Re: Let's Build an RPG!

2017-09-23 Thread AudioGames . net ForumDevelopers room : ctoth via Audiogames-reflector


  


Re: Let's Build an RPG!

Jayde,Check your private messages.

URL: http://forum.audiogames.net/viewtopic.php?pid=330582#p330582





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Fund the Future of Accessible Gaming

2017-04-03 Thread AudioGames . net ForumDevelopers room : ctoth via Audiogames-reflector


  


Fund the Future of Accessible Gaming

Hi folks,Many of you may have heard of an incredible 3d audio library written by my good friend Camlorn.If you haven't, check out https://GitHub.com/libaudioverse/libaudioverseThis library really is the future of audiogames, giving us far more realistic 3d audio and effects than we even had back in the good old Windows xp days.Camlorn is looking to spend a good amount of time finishing up the library and basically getting it ready to sit at the core of your next masterpiece, but he needs some money to do this.If you are at all someone who enjoys quality audiogames, please, please donate to this GoFundMe. A completed LibAudioverse will usher in the next generation of audiogames, but only if we fund it.I just contributed myself, so please go right now, check out the campaign, and contribute if you can!You can find the campaign at https://www.gofundme.com/fund-libaudioverse-developmentThis won't happen without your help, so let's go build the future!

URL: http://forum.audiogames.net/viewtopic.php?pid=305336#p305336





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Re: Let's Build an Audiogame Together in Python

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


  


Re: Let's Build an Audiogame Together in Python

Spent some time working on this this evening.Turns out I have a lot more to say on game design and figuring out what the game we're building is, and justifying my decisions, than I ever had considered.I'd love to get some feedback from trusted members of the community before posting this next bit, too, as it's a bit less technical, a little more of me trying to synthesize the reading I have done on game design, as well as my intuitions.So far I am trying to hammer home the idea that a lot of the work we have to do as game developers is not writing code, but is trying to build a coherent world with reasonable rules that can be fun for the player, as well as stressing the idea that we have an awesome heritage of sighted games to tap for inspiration.I've also got started on part 3, which is a little more meaty, and will have you actually getting a project directory structure with its own virtual environment and will conclude with you ha
 ving a window up on the screen.I'm pretty new at any sort of long-form writing like this, and so am trying to figure out stuff like where to cut up my posts so they are easiest to digest. Forgive me for the roughness, I intend to evolve this over time until I'm actually happy with it, but that'll require feedback, which will require me actually, you know, getting it posted 

URL: http://forum.audiogames.net/viewtopic.php?pid=303591#p303591





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Re: Strange accessible_output2 Mac error

2017-02-26 Thread AudioGames . net ForumDevelopers room : ctoth via Audiogames-reflector


  


Re: Strange accessible_output2 Mac error

Looks like you're using the copy from my hg, and that copy is not running on Python 3. As I did not write the output for VoiceOver for AO2 I cannot offer more information.

URL: http://forum.audiogames.net/viewtopic.php?pid=299415#p299415





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Re: Let's Build an Audiogame Together in Python

2017-02-23 Thread AudioGames . net ForumDevelopers room : ctoth via Audiogames-reflector


  


Re: Let's Build an Audiogame Together in Python

Quick update:I haven't forgotten about this  I've had a busy week at work, and then I decided to go back and move part 2 to part 3, and instead write about game design, and the actual game we'll be producing in part two.Hope to get parts 2 and 3 up by this weekend, no promises 

URL: http://forum.audiogames.net/viewtopic.php?pid=298962#p298962





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Re: Let's Build an Audiogame Together in Python

2017-02-13 Thread AudioGames . net ForumDevelopers room : ctoth via Audiogames-reflector


  


Re: Let's Build an Audiogame Together in Python

@raven1. yes2. Yes. The game will be hosted on GitHub3. How people started using my hg server as a source for their libraries is utterly confusing to me, and is one of the issues I intend to sort out with this series of posts. I won't be making a metapackage, as part of this project is to show people how they can select their own components for things.I've got most of the second post done, in which you'll set up the project, bootstrap a virtualenv, and get a window up on the screen. Will probably post this later today.Keep truckin

URL: http://forum.audiogames.net/viewtopic.php?pid=297397#p297397





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Re: Let's Build an Audiogame Together in Python

2017-02-13 Thread AudioGames . net ForumDevelopers room : ctoth via Audiogames-reflector


  


Re: Let's Build an Audiogame Together in Python

@Thakur ishanWhat precisely are you asking me to do?

URL: http://forum.audiogames.net/viewtopic.php?pid=297398#p297398





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Re: Let's Build an Audiogame Together in Python

2017-02-10 Thread AudioGames . net ForumDevelopers room : ctoth via Audiogames-reflector


  


Re: Let's Build an Audiogame Together in Python

Part 1 is posted: https://blog.q-continuum.net/posts/lets … vironment/

URL: http://forum.audiogames.net/viewtopic.php?pid=296955#p296955





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Re: Let's Build an Audiogame Together in Python

2017-02-10 Thread AudioGames . net ForumDevelopers room : ctoth via Audiogames-reflector


  


Re: Let's Build an Audiogame Together in Python

I am going to base this set of tutorials around actually producing a game. It will be quite simple, I'm currently envisioning a traditional side-scroller or similar, but the hope, when completed, is to have something that's fully playable.This will allow me to explore and write about some of the pitfalls along the way, and how I decided to solve them, as well as giving you a nice history of code to follow to see how things evolve along the way.

URL: http://forum.audiogames.net/viewtopic.php?pid=296931#p296931





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Let's Build an Audiogame Together in Python

2017-02-10 Thread AudioGames . net ForumDevelopers room : ctoth via Audiogames-reflector


  


Let's Build an Audiogame Together in Python

Hi folks,So I come on here every week or so and see people struggling and struggling to get something off the ground. I also see other people, who know just enough to be dangerous, sending people off down the wrong paths time and time again.I've finally grown tired of this, and have decided to take a crack at solving the problem.I have begun writing a series of blog posts targeted at getting the computer power user with some programming experience up to speed and able to produce a full-fledged audiogame in Python, my personal favorite programming language.Here is a preliminary list of topics which this tutorial will cover:* Preparing your environment: Getting Python, Pip, virtualenv, and a C Compiler set up so that you can install and run Python packages* Using a virtualenv to keep your projects separate and dependencies under control* Playing sounds in 2 and 3 dimensions using Camlorn's excellent Libaudioverse project.* 
 Capturing Input and acting upon it* The concept of game screens* The Model View Controller paradigm* Finding and using appropriate 3rd-party libraries* Maps, serialization, and other topics having to do with data storage for your game* Compiling your masterpiece and distributing it to others to enjoySo far I've only gotten most of the first article written, and don't yet have the blog set up, though that's simply a matter of sticking a Nikola instance up somewhere If you guys are interested, I'll go ahead and post a draft of the first tutorial, preparing your environment, and start work on the rest.

URL: http://forum.audiogames.net/viewtopic.php?pid=296930#p296930





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Re: Python Programming issue

2017-02-10 Thread AudioGames . net ForumDevelopers room : ctoth via Audiogames-reflector


  


Re: Python Programming issue

Okay, this is literally absurd. I'm going to fix this problem because it looks like no one else is going to step up and try, unfortunately, and the people who know a little bit know just enough to send newbies down the wrong path   Let me get a blog set up and I'll explain, in excruciating detail, how to build an audiogame in Python. If you don't know how to use your computer, though, this tutorial will not be for you, as there is a certain level of base knowledge required and we can't hand-hold through everything.

URL: http://forum.audiogames.net/viewtopic.php?pid=296928#p296928





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Re: Python Programming issue

2017-02-09 Thread AudioGames . net ForumDevelopers room : ctoth via Audiogames-reflector


  


Re: Python Programming issue

pip install pypiwin32

URL: http://forum.audiogames.net/viewtopic.php?pid=296843#p296843





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Re: Compiling Python Simple Pig Audio Game

2017-01-06 Thread AudioGames . net ForumDevelopers room : ctoth via Audiogames-reflector


  


Re: Compiling Python Simple Pig Audio Game

This seems like a bit of a silly reason -- any moderately complex application or game you ever develop will consist of more resources than just a single executable. You'll have sounds and other game assets, documentation, translation strings, so on and so forth. Might as well learn how to deal with this stuff now by creating an actual installer.This may be useful: https://pypi.python.org/pypi/innosetupI have a hacked up version of this as a large component of my installer_builder package.This is really the big downside here. We harp at people to use modern programming languages, ecosystems and packages, but this pulls in a heck of a lot of complexity. If you're working with the stack every day like I am, you learn how to simplify the complexity and write tools where they don't exist to make your life easier, but if you're just trying to ship a game, I can see this being super annoying
 .Anybody got relatively good technical documentation chops? I would be willing to open source a lot of my tooling, like my simplified installer builder, but this stuff all needs good documentation for me to make it public.

URL: http://forum.audiogames.net/viewtopic.php?pid=292713#p292713





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Re: Compiling Python Simple Pig Audio Game

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


  


Re: Compiling Python Simple Pig Audio Game

accessible_output2.find_datafiles provides a list of datafiles as expected by the py2exe setup.py datafiles argument.See the setup.py from my shooter project for examples

URL: http://forum.audiogames.net/viewtopic.php?pid=292154#p292154





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

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


  


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

In the common case there's just not really anything you can do since most screen readers don't provide any way to query whether or not they are speaking.

URL: http://forum.audiogames.net/viewtopic.php?pid=292153#p292153





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Re: Doing input boxes in python 3?

2016-12-24 Thread AudioGames . net ForumDevelopers room : ctoth via Audiogames-reflector


  


Re: Doing input boxes in python 3?

You'll be wanting something like wx.CallAfterThis was still a problem in 2, but the non-phoenix build didn't complain at you.

URL: http://forum.audiogames.net/viewtopic.php?pid=290872#p290872





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Re: A question about wxpython tabs

2016-11-27 Thread AudioGames . net ForumDevelopers room : ctoth via Audiogames-reflector


  


Re: A question about wxpython tabs

Please post your code

URL: http://forum.audiogames.net/viewtopic.php?pid=287547#p287547





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Re: bgt and neural networks, where to start?

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


  


Re: bgt and neural networks, where to start?

I'm afraid I'm going to have to pop up with my constant refrain here.There are not any neural network libraries for BGT, there will never be neural network libraries for bgt, and your best bet is to go with Python.There are a huge number of libraries for building Neural Nets, as well as a truly massive amount of accessible and useful tutorials on the topic.A majority of people are using either TensorFlow, a popular library from Google, or some other awesome libraries, like Theano and Keras.But with the material out there, you can learn the very basics of these nets without even touching these libraries. There are several intro to neural network articles and tutorials which only use numpy, for instance so you can get a deep understanding of what you're doing.Once you've gotten some ideas, there are also many pretrained models, for everything from text and music generation, object recognition, and pretty much anything else you could
  ever want. This, of course, is why I continue to advocate no one pick up BGT as their first language, as as soon as they wish to go further, they are completely barred from the mainstream, but that's another topic for another day.The book Neural Networks and Deep Learning, freely available at http://NeuralNetworksAndDeepLearning.com may be useful, but I wish to reiterate, there are literally unimaginable amounts of tutorials out there freely available once you're on the happy path 

URL: http://forum.audiogames.net/viewtopic.php?pid=286325#p286325





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Re: bgt and neural networks, where to start?

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


  


Re: bgt and neural networks, where to start?

I'm afraid I'm going to have to pop up with my constant refrain here.There are not any neural network libraries for BGT, there will never be neural network libraries for bgt, and your best bet is to go with Python.There are a huge number of libraries for building Neural Nets, as well as a truly massive amount of accessible and useful tutorials on the topic.A majority of people are using either TensorFlow, a popular library from Google, or some other awesome libraries, like Theano and Keras.But with the material out there, you can learn the very basics of these nets without even touching these libraries. There are several intro to neural network articles and tutorials which only use numpy, for instance so you can get a deep understanding of what you're doing.Once you've gotten some ideas, there are also many pretrained models, for everything from text and music generation, object recognition, and pretty much anything else you could
  ever want. This, of course, is why I continue to advocate no one pick up BGT as their first language, as as soon as they wish to go further, they are completely barred from the mainstream, but that's another topic for another day.The book Neural Networks and Deep Learning, freely available at http://NeuralNetworksAndDeepLearning.com may be useful, but I wish to iterate, there are literally unimaginable amounts of tutorials out there freely available once you're on the happy path 

URL: http://forum.audiogames.net/viewtopic.php?pid=286325#p286325





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Re: Seeking Collaborator

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


  


Re: Seeking Collaborator

A bit of a progress update:I've been continuously hacking on this for a little while. I've found one sound designer already who appears to be quite competent, but if I start seeing that the audio work is more than we can handle, I may bring others on board.I've got the server in a very basic usable state. It loads universe templates and creates universes, which it populates with items. Currently these universes are pretty static, as the whole resources/trade/economy system is still nascent, and without a functioning economy, nothing really happens.Starships work. Ish.Most of the core systems function. The computer acts as a bit of a control hub for everything else. I have tests which exercise basic combat, harvesting of resources, and even some preliminary work on buying and selling resources.Missiles work. They currently have a limited amount of fuel, and accelerate after launch. They're only really useful for fixed trajectory o
 r motionless things right now though, as they do not (yet) have homing capability. Beam weapons work. They are limited in range for accuracy reasons. The trifecta of engines, thrusters, and autopilot all work together to get you to whatever objects you plot a course to. Jumpgates can pop you from one system to another. This is darn good, because even with metaspace drive, it would take months to travel between systems otherwise.Sensor systems work. There isn't yet cloaking/stealth, but it is planned.There's a lot more working on the server at this point. The AI is very very very basic and only has a few concepts like make money or fight or flight, but the basic framework is there. Shields, reactors, fuel, it's all there and most of it even works, though of course there's a lot of balance work that needs to be done.As previously mentioned, everything's read out of template files, and writing these template files is incredib
 ly easy, so the task of actually plugging in names and attributes for all these various resources, components, etc. should be ... manageable.Now for the clientI've come up with a relatively unique design that I think can save me from having to go literally insane while writing the client, but only time will tell if I got this right.Some client concepts in no particular order:- Channels:  Every message that comes from the game, and this being a complex game there are a lot of messages, comes from a certain channel. Navigation, Sensors, Combat, etc.Much like Twitter clients I have built in the past, I made an easy intuitive way of dealing with these channels. They all have sounds, so you can tell from simple audio cues precisely what sort of information is coming in. You navigate between these channels with alt+left and right, and read their contents with alt+up and down. Channels automatically read incoming messages, but if a channel is
  too noisy, you can also mute it.- The Sensor Sphere  Objects around you are represented in 3d audio. This audio is scaled, giving you the ability if your sensor sphere is zoomed out, to perceive literally millions of cubic kilometers of space.Each object in space that is within your sensor range is represented by a sensor contact. Contacts have both a type, say ship, planet, etc. and an object class, say star destroyer, m-class, etc. These contacts have a set of sounds associated with them: appear, disappear, contact, and selected. The client first checks for a sound for the given object class, then for the given type, and finally looks for a generic sound. Currently you investigate the sensor sphere with tab and shift+tab, though I am brainstorming ways of making this more efficient, possibly by the use of categories or something based around recency of contacts. IF a sound is not found, the client will also, in future, check the server and dynamical
 ly download the sound if it exists, making hot patching assets trivial.Much the same algorithm is used when looking for system sounds. Systems have both a name and a type, and so first system sounds are sought for using their name, then their type, then again generic. Systems have sounds for start, stop, running, damage, prepare, and use. Not all systems have all sounds.Any sound in the game can be either a single sound file, or a directory of sounds. If a directory, a sound is randomly selected from this directory when a play request is received to avoid the machinegun effect where a sound is repeatedly played.- UI:  The server can request that the client display a few different GUIs. Currently I'm just using this for scan reports and the like, though it has a whole heck of a lot of potential since I went with an actual accessible GUI, wxPython, rather than a game-specific and inaccessible thing like Pyglet or Kivy. Having actual accessible UIs w
 ill be incredibly useful for things like columnar data like might be found in a cargo bay listing or similar.What does this all look like in practice?Well, right now it's pretty bare-bones, still. 

Re: Seeking Collaborator

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


  


Re: Seeking Collaborator

A bit of a progress update:I've been continuously hacking on this for a little while. I've found one sound designer already who appears to be quite competent, but if I start seeing that the audio work is more than we can handle, I may bring others on board.I've got the server in a very basic usable state. It loads universe templates and creates universes, which it populates with items. Currently these universes are pretty static, as the whole resources/trade/economy system is still nascent, and without a functioning economy, nothing really happens.Starships work. Ish.Most of the core systems function. The computer acts as a bit of a control hub for everything else. I have tests which exercise basic combat, harvesting of resources, and even some preliminary work on buying and selling resources.Missiles work. They currently have a limited amount of fuel, and accelerate after launch. They're only really useful for fixed trajectory o
 r motionless things right now though, as they do not (yet) have homing capability. Beam weapons work. They are limited in range for accuracy reasons. The trifecta of engines, thrusters, and autopilot all work together to get you to whatever objects you plot a course to. Jumpgates can pop you from one system to another. This is darn good, because even with metaspace drive, it would take months to travel between systems otherwise.Sensor systems work. There isn't yet cloaking/stealth, but it is planned.There's a lot more working on the server at this point. The AI is very very very basic and only has a few concepts like make money or fight or flight, but the basic framework is there. Shields, reactors, fuel, it's all there and most of it even works, though of course there's a lot of balance work that needs to be done.As previously mentioned, everything's read out of template files, and writing these template files is incredib
 ly easy, so the task of actually plugging in names and attributes for all these various resources, components, etc. should be ... manageable.Now for the clientI've come up with a relatively unique design that I think can save me from having to go literally insane while writing the client, but only time will tell if I got this right.Some client concepts in no particular order:- Channels:  Every message that comes from the game, and this being a complex game there are a lot of messages, comes from a certain channel. Navigation, Sensors, Combat, etc.Much like Twitter clients I have built in the past, I made an easy intuitive way of dealing with these channels. They all have sounds, so you can tell from simple audio cues precisely what sort of information is coming in. You navigate between these channels with alt+left and right, and read their contents with alt+up and down. Channels automatically read incoming messages, but if a channel is
  too noisy, you can also mute it.- The Sensor Sphere  Objects around you are represented in 3d audio. This audio is scaled, giving you the ability if your sensor sphere is zoomed out, to perceive literally millions of cubic kilometers of space.Each object in space that is within your sensor range is represented by a sensor contact. Contacts have both a type, say ship, planet, etc. and an object class, say star destroyer, m-class, etc. These contacts have a set of sounds associated with them: appear, disappear, contact, and selected. The client first checks for a sound for the given object class, then for the given type, and finally looks for a generic sound. Currently you investigate the sensor sphere with tab and shift+tab, though I am brainstorming ways of making this more efficient, possibly by the use of categories or something based around recency of contacts. IF a sound is not found, the client will also, in future, check the server and dynamical
 ly download the sound if it exists, making hot patching assets trivial.Much the same algorithm is used when looking for system sounds. Systems have both a name and a type, and so first system sounds are sought for using their name, then their type, then again generic. Systems have sounds for start, stop, running, damage, prepare, and use. Not all systems have all sounds.Any sound in the game can be either a single sound file, or a directory of sounds. If a directory, a sound is randomly selected from this directory when a play request is received to avoid the machinegun effect where a sound is repeatedly played.- UI:  The server can request that the client display a few different GUIs. Currently I'm just using this for scan reports and the like, though it has a whole heck of a lot of potential since I went with an actual accessible GUI, wxPython, rather than a game-specific and inaccessible thing like Pyglet or Kivy. Having actual accessible UIs w
 ill be incredibly useful for things like columnar data like might be found in a cargo bay listing or similar.What does this all look like in practice?Well, right now it's pretty bare-bones, still. 

Re: FPS Prototype Source Code Dump

2016-10-15 Thread AudioGames . net ForumDevelopers room : ctoth via Audiogames-reflector


  


Re: FPS Prototype Source Code Dump

Bumping this topic to see if anybody found this at all useful/got any utility out of it.

URL: http://forum.audiogames.net/viewtopic.php?pid=282967#p282967





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Re: adding librarys in python

2016-10-12 Thread AudioGames . net ForumDevelopers room : ctoth via Audiogames-reflector


  


Re: adding librarys in python

To get the most recent version of libaudioverse specifically, issue:pip install --pre libaudioverseYou want the prerelease as 0.9 has a lot of nice stuff in it and I don't believe @camlorn has cut a release yet.You'll need a relatively recent version of the pip package to accomplish this.If you already have pip installed, but this command doesn't work, issue python -m pip install -U pipthen try again 

URL: http://forum.audiogames.net/viewtopic.php?pid=282565#p282565





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Re: adding librarys in python

2016-10-12 Thread AudioGames . net ForumDevelopers room : ctoth via Audiogames-reflector


  


Re: adding librarys in python

To get the most recent version of libaudioverse specifically, issue:pip install --pree libaudioverseYou want the prerelease as 0.9 has a lot of nice stuff in it and I don't believe @camlorn has cut a release yet.

URL: http://forum.audiogames.net/viewtopic.php?pid=282565#p282565





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Re: My experiment with packaging and encrypting sounds with Python

2016-10-12 Thread AudioGames . net ForumDevelopers room : ctoth via Audiogames-reflector


  


Re: My experiment with packaging and encrypting sounds with Python

Also, thanks for building this!

URL: http://forum.audiogames.net/viewtopic.php?pid=282563#p282563





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Re: My experiment with packaging and encrypting sounds with Python

2016-10-12 Thread AudioGames . net ForumDevelopers room : ctoth via Audiogames-reflector


  


Re: My experiment with packaging and encrypting sounds with Python

Hrvoje,It would be awesome if you packaged this up into something on pip for both the case with and without libaudioverse.I'm sure it would help a lot of people who were getting started with audiogame development in Python.Related: we need a centralized place for tracking all the various resources that are out there from Libaudioverse, AO2, etc. etc. as well as stuff like Cam's recent thread on advice for Pyglet and the shadow window.

URL: http://forum.audiogames.net/viewtopic.php?pid=282562#p282562





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Seeking Colaborator

2016-08-27 Thread AudioGames . net ForumDevelopers room : ctoth via Audiogames-reflector


  


Seeking Colaborator

Howdy,I'm looking for someone to work with building something awesome.For a few years now, I've been tinkering with the core universe model for a realtime, space-based MMO.If anyone is familiar with HSpace for Mush, I was given permission back in 2010 or so to port its core mechanics from C++ to Python and use it under the MIT license. Since, I have added many more systems and space objects to this core package, and generally just hacked in cool features on the weekends when I wanted to code on something different for a change.The core simulation model has quite a bit of mostly-working stuff in it, including complex, system-based starships, an economic system based on real commodities with banks, refineries, etc. space stations, planets, asteroids, nebulae, jumpgates, a basic Newtonian physics model with 3d space, constant acceleration, a templatable universe creation process, allowing you to declaratively define starship and system types, and 
 so on.I also have a working knowledge of Google Protocol Buffers, on top of which I intend to build the networking model, giving us easy, fast, and efficient bidirectional client-server communication. Thanks to Camlorn, we now have an incredible 3d audio library, which will work fantastically for representing complex, realtime spaceflight. In short, I've got all these complicated pieces which could make up something awesome, but little creativity to put a story, game mechanics, or much of the humanizing touch on a game to make it sticky enough to attract a monthly subscription playerbase.This is where you come in!You should be:Literate with the tropes of "(hard)er" Science Fiction (At least Honorverse-level  though as we'll be pushing for a mainstream audience, I'm flexible on this point.A competent programmer: I
 39;m not expecting you to be a supergenius who can both program like mad and come up with an awesome story, but you should at least know your way around a moderately-complex codebase, and know what sorts of things are and aren't possible.- Patient: This will probably be a long (think years) project, and I will often need to work on other things to actually pay the rent  This is not something we'll have done in a month or two.- Inspired: Does this sound like the game you've always wanted to build? Then I want to hear from you! - Most important of all, creative! show me something you've created before that you're proud of!Feel free to reply here, or via e-mail to q.al...@gmail.com, remove the line break.

URL: http://forum.audiogames.net/viewtopic.php?pid=276450#p276450





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Re: FPS Prototype Source Code Dump

2016-07-30 Thread AudioGames . net ForumDevelopers room : ctoth via Audiogames-reflector


  


Re: FPS Prototype Source Code Dump

A few minor things that have come up:If you are using an older version of Mercurial, it will complain about the site being insecure. This is because it doesn't support HTTPS SNI, so just clone directly from http://hg.q-continuum.net/shooter or install a newer version of Mercurial.If you are installing into an empty virtualenv, install six first with pip install six, this works around a bug in the setup script of one of the third-party packages which expects six to be installed during installation but doesn't declare this fact.Hope these tips are useful!

URL: http://forum.audiogames.net/viewtopic.php?pid=271599#p271599





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FPS Prototype Source Code Dump

2016-07-30 Thread AudioGames . net ForumDevelopers room : ctoth via Audiogames-reflector


  


FPS Prototype Source Code Dump

Hi folks,Last year I started hacking on something which ended up being some sort of accessible randomly-generated fps/rpg game engine.I posted a prototype of this engine a while ago here, and got quite a bit of positive feedback.Sadly, other projects have come up, and I don't really have a plan to take this further. A lot of the underlying ideas are pretty good, but the code is hardly an example of professional work, as I focused more on trying to get it to work than getting it clean.Regardless, I thought I would share it with the community as possibly an example of an audiogame written in python with at least a little bit of structure.I'll monitor this thread and attempt to answer any questions that come up, though will not generally offer support.If you end up using this for something, please let me know!You can obtain the source code using Mercurial fromhttps://hg.q-continuum
 .net/shooterI included a requirements.txt file which includes the dependencies you will need to get the game running. Install this with pip using the regular method.The included readme will give you an overview of the game, and it's my hope that you will be able to make at least some sense of the source code as it is relatively undocumented.make something awesome!  - QP.S. Tired of dealing with CAPTCHAs? Check out my latest project, CAPTCHA Be Gone! Solve a CAPTCHA in seconds with a single keystroke: https://CAPTCHABeGone.com

URL: http://forum.audiogames.net/viewtopic.php?pid=271597#p271597





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Re: Pre-built Libaudioversse and Nightly Builds

2015-09-30 Thread AudioGames . net ForumDevelopers room : ctoth via Audiogames-reflector


  


Re: Pre-built Libaudioversse and Nightly Builds

This represents literally years of effort which will directly benefit the entire Audio Gaming community. Thank you for your work on this.

URL: http://forum.audiogames.net/viewtopic.php?pid=233408#p233408




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Re: ideal way of creating a map parcer?

2015-09-30 Thread AudioGames . net ForumDevelopers room : ctoth via Audiogames-reflector


  


Re: ideal way of creating a map parcer?

*drops a dead horse**pulls out a whip*Ahem.You know, if you used a higher level language, maybe even one inspired by a particular British comedy troop, a lot of this stuff becomes a simple matter of calling a library function that someone's already helpfully written for you.Want to parse your map? Well, write it in YAML or a similar serialized data structure format and just read it in, have stuff transparently and magically go where it belongs.Want to use a physics engine? Go pick one and use it. Box2D is great and easy to use.Want to see how to do something? Use the resources of the full sighted programming community, get access to StackOverflow, to millions of lines of code already written for you.The time it takes to get up to speed in a mainstream language repays itself quickly, and then just keeps paying off.In fact...I feel pretty strongly about this, so why not put my actions behind my words?If anyone wants 
 to come to me with running BGT source code, I will help you port it to Python. I'm pretty busy during the day, but will mentor anyone who wants the help, and even directly help you port the code over an evening or two.

URL: http://forum.audiogames.net/viewtopic.php?pid=233411#p233411




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Re: OpenAL Python Example

2015-09-20 Thread AudioGames . net ForumDevelopers room : ctoth via Audiogames-reflector


  


Re: OpenAL Python Example

Good show.

URL: http://forum.audiogames.net/viewtopic.php?pid=232303#p232303




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Re: FPS Engine Preview/request for feedback

2015-09-12 Thread AudioGames . net ForumDevelopers room : ctoth via Audiogames-reflector


  


Re: FPS Engine Preview/request for feedback

Hi folks!Here's a new build of the engine which should help us gather a lot more debug information when it inevitably blows up.http://q-continuum.net/shooter.zipEthin @35. Pretty sure this engine actually demonstrates the opposite. Regardless, there are no plans to port it.

URL: http://forum.audiogames.net/viewtopic.php?pid=231637#p231637




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Re: FPS Engine Preview/request for feedback

2015-09-12 Thread AudioGames . net ForumDevelopers room : ctoth via Audiogames-reflector


  


Re: FPS Engine Preview/request for feedback

Hi folks!Here's a new build of the engine which should help us gather a lot more debug information when it inevitably blows up.http://q-continuum.net/shooter.zipWhen stuff breaks, please send us shooter.log, which will be in the directory from which you ran the shooter.exe executable.Ethin @35. Pretty sure this engine actually demonstrates the opposite. Regardless, there are no plans to port it.

URL: http://forum.audiogames.net/viewtopic.php?pid=231637#p231637




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Re: FPS Engine Preview/request for feedback

2015-09-08 Thread AudioGames . net ForumDevelopers room : ctoth via Audiogames-reflector


  


Re: FPS Engine Preview/request for feedback

Here's that link to Libaudioverse on GitHub

URL: http://forum.audiogames.net/viewtopic.php?pid=231216#p231216




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FPS Engine Preview/request for feedback

2015-09-08 Thread AudioGames . net ForumDevelopers room : ctoth via Audiogames-reflector


  


FPS Engine Preview/request for feedback

Hi folks,Some of you might know me as one of the guys behind Accessible Apps, the company which brings you Chicken Nugget, the most powerful and popular Twitter client for Windows, as well as other awesome software.Today I'm writing to introduce you to one of the things I have been working on for a bit, an audio single-player fps engine.Some of the features that I've got working so far:Full HRTF-enabled multidimensional audio, made possible by the powerful Libaudioverse library.Integration with an off-the-shelf physics engine for a realistic environment incorporating destructable objects and other complex physical behaviors. Think of grenades being able to bounce off walls and similar.Automatic map generation from a simple declarative language. In particular I'm using YAML, an easy language for describing data structures and relationships for creating templates which I feed into my map generator, which then produces full levels
 .Multiple input methods: Currently both keyboard and mouse are supported. I feel that the mouse has been demonstrated as a very useful input device for audio games.Audio occlusion: Physical items in the game world, including walls, dampen audio but do not necessarily completely cut it off. This means you can hear stuff in other rooms, and when you approach an open exit, the sounds become more noticeable. This is also true if, for instance, an npc is behind a piece of equipment or shelving.Room-dependent reverb: Again relying on the powerful Libaudioverse library, different rooms will have different reverberation characteristics. Small rooms sound small, and the inverse is also true.I have created a minimal playable level to showcase what I've got so far, and to solicit feedback. I'm extremely interested in what the community has to say, and would like to involve you all in the process as I create something marketable.Currently the demo runs 
 on Windows. You can find it at: https://q-continuum.net/shooter.zipI'm certain that you will find issues. Heck, it might not even run at first on your system. I was previously trying to use convolutional impulse responses for the reverb, and that did not run on several peoples' computers. I believe the new computational reverb will work better, but I have also heard reports of random freezing and crashing depending on display drivers and other random things. I've done my best, but let me know what issues you come across.Notes on development:As I mentioned, a lot of this is made possible by Camlorn's powerful Libaudioverse library (which I would link to, but the forum is telling me I may only have 1 link in this post.) He's built something quite amazing there, so you should probably check it out. I'll post subsequently with the URL.This engine, like all of the other apps from A
 ccessible Apps is written in Python.I often see questions about what language to learn, or if Python is the right language on this forum, and always restrain myself from jumping in as a Python fanboy when I see people start suggesting BGT or other similarly hobbled languages. I do feel it worth noting that this is just under 2000 lines of code written in under two months with other projects taking a majority of my time, and most of this is a direct result of both Python's expressiveness and immense and thriving ecosystem.I chose YML to represent input to the map generator because it fit my mental model and procedural map generation fits well into the single developer trying to build a large complex game situation I find myself in. But I am extremely interested in working on infrastructure for nonrandom maps which could really highlight the power of the environmental audio engine with familiar environments, for instance a supermarket or gymnasium. This will require 
 further development.There's a lot of quick and dirty prototype stuff in the game. For instance the escape key pauses the world, useful for debugging, but there's no unpausing. escape twice exits. The inventory screen is very minimalist and only lets you equip things. Lots of small polish issues.I look forward to your feedback. It's time to revolutionize audiogaming.

URL: http://forum.audiogames.net/viewtopic.php?pid=231215#p231215




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Re: Python Accessible GUI

2015-09-08 Thread AudioGames . net ForumDevelopers room : ctoth via Audiogames-reflector


  


Re: Python Accessible GUI

WxPython development is ongoing, see wx Phoenix. I use it for cross-platform apss on Windows and Mac.

URL: http://forum.audiogames.net/viewtopic.php?pid=231229#p231229




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