and the handbook to see what can be done.

URL: https://forum.audiogames.net/post/584737/#p584737




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Re: How do you build Your web sites/projects?

2020-10-30 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: How do you build Your web sites/projects?

Not really. How do you build your websites and how do you build your projects (assuming web projects) are two different questions. The latter is python+flask or JS with React and Angular. The former is less complicated.Seconding Nikola. It's the way to go if you want a simple website (optionally with a blog) to customize and push to the world without a lot of extra thought. Right in between coding a single page of HTML by hand and spending more time than necessary preoccupied with visual aspects. Most users don't actually end up customizing their themes. If it's good enough for them, it'll be good enough for you.Try checking out a list of Nikola sites found in the wild and the handbook to see what can be done.

URL: https://forum.audiogames.net/post/584737/#p584737




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Re: problem with carters spotify bot

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


  


Re: problem with carters spotify bot

Publicly released? Not to my knowledge. privately? Far more than I had expected when I first sat down to write the thing. I only know about those I've personally encountered in the wild or been asked to help fix. Aside from the server checker, most everything in examples right now is supposed to be demo material.At the end of the summer I had a basic prototype Youtube (and more) streamer through youtube-dl, but there were some unforeseen difficulties I would still have to work around assuming continued interest. Realistically I would probably combine Youtube and Spotify into a multimedia bot. Someone was apparently writing a command parser that would make merging these/others a breeze, and organization a hell of a lot better. No idea where it went though.I'm of course always open to ideas.

URL: https://forum.audiogames.net/post/581595/#p581595




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Re: problem with carters spotify bot

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


  


Re: problem with carters spotify bot

Publicly released? Not to my knowledge. privately? Far more than I had expected when I first sat down to write the thing. I only know about those I've personally encountered in the wild or been asked to help fix. Aside from the server checker, most everything in examples right now is supposed to be demo material.At the end of the summer I had a basic prototype Youtube (and a bunch of sites) streamer through youtube-dl, but there were some unforeseen difficulties I would still have to work around assuming continued interest. Realistically I would probably combine Youtube and Spotify into a multimedia bot. Someone was apparently writing a command parser that would make merging these/others a breeze, and organization a hell of a lot better. No idea where it went though.I'm of course always open to ideas.

URL: https://forum.audiogames.net/post/581595/#p581595




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Re: problem with carters spotify bot

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


  


Re: problem with carters spotify bot

here you are.For the curious, I wrote a library that aims to aid in building third-party TeamTalk bots. There are a couple others available that may be of interest. If not, I've attempted to make it intelligible to even new-ish programmers.

URL: https://forum.audiogames.net/post/581575/#p581575




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Re: Twython/tweepy assistance

2020-10-16 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: Twython/tweepy assistance

Neither library is to blame here, as they are nothing more than higher-level API wrappers. I'm guessing the culprit is the app you generated from within the twitter developer dashboard. Make sure all fields are filled.

URL: https://forum.audiogames.net/post/580673/#p580673




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Re: Question Regarding Linux

2020-10-16 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: Question Regarding Linux

the short answer? really depends on the type of IT course and distro they're recommending you use (if any). I highly recommend figuring this out as your first step, then we can talk about the state of accessibility and whether you need to complain.Most introductory Linux classes target an audience more comfortable with a UI, and try applying this knowledge to ease your transition. You could get by on just SSH, but may be missing out on an entire layer of the OS and consequent pile of work/exercises.In most instances this doesn't really matter, my servers run Linux and I can't ever remember a time I was forced to play games with a desktop.If a UI is required, grab VMware Workstation Player and your chosen distro (both free). Create a new machine, select your ISO image, boot in and activate a screen reader to complete the setup process. Instructions on doing this are distro dependent.If not, look into Vagrant. Give it ten minutes, disable GUI and you'll have spun up a box that can easily be destroyed if you mess up.Suggestions? Ubuntu with the Mate desktop would be my preference.Don't bother with Vinux, or anything else targeted at blind users. They are often alarmingly out-of-date and not really all that useful when many others come with a screen reader and accessible environment out of the box anyway. We'd probably be in a better place right now if those talented enough to make significant enhancements spent their time committing them back instead of trying to create something new, inevitably falling behind and eventually just throwing in the towel.

URL: https://forum.audiogames.net/post/580663/#p580663




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Re: Question Regarding Linux

2020-10-16 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: Question Regarding Linux

the short answer? really depends on the type of IT course and distro they're recommending you use (if any). I highly recommend figuring this out as your first step, then we can talk about the state of accessibility and whether you need to complain.Most introductory Linux classes target an audience more comfortable with a UI, and try applying this knowledge to ease your transition. You could get by on just SSH, but you'd be missing out on an entire layer of the OS.In most instances this doesn't really matter, my servers run Linux and I can't ever remember a time I was forced to play games with a desktop.If a UI is required, grab VMware Workstation Player and your chosen distro (both free). Create a new machine, select your ISO image, boot in and activate a screen reader to complete the setup process. Instructions on doing this are distro dependent.If not, look into Vagrant. Give it ten minutes, disable GUI and you'll have spun up a box that can easily be destroyed if you mess up.Suggestions? Ubuntu with the Mate desktop would be my preference.Don't bother with Vinux, or anything else targeted at blind users. They are often alarmingly out-of-date and not really all that useful when many others come with a screen reader and accessible environment out of the box anyway. We'd probably be in a better place right now if those talented enough to make significant enhancements spent their time committing them back instead of trying to create something new, inevitably falling behind and eventually just throwing in the towel.

URL: https://forum.audiogames.net/post/580663/#p580663




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Re: Question Regarding Linux

2020-10-16 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: Question Regarding Linux

the short answer? really depends on the type of IT course and distro they're recommending you use (if any). I highly recommend figuring this out as your first step, then we can talk about the state of accessibility and whether you need to complain.Most introductory Linux classes target an audience more comfortable with a UI, and try applying this knowledge to ease your transition. You could get by on just SSH, but you'd be missing out on an entire layer of the OS.In most instances this doesn't really matter, my servers run Linux and I can't ever remember a time I was forced to play games with a desktop.If a UI is required, grab VMware Workstation Player and your chosen distro (both free). Create a new machine, select your ISO image, boot in and activate a screen reader to complete the setup process. Instructions on doing this are distro dependent.If you don't need the UI, look into Vagrant. Give it ten minutes, disable GUI and you'll have spun up a box that can easily be destroyed if you mess up.Suggestions? Ubuntu with the Mate desktop would be my preference.Don't bother with Vinux, or anything else targeted at blind users. They are often alarmingly out-of-date and not really all that useful when many others come with a screen reader and accessible environment out of the box anyway.

URL: https://forum.audiogames.net/post/580663/#p580663




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Re: Earwax

2020-10-07 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: Earwax

Not necessarily. BGT was limiting by it's very nature because you learn a scripting language and maybe make a couple games, fine. The second you move onto anything really big, though, you begin to surpass the limits of the engine itself. So it's now a matter of hack together some DLLs and patches following a set of constraints, or move on, discarding/porting everything you wrote, obviously a considerable effort that often Ceases to be worth the return on investment.In the case of Earwax you're playing with a single open source module backed by a feature-packed language that can easily be extended or discarded with minimal effort.

URL: https://forum.audiogames.net/post/578162/#p578162




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Re: Earwax

2020-10-07 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: Earwax

Not necessarily. BGT was limiting by it's very nature because you learn a scripting language and maybe make a couple games, fine. The second you move onto anything really big, though, you begin to surpass the limits of the engine itself. So it's now a matter of hack together some DLLs and patches following a set of constraints, or move on, discarding/porting everything you wrote.In the case of Earwax you're playing with a single open source module backed by a feature-packed language that can easily be extended or discarded with minimal effort. that's it.

URL: https://forum.audiogames.net/post/578162/#p578162




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Re: Lucia - OpenSource AudioGame engine written in Python

2020-10-07 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: Lucia - OpenSource AudioGame engine written in Python

From where I'm standing, there is most certainly room for two even in a community of this size without overlap.Each project has it's own reason to exist, and we should have the ability to choose what we would like to use based on what it is we're wanting to make.Lucia was made to provide a simpler transition away from BGT, necessary for many just starting out with the language and wishing to spin something up quickly or possibly port old code. We've seen an influx of new Python devs for this reason. There have even been a couple successful game releases because of it. I estimate Earwax will usher in more of the same.Earwax is, as Chris said, far more Pythonic. I wouldn't necessarily recommend it for absolute beginners, especially those in the process of transitioning. Decorators and OOP aren't the easiest concepts to explain from day one. Lucia has multiple maintainers right now and is basically stable if you are willing and able to work around some existing issues. Earwax doesn't at the moment. Lucia works, but given the chance (v2.0) there is a whole hell of a lot that could be overhauled to make it more user friendly NTM efficient. Reinventing the wheel isn't always bad. Lucia itself did this to AGK which, though managed badly and a complete shitshow, was the first popular one of it's kind to receive traction barring private/closed source/highly limited alternatives. both will die eventually, replaced by superior choices. I've written more engines than I'd like to admit over the years, most being little more than glued together helpers and abstracted tedium. I'll definitely be making others as I continue learning and standards evolve. At the moment I have more hypothetical ideas than time and it's been too long since life has let me sit down and hack on a game, but hopefully when things settle down I'll be able to actively contribute to hobby projects again.All that being said, I actually like having both. They provides for a competitive environment. they allow us to consider alternative ways of implementing things. They are two separate outlets for creativity that appeal to developers accustomed to alternative design patterns.It has been my hope for years that we as a community embrace open source, great seeing that finally beginning to take shape.

URL: https://forum.audiogames.net/post/578135/#p578135




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Re: Earwax

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


  


Re: Earwax

for them to apply, in most cases, you have to make an attempt. By attempt I mean spending 10+ versions and a couple years blissfully and purposefully ignoring deprecation warnings.

URL: https://forum.audiogames.net/post/577964/#p577964




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Re: Earwax

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


  


Re: Earwax

No reason not to update. 3.8 was a moderately large release and includes a handful of new features and enhancements (you can read about them here) and is backward compatible. We're actually up to 3.9 right now though I'd hold off since it literally came out yesterday and most of the modules you probably rely on haven't been built yet.

URL: https://forum.audiogames.net/post/577929/#p577929




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Re: Earwax

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


  


Re: Earwax

No reason not to update. 3.8 was a moderately large release and includes a handful of new features and enhancements (you can read about them here) and is backward compatible. We're actually up to 3.9 right now though I'd hold off since it literally came out yesterday and most of the modules you probably rely on haven't been built yet.

URL: https://forum.audiogames.net/post/577929/#p577929




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Re: failing to create an instance of a class when compiled

2020-09-25 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: failing to create an instance of a class when compiled

Oh yeah, updated and according to tests it works now.No idea whether we were simply doing something wrong or there was an issue in older versions, it's been a hot minute since I tried.

URL: https://forum.audiogames.net/post/573992/#p573992




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Re: Python. Should I learn?

2020-09-24 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: Python. Should I learn?

@manamon_playerYou requested games that were made in Python and are usable. Everything I listed is usable in the sense that they run and provide a gameplay experience. DMNB failed not due to the language but the developer who seemingly decided it was no longer worth their while. Not too sure what else in that list doesn't work, but I can be sure it wasn't Python.Most have open sounds but again, not the fault of the language and thus irrelevant here. You can't blame the interpreter for the fact that the developer, for one reason or another, didn't package their assets into a single file which could be broken anyway. At the risk of sounding arrogant I can crack open basically any BGT game you throw my way using trivial debugging techniques and ASM knowledge obtained from reading a book for 45 minutes.BGT has seemingly locked some, you included, into a mindset of something broke so it must be chalked down to the language. For most applications this isn't the case, especially when an overwhelming number of folks have had boundless success.

URL: https://forum.audiogames.net/post/573905/#p573905




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Re: failing to create an instance of a class when compiled

2020-09-24 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: failing to create an instance of a class when compiled

can you define failing? does it simply stop responding? Have you modified Lucia's textinput class at all? Maybe some more code if you have it? Anything helps, sort of grasping at straws here.2 has a point.There are a couple caveats that I've yet to understand and at this point simply accept. cython seems to hate super for some reason, but given that your class doesn't inherit from anything I hardly think this could be the culprit.

URL: https://forum.audiogames.net/post/573786/#p573786




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Re: Python. Should I learn?

2020-09-24 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: Python. Should I learn?

Undead Assault, TGTR 2.0, oh shit, the as yet unreleased Scramble, a version of DMNB that kinda failed, the RSGames client, dragon village, a shit ton of muds, certainly others I'm forgetting. I made numerous while I was learning the language that I never intend on releasing because they'd be nothing short of an embarrassment and probably encourage terrible conventions for all who read the code. they worked though, and with a bit of polishing could have worked well.Point is it can be done, and is not a bad idea. My personal recommendation for a first language.

URL: https://forum.audiogames.net/post/573784/#p573784




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Re: how to publish an audio game to audiogames.net?

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


  


Re: how to publish an audio game to audiogames.net?

Most DB entries originate from topics in the new releases room. Some have also taken to site and forum feedback to suggest additions. I would like to one-day see a system where anyone could create or make edits to entries, subject to a moderator approval process but alas... Not happening with our current level of access.

URL: https://forum.audiogames.net/post/569289/#p569289




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Re: running youtube-dl in the background without a window

2020-09-06 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: running youtube-dl in the background without a window

youtube-dl contains a section on imbedding in a program. They could have definitely done a better job as far as modularity, but I hardly think that was a priority.

URL: https://forum.audiogames.net/post/567694/#p567694




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Re: PyTeamTalk

2020-09-02 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: PyTeamTalk

I don't know why you have check as a parameter. Right now it doesn't do anything useful.As a general rule of thumb, reserve arguments for data that is apt to change.No need for:g = server.get_user(u["userid"])You can eliminate a step by just calling:server.user_message(u["userid"], nickname + " writes to  you:\n" + content[1:])Note that I also changed "content[1]" to "content[1:]". Without this, if there was an "@" in your message for some reason, it along with everything else would be dropped. Look into Python slices to understand why.

URL: https://forum.audiogames.net/post/566495/#p566495




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PyTeamTalk

2020-08-28 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


PyTeamTalk

Hey folks,For those who haven't entirely moved away from TeamTalk, lately I've been having some fun interfacing with the undocumented text (TCP) API.More specifically, making bots, tools for administrators, automated scripts... Whatever comes to mind. The result is an easy-to-use event driven Python wrapper.If you're new to the language, this could be a good way to get your hands dirty. If you have half an hour and an idea or two, creating something is easy.The repository contains a couple examples one can use to get on their feet. There is also a fully functional Spotify controller on my github. I have a basic prototype for a Youtube (among a bunch of other sites) controller, still working out a couple kinks with youtube-dl and streaming however.I've seen a surprising number of others on here making stuff too.Check it out here. If you have questions don't hesitate to ask or submit an issue.Have fun!

URL: https://forum.audiogames.net/post/565318/#p565318




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Re: please help me with my bgt code.

2020-08-28 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: please help me with my bgt code.

Try moving your home/end checks out of the for loop, on the same level as:if(key_pressed(KEY_ESCAPE))There is indeed a more efficient way that doesn't insist on repeating the same line a bunch of times for each keypress.Each of the KEY_* constants are integers. If memory serves:int KEY_1 = 2
int KEY_2 = 3;
// ...
int KEY_5 = 6;


int KEY_Q = 16;
int KEY_W = 17;
// ...
int KEY_T = 20;Meaning you could theoretically get a list of currently pressed keys with keys_pressed and check if between 2 and 6 (for the number row) or 16 and 20 (for letters).If the former, use b[key-2]. If the former, l[key-16].

URL: https://forum.audiogames.net/post/565334/#p565334




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Re: Strange issue with Python

2020-08-28 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: Strange issue with Python

Without access to your code I can't know for sure, but by the error message it looks like damage has somehow been made a string.This same error occurs when you do something like the following:>>> health = 500
>>> damage = "lots and lots"
>>> health -= damage
Traceback (most recent call last):
  File "", line 1, in 
TypeError: unsupported operand type(s) for -=: 'int' and 'str'
>>>Try printing it out. If you get a number, convert to an int by callingdamage = int(damage)

URL: https://forum.audiogames.net/post/565322/#p565322




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Re: Strange issue with Python

2020-08-28 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: Strange issue with Python

Without access to your code I can't know for sure, but by the error message it looks like damage has somehow been made a string.This same error occurs when you do something like the following:>>> health = 500
>>> damage = "lots and lots"
>>> health -= damageTry printing it out. If you get a number, convert to an int by callingdamage = int(damage)

URL: https://forum.audiogames.net/post/565322/#p565322




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PyTeamTalk

2020-08-28 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


PyTeamTalk

Hey folks,For those who haven't entirely moved away from TeamTalk, lately I've been having some fun interfacing with the undocumented text (TCP) API.More specifically, making bots, tools for administrators, automated scripts... Whatever comes to mind. The result is an easy-to-use event driven Python wrapper.If you're new to the language, this could be a good way to get your hands dirty. If you have half an hour and an idea or two, creating something is easy.The repository contains a couple examples one can use to get on their feet. There is also a fully functional Spotify controller on my github. I have a basic prototype for a Youtube (among a bunch of other sites) controller, still working out a couple kinks with youtube-dl and streaming however.I've seen a surprising number of others making stuff too.Check it out here. If you have questions don't hesitate to ask or submit an issue.Have fun!

URL: https://forum.audiogames.net/post/565318/#p565318




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PyTeamTalk

2020-08-28 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


PyTeamTalk

Hey folks,For those who haven't entirely moved away from TeamTalk, lately I've been having some fun interfacing with the undocumented text (TCP) API.More specifically, making bots, tools for administrators, automated scripts... Whatever comes to mind. The result is an easy-to-use event driven Python wrapper.If you're new to the language, this could be a good way to get your hands dirty. If you have half an hour and an idea or two, creating something is easy.The repository contains a couple examples one can use to get on their feet. There is also a fully functional Spotify Controller on my github. I have a basic prototype for a Youtube (among a bunch of other sites) controller, still working out a couple kinks with youtube-dl and streaming however.I've seen a surprising number of others making stuff too.Check it out here. If you have questions don't hesitate to ask them hear or submit an issue.Have fun!

URL: https://forum.audiogames.net/post/565318/#p565318




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PyTeamTalk

2020-08-28 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


PyTeamTalk

Hey folks,For those who haven't entirely moved away from TeamTalk, lately I've been having some fun interfacing with the undocumented text (TCP) API.More specifically, making bots, tools for administrators, automated scripts... Whatever comes to mind. The result is an easy-to-use event driven Python wrapper.If you're new to the language, this could be a good way to get your hands dirty. If you have half an hour and an idea or two, creating something is easy.The repository contains a couple examples one can use to get on their feet, in addition to a fully functional Spotify Controller on my github. I have a basic prototype for a Youtube (among a bunch of other sites) controller, still working out a couple kinks with youtube-dl and streaming however.I've seen a surprising number of others making stuff too.Check it out here. If you have questions don't hesitate to ask them hear or submit an issue.Have fun!

URL: https://forum.audiogames.net/post/565318/#p565318




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Re: threads in python

2020-08-28 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: threads in python

As far as I can tell this isn't so much an issue with the library as it is an issue with your code and knowledge of the way threading works.In the slim chance that someone is searching around and has the same question, I explained more in the issue he created.

URL: https://forum.audiogames.net/post/565311/#p565311




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Re: threads in python

2020-08-28 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: threads in python

This isn't an issue with threads

URL: https://forum.audiogames.net/post/565309/#p565309




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Re: Programming language groups for the blind community

2020-08-04 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: Programming language groups for the blind community

Program-L is where a good number of software devs seem to hang out. Discussions range from IDEs to basic accessibility to screen reader comparisons to the occasional unrelated help my code isn't working (don't do this).I'd also add the blind-sysadmins list.On Sunday they announced they were moving somewhere else, probably to a larger platform like google groups, though you should still be able to subscribe. Not necessarily code I know, but discussions there have the tendency to overlap.

URL: https://forum.audiogames.net/post/558374/#p558374




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Re: accessible_output2 to a audio file in python

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


  


Re: accessible_output2 to a audio file in python

The following is the most minimalistic example of what I think you want and probably what BGT does. In production it would be smart to output to a SpMemoryStream, get the data with GetData() and trim the silence.I didn't even bother importing accessible_output2 since it really wasn't necessary. If you would like to maintain currently set attributes of a sapi5 instance (rate/pitch/voice), however, set sapi to the object attribute.sapi = win32com.client.Dispatch("sapi.SpVoice")becomesfrom accessible_output2.outputs.sapi5 import SAPI5
s = SAPI5()
# set stuff
sapi = s.objectimport win32com.client


sapi = win32com.client.Dispatch("sapi.SpVoice")
stream = win32com.client.Dispatch("sapi.SpFileStream")
# SSFMCreateForWrite = 3
stream.Open("test.wav", 3, False)
sapi.AudioOutputStream = stream
sapi.Speak("test")
stream.Close()

URL: https://forum.audiogames.net/post/549742/#p549742




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Re: accessible_output2 to a audio file in python

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


  


Re: accessible_output2 to a audio file in python

The following is the most minimalistic example of what I think you want and probably what BGT does. In production you may want to output to a SpMemoryStream, get the data with GetData() and trim the silence.I didn't even bother importing accessible_output2 since it really wasn't necessary. If you would like to maintain currently set attributes of a sapi5 instance (rate/pitch/voice), however, set sapi to the object attribute.sapi = win32com.client.Dispatch("sapi.SpVoice")becomesfrom accessible_output2.outputs.sapi5 import SAPI5
s = SAPI5()
# set stuff
sapi = s.objectThe original is as follows:import win32com.client


sapi = win32com.client.Dispatch("sapi.SpVoice")
stream = win32com.client.Dispatch("sapi.SpFileStream")
# SSFMCreateForWrite = 3
stream.Open("test.wav", 3, False)
sapi.AudioOutputStream = stream
sapi.Speak("test")
stream.Close()

URL: https://forum.audiogames.net/post/549742/#p549742




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Re: accessible_output2 to a audio file in python

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


  


Re: accessible_output2 to a audio file in python

The following is the most minimalistic example of what I think you want and probably what BGT does. In production you may want to output to a SpMemoryStream, get the data with GetData() and trim the silence.I didn't even bother importing accessible_output2 since it really wasn't necessary. If you would like to maintain currently set attributes of a sapi5 instance (rate/pitch/voice), however, set sapi to the object attribute.sapi = win32com.client.Dispatch("sapi.SpVoice")becomesfrom accessible_output2.outputs.sapi5 import SAPI5
s = SAPI5()
# set stuff
sapi = s.objectimport win32com.client


sapi = win32com.client.Dispatch("sapi.SpVoice")
stream = win32com.client.Dispatch("sapi.SpFileStream")
# SSFMCreateForWrite = 3
stream.Open("test.wav", 3, False)
sapi.AudioOutputStream = stream
sapi.Speak("test")
stream.Close()

URL: https://forum.audiogames.net/post/549742/#p549742




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Re: Python library for Windows media player

2020-06-28 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: Python library for Windows media player

If there were an update, I'm sure there would have been a post from someone with a module you could try.There wasn't a new post thus there wasn't an update. It's respectful to wait a while before reviving topics, especially those with googlable solutions. People can easily see this one, it hasn't left the first page.That aside, I'm struggling to conjure up any compelling reasons for windows media player in 2020, much less through code. What specifically are you trying to accomplish?

URL: https://forum.audiogames.net/post/546723/#p546723




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Re: Python library for Windows media player

2020-06-28 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: Python library for Windows media player

If there were an update, I'm sure there would have been a post from someone with a module you could try.There wasn't a new post thus there wasn't an update. It's far more respectful to wait a while for reviving topics. People can easily see this one, it hasn't left the first page.That aside, I'm struggling to conjure up any compelling reasons for windows media player in 2020, much less through code. What specifically are you trying to accomplish?

URL: https://forum.audiogames.net/post/546723/#p546723




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Re: Python library for Windows media player

2020-06-28 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: Python library for Windows media player

If there were an update, I'm sure there would have been a post from someone with a module you could try. There wasn't a new post thus there wasn't an update.Your welcome.That aside, I'm struggling to conjure up any compelling reasons for windows media player in 2020, much less through code. What specifically are you trying to accomplish?

URL: https://forum.audiogames.net/post/546723/#p546723




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Re: Python library for Windows media player

2020-06-28 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: Python library for Windows media player

If there were an update, I'm sure there would have been a post from someone with a module you could try.That aside, I'm struggling to conjure up any compelling reasons for windows media player in 2020, much less through code. What specifically are you trying to accomplish?

URL: https://forum.audiogames.net/post/546723/#p546723




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Re: seeking in sound-lib

2020-06-28 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: seeking in sound-lib

You want the position property on your sound_lib channel, self.handle.pos = self.handle.position# and to set laterself.handle.position = posNote that pos will be a number in bytes. This makes sense, since the duration as represented by time can change easily for a host of reasons.In many instances though, it can be helpful to see the actual time. self.handle.bytes_to_seconds and self.handle.seconds_to_bytes does exactly what it sounds like.HTH

URL: https://forum.audiogames.net/post/546634/#p546634




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Re: Crazy party sound sourcing

2020-05-19 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: Crazy party sound sourcing

joining this one later than I'd like. As an occasional CP dev, I don't honestly feel as if my report would be welcome or really justified, plus it'd raise quite a few strange looks and questions along the way. That having been said I would back the effort, assuming of course the explanation was fairly written and drafted to the community beforehand.nidza07 and others who echo the sentiment, I know there are quite a few. As far as I see it, you have a couple options.1. Report the game. You're 100% sure? Great. Why not use the certainty to prove a point.In truth, anyone using unauthorized material runs that risk from the get go. Probably not something they think about every day, but a byproduct nonetheless. I've seen devs reported for less.In my admittedly uneducated evaluation, I find it hard to imagine them going after us in full force. They have bigger fish to fry than a game with a constant playerbase of around a hundred players. It simply isn't practical when larger projects  have gotten off scot-free. Not to say they wouldn't care, I think they care, just not enough to pursue it in all likelyhood. Again, my uneducated opinion. Assuming I'm dead wrong, we'd have to remove it from the forum and development may halt for a bit, until new assets are created as was the original intention of this thread. The game would continue to be played though and that won't ever change.2. Contact the site owners. At the end of the day, they are the ones paying for the domain, thus the ones who have ultimate authority here. If you have an issue with a rule admins have put in place, do the logical thing. Take your concern to someone higher up on the chain. I can't honestly say one way or another whether you can count on receiving a response, those guys are quite busy, but at least you can say you tried.3. Create a new forum where this sort of thing is tolerated. Find capable admins and some how move the user base from one to the other. I won't hold my breath as none have managed to last any more than a couple months, including Liam's which some swore would be around for years to come.

URL: https://forum.audiogames.net/post/531417/#p531417




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Re: Crazy party sound sourcing

2020-05-19 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: Crazy party sound sourcing

joining this one later than I'd like. As an occasional CP dev, I don't honestly feel as if my report would be welcome or really justified, plus it'd raise quite a few strange looks and questions along the way. That having been said I would back the effort, assuming of course the explanation was fairly written and drafted to the community beforehand.nidza07 and others who echo the sentiment, I know there are quite a few. As far as I see it, you have a couple options.1. Report the game. You're 100% sure? Great. Why not use the certainty to prove a point.In truth, anyone using unauthorized material runs that risk from the get go. Probably not something they think about every day, but a byproduct nonetheless. I've seen devs reported for less.In my admittedly uneducated evaluation, I find it hard to imagine them going after us in full force. They have bigger fish to fry than a game with a constant playerbase of around a hundred players. It simply isn't practical when larger games/devs  have gotten off scot-free. Assuming I'm dead wrong, we'd have to remove it from the forum and development may halt for a bit, until new assets are created as was the original intention of this thread. The game would continue to be played though and that won't ever change.2. Contact the site owners. At the end of the day, they are the ones paying for the domain, thus the ones who have ultimate authority here. If you have an issue with a rule admins have put in place, do the logical thing. Take your concern to someone higher up on the chain. I can't honestly say one way or another whether you can count on receiving a response, those guys are quite busy, but at least you can say you tried.3. Create a new forum where this sort of thing is tolerated. Find capable admins and some how move the user base from one to the other. I won't hold my breath as none have managed to last any more than a couple months, including Liam's which some swore would be around for years to come.

URL: https://forum.audiogames.net/post/531417/#p531417




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Re: Orca Remote: an Orca plugin that makes it work with NVDA Remote

2020-05-13 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: Orca Remote: an Orca plugin that makes it work with NVDA Remote

Nice job on this, and good luck.I spent a couple days last summer hacking on something similar. With a bit of help from the remote devs, I managed to get basic layout dependent, one-way speech independent control working between mac OS and windows.I ultimately through it to the side, though, when I experienced first hand the difficulty of dealing with low-level event APIs (thanks apple) and making a mapping that wouldn't break with different locales.Plus they continue to lock mac OS down more and more with every release so I feel fairly confident in not banking on the functionality of these APIs for more than the next year or two anyway.

URL: https://forum.audiogames.net/post/528894/#p528894




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Re: Orca Remote: an Orca plugin that makes it work with NVDA Remote

2020-05-13 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: Orca Remote: an Orca plugin that makes it work with NVDA Remote

Nice job on this, and good luck.I spent a couple days last summer hacking on something similar. With a bit of help from the remote devs, I managed to get basic layout dependent, one-way speech independent control working between Mac OS and windows.I ultimately through it to the side, though, when I experienced first hand the difficulty of dealing with low-level event APIs (thanks apple) and making a mapping that wouldn't break with different locales.Plus they continue to lock mac OS down more and more with every release so I feel fairly confident in not banking on the functionality of these APIs for more than the next year or two anyway.

URL: https://forum.audiogames.net/post/528894/#p528894




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Re: i need help wyth bgt run time errors

2020-04-20 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: i need help wyth bgt run time errors

You can do it, though the one solution I know of is far from seamless.If your server isn't equipped with a display (most linux VPSs aren't) you'll need to emulate one.XVFB does just that, providing a virtual frame buffer. Install it with your friendly package manager.Next, you'll need a program that silently does the following in the background (autoit is a good language to get this done quickly, don't use BGT unless your idea of a fun afternoon is wrapping a bunch of winapi functions):Wait until a window pops up with the title "BGT Runtime Error" (winwait)activate/focus the windowGet the window's text (winGetText)Click yes to push the full stack trace to your clipboardGet the PID of the window (WinGetProcess)Kill the processDo whatever you need to so the error gets logged. Run a program, write to file, etc etcAfter searching around for a little bit, I found an opensource demo that does just about everything you could want. I don't personally fancy the heavy use of text files but hey, it works according to my tests.https://github.com/ultrasound1372/bgt-runtime-meterHTH

URL: https://forum.audiogames.net/post/521157/#p521157




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Re: Regular Expression: Match X, Not Y

2020-04-02 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: Regular _expression_: Match X, Not Y

While I didn't move this topic, I can see the distinction and probably would have myself.general game discussionforum wrote:Discuss everything about gaming here: talk about games, post your hi-scores and challenge others for multiplayer games!The topic here doesn't center around a single game as much as a concept that could transfer to multiple, if not games, projects in general.Most casual gamers will have little if any need for regexp's, and the crowd that frequents the developers room would be far more likely to give you an answer.At any rate, it's only a couple keystrokes. As was proven by my response, an admin who moved this in the first place and another user that seemed to feel the same, there are multiple sides here and maybe, just maybe, we aren't questioning your judgment but providing our own? People fuck up, is there any indication that this isn't what happened especially since the majority seem to feel so?When an admin makes a decision, and I'm not saying we're always right (site and forum feedback stands as testament to the fact that we aren't) it isn't done blindly at the beckoning of a report.Instead of flat out assuming we're all less aware of the function of each roomxvordan wrote:I promise you that I know the difference between game development and game discussion, and had I warranted this discussion appropriate for the developer's area, I'd have put it there.A simpleoptimal response wrote:Any reason this was moved? I feel like the topic at hand most closely aligns with discussions that frequently take place in x room for x reasons. Strange that others seem to feel differentlyWould have sufficed and probably been met with a better overall reaction.

URL: https://forum.audiogames.net/post/515400/#p515400




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Re: SPecial request, Wx tut

2020-04-02 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: SPecial request, Wx tut

Speaking from the vantage point of someone with zero usable vision, I heavily rely on sizers. Not as useful if you're, say, trying to place a button in the middle of the screen as was the case in post 4, but they work well for maintaining a fairly basic vertical or horizontal layout.Aside from that, most elements in WX are accessible, still more can be hacked to work (webview). It's all a matter of what you want to create. I heavily suggest reading over the docs for the portions you think you might need, then actually take the time to sit down and write something. No idea about your experience level, but if you happen to be a newcomer to the world of python and/or programming in general, I'd set WX aside for a little bit. Especially if this is an intro to modules or OOP for fear of getting confused.Thanks to magurp244, as usual, for your explanations. Thumbs up for having far more dedication than I.

URL: https://forum.audiogames.net/post/515365/#p515365




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Re: accessible_output2 Error on Mac (Python3.7.6)

2020-04-02 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: accessible_output2 Error on Mac (Python3.7.6)

Can you elaborate a little? To my understanding, the NVDA controller client is licensed under the LGPL. Since I presume no modification of the controller itself is being done, we aren't dealing with a derivative work thus inclusion in other projects (those with more permissive licensing) are permitted. No idea about dolapi and system access, in fact I'd hazard the guess that it would take a while for anyone to notice if support for the former was dropped anyway.Taking advantage of live regions would be cool as we'd remove a significant amount of the API interfacing problem altogether, but this would come at the cost of removing flexibility obtainable only directly through said API's.I'd need to play around with atspi a little bit but believe with some certainty we could speak through orca without much difficulty, the linux equivalent of your live regions idea maybe. AO2 currently only supports speech dispatcher which is always a last resort.

URL: https://forum.audiogames.net/post/515352/#p515352




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Re: accessible_output2 Error on Mac (Python3.7.6)

2020-04-02 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: accessible_output2 Error on Mac (Python3.7.6)

As one of the current accessible_output2 as well as other project maintainers I'd like to quickly respond to #8.Up to this point I've received zero notification of this alleged issue and to my knowledge, the same rings true with Q. We can't exactly fix what we don't know is broken... Assuming there is actually some sort of API change and OP needs to do more than allow applescript VO control.Just one of the beauties of opensource software is that anyone has the ability to contribute, regardless of the form. Many opensource project maintainers do so in their spare time, often alongside demanding jobs. It just so happens that most of these jobs are in the field.The last thing anyone says after a long day of hammering out code in anticipation of strict deadlines is... "Hey I know, let's scour insert codebase here for bugs that may or may not exist because what better to do on a Friday night?" It's simply impractical from a logical standpoint. If you want to blame someone, blame yourself for your mentality, which is a big part of the reason many a talented dev simply can't see it in their mind to bother. If you want to blame someone, blame yourself for failing to get involved. There is absolutely zero obligation for any of us to do what we do.That having been said, OP please report back with your findings. If it turns out to be an issue on our side, I wouldn't mind looking into this further and writing a patch (if necessary).@6Pretty sure Philip had already written a pretty full-featured C speech lib he was wanting to release under a relatively liberal license, one of these days. This was also holding me back from starting another of my own devise. Don't quote me on anything though.

URL: https://forum.audiogames.net/post/515240/#p515240




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Re: accessible_output2 Error on Mac (Python3.7.6)

2020-04-02 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: accessible_output2 Error on Mac (Python3.7.6)

As one of the current accessible_output2 as well as other project maintainers I'd like to quickly respond to #8.Up to this point I've received zero notification of this alleged issue and to my knowledge, the same rings true with Q. We can't exactly fix what we don't know is broken... Assuming there is actually some sort of API change and OP needs to do more than allow applescript VO control.Just one of the beauties of opensource software is that anyone has the ability to contribute, regardless of the form. Many opensource project maintainers do so in their spare time, often alongside demanding jobs. It just so happens that most of these jobs are in the field.The last thing anyone says after a long day of hammering out code in anticipation of strict deadlines is... "Hey I know, let's scour insert codebase here for bugs that may or may not exist because what better to do on a Friday night?" It's simply impractical from a logical standpoint. If you want to blame someone, blame yourself for your mentality, which is a big part of the reason many a talented dev simply can't see it in their mind to bother. If you want to blame someone, blame yourself for failing to get involved. There is absolutely zero obligation for any of us to do what we do.That having been said, OP please report back with your findings. If it turns out to be an issue on our side, I wouldn't mind looking into this further and writing a patch (if necessary).@6Pretty sure Philip had already written a pretty full-featured C speech lib he was wanting to release under a liberal license, one of these days. This was also holding me back from starting another of my own devise. Don't quote me on anything though.

URL: https://forum.audiogames.net/post/515240/#p515240




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Re: accessible_output2 Error on Mac (Python3.7.6)

2020-04-02 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: accessible_output2 Error on Mac (Python3.7.6)

As one of the current accessible_output2 as well as other project maintainers I'd like to quickly respond to #8.Up to this point I've received zero notification of this alleged issue and to my knowledge, the same rings true with Q. We can't exactly fix what we don't know is broken... Assuming there is actually some sort of API change and OP needs to do more than allow applescript VO control.Just one of the beauties of opensource software is that anyone has the ability to contribute, regardless of the form. Many opensource project maintainers do so in their spare time, often alongside demanding jobs. It just so happens that most of these jobs are in the field.The last thing anyone says after a long day of hammering out code in anticipation of strict deadlines is... "Hey I know, let's scour insert codebase here for bugs that may or may not exist because what better to do on a Friday night?" It's simply impractical from a logical standpoint.That having been said, OP please report back with your findings. If it turns out to be an issue on our side, I wouldn't mind looking into this further and writing a patch (if necessary).@6Pretty sure Philip had already written a pretty full-featured C speech lib he was wanting to release under a liberal license, one of these days. This was also holding me back from starting another of my own devise. Don't quote me on anything though.

URL: https://forum.audiogames.net/post/515240/#p515240




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Re: BGT multi player game Update sounds download problem.

2020-03-26 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: BGT multi player game Update sounds download problem.

moderation:First and foremost, would people please stop bumping topics left and right? I'm of a mind to make a rule against it at this point. We see your reports and will get to them as soon as we can. Bordorline pointless thread necromancy, guys. Don't do it.tdani, consider this an official warning. You've asked about games using unauthorized sourcecode, or that this forum has blanket banned, on multiple occasions. I suggest you take this time to learn which those are (Ultrapower, Beyond the bullet, The Killer and any other project utilizing stolen code) and refrain from asking about them here. It will not be tolerated again. If you have any questions, feel free to reach out.

URL: https://forum.audiogames.net/post/512396/#p512396




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Re: the slowness of bgt

2020-03-02 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: the slowness of bgt

@28I was actually the one that made the CP server CLI, and for that matter gave BGT the ability to read from and write to stdout/stderr. Boredom called, and we were considering the many different ways one might run a BGT server under both windows and wine with minimal blood loss. My first idea was to use a virtual frame buffer to swallow runtimes, but that wouldn't be as seamless as I would like. Thus other solutions were explored.Anyway, it comes down to some winapi console functions, look for WriteConsoleA and ReadConsoleA. If I remember correctly, you'll then need to compile your program and switch the value located in the optional header's subsystem field from windows GUI to windows character. Write it out and you should be presented with a console.@29Most definitely in the case of modern languages, though in my post I was referring to BGT. In other languages I'd let a thread pool do the work for me.

URL: https://forum.audiogames.net/post/505784/#p505784




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Re: the slowness of bgt

2020-03-02 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: the slowness of bgt

@28I was actually the one that made the CP server CLI, and for that matter gave BGT the ability to read from and write to stdout/stderr. Bordom called, and we were considering the many different ways one might run a BGT server under both windows and wine with minimal blood loss. My first idea was to use a virtual frame buffer to swallow runtimes, but that wouldn't be as seamless as I would like. Thus other solutions were explored.Anyway, it comes down to some winapi console functions, look for WriteConsoleA and ReadConsoleA. If I remember correctly, you'll then need to compile your program and switch the value located in the optional header's subsystem field from windows GUI to windows character. Write it out and you should be presented with a console.@29Most definitely in the case of modern languages, though in my post I was referring to BGT. In other languages I'd let a thread pool do the work for me.

URL: https://forum.audiogames.net/post/505784/#p505784




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Re: the slowness of bgt

2020-03-02 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: the slowness of bgt

Why not just own it?Yes, I used to develop games that ran in the console. At least I took the time to create and present something to the public, quite a big hurtle for some.No shame in making text-based projects as long as they're balanced. Gameplay is gameplay, regardless of whether it happens to require textual input, the arrow keys, a gyroscope or your dog. I had a lot of fun with titles such as run for president and destination mars, timeless classics that have subpar work in the sound department.Plus, everyone starts somewhere. It doesn't really matter, as long as you're learning and enjoying yourself in the process. Anyone who acts as if their introduction to programming was picking up a compiler one sunny day and hopping into the magnificent world of game development is clearly suffering from a loose screw or two. For the record Ivan was not doing this.I'd call that far preferable to the "well you have no right to talk because you aren't any better", tu quoque response that usually signals the abrupt halt or outright death of productive conversation.Back to the original topic. I'm in full agreement with Camlorn's main point, performance in this context doesn't really matter unless it's something your users begin to notice.I used the following script to time and load a 4.2KB step.oggvoid main() {
int time;
sound step;
timer t;
step.load("step.ogg");
time = t.elapsed;
alert("time", "The sound took "+time+" MS to load");
}Replacing "step.ogg" with differently sized and encoded files resulted in what I would come to expect... Ultimately nothing noticeable. Crazy party, for example, has somewhere nearing 1600 OGG encoded files. At that point you have a two/three second delay when opening the program. If this is a serious issue for you, it shouldn't be, but write a preload system that starts with the assets you need. Make a logo that can be skipped only when said assets can be used. If you think a second or two is bad, try loading up MK, or most any popular game on steam for that matter.

URL: https://forum.audiogames.net/post/505736/#p505736




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Re: the slowness of bgt

2020-03-02 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: the slowness of bgt

Why not just own it?Yes, I used to develop games that ran in the console. At least I took the time to create and present something to the public, quite a big hurtle for some.No shame in making text-based projects as long as they're balanced. Gameplay is gameplay, regardless of whether it happens to require textual input, the arrow keys, a gyroscope or your dog. I had a lot of fun with titles such as run for president and destination mars, timeless classics that have subpar work in the sound department.Plus, everyone starts somewhere. It doesn't really matter, as long as you're learning and enjoying yourself in the process. Anyone who acts as if their introduction to programming was picking up a compiler one sunny day and hopping into the magnificent world of game development is clearly suffering from a loose screw or two. For the record Ivan was not doing this.I'd call that far preferable to the "well you have no right to talk because you aren't any better", tu quoque response that usually signals the abrupt halt or outright death of productive conversation.Back to the original topic. I'm in full agreement with Camlorn's main point, performance in this context doesn't really matter unless it's something your users begin to notice.I used the following script to time and load a 4.2KB step.oggvoid main() {
int time;
sound step;
timer t;
step.load("step.ogg");
time = t.elapsed;
alert("time", "The sound took "+time+" MS to load");
}Replacing "step.ogg" with differently sized and encoded files resulted in what I would come to expect... Ultimately nothing noticeable. Crazy party, for example, has somewhere nearing 1600 ogg encoded files. At that point you have a two/three second delay when opening the program. If this is a serious issue for you, it shouldn't be, but write a preload system that starts with the assets you need. Make a logo that can be skipped only when said assets have loaded. If you think a second or two is bad, try most any popular game on steam.

URL: https://forum.audiogames.net/post/505736/#p505736




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Re: Hello! Can you recommend a BGT decompiler?

2020-02-15 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: Hello! Can you recommend a BGT decompiler?

About a year ago, I reverse engineered the pack_file algorithm and wrote up an explanation as well as fully-functional python version. You can find that here.If OP (or anyone else) is dead set on getting *their* code back, I may be able to help in extracting information and/or re-creating the project. Contact me privately and we can discuss rates.Note, if you send me something to which you have no rights with the expectation of source code, don't expect anything other than a loss in respect.Can we also put an end to the baseless presumptions? You know who you are. They do little to further the conversation and in fact cast more doubt on OP, where there is already enough given the subject matter.Nefilimul is a new member here. Nowhere in their post history do I detect anything near the magnitude some of you are proposing. There is a stark difference between what some are saying and"No decompilers are available at this time. Just a heads up, but using one with malicious intent... Kinda dickish"Innocent before proven guilty and all that. The shear act of requesting tools or information in and of itself is far from disreputable.

URL: https://forum.audiogames.net/post/501566/#p501566




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Re: Hello! Can you recommend a BGT decompiler?

2020-02-15 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: Hello! Can you recommend a BGT decompiler?

About a year ago, I reverse engineered the pack_file algorithm and wrote up an explanation as well as fully-functional python version. You can find that here.If OP (or anyone else) is dead set on getting *their* code back, I may be able to help in extracting information and/or re-creating the project. Contact me privately and we can discuss rates.Note, if you send me something to which you have no rights with the expectation of source code, don't expect anything other than a loss in respect.Can we also put an end to the baseless presumptions? You know who you are. They do little to further the conversation and in fact cast more doubt on OP, where there is already enough given the subject matter.Nefilimul is a new member here. Nowhere in their post history do I detect near the magnitude some of you are proposing. There's a difference between what some are saying and"No decompilers are available at this time. Just a heads up, but using one with malicious intent... Kinda dickish"Innocent before proven guilty and all that. The shear act of requesting tools or information in and of itself is far from disreputable.

URL: https://forum.audiogames.net/post/501566/#p501566




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Re: Are there any audio guides on programming?

2020-01-01 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: Are there any audio guides on programming?

moderation:Moving this into the dev room, as it pertains more to programming/game creation than game discussion.end moderationI won't stop you from trying, but I don't think I've ever heard of anyone having success learning to code through audio. This works much better with sighted folks, see platforms like Udemy, but only because you're getting actual videos and can easily refer back to what's been typed before.The BGT audio tutorial is available on the wayback machine if you want that for some reason.Out of curiosity, has anyone reading this significantly benefited from auditory programming tutorials? If so... How?

URL: https://forum.audiogames.net/post/490039/#p490039




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Re: Lucia - OpenSource AudioGame engine written in Python

2019-11-26 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: Lucia - OpenSource AudioGame engine written in Python

@zywekI'm guessing #144 was some sort of hypocritical humor? Let's go with that, you seem to be a pretty smart individual all things considered.If not, you are certainly entitled to your unfounded and clearly uneducated opinion. Fortunately for you, the definition of freedom doesn't contain any hidden clause prohibiting foolish incompetents.If not, I'll weigh in with personal suggestions:1. Check your facts.2. Get off this forum and find one that discusses those "games for not visually impered idiots". Judging by these posts I find it hard to imagine you lasting for any significant amount of time.3. Grab a spell checker, it's impaired. I don't like to think I ordinarily reduce myself to such a level as to use spelling mistakes as a means of justification, but you can't exactly fight baseless stupidity with logic either.4. Quit playing TDVUntil I have reason to suggest otherwise, terrible play on words gone south here.

URL: https://forum.audiogames.net/post/480275/#p480275




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Re: lists of classes in python

2019-11-20 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: lists of classes in python

Lucas is right. Declaring variables above the constructor assigns those variables to the class itself without regard to instanciation. This isn't the easiest concept to explain, so it may take reading through a couple times or doing research to see how others put it into words.class enemy:
var1 = "var1"
var2 = "var2"

def __init__(self):
self.name = "Bob"Name is only bound to instances, which is what we want here. You can access enemy.var1 and enemy.var2, changing them at will. You can't, however, access enemy.name yet because the constructor hasn't yet been called. Changing eneny.var1 or enemy.var2 modifies them globally.>>> bob1 = enemy()
>>> bob2 = enemy()
#We're creating a new object here
>>> bob1.var1 = "something I'm changing"
>>> bob2.var1
'test'
>>> bob1.var1
'something I'm changing'
>>> enemy.var1 = "changed"
>>> bob2.var1
'changed'self represents the instance itself. This could mean bob1, bob2, or any other enemy. thus the moment you set self.var1 (same as bob*.var1) you're creating another object specific to your class.In practice, there's no reason to create class level variables that change across instances unless you're trying to increase LOC, in which case there are better ways.To put it in different terms. Everything in python is represented as an object internally. When I say everything I mean... Literally everything.def func(): pass>>> func.var1 = "hey there"
>>> func.var1
'hey there'Assigning variables by class-level and instance-level is doing pretty much the same.Hope this sort of explains things. If not, try the one here.

URL: https://forum.audiogames.net/post/478474/#p478474




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Re: Need help finding sounds for a game in the designing stage

2019-11-17 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: Need help finding sounds for a game in the designing stage

moderation:I've gone ahead and moved this to the dev room, you may have better luck finding help there.Good luck!

URL: https://forum.audiogames.net/post/477547/#p477547




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Re: Back for the candy

2019-11-02 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: Back for the candy

moderation:room description wrote:Share code, talk to other developers, try early alphas and projects not ready for new releases.As a result I've moved this to the developers room just since, by your own admission, we're playing an alpha build.Feel free to put the more up-to-date and improved version here as well once you believe the project is out of alpha stages... Or just report the topic - we can handle moving it.End moderationThis is areally cool, keep it up!

URL: https://forum.audiogames.net/post/472209/#p472209




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Re: Python troubles

2019-10-28 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: Python troubles

Most people don't actually press space four times following each and every statement.Instead, almost all decent editors have a toggle to insert tabs as spaces as well as configurable tab width.You can theoretically use any number of spaces/tabs, but convention is follows (in order from most to least popularity):four spacessingle tab (\t)two spacesone space

URL: https://forum.audiogames.net/post/470996/#p470996




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Re: Jaws keyhook

2019-10-24 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: Jaws keyhook

I personally don't like the idea of creating game-specific scripts. That can get messy especially if you're utilizing a framework and/or have multiple projects.Users have to copy the file, kinda messy. If you disable JFW's hook through jfwapi and your application crashes it can lead to annoyance especially for novice players.I'm not a jaws user so mileage may very, but my solution would be a low-level keyboard hook using the windows API. You'll have to call into user32 through ctypes, but from there it should be a matter of SetWindowsHookEx with a KeyboardProc. Return 0, passing all events back to the system.This is what BGT did under the hood and it seemed to work pretty well. If your application exits prematurely it shouldn't matter either.

URL: https://forum.audiogames.net/post/470437/#p470437




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Re: Some BGT internals questions

2019-10-21 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: Some BGT internals questions

void main()
{
alert("test", string_len(string_encrypt("a", "abc")));
}This produces a block size of 128 bits... Am I missing something?Thanks for the reverse engineering challenge, might be interesting to see what I may be able to pull off at some later point.

URL: https://forum.audiogames.net/post/469966/#p469966




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Re: Example.bgt?

2019-10-21 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: Example.bgt?

Moderation:Lawrence_McSu, consider this a warning. The rules are being updated as we speak to reflect the change, which has been agreed upon by myself as well as another member of the team.As you know good and well, Jaidon was banned. by posting a message from him in verbatim, you are essentially acting as a proxy through which he is able to speak.Discussing the opinions or actions of banned members isn't punishable by itself of course, but allowing his voice to be heard in the future is akin to assisting him skirt the ban.Content of post removed.edit: Our inboxes are open. If Jaidon, or any banned member, wishes to speak with us he/she is more than welcome to. to do.

URL: https://forum.audiogames.net/post/469865/#p469865




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Re: Example.bgt?

2019-10-21 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: Example.bgt?

Moderation:Lawrence_McSu, consider this a warning. The rules are being updated as we speak to reflect the change, which has been agreed upon by myself as well as another member of the team.As you know good and well, Jaidon was banned. by posting a message from him in verbatim, you are essentially acting as a proxy through which he is able to speak.Discussing the opinions or actions of banned members isn't punishable by itself of course, but allowing his voice to be heard in the future is akin to assisting him skirt the ban.Content of post removed.

URL: https://forum.audiogames.net/post/469865/#p469865




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Re: Example.bgt?

2019-10-21 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: Example.bgt?

Moderation:Lawrence_McSu, consider this a warning. The rules are being updated as we speak to reflect the change, which has been agreed upon by myself as well as another member of the team.As you know good and well, Jaidon was banned. by posting a message from him in verbatim, you are essentially acting as a proxy through which he is able to speak.Discussing the opinions or actions of banned members isn't punishable by itself of course, but allowing his voice to be heard in the future is akin to helping him indirectly skirt his ban.Content of post removed.

URL: https://forum.audiogames.net/post/469865/#p469865




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Re: Lucia - OpenSource AudioGame engine written in Python

2019-10-19 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: Lucia - OpenSource AudioGame engine written in Python

Spaces are also more difficult when attempting to gauge indent levels. Ever find yourself stuck 5 levels down?5 levels down * 4 spaces per level is 20 spaces to navigate/align if indentation errors crop up. You really want to deal with that and a screen reader, left/right arrows... Talk about messy.The ability to customize tab width has an additional advantage for those with visual impairments. You can read more fromthis reddit postIn addition, the majority of the team seemed to prefer tabs if prior projects are any indication. When someone is able to produce more than a stubborn and highly opinionated reason why spaces would better suit the preferences of those actively contributing to the project, we'll by all means take it into consideration.In the off-chance that a sighted developer decides to pick up and contribute to an audiogame engine specifically created to ease the process of (audiogame) creation, a sighted developer who finds changing tab width to be a daunting prospect (many mainstream projects use tabs anyway so I find this rather unlikely) he/she can convert them with a simple find/replace operation and do the reverse for commits.The entire tabs/spaces debate is fucking stupid anyway. It's this way right now because it works well for us.Lmao Ironcross look what you've started

URL: https://forum.audiogames.net/post/469583/#p469583




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Re: Lucia - OpenSource AudioGame engine written in Python

2019-10-19 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: Lucia - OpenSource AudioGame engine written in Python

Spaces are also more difficult when attempting to gauge indent levels. Ever find yourself stuck 5 levels down?5 levels down * 4 spaces per level is 20 spaces to navigate/align if indentation errors crop up. You really want to deal with that and a screen reader, left/right arrows... Talk about messy.The ability to customize tab width has an additional advantage for those with visual impairments. You can read more fromthis reddit postIn addition, the majority of the team seemed to prefer tabs if prior projects are any indication. If someone is able to come up with more than a stubborn and highly opinionated reason why spaces would better suit the preferences of those actively contributing to the project, we'll by all means take it into consideration.In the off-chance that a sighted developer decides to pick up and contribute to an audiogame engine specifically created to ease the process of (audiogame) creation, a sighted developer who finds changing tab width to be a daunting prospect (many mainstream projects use tabs anyway so I find this rather unlikely) he/she can convert them with a simple find/replace operation and do the reverse for commits.The entire tabs/spaces debate is fucking stupid anyway. It's this way right now because it works well for us.Lmao Ironcross look what you've started

URL: https://forum.audiogames.net/post/469583/#p469583




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Re: Lucia - OpenSource AudioGame engine written in Python

2019-10-19 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: Lucia - OpenSource AudioGame engine written in Python

Spaces are also more difficult when attempting to gauge indent levels. Ever find yourself stuck 5 levels down?5 levels down * 4 spaces per level is 20 spaces to navigate/align if indentation errors crop up. You really want to deal with that and a screen reader (left/right arrows) ... Talk about messy.The ability to customize tab width has an additional advantage for those with visual impairments. You can read more fromthis reddit postIn addition, the majority of the team seemed to prefer tabs if prior projects are any indication. If someone is able to come up with more than a stubborn and highly opinionated reason why spaces would better suit the preferences of those actively contributing to the project, we'll by all means take it into consideration.In the off-chance that a sighted developer decides to pick up and contribute to an audiogame engine specifically created to ease the process of (audiogame) creation, a sighted developer who finds changing tab width to be a daunting prospect (many mainstream projects use tabs anyway so I find this rather unlikely) he/she can convert them with a simple find/replace operation and do the reverse for commits.The entire tabs/spaces debate is fucking stupid anyway. It's this way right now because it works well for us.Lmao Ironcross look what you've started

URL: https://forum.audiogames.net/post/469583/#p469583




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Re: please send me bgt.exe

2019-10-19 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: please send me bgt.exe

This isn't thread hijacking...Plus the rules say warnings/cautions are only given in cases when it's pretty obvious the poster knew what he was doing and deliberately continues.Don't get me wrong, his post was incredibly standoffish not to mention useless, but it doesn't deviate from the topic at hand.

URL: https://forum.audiogames.net/post/469503/#p469503




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Re: pyenet?

2019-09-30 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: pyenet?

The socket module, python's low-level interface to the BSD sockets API, can be far from simple to use and understand. Games require much more than connecting to a server, receiving a quick status of fixed length and promptly closing.Also it's twisted, not twist. Twist as you call it is comparatively easy to understand, even if I personally prefer other solutions for games. Lack of experience is one thing, misinformation is another. Simple google search either way.I get you're trying to help man, that's great and appreciated I'm sure. But in this case your lack of experience is doing more harm than good. What you're doing here is analogous to telling a beginner runner to start out with a marathon, without ever running yourself. It simply doesn't make much sense.Anyway, Enet aims to provide a high-level layor over UDP communication, reducing the need to play around with lower-level conversation in addition to adding reliability.You're gonna have to dig a bit deeper here, since pyenet is nothing more than a wrapper. Providing documentation for wrappers is unconventional since most people don't feel like re-inventing the wheel.The docs are found at:http://enet.bespin.org/You obviously won't be getting syntactical equivalents, but these should be enough to give an idea of the API. Just forget about pointers and similar C constructs not present in python.

URL: https://forum.audiogames.net/post/465441/#p465441




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notebooks?

2019-09-23 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


notebooks?

Hey folks,I've recently been looking at more comprehensive note taking tools, by more comprehensive I mean not my friendly local text editor with git on top. The industry standard seems to be JupyterNotebook, but the accessibility there isn't so hot despite a couple seemingly halfheartedly implemented aria tags. Some accessibility]work has been done as far as organization, however it's essentially gone nowhere passed that point.I've tried and heard of a couple others, nothing.I don't mind using notepad if nothing else is available, just wanted to know if anyone has successfully used anything else.Thanks

URL: https://forum.audiogames.net/post/463812/#p463812




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notebooks?

2019-09-23 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


notebooks?

Hey folks,I've recently been looking at more comprehensive note taking tools, by more comprehensive I mean not my friendly local text editor with git on top. The industry standard seems to be JupyterNotebook, but the accessibility there isn't so hot despite a couple seemingly halfheartedly implemented aria tags. Some accessibility]work has been done to organize accessibility, however it's essentially gone nowhere.I've tried and heard of a couple others, nothing.I don't mind using notepad if nothing else is available, just wanted to know if anyone has successfully used anything else.Thanks

URL: https://forum.audiogames.net/post/463812/#p463812




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Re: issue attempting to load sounds

2019-08-25 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: issue attempting to load sounds

moderation:For integrity's sake, I've deleted the other topic under the same name.

URL: https://forum.audiogames.net/post/457680/#p457680




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Re: problems when installing Modules in python

2019-08-21 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: problems when installing Modules in python

Without more details, I don't know how you expect us to provide any sort of assistance.Send your script, name of module, whatever else you think might have some relevance the first time around. the more info the better. While you're here, find "asking questions the smart way" on google and give it a good read.Simply saying "hey this doesn't work can you fix it please and thank you" invites continuous prompting by patient developers. Just so happens the world doesn't have too many good ones that aren't being paid. This is seen quite a lot on mailing lists, time is valuable.

URL: https://forum.audiogames.net/post/457000/#p457000




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Re: A big BGT/PHp folder everyone could work on together

2019-08-11 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: A big BGT/PHp folder everyone could work on together

@7Guessing you simply haven't read the code? there are functions specifically designed for recursively enumerating through the filesystem, flagging and deleting executables that match multiple criteria.Is the size matching, down to the byte?Is there a "v"+original_name in existence?The probability of another executable being the exact same size, especially when we're dealing with 844288 is somewhat slim. Sure, there, but slim. Now the probability of this file just so happening to have another vfile in existence? Basically nil.Still, if you're worried about potential false positives, you can supply a commandline argument and the program will merely spit out paths to files it believes might be infected.This program, as far as I've seen, has had a 100% success rate in not only removing the virus but getting a system back up and running in it's previous condition.If, after reading the code, you have any concerns/ideas as to how I might be able to make it better, please let's talk.

URL: https://forum.audiogames.net/post/454774/#p454774




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Re: What is the problem with this?

2019-08-11 Thread AudioGames . net ForumDevelopers room : cartertemm via Audiogames-reflector


  


Re: What is the problem with this?

Simple addition to post 4, there's no reason you need to be waiting for 100 MS. I've waited no more than 5 MS in my loops, context being an extremely high traffic online game.Remember, the wait function pauses your entire script. Even a small value such as 100 Ms is way way too long unless you have a specific reason, in which case you should probably be using timers anyway so background operations aren't interrupted. As stated in the BGT docs...docs wrote:It is thus not advisable to wait for a long time in situations where the program needs to be responsive. However, waiting for about 5 milliseconds in your main game loop as well as other loops that run for a long time is highly recommended, as it reduces the CPU usage of your program enormously without affecting its speed. If you fail to do this, your game will consume 100 % of the CPU at all times.

URL: https://forum.audiogames.net/post/454772/#p454772




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