Re: Logging BGT runtime errors using linux?

2017-12-08 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: Logging BGT runtime errors using linux?

well we're trying to not just relaunch the program if it crashes, but also to log the runtime error like the windows one currently does so we can see what broke.

URL: http://forum.audiogames.net/viewtopic.php?pid=341469#p341469





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Re: Accessible hex editor?

2017-12-03 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: Accessible hex editor?

I get that when I hit ctrl right and ctrl left, which navigates by nibble. If I use the arrows I hear one digit. I guess this is the first digit of the next byte?Apparently after you get past your hex data you get the bytes in the specified charset, so I set my bytes per row to 4 so I could read it. I just wish the offsets didn't come with all the fuckin 0s. Up and down arrow navigates by row, and the first thing NVDA reports is the offset, then your bytes. So I set my offset base to decimal so I could tell the difference.

URL: http://forum.audiogames.net/viewtopic.php?pid=340936#p340936





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Re: Accessible hex editor?

2017-12-03 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: Accessible hex editor?

I get that when I hit ctrl right and ctrl left, which navigates by nibble. If I use the arrows I hear one digit. I guess this is the first digit of the next byte?Also how can I access the text view so I can look at magic header data for example, with wav files or something. I'll have quite the time writing a wave header.

URL: http://forum.audiogames.net/viewtopic.php?pid=340936#p340936





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Re: Accessible hex editor?

2017-12-03 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: Accessible hex editor?

I get that when I hit ctrl right and ctrl left, which navigates by nibble. If I use the arrows I hear one digit. I guess this is the first digit of the next byte?

URL: http://forum.audiogames.net/viewtopic.php?pid=340936#p340936





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Re: Accessible hex editor?

2017-12-03 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: Accessible hex editor?

how does it work with a screen reader. If there's an accessible hex editor then I need this!Edit: using NVDA only here.

URL: http://forum.audiogames.net/viewtopic.php?pid=340914#p340914





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Re: Logging BGT runtime errors using linux?

2017-12-03 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: Logging BGT runtime errors using linux?

The program actually crashes flat on it's face and exits when the runtime error pops up, because this wine on his servers says something about application tried to create a window and other warnings when you start it. When the runtime window tries to pop up, it ujst flat exits. He might need XServer, since I think it talks about that, but you'd still need to do something strange with I don't even know. As far as I know wine applications cannot interact with each other so we couldn't have the runtime meter intercepting the window. Real shame too, because linux servers give massively awesome pings.

URL: http://forum.audiogames.net/viewtopic.php?pid=340913#p340913





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Re: Accessible hex editor?

2017-12-03 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: Accessible hex editor?

how does it work with a screen reader. If there's an accessible hex editor then I need this!

URL: http://forum.audiogames.net/viewtopic.php?pid=340914#p340914





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Re: Programming the matrix

2017-11-16 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: Programming the matrix

I saw this topic and I was just like wait! What? Okay then?If indeed the matrix were described in a language such as c++, although heavily object oriented, it would be an absolute wire of inheritence. On the top would be living and nonliving objects. Living would then branch into plants, bacteria, the classes of species. Nonliving would have a few global handles, such as weather, environment, surface, water, etc. Everything would be based via some kind of coordinate mechanism, probably relative but not exactly cartesian. The system would also have to have a loop that goes through every living object inside it, checks their coordinates, examines their environment, looks through every object to see what's around them, and makes it's choices about things, and then sends that to some sort of neural transmitter. In our world of computing power, that is quite litterally impossible. AI exists, but not at that scale. We're not deep enough into neural research to be able to decode every single thing the brain can send and receive and exactly what they do, there's a fuckload of irrelivent signals to most of it but they still play a role. The internal body shtuff. And then you've got just the massive size of the equipment required. It for fucking sure wouldn't be in binary. If it ever were to exist, it would be a massive quantum computing setup, probably somewhere between the human brain and a computer of today. That'd be the optimum system, work as fast as a computer with the complexity of a human brain and the massive ability for multitasking. And then they'd also have subspace transmitions, otherwise there would be latency in reality and that doesn't do good things!

URL: http://forum.audiogames.net/viewtopic.php?pid=338658#p338658





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Re: TCPIP in BGT

2017-05-09 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: TCPIP in BGT

hi. I would assume that you would have to use an external library, probs compiled in pure basic. But you would have to use an older version of pb, pb newer versions only compile unicode dll's now, which of course bwakes compatibility with this shitty dll engine.

URL: http://forum.audiogames.net/viewtopic.php?pid=310280#p310280





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Re: Bgt help topic reincarnation.

2016-08-03 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: Bgt help topic reincarnation.

that's more valid than his code, that would actually execute I believe.

URL: http://forum.audiogames.net/viewtopic.php?pid=272374#p272374





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Re: Making Music with something other than BGT

2016-02-12 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: Making Music with something other than BGT

as I said, I think if you want to program music, you would want mml. If you want techno and chiptune, xpmck would be the program for you. It can do genesis and PC Engine, which are good consoles in that field. NES is good too, with ppmck you can do a lot of things with it, especially with all the expansion chips available.

URL: http://forum.audiogames.net/viewtopic.php?pid=250140#p250140





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Re: Making Music with something other than BGT

2016-02-05 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: Making Music with something other than BGT

the only problem with most mml compilers, is that they are made by japanese people. That poses a problem for us americans who don't know japanese and still want to use the program. While japanese were using mml, westerns such as europe and the US were using trackers.

URL: http://forum.audiogames.net/viewtopic.php?pid=249436#p249436





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Re: Making Music with something other than BGT

2016-02-05 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: Making Music with something other than BGT

BGT's soundtrack was using a varient of mml. MML is a very popular music coding language, known as music macro anguage, originally appearing on computers such as the sharp x68000 and the NECPC98, in a basic statement called play. It has been expanded greatly, now mainly used for making video game music such as for the NES, the Genesis, the MSX, and more. There is also one program that will allow you to use mml to code midi! It really depends on what you want to do. If you want things that sound something like bgt, but can do way more, such as the NES, then you would want to go with ppmck. If you wanted things like the genesis and the gameboy and things like that, you would want XPMCK. If you want to drop video game consoles entirely, your only option would be mml2mid, which means you have to have a good midi instrument to play the midi with. MML is currently the only way for you to program music. YOu could make most of these formats and things such as mod files with trackers,
  but since when do blindies get to use trackers, huh? I am heavily versed in mml myself. MML consists of some basic things. Track headers, macros, and notation. BGT pretty much stripped it down to notation, but you can do so much more with mml compilers such as ppmck and xpmck.

URL: http://forum.audiogames.net/viewtopic.php?pid=249435#p249435





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my new bgt class! XPack!

2016-02-04 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


my new bgt class! XPack!

This pack file object is an enhanced version of the original, with features such as auto encryption and decryption of files and subfolder adding and extracting.Read the large comment at the top of the file for more details and usage instructions.Any comments, revisions, etc, post here!have a download link!

URL: http://forum.audiogames.net/viewtopic.php?pid=249301#p249301





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Re: A chat client I made in bgt

2015-12-06 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: A chat client I made in bgt

the network object is actually simple, a bit too simple if you ask me. It's a very very high level wrapper.

URL: http://forum.audiogames.net/viewtopic.php?pid=241463#p241463





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helpful includes pack for bgt

2015-12-02 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


helpful includes pack for bgt

I have spent quite a while, among other things, occasionally writing down functions that would be helpful to bgt developers.This, is the first release of that, the helpful includes pack, or HIP.Feel free to comment, update, and use freely. If you update it with more functions or fix current ones if any are broken, let me know and post me an update.You can download the helpful includes pack from dropbox here.The things you can do with it as of now follow:find percentages with a functionget the directory of the currently running script/executable.use the php file_put_contents and file_get_contents style functions.convert a dictionary to an ini file and back.find the average out of an array of doubles.quickly get values from a dictionary, string or double.get a number from a string inside a dictionary, such as an ini file conversion.add arrays t
 o each other at indexes, string and double.and beep progress beeps from a percentage.Consult the commented sections in the file for more info on each function.Enjoy!

URL: http://forum.audiogames.net/viewtopic.php?pid=240859#p240859





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I wanna wrap eloquence in bgt, is that possible?

2015-10-25 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


I wanna wrap eloquence in bgt, is that possible?

I am taking this idea from valliant8086 trying to wrap espeak, which kinda um, bwoke. But at least the dll returned a result to bgt, meaning that works with bgt, but it was coded in c, so of course it would. now, I want to wrap eloquence. I could use a little help if it's possible, as I myself do not have complete knolledge of the signatures and things used to control the eci.dll file, and I don't know python enough to take it from the scripts in the nvda-addon. If anybody who happens to know python could collaberate with me on this, maybe we could get eloquence wrapped? I also have a regular _expression_ dll taken from ultrapower and the function that returns if it matches, so I can use my ultra antielocrash regexp to block crash words to the synth. Anybody up to help this dude? And hey, might as well wrap espeak or dectalk or whatever while we're at it, right? We could get our own synths in games, like having eloquence and things speak your scores! I don't know
  if it supports a form of speak_wait, though...

URL: http://forum.audiogames.net/viewtopic.php?pid=236173#p236173





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Re: searching for a Team.

2015-10-24 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: searching for a Team.

I could help you, my sound effects are a little ammature but they work for little audio games, as long as the thing is in english... I could definitely help you with design, and possibly music if it was really inspirational to me.

URL: http://forum.audiogames.net/viewtopic.php?pid=236030#p236030





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Re: bgt, having trouble with classes, again

2015-10-23 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: bgt, having trouble with classes, again

Omar, I would be more than happy to help you. If you want, just add me on skype and i can help you with almost anything oyu need help with with bgt. As long as you're not using geometry... Cae's your go to for that.

URL: http://forum.audiogames.net/viewtopic.php?pid=235976#p235976





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Re: bgt help, sidescroller and classes

2015-10-12 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: bgt help, sidescroller and classes

I would recommend a dictionary for your map system, as that is what is primarily used. And if you want to use an array, use reserve.but here, have a nice little thing I'm coding as i type this post.This is mainly useful for 2dp games, but it'll work, and the less map data you need the less memory it eats.dictionary map;
void set_tiles(int minx, int maxx, int miny, int maxy, string type)
{
for(int x=minx; x<=maxx; x++)
{
for(int y=miny; y<=maxy; y++)
{
map.set(x+":"+y,type);
}
}
}
//now, say I wanted to get the tile. Let's have a nice little string function for that. If it's air, return blank so it's air, unless you have a tile for air... Laggy!
string get_tile_at(int x, int y)
{
if(map.exists(x+":"+y)==false) return '";
string temptile;
map.get(x+":"+y,temptile);
return temptile;
}
//and now, if you wanted to get the players tile, assuming playerx and playery are your vars, you could write a function like this.
string get_player_tile()
{
return get_tile_at(playerx,playery);
}I would highly recommend a dictionary over an array for map tiles and such.

URL: http://forum.audiogames.net/viewtopic.php?pid=234630#p234630





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Re: bgt help, sidescroller and classes

2015-10-12 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: bgt help, sidescroller and classes

okay, I actualy looked at the whole code and i see this is 1d. No problem. Just use a dictionary as I recommended, and say something like this.instead of using an array for tiles, dictionary, and that's it. If it's 1d, you can strip out the y variable, and just stick with x. And, then for the tile's value, you could have it say door1 instead of 1, so the game could say hey, this is a door, let's treat it as such.

URL: http://forum.audiogames.net/viewtopic.php?pid=234631#p234631





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Re: ideal way of creating a map parcer?

2015-10-11 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: ideal way of creating a map parcer?

I have an idea. He's already had his question answered, hasn't he? Why don't we just delete the thing

URL: http://forum.audiogames.net/viewtopic.php?pid=234551#p234551





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Re: ideal way of creating a map parcer?

2015-10-10 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: ideal way of creating a map parcer?

I hope i don't get banned for this. I'm not going to be harsh, I agree with sam entirely. I use bgt, am in no way a perfect coder, if you want good for beginners you'll have to go with something in c or based on c. Left brace just helps me a little. So does right brace. I personally do not think there's anything wrong with pb, python, c, java, okay maybe java is a bitch, or any of the other programming languages on the god damn market. Here's a thought. YOu want the best programming language? You want something that is a powertool? Here's a hint. GO learn assembly. Not some crap console assembly for a videogame console of a computer from the 1980s, but go learn, fucking, assembly. THe assembly that windows and macintosh were coded in. Then you can say you have a powertool. Your cute little python, our squeaky little bgt, and whatever the fuck else, is just a wrapper for assembly when it all comes down to the fact. Sure bgt may not be ideal, and I am i
 n no way saying it is. I do know that it is not built for, say, an OS. But as far as I know, neither is python unless linux is a counting factor in that one. I am not saying switch to bgt, in fact I have made a few points here that says you aren't required to use it. YOU are not required to use python. YOU aren't required to use pb. In fact, if we're talking about requirements, you aren't even required to program in the first place. I like my bgt. I do know it is not ideal. When I leave bgt, I may go to pb as it is more advanced and can get more jobs done than just audiogames. Hey, here's a question. Compare the number of audiogames in python to the number of audiogames in the following. Bgt, java, flash, yes I fucking said flash, and pure basic. Python has like 10, and those other ones have like, what, 500? Yes I do agree that saying one language against more than one opponent is unfair, so let's narrow down the topic a little. Python against pure basi
 c. PUre basic's got about twice that. Pure basic against bgt? Bgt's got about 3 times that. but of course it would, it's blastbay, gaming, toolkit! It's built for games. We want to make games. When we wanna go writing guis, utilities, and operating systems then maybe we'll switch to python. NVDA, python. Great thing. Great use of python. What else can you make with python? Audiogames is a very very slim chance, as as far as I've heard pyaudiogame is a bitch. But you can use it, christopher toth did it and he did a really good job of it. I'm not saying you can't do it. IN fact, you could make an audiogame with assembly too. BGT is designed for audiogames, and camlorn, if you want to say hey, you can't use this dll with bgt, then just make it non bgt compatible. If you want to say you can't use it with pb, then, and this is my personal oppinion, don't ban me for this. Have a nice fist full of fuck you in your fucking big mouth. I 
 respected you. I thought you were a great dev. BUt you're just some jerk who wants to kill us if we don't use python because you think it's as good as assembly. You know assembly. GOod for you. WIsh I could know that. Did you say sharp x68000? Yeah, assembly is assembly. Now why don't you go learn the assembly use to make mac OS, if you claim you're so powerful. Libaudioverse, gotta be great. Have fun with that. I'll stick over here with bgt for now, not because it's a jail but because it's simple, and it gets the job done for what I need it to do.

URL: http://forum.audiogames.net/viewtopic.php?pid=234485#p234485





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free sl bgt wrapper?

2015-10-04 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


free sl bgt wrapper?

Hi all. SO I've played some of danny's games, such as DMPA, and I've seen him using a wrapper called free sl which is yet another wrapper for Open-AL. This one, as far as I've seen, supports complete environment making with simple files and such. I'm sure it's just a bunch of peramitors that the pb script has to parse and then set, but it works. I was wondering if somebody could wrap FreeSL instead of camlorn audio, as it's there for you, it works, and it doesn't crash all the time. Nothing against camlorn here, but even he hates the thing. I do not know about complete 3d sound positioning with FreeSL as I've only seen it in 2d games, but I'm sure it can be done. Sam, this is for you. I challenge you to write a wrapper for FreeSL. If it is not callable by bgt, such as a structured dll, then you can tell me, it's impossible, and leave it at that. There's no point in making a wrapper for a wrapper for a wrapper, if you did 
 make some thing in pb that would support bgt. I am no expert with dll's, and I don't even know if the dll is structured myself. It's provided with source code if you want to check.

URL: http://forum.audiogames.net/viewtopic.php?pid=233809#p233809




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Re: Hi all, Can somebody help me with this?

2015-07-03 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: Hi all, Can somebody help me with this?

Id probably beta test, 30 bucks a year dont sound that bad, but yeah. Unless it has way more than just that chat client on it, they wouldnt see a point. If I ever made a multiplayer game Id do it.Problem is, lucass server was coded in bgt, and luckilly doesnt need audio output, just launch it and close it, doesnt have a single bit of audio. But, the keypresses thing is yeah, way out of the question. And they use unix servers or linux servers I think, according to what their websites host on.I might be able to get my router set up with a ddns server, and use my comp as a host for the chat client, though then Id have to forward ports, and the uptime would be way more than iffy. I know one guy whos got a windows server I believe, and hes also got a linux dedicated. The windows is hosted on a ddns, but at least hes got a machine for the server thats always running. It wouldnt handle teamtalk, but
  it should be able to handle chats, Im not hosting ultrapower on it or something. Lol.

URL: http://forum.audiogames.net/viewtopic.php?pid=222507#p222507




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Re: Hi all, Can somebody help me with this?

2015-07-02 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: Hi all, Can somebody help me with this?

Turns out it wasnt an error with not being able to access $_POST, it was a hilarious mistake I made where i used a + instead of a dot. Which made the thing throw a fit, lols. And yeah if i wanted to make a serious chat client I would use my sql, though Ive never used sql before. I could just as easily convert this thing to a network oriented program like lucass, probably using some of his code, insert credit here, and mod it and see if you had a vps. A windows one. Because the server is coded in bgt.And I do know that if i converted this thing to network and vps, I would use wayayayayayay less resources then anything to do with php. I mean, do you know how often Id have to ping that URL? X10 would hate me. Graah! I should either buy a vps or use somebody elses, id get myself a premium account and a vps but my parents are too fucking lasy to pay 15 bucks a month for a web host.

URL: http://forum.audiogames.net/viewtopic.php?pid=222305#p222305




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Re: bgt functions for sharing

2015-07-02 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: bgt functions for sharing

sound_is_playing is in the documentation. And I never knew this, fuck. Wasnt there a key code to string function or something?

URL: http://forum.audiogames.net/viewtopic.php?pid=222304#p222304




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bgt functions for sharing

2015-07-01 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


bgt functions for sharing

hi all.I was wondering if we could share a few functions in our code, either voluntarily or somebody asks and somebody else says heres a function.I didnt want to create a new thread for every function I wanted, or the same for others, so I put this up.The function Im looking for, Im pretty sure cae will be able to answer this one.I need a hex_to_decimal function.I, of course, can not use hex_to_string because it returns binary strings, not decimal digits.Say, e do this.string thing=number_to_hex_string(1372); //returns 55C.//I did that calculation before, I dont actually know hexadecimal.now, I cant exactly do this one.string thing2=hex_to_string(thing);i wanted 1372, and I dont get that. Does anybody have like an include or something that will convert hexadecimal to decimal? Prefferably returning a double. And if you make this, keep the following things in mine.One: H
 exadecimal doesnt support subdigits, i.e, 3.14, would come out as 0x03.Two: I do not believe hexadecimal supports negative numbers.Or maybe these are bgt limitations.So, can anybody give me one of those? Also, any functions you need just post here and somebody should return you one!

URL: http://forum.audiogames.net/viewtopic.php?pid=24#p24




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Re: Hi all, Can somebody help me with this?

2015-07-01 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: Hi all, Can somebody help me with this?

yeah. maybe you could host it, because x10 is a complete bitch. I found out no, you can not mod php.ini, and you can not use $_POST.

URL: http://forum.audiogames.net/viewtopic.php?pid=20#p20




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Re: extended_menu - screen reader

2015-07-01 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: extended_menu - screen reader

m_pro, menu_x, aarons dynamic_menu_enhanced, or just write your own callback

URL: http://forum.audiogames.net/viewtopic.php?pid=19#p19




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Re: Hi all, Can somebody help me with this?

2015-07-01 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: Hi all, Can somebody help me with this?

I mean you should be able to use $_POST, but for some reason it wont let me access the data

URL: http://forum.audiogames.net/viewtopic.php?pid=21#p21




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Re: extended_menu - screen reader

2015-06-30 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: extended_menu - screen reader

whats this extended menu

URL: http://forum.audiogames.net/viewtopic.php?pid=222106#p222106




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Re: install creator?

2015-06-29 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: install creator?

Indeed click team may be good, ahem, torrented it. But Ive been getting a few complaints about the way the GUI works. Its new, not the usual setup files, and have you ever tried leaving and reentering the windows of that thing with NVDA? Fuck with the navigator!There are two creaters which I can recommend, though if you want something free and accessible, this is gonna be the weirdest idea ever, code it in audio form!Lol wtf?Anyways, here are the two creators I know of.Inno setup.Great creator, gui works a tad enough for you to make standard files, scripting should be easy, I mean, come on, its ini scripting!Other one, the most popular one ever used.Have you ever installed a program and heard the following in the title?Install shield wizard.Yes! The install shield! That is the absolute, most, popular installation, right up there with inno!but free? You want free?Im afraid you got me stuck her
 e, I dont wanna get moderated by dark or anyhing, so we wont talk about torrenting the software, though its definitely possible.

URL: http://forum.audiogames.net/viewtopic.php?pid=221922#p221922




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Re: BGT error, really weird.

2015-06-29 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: BGT error, really weird.

turns out that wasnt the error, I think I forgot my right parenthesis in an array insert function or some shit! I just know the thing really wanted a data type, so it gobbled up the stuff and looked for a data type, or in my case, a right parenthesis. But, answer me this. Why doesnt it say, expected right parenthesis? I mean, theres a semicolon there! Just goes to shoe you how crappy the error generator is once you get into complex code. Non terminated string litteral! Gaah!

URL: http://forum.audiogames.net/viewtopic.php?pid=221919#p221919




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Hi all, Can somebody help me with this?

2015-06-29 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Hi all, Can somebody help me with this?

Okay. So lucas gave me the idea of creating a chat client, though I used a different approach.He used the network object and IP addresses, but I dont have no damn server. So can you guess what I used?PHP!Okay, so The client side works fine, but Im getting into the php code and I want a server event to be transmitted. I believe I know how to receive it, im storing them in a text file, like event, \r\n, event, \r\n, etc. You can thank mason for the text file procedure. Lol!So i have a file on my host called srv.php.And yeah, I go into it, and I tell it to assign a variable called $dat to the data value of the $_POST request, effectively trapping sent data. The script sends data, colton has connected. I log out, colton has disconnected. I look at the text file, this is the really weird part. Yes it writes, I used fopen and fwrite and such. Wanna know what the file says?00Every event I send, it puts a 0! What the hell is up w
 ith that, and can somebody help me with that? i can do it in bgt, i just need a way of transferring data between the client and the php servers, my get methods work fine once the files are full.

URL: http://forum.audiogames.net/viewtopic.php?pid=221920#p221920




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Hi all, Can somebody help me with this?

2015-06-29 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Hi all, Can somebody help me with this?

Okay. So lucas gave me the idea of creating a chat client, though I used a different approach.He used the network object and IP addresses, but I dont have no damn server. So can you guess what I used?PHP!Okay, so The client side works fine, but Im getting into the php code and I want a server event to be transmitted. I believe I know how to receive it, im storing them in a text file, like event, \r\n, event, \r\n, etc. You can thank mason for the text file procedure. Lol!So i have a text file on my host called srv.php.And yeah, I go into it, and I tell it to assign a variable called $dat to the data value of the $_POST request, effectively trapping sent data. The script sends data, colton has connected. I log out, colton has disconnected. I look at the text file, this is the really weird part. Yes it writes, I used fopen and fwrite and such. Wanna know what the file says?00Every event I send, it puts a 0! What the hell is
  up with that, and can somebody help me with that? i can do it in bgt, i just need a way of transferring data between the client and the php servers, my get methods work fine once the files are full.

URL: http://forum.audiogames.net/viewtopic.php?pid=221920#p221920




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Re: Audio Interfaces and Systems

2015-06-29 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: Audio Interfaces and Systems

I have a random question, not really related to images but related to audio and waveform systems. Is it possible to make a voice, like a synthesized voice, or convert a voice sample, into analgo sound? With variable width pulse, sine, sawtooth, etc? Im wondering if this is possible because hey! That would be a whole new way of synthesizing! Ive seen people do it only with sine waves, but that, sounds, like, absolute, crap!

URL: http://forum.audiogames.net/viewtopic.php?pid=221936#p221936




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Re: Audio Interfaces and Systems

2015-06-29 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: Audio Interfaces and Systems

I have a random question, not really related to images but related to audio and waveform systems. Is it possible to make a voice, like a synthesized voice, or convert a voice sample, into analog sound? With variable width pulse, sine, sawtooth, etc? Im wondering if this is possible because hey! That would be a whole new way of synthesizing! Ive seen people do it only with sine waves, but that, sounds, like, absolute, crap!

URL: http://forum.audiogames.net/viewtopic.php?pid=221936#p221936




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Re: Hi all, Can somebody help me with this?

2015-06-29 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: Hi all, Can somebody help me with this?

oh well crap, I just now realized that my web host has a connection IP limit, my ftp client threw that in my face.but yes my code looks like that, but I get either 0 or blank. How do I configure php.ini?Im using an x10 server.

URL: http://forum.audiogames.net/viewtopic.php?pid=222020#p222020




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Re: BGT error, really weird.

2015-06-19 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: BGT error, really weird.

okay.bool copsarehere=false,landerishere=false;
class heli
{
int x;
int loop;
timer releasetimer,movetimer;
heli()
{
releasetimer.pause();releasetimer.force(0);
movetimer.pause();movetimer.force(0);
}
int position()
{
return pool.play_2d(sounds/cop/helicopter_loop.ogg,playerx,0,this.x,30,true);
}
timer flyintimer;
int y=30;
bool coming=false;
void start()
{
this.x=random(0,boundary);
this.facing=random(1,2);
this.loop=this.position();
this.coming=true;
}
void fly_in()
{
if(this.y10flyintimer.elapsed=50)
{
y--;
pool.update_sound_2d(this.loop,this.x,y);
this.flyintimer.restart();
}
else this.coming=false;
}
int facing;
void move()
{
if(copsarehere==false) this.can_release=true;
if(this.facing==1)
{
if(this.x0) this.facing++;
else
{
if(this.movetimer.elapsed=60)
{
this.x--;
this.movetimer.restart();
}
}
}
else
{
if(this.xboundary) this.facing--;
else
{
if(this.movetimer.elapsed=60)
{
this.x++;
this.movetimer.restart();
}
}
}
pool.update_sound_2d(this.loop,this.x,this.y);
}
bool releasing=false,can_release=true;
int release()
{
releasing=true;
releasetimer.restart();
int tmp=pool.play_1d(sounds/cop/helicopter_release.ogg,playerx,this.x,false);
return pool.items[tmp].handle.length;
}
void dropit()
{
releasing=false;
can_release=false;
releasetimer.pause();releasetimer.force(0);
droplander(this.x);
}
}
class lander
{
int x,y=10, loop;
bool justreleased=true,landed=false;
timer falltimer;
lander(int x)
{
landerishere=true;
this.x=x;
}
void fall()
{
if(justreleased) {this.loop=pool.play_2d(sounds/cop/lander_loop.ogg,playerx,0,this.x,this.y,false);this.justreleased=false;}
if(this.y0)
{
if(this.falltimer.elapsed=100)
{
this.y--;
this.falltimer.restart();
pool.update_sound_2d(this.loop,this.x,this.y);
}
else
{
pool.destroy_sound(this.loop);
pool.play_1d(sounds/cop/lander_land.ogg,playerx,this.x,false);
this.landed=true;
landerishere=false;
this.spawn_cops();
}
}
}
void spawn_cops()
{
for(int i=1; i5; i++)
{
cop tmp(random(this.x-10,this.x+10),i);
cops.insert_last(tmp);
}
copsarehere=true;
}
}
lander@[] lander_aray(1);
class cop
{
int hp,x,num,walkspeed,shootspeed;
timer walktimer,shoottimer;
cop(int x, int num)
{
this.num=num;
this.x=x;
this.hp=100;
this.walkspeed=random(230,400);
this.shootspeed=random(800,1600);
this.facing=random(1,2);
}
bool dead=false;
void hit(int damage)
{
if(this.jumping==jumping)
{
this.hp=this.hp-damage;
pool.play_1d(sounds/misc/bullet+random(1,4)+.ogg,playerx,this.x);
if(this.hp=0) this.die();
else pool.play_1d(sounds/cop/enemy/hit+num+.ogg,playerx,this.x,false);
}
else return;
}
void die()
{
pool.play_1d(sounds/cop/enemy/die+num+.ogg,playerx,this.x,false);
this.dead=true;
}
void shoot()
{
this.shoottime=random(800,1600);
pool.play_1d(sounds/cop/enemy/shoot+num+.ogg,playerx,this.x,false);
if(this.inrange()==true)
{
pool.play_stationary(sounds/misc/bullet+random(1,4)+.ogg,false);
playerhp=playerhp-random(5,15);
}
}
bool inrange()
{
if(this.facing==1playerx=(this.x-5)playerx=this.x) return true;
else if(this.facing==2playerx=(this.x+5)playerx=this.x) return true;
else return false;
}
timer jumptimer;
bool jumping=false;
int facing;
void jump()
{
this.jumping=true;
pool.play_1d(sounds/steps/jump.ogg,playerx,this.x,false);
this.airmovetimer.restart();
}
timer airmovetimer;
void check()
{
if(this.jumping==false)
{
if(this.shoottimer.elapsed=this.shoottime) this.shoot();
if(this.xplayerxthis.walktimer.elapsed=this.walkspeed)
{
this.walktimer.restart();
this.x--;
this.facing=1;
pool.play_1d(sounds/steps/step+random(1,20)+.ogg,playerx,this.x,false);
}
else if(this.xplayerxthis.walktimer.elapsed=this.walkspeed)
{
this.x++;
this.facing=2;
this.walktimer.restart();
pool.play_1d(sounds/steps/step+random(1,20)+.ogg,playerx,this.x,false);
}
else if(this.x==playerx)
{
this.jumptimer.restart();
this.jump();
}
}
if(this.jumping==true)
{
if(this.jumptimer.elapsed=1000)
{
this.jumping=false;
pool.play_1d(sounds/steps/land+random(1,5)+.ogg,playerx,this.x,false);
}
else
{
if(this.xplayerxthis.airmovetimer.elapsed=random(60,100))
{
this.airmovetimer.restart();
this.x--;
this.facing=2;
}
else if(this.xplayerxthis.airmovetimer.elapsed=random(60,100))
{
this.x++;
this.facing=1;
this.airmovetimer.restart();
}
}
}
}
}
cop@[] cops;
void droplander((int x)
{
lander l(x);
lander_aray.insert_last(l);
return;
}
void landercheck()
{
if(lander_aray.is_empty==false)
{
if(lander[0].landed==true)
{
lander_aray.remove_at(0);
landerishere=false;
}
else
{
lander[0].fall();
}
}
}
void copcheck()
{
if(cops.length==0)
{
copsarehere=false;
return;
}
for(int i=0; icops.length; i++)
{
if(cops[i].dead==true)
{
cops.remove_at(i);
continue;
}
cops[i].check();
}
}
heli copter;
void helistuff()
[
copter.move();
if(copter.releasetimer.elapsed=5068)
{
copter.dropit();
}
}

URL: http://forum.audiogames.net/viewtopic.php?pid=220616#p220616




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Re: BGT error, really weird.

2015-06-19 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: BGT error, really weird.

I hate how my shift key will type a bracket or an apostrophe instead of a brace or quote.

URL: http://forum.audiogames.net/viewtopic.php?pid=220632#p220632




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BGT error, really weird.

2015-06-19 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


BGT error, really weird.

I am working on a piece of code, and this script has worked fine before. Now I added a new section with clases and such, and I get this really fucking weird error.This is an include.On line: 277 (2)Line: }Error: Expected data typeOn line: 277 (2)Line: }Error: Instead found end of fileI have removed the path to the file, so dont be confused why file: isnt there.Does anybody know what this error means? Expected data type?

URL: http://forum.audiogames.net/viewtopic.php?pid=220588#p220588




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Re: BGT error, really weird.

2015-06-19 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: BGT error, really weird.

Okay, Ill do that, this is, however, a private piece of code, which will soon be part of private shareware.And dont laugh at me for making all this shit classes.Um? What the hell? I get this error when trying to post that.  was opened within itself, this is not allowed. And now I have to put a  to make it let me post.

URL: http://forum.audiogames.net/viewtopic.php?pid=220593#p220593




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Re: BGT error, really weird.

2015-06-19 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: BGT error, really weird.

What the! okay, its stupid bb code interfearing with my typing.

URL: http://forum.audiogames.net/viewtopic.php?pid=220594#p220594




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Re: bgt, sound pool, refering to individual sounds?

2015-06-15 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: bgt, sound pool, refering to individual sounds?

Yes, great move CAE. It is a good idea to track it either way, but occasionally I use the folowing method. I never got this at first, but there is an array in the sound_pool of course you know, and you may access items like this, say, change the volume, you would do this.int slot=pool.play_stationary(sounds/thing.wav,false,true); //persistant from what somebody else said earlier here.for(double x=0; x-40; x--){pool.items[slot].handle.volume=x;wait(20);}and that would make a sound fader, no point in using update_sound_start_values if you can just modify the handle directly.You see, Omar, the sound pool is simply an array of sound_pool_item objects, which in turn hold sound handles, and use sound_positioning for the movement.So if you access the pools items array directly, you can have say int amb, and do something like this for a quick change.int amb; //ambience for later use.amb=pool.play_stati
 onary(ambience.ogg,true);wait(5000); //it wont really do this but it needs to play.//now we access the pool items array, and change the soundpool.items[amb].handle.stop();pool.items[amb].handle.stream(ambience2.ogg);pool.items[amb].handle.play_looped();And there.

URL: http://forum.audiogames.net/viewtopic.php?pid=220149#p220149




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Re: Possible bug in bgt? I have a question

2015-05-25 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: Possible bug in bgt? I have a question

I made it string_contains now. And I pass it with a space when doing it from the game. But the whole point is the thing updates itself, but I have to close it for that to happen, so its only right that I use an external file.

URL: http://forum.audiogames.net/viewtopic.php?pid=217690#p217690




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Re: Possible bug in bgt? I have a question

2015-05-25 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: Possible bug in bgt? I have a question

I just felt like doing a /u for security purposes so the user couldnt run it from explorer, even though yes it does delete it. i dont know why the hell I did it. I also have to make sure it cant be multilaunched, because if it is, it could cause huge file conflicts and windows would probably corrupt the files.

URL: http://forum.audiogames.net/viewtopic.php?pid=217723#p217723




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Possible bug in bgt? I have a question

2015-05-24 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Possible bug in bgt? I have a question

Okay, so in this game Im making, the updater for it is automatic. It updates the game on the fly, dont ask me how I did that, top secret!This game and updater are coded in bgt.The file is called update.exe, and it needs a /u command line to run right.So, I download it, all is well.But then its supposed to run, I type this.run(update.exe,/u,false,false);wait(100);exit();And it doesnt run the file! Or if it does, the cmd line isnt getting passed because it isnt activating.However, when I open a command prompt in that folder and typeupdate.exe /uthen it runs and works? So my updater isnt flawed, but why does bgt not cmd line a bgt executable? Is this a bug in the engine? Or did I miss something.

URL: http://forum.audiogames.net/viewtopic.php?pid=217649#p217649




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Re: Beginner with question on BGT

2015-05-18 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: Beginner with question on BGT

I may not be sam tupy over here, but I can definitely help you, Im good, I guess. I can make games, Im working on a project that none of you even know about with lucas, and its pretty frickin cool!

URL: http://forum.audiogames.net/viewtopic.php?pid=216870#p216870




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Re: Let's code!

2015-05-18 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: Let's code!

hey sam. I would like to join this. My email is as followscolton-hill2...@hotmail.com

URL: http://forum.audiogames.net/viewtopic.php?pid=216869#p216869




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Re: Heat Engine, a game engine for BGT games

2015-05-05 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: Heat Engine, a game engine for BGT games

It could be because of the fact that, does h-e use a loop too? Because if so, youre gonna need to make a callback that runs any loops in the menu, I think it looks like this.int loops(dynamic_menu@ m, string d){//put stuff to do herereturn 0; //gotta return 0 or it closes.}

URL: http://forum.audiogames.net/viewtopic.php?pid=215036#p215036




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Re: 3d sound pool for bgt

2015-04-29 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: 3d sound pool for bgt

but how does the sound change. Pitch? Volume? What does it do to make it 3d.

URL: http://forum.audiogames.net/viewtopic.php?pid=214234#p214234




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request of an automatic pack file extracter, with super functions!

2015-04-24 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


request of an automatic pack file extracter, with super functions!

Hi all. So I found a pack, guess what the guy did? He frickin used /! Which means, I cant extract, unless I do every file by one, or, if one of you reates a tool that will make the directories for me! I tried, but it failed. Could somebody please make it?

URL: http://forum.audiogames.net/viewtopic.php?pid=213593#p213593




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Re: BGT updater class

2015-04-22 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: BGT updater class

I am working on the class right now. It currently needs a few strings to work, and the constructer doesnt set the stuff for you, in fact theres no constructer, but the thing is powerful! It also includes a quick speech class I made in the components directory, needed it for the download manager see dlfile.bgt. Masons download class is extremely powerful, combined with my ideas and this, and you get the most powerful updater youll ever see! With bgt, that is... BK3 is still better!

URL: http://forum.audiogames.net/viewtopic.php?pid=213264#p213264




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Re: creating a menu with interactive sounds in bgt?

2015-04-21 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: creating a menu with interactive sounds in bgt?

Were talking about the people who dont have m_pro, I do agree its the most advanced, it and enhanced menu, with 2d grid menus!

URL: http://forum.audiogames.net/viewtopic.php?pid=213153#p213153




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Re: BGT updater class

2015-04-21 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: BGT updater class

Requests? Shout out here and Ill add them in if I can!

URL: http://forum.audiogames.net/viewtopic.php?pid=213156#p213156




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Re: New interactive bgt course

2015-04-21 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: New interactive bgt course

I could also answer private questions, the course was a longshot anyways. If you want to add me on skype Ill either make a new account or give you my current one, screw capchas, lolts.

URL: http://forum.audiogames.net/viewtopic.php?pid=213154#p213154




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Re: 3d sound pool for bgt

2015-04-20 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: 3d sound pool for bgt

what does yours do, sam.

URL: http://forum.audiogames.net/viewtopic.php?pid=213015#p213015




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Re: creating a menu with interactive sounds in bgt?

2015-04-19 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: creating a menu with interactive sounds in bgt?

there is a callback you could make if you really wanted to do that, you could handle a menu callback as exampled in the callback chapter of the bgt manuals dynamic menu reference. Just mod it a bit for the enter key, and bam.

URL: http://forum.audiogames.net/viewtopic.php?pid=212902#p212902




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Re: New interactive bgt course

2015-04-19 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: New interactive bgt course

I could start it up again, but it would only be me, a huge flat out drama fest went down in the group it originated from.

URL: http://forum.audiogames.net/viewtopic.php?pid=212897#p212897




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Re: 3d sound pool for bgt

2015-04-19 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: 3d sound pool for bgt

I think there was one on blastbays forums. Problem is, it would be as confusing as ultrapower used to be, with pitch being relative only to the up and down, but the forward and backward would have no distinction. Youd have to code a bunch of crap for that, and youd probably need a dll by that point, to make it sound real. I do need to actually look at that.

URL: http://forum.audiogames.net/viewtopic.php?pid=212896#p212896




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Re: Sound Libraries

2015-04-19 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: Sound Libraries

sounddogs free versions give you the poorest quality though!

URL: http://forum.audiogames.net/viewtopic.php?pid=212903#p212903




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Re: BGT updater class

2015-04-19 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: BGT updater class

Kyle, I do remember the update function I have. Theres this one updater for bgt that lucas used in lb media, and I could tweak it to a class, with custom dialogs and such. It also uses a wrapper for downloading, created by the all powerful Mason Armstrong! This updater takes a few parameters, as I can get off the top of my head, it takes a downloading URL, a double containing your version of the game, a URL for the server version, which must be in a txt file hidden somewhere, and some random dls boolean that Ill probably take out. My function took a beta parameter that i used in target, which Ill probably stick in, its like the dls boolean. Unfortunately with the limits of bgt, you cant make it update like bk3 where it downloads and changes the game, and you just restart, no, it downloads a zip or exe, just files off the internet. If lucas is okay with it Ill do this, it would be a very powerful updater class. And I could pm it to you and you co
 uld make any changes you wanted.

URL: http://forum.audiogames.net/viewtopic.php?pid=212899#p212899




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Re: creating a menu with interactive sounds in bgt?

2015-04-19 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: creating a menu with interactive sounds in bgt?

I know Menu_X would be a good choice for menus like that.

URL: http://forum.audiogames.net/viewtopic.php?pid=212901#p212901




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Re: New interactive bgt course

2015-04-06 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: New interactive bgt course

You dont need an HQ mike, as long as we can understand you

URL: http://forum.audiogames.net/viewtopic.php?pid=211273#p211273




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Re: 2d platformer, remake!

2015-03-19 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: 2d platformer, remake!

the reason these sounds are being used is not because of deliberate mocking, it is temporary. If I had a source, id change them right now. I know the one thing you probably hate is that theyre unencrypted now, but as soon as I work on map packing and multipack support I will pack the sounds. Then again, I will also change them, when I find a replacement.

URL: http://forum.audiogames.net/viewtopic.php?pid=209160#p209160




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Re: 2d platformer, remake!

2015-03-17 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: 2d platformer, remake!

Oh, and by the way, any changes you make, the format in the changelog is name colon change. Make sure you document your changes!

URL: http://forum.audiogames.net/viewtopic.php?pid=208986#p208986




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2d platformer, remake!

2015-03-16 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


2d platformer, remake!

Hello all! I know this may be a bit copyright, sorry mason, but me and lb over here were super duper bored and we thought up of trying to create a 2d platformer clone. So far the clone can do the following.Walk, jump, fall, various movement related functions.Platform and tile camera.Make doors, sound sources, platforms, walls, various map making functions.Add music and ambience to your map.Parce from a map file!Readmes are not yet implimented.Current new features:Map files are easy to right, with bgt sintacks!Currently using 2dp sounds, will be changed in the future.Events are possible if you got the source!Player hp is in there, but it is not yet used.Main menu using, the all powerful M-Pro class thanks mason!Speech manager.Two types of text squares!And optional keyhook if you use jaws.Wanted yet not made things:Enemies, using pathfinder.Moving sources.Maps to b
 e packed with sounds and such.Who wnats the source?If LB lets me, Ill upload the source up here in a zip for you to look at and make any changes you like, just dont break it, please.Only add and slightly modify, no complete rennevations!Let me know if you want it, Ill give it documentation then too. Here, we can talk about it, and probably me and LB asking questions about things, possibly.See ya!

URL: http://forum.audiogames.net/viewtopic.php?pid=208794#p208794




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Re: 2d platformer, remake!

2015-03-16 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: 2d platformer, remake!

Okay, page is up for the thing, its a baby page for a baby project.http://coltonhill01.x10.mx/projects/2dpr.htmAnd make sure you dont go deleting or rewriting without my permission!

URL: http://forum.audiogames.net/viewtopic.php?pid=208904#p208904




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Re: 2d platformer, remake!

2015-03-16 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: 2d platformer, remake!

if you want, Ill make a bt sync. I would use a dropbox shared folder, accept I dont frickin know how to make those and my db is almost full anyways.

URL: http://forum.audiogames.net/viewtopic.php?pid=208902#p208902




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Re: BGT pack stuff and custom classes and functions

2015-02-15 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: BGT pack stuff and custom classes and functions

I have a question of operators, I want to perform a complex operation. Is it possible to make it so that I may check if a number is the multiple of something, such as, is this number a multiple of 3, meaning 6, 9, 12, etc?

URL: http://forum.audiogames.net/viewtopic.php?pid=204926#p204926




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Re: BGT pack stuff and custom classes and functions

2015-02-14 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: BGT pack stuff and custom classes and functions

thank you all. Well, as you might know if you guys read my threads, target 1. is out!http://coltonhill01.x10.mx/downloads/Ta … taller.exeEnjoy!

URL: http://forum.audiogames.net/viewtopic.php?pid=204850#p204850




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Re: BGT pack stuff and custom classes and functions

2015-02-09 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: BGT pack stuff and custom classes and functions

It plays, now I want a preview function. Um, I need a callback for that so I can press space, and itll play the sound.

URL: http://forum.audiogames.net/viewtopic.php?pid=204259#p204259




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Re: list of people who are open for collaboration/higher

2015-02-08 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: list of people who are open for collaboration/higher

Open for new projects: yes.Focus, learning BGT, could use any help I can get, Im not terribly new at it though. I know a bit of XHTML, found at html.net.Languages: only english, cant speak anything else.I ruled out the employment and business skills because, Im 13!Projects I have done: Target, my first ever fully functional BGT game! Currently in 1.6 beta.Technical skills: pretty much a swift user with NVDA, can learn fast as long as the concept is understandable, etc.Kinda half newbie at BGT.Midi writing, I got vsts, buddy.Things that make me special: Uh, my music sucks? Im probably the only one here whos this young and yet a game dev, even though the game sucks...Quite a creative person once I get my mind to it, but that can be a bit hard sometimes, depending on the task.Still write audio clips and skits, mainly tts skits.This will sound funny, and really isnt related to t
 his thread at all, but... Master of screwing around with synthesizers!And I meant speech synths, for anybody who was confused.Ways you can contact me: Skype, at the following:coltonhill01Tell me who you are, because some dingus added me to add me contacts, so I better know who ya are or ya get deleted.Thanks in advance for anybody who watns to help me, skype me, please.

URL: http://forum.audiogames.net/viewtopic.php?pid=204063#p204063




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Re: Starting out with BGT

2015-02-07 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: Starting out with BGT

Yeah, bgt is only for games, being as its blastbay game toolkit. If you dont want games, youve got a few things you can make, but its gonna suck, being as thats very basic stuff were talking about.Bgt is based on angel-script, which in turn is based on C++, so if you learn BGT youve got it coming for C++, just gotta learn about maybe a third or two of the language after that. But I hear pure basic is good, its a programming language, it makes many things, but people are using it for games. But pure basic is its own thing, so if you wanna develop for mac youre kinda stuck on C++, or XCode, which is only for mac. But now XCode is dead, you gotta use swift. Swift will develop for both IOS and mac, but its a full fledged programming language, so yeah. I personally say script first, then program. Scripting is bgt, python, and _javascript_. Programming is anything C, java, pure basic, XCode, swift, all of that.

URL: http://forum.audiogames.net/viewtopic.php?pid=203954#p203954




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Re: Starting out with BGT

2015-02-07 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: Starting out with BGT

Yeah, bgt is only for games, being as its blastbay game toolkit. If you dont want games, youve got a few things you can make, but its gonna suck, being as thats very basic stuff were talking about.Bgt is based on angel-script, which in turn is based on C++, so if you learn BGT youve got it coming for C++, just gotta learn about maybe a third or two of the language after that. But I hear pure basic is good, its a programming language, it makes many things, but people are using it for games. But pure basic is its own thing, so if you wanna develop for mac youre kinda stuck on C++, or XCode, which is only for mac. But now XCode is dead, you gotta use swift. Swift will develop for both IOS and mac, but its a full fledged programming language, so yeah. I personally say script first, then program. Scripting is bgt, python, and _javascript_. Programming is anything C, java, pure basic, XCode, swift, all of that.

URL: http://forum.audiogames.net/viewtopic.php?pid=203955#p203955




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Re: BGT pack stuff and custom classes and functions

2015-02-06 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: BGT pack stuff and custom classes and functions

And I kinda wanna use a sound object, as this target game is sound pool based, but I never use play stationery, instead I use sound objects. I know, Im stupid. Thats probably not the way to go. i would not like converting all those sounds from object to pool, as Id have to rewrite half the game and that thing is already getting huge. I want it to return a filename as a string, and load that into memory. Also, I would like to choose if it should play_wait or just play from the menu, like you select the sound, it loads it, plays it, and asks if it should play wait or play and if you answer play wait, it waits when you shoot. Otherwise, it just plays. I know how to do that, just a bit more if statements. I just need it to play and load the right file, with a sound object. Thank you, sorry if Im bothering anyone.

URL: http://forum.audiogames.net/viewtopic.php?pid=203809#p203809




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Re: BGT pack stuff and custom classes and functions

2015-02-06 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: BGT pack stuff and custom classes and functions

works! I did a bit of editing, but it works! Now, heres my question. It indeed adds the items, but the problem is that it basses them on 0, so if I press escape it plays the first sound, and every sound is one ahead. Is there a way to fix this? I do know that arays are 0 based, but can you fix this bug with some kind of math?

URL: http://forum.audiogames.net/viewtopic.php?pid=203808#p203808




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Re: BGT pack stuff and custom classes and functions

2015-02-01 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: BGT pack stuff and custom classes and functions

I tried that and it said it couldnt return that. Ive got menuX, maybe I can just add a counter and count up the aray.

URL: http://forum.audiogames.net/viewtopic.php?pid=203305#p203305




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Re: BGT pack stuff and custom classes and functions

2015-01-30 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: BGT pack stuff and custom classes and functions

so I could create the aray to find files in that directory, then I could use a for loop to say as long as this counter is less than the length of this aray, add a menu item. My question is, how in the hell and I going to make it speak filenames, such as default.ogg, rifle.wav or laser.ogg.

URL: http://forum.audiogames.net/viewtopic.php?pid=203023#p203023




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Re: BGT pack stuff and custom classes and functions

2015-01-29 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


Re: BGT pack stuff and custom classes and functions

Im sorry, Im kinda new to bgt, and I can barely use arays right now. Heres what I would like to do, for my game. This is target. I want to have a folder called guns in the sounds folder, sounds/guns. I want there to be a select gun sound option, and if you click it, it will browse sounds/guns with find files, return it as an aray, now how do I bring that aray into a dynamic menu with each item as a sound file? For example, default.ogg, rifle.wav, all in the menu.

URL: http://forum.audiogames.net/viewtopic.php?pid=202876#p202876




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BGT pack stuff and custom classes and functions

2015-01-26 Thread AudioGames . net ForumDevelopers room : coltonhill01 via Audiogames-reflector


  


BGT pack stuff and custom classes and functions

I want to create a script that will do the following.1: Locate a pack file on disk via a browse function.2: Open the pack file and ask for the decryption key, and then use that to decrypt the sounds in the file.3: Open the contents of the pack file in the same file and folder view mode, allowing you to play and extract files. Press enter to open a menu on the file, where you can open it with bgt if its a audio file, or extract it to a specified folder on disk.Also, I wish it was possible to create a pack creater that would allow you to either select files to be added to the pack in a folder file list mode, or just add a folder and all subfolders to the scripts pack, folders intacked.I do sort of know how to create a browse function, thanks to Cae Joness scripts, browser being one of them. But this thing will not open inside a pack file.

URL: http://forum.audiogames.net/viewtopic.php?pid=202515#p202515




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