Re: searching people to make a game with me

2017-01-13 Thread AudioGames . net ForumDevelopers room : danny via Audiogames-reflector


  


Re: searching people to make a game with me

Hey. Can anyone come up to the plate for my next uber awsome super fantacy game idea. I want it to rival swomp and it will be online and it will have magic, and spells, and and and, ok i'm done with the joke, I had to put it their. In all seriousness, i'll put my hole thing of collaboration and teamwork up here. I don't expect it to help much but here goes. I've been in about 4 collaborations, 3 of them have ended in massive failure. 2 because of the hole storyline/i'm the idea guy/I really don't want to learn how to do it myself approach, and 1 because the person I was collaborating with didn't exactly know the language I was using. So let me put this in perspective. From my point of view, storyline writing is easy. I could just as easily as I am writing this post open notepad and write a hole story down. It also doesn't take a rocket scientest to jot down the features we would all like in our games. So when your the idea guy, and you just 
 do that, your not really working. I'll simplify my explonation like this, by putting it in reel life terms. Say your at school, right? So say their's this girl you like, as in, really like. But your unsure how to make the move. Instead of figuring it out with yourself and maybe asking a friend for a tiny bit of help, you tell him, hey, could you go ask her if she want's to go out with me? And Maybe ask her what kind of stuff she likes? See the picture? Your not actually talking to her. Your not the one asking her out, you didn't do the work to try and figure out what she likes, you instead let someone else do all the work for you. Guess what happened in the end. You didn't get the girl. Getting back to my point, programming is the actual, hard part. That's where, just like in our example above, you go up to the girl, and ask her out. And here's a friendly life tip, things don't always go as planned. So like with that girl you just asked out, y
 our game could turn out even better than you expected, it could start out grate and then massivly backfire on you, or it could just not work at all and be a total flop, but you won't know until you try. And as for those idea people? Let me say this, as a game developer. When i'm in a group setting, i'll work, but only if everyone else is working. Not if their's 1 person at the back pushing everyone else forward for his or her own ends. Writing the storyline doesn't count in my book because I could just as easily do it on my own. Sound designing, slitely harder, but don't be surprised if I don't end up waiting for someone to spend 5 days designing a sound and just do it myself in less time. Programming? I'll just leave this one up for debate seeing as i'm known for not getting along with most programmers that I know. I'll just end on this. When your the idea guy and I suggest that you learn programming and your response is that you re
 ally can't understand it or that you don't want to do it yourself, that sends the message to me that well, you see, I could do it, but why should I when I have you to do it for me? In otherwords you don't really want the game all that much. In a community like this, where we're not really getting payed to do what is a tun of work, the programmer more or less has to want the game, want it bad enough to say screw it, i'm going to do it myself.

URL: https://forum.audiogames.net/viewtopic.php?pid=293669#p293669





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Re: Disappointed by PureBasic on Mac OS X

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


  


Re: Disappointed by PureBasic on Mac OS X

While I don't have access to a mac, the best way I found while I still developed in pb was to simply just write your code down in a text file, save it as a .pb file and then run it with the ide or something like that. Honestly though i'd not suggest pb for cross platform, no that's not an anti pure basic rant. And if you do use it for  cross platform, you'll wanna find something besides the default sound library to use.

URL: http://forum.audiogames.net/viewtopic.php?pid=292186#p292186





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Doing input boxes in python 3?

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


  


Doing input boxes in python 3?

Hi all, so for 2 days now I've been struggling to upgrade my engine and the stuff using it to python3, for various reasons, including that for cross platform support Ubuntu and other Linux distros have begun upgrading to it and at least in Ubuntu's case, no longer offer speech-dispatcher builds for python 2 with out extra compiling on the user part. I've managed to upgrade successfully so far, I've even converted my server class for both client and server to send and receive bytes as aposed to strings like is required, which all works. My problem now is when it comes to input boxes with wx. In python 2, I could simply generate an input box by doing the following. input = wx.TextEntryDialog(None, "test", "This is a test") input.ShowModal() string = input.GetValue() input.Destroy(). This works in python 3 until it comes time to show the input box, where upon the nice traceback I get informs me that I can't do that in another thread beside
 s the main thread. However, because of twisted prevents me from using the main thread as it requires me to run the reactor, and I run the input functions in another thread seporit from my eventloop so as to avoid causing unnecessary blockage. So my question is, for python 3, is their a way to get around the problem with wx, or if not, is their an alternative that I can switch the engine over to using.

URL: http://forum.audiogames.net/viewtopic.php?pid=290768#p290768





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Re: my new online engine, coded in python

2016-11-21 Thread AudioGames . net ForumDevelopers room : danny via Audiogames-reflector


  


Re: my new online engine, coded in python

I didn't release it on github because I intended it to be a one release thing, more of something i'd just chuck out and say if you wanna improve on it or make your own games out of it go ahead, however I would be intrested in adding more coders to my own project using the engine and i'm intrested in releasing future engine updates with said coders, provided we didn't release any of the specific stuff that i've coded as open source such as the ground vehicle code and whatnot, i'm not entirely onboard with the idea of open sourcing the hole game. And thanks @post 11, i'll have a look.

URL: http://forum.audiogames.net/viewtopic.php?pid=286754#p286754





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Re: my new online engine, coded in python

2016-11-21 Thread AudioGames . net ForumDevelopers room : danny via Audiogames-reflector


  


Re: my new online engine, coded in python

I didn't release it on github because I intended it to be a one release thing, more of something i'd just chuck out and say if you wanna improve on it or make your own games out of it go ahead, however I would be intrested in adding more coders to my own project using the engine and i'd provided in releasing future engine updates with said coders, provided we didn't release any of the specific stuff that i've coded as open source such as the ground vehicle code and whatnot, i'm not entirely onboard with the idea of open sourcing the hole game.

URL: http://forum.audiogames.net/viewtopic.php?pid=286754#p286754





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Re: Pythonic SQL-Based Accounts System

2016-11-13 Thread AudioGames . net ForumDevelopers room : danny via Audiogames-reflector


  


Re: Pythonic SQL-Based Accounts System

I must say, this looks extremely prommissing and may end up replacing the account system in my current code, assuming I can get it to work, though it looks really simple to set up. I'll let you know if I get it working. Nice job on it.

URL: http://forum.audiogames.net/viewtopic.php?pid=285805#p285805





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Re: my new online engine, coded in python

2016-10-20 Thread AudioGames . net ForumDevelopers room : danny via Audiogames-reflector


  


Re: my new online engine, coded in python

@post 4 because I happen to prefer using tolk, though i've already figured out with the help of thgamer how to enable sapi support. You can of course change stuff like that as said in the readme.

URL: http://forum.audiogames.net/viewtopic.php?pid=283445#p283445





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my new online engine, coded in python

2016-10-11 Thread AudioGames . net ForumDevelopers room : danny via Audiogames-reflector


  


my new online engine, coded in python

Greetings all. Its been a while since i've released anything, but here goes. This package includes both a server and a client ritten in python, that can be used to write your own online games. The package includes a full area system, movement system is already coded in with full 360 rotational movement, etc. The very start to a space system is coded but the engine can be expanded for you to add stuff like, say, ground vehicles. Their's no sounds with the client as you'll need to provide those yourself, simply create a sounds folder and place sounds into their. The server includes 1 area example to get you started, while the client includes my menu class in case you want to use it in other projects. Make sure to read the readme before you ask questions or attempt to set the package up. Let me know if this is useful to you in anyway. And now the link. https://dl.dropboxusercontent.com/u/266 … 0engine.7z

URL: http://forum.audiogames.net/viewtopic.php?pid=282522#p282522





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Re: Is their a way to handle a traceback in a multi threaded python app

2016-06-25 Thread AudioGames . net ForumDevelopers room : danny via Audiogames-reflector


  


Re: Is their a way to handle a traceback in a multi threaded python app

@post 7 That's what I ended up doing, though it only writes tracebacks to the log currently at the moment. I'd prefer that as aposed to redundant and annoying try statements.

URL: http://forum.audiogames.net/viewtopic.php?pid=265761#p265761





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Re: Is their a way to handle a traceback in a multi threaded python app

2016-06-20 Thread AudioGames . net ForumDevelopers room : danny via Audiogames-reflector


  


Re: Is their a way to handle a traceback in a multi threaded python app

Seems simple enough, what about logging the traceback.

URL: http://forum.audiogames.net/viewtopic.php?pid=265312#p265312





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Re: Is their a way to handle a traceback in a multi threaded python app

2016-06-20 Thread AudioGames . net ForumDevelopers room : danny via Audiogames-reflector


  


Re: Is their a way to handle a traceback in a multi threaded python app

I've found that you can't do that though if you have something like a while loop going. If i'm rong let me know, i'd really like to get this ishue sorted out.

URL: http://forum.audiogames.net/viewtopic.php?pid=265305#p265305





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Is their a way to handle a traceback in a multi threaded python app

2016-06-20 Thread AudioGames . net ForumDevelopers room : danny via Audiogames-reflector


  


Is their a way to handle a traceback in a multi threaded python app

When an app crashed in pb, to get an error I could just code what pb called an on error callback. Normally for a server program for instants, this would send to all users that an error sprung up, disconnect them, log the error and close. Is their a way to do something simmiler in python or if not, is their at least a way you can log a traceback that happens, even if your app uses multiple threads?

URL: http://forum.audiogames.net/viewtopic.php?pid=265294#p265294





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Re: pygame on linux

2016-06-16 Thread AudioGames . net ForumDevelopers room : danny via Audiogames-reflector


  


Re: pygame on linux

I wouldn't use pygame for sound, normally I prefer libaudioverse or py-sfml, pybass is also a good one.

URL: http://forum.audiogames.net/viewtopic.php?pid=264774#p264774





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Re: libaudioverse crashing with reverb?

2016-05-21 Thread AudioGames . net ForumDevelopers room : danny via Audiogames-reflector


  


Re: libaudioverse crashing with reverb?

The bug fix also works on my end, thanks.

URL: http://forum.audiogames.net/viewtopic.php?pid=261191#p261191





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Re: problem with pyinstaller

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


  


Re: problem with pyinstaller

Thanks @thgamer, bb-freeze worked wunders.

URL: http://forum.audiogames.net/viewtopic.php?pid=257785#p257785





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Re: problem with pyinstaller

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


  


Re: problem with pyinstaller

Py2exe is only for windows as far as I know. I've managed to get py-sfml running on arch, which I prefer over ubuntu anyways, but not with python2, which is what my game runs on.

URL: http://forum.audiogames.net/viewtopic.php?pid=257703#p257703





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problem with pyinstaller

2016-04-20 Thread AudioGames . net ForumDevelopers room : danny via Audiogames-reflector


  


problem with pyinstaller

Hi all. During the past few weaks while trying to compile a cross platform app that uses pygame, i've run into a bit of difficulty. On my ubuntu vm, running from python2.7 the source runs fine. However, after compiling the app using pyinstaller, I get an import error, no module named base error. The line above says that its trying to import it from pygame.base. Before the question gets asked, i've tried switching to arch and would be using it, but their py-sfml refuses to compile when installing from the aur. Can anyone offer some help on this? It would be awsome. Thanks.

URL: http://forum.audiogames.net/viewtopic.php?pid=257675#p257675





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Re: current landscape of audiogame creation tools

2016-02-20 Thread AudioGames . net ForumDevelopers room : danny via Audiogames-reflector


  


Re: current landscape of audiogame creation tools

Even though I no longer use pure basic given i've moved to python, I still think its a rather nice language. The one downside I really had with it was its inability to remove elements from arrays, but you can get around this with lists. For python and pygame, I normally just use the specific features I need like timers, keyboard handling and window creation. For my audio stuff it depends. If i'm going for building a game world where gameplay takes place, libaudioverse is something i'd suggest if you want environmental effects and reverb, it also has some rather neet features. If I don't need all that stuff in the case of menus, pysfml is my choice. Ultimitly, it will depend on what your most cumffy with. Remember most languages will have more than what you need for audio game development. Oh, I almost forgot. If your absolutely new to creating audio games, bgt is something i'd suggest for getting started.

URL: http://forum.audiogames.net/viewtopic.php?pid=251006#p251006





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Re: PureTTS4 for PureBasic, is it still available somewhere?

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


  


Re: PureTTS4 for PureBasic, is it still available somewhere?

It should have been bundled with tolk, along with all the other dlls like the nvda controler client dll.

URL: http://forum.audiogames.net/viewtopic.php?pid=249982#p249982





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Re: chat on some programming languages

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


  


Re: chat on some programming languages

That would be cool if you could explain it, I use pyinstaller as well.

URL: http://forum.audiogames.net/viewtopic.php?pid=249981#p249981





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Re: PureTTS4 for PureBasic, is it still available somewhere?

2016-02-09 Thread AudioGames . net ForumDevelopers room : danny via Audiogames-reflector


  


Re: PureTTS4 for PureBasic, is it still available somewhere?

Even though i've moved on from pure basic to python, pure tts 4 I remember I got from the march massiker attack from space source that you can find on dragonapps.org. If you intend on implementing screen reader support tolk is a good library to use, can't remember the address but it supports several languages, including pure basic.

URL: http://forum.audiogames.net/viewtopic.php?pid=249844#p249844





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Re: PureTTS4 for PureBasic, is it still available somewhere?

2016-02-09 Thread AudioGames . net ForumDevelopers room : danny via Audiogames-reflector


  


Re: PureTTS4 for PureBasic, is it still available somewhere?

If you've set the tolk::try_sapi(true) thing I think it is unless I did something else to get it to work in dmnb, try pasting the sapi32.dll into the folder. I think what I did was used a combination of pure tts for sapi speech, and tolk for screen reader output.

URL: http://forum.audiogames.net/viewtopic.php?pid=249912#p249912





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Re: 2D audio positioning in python

2016-01-16 Thread AudioGames . net ForumDevelopers room : danny via Audiogames-reflector


  


Re: 2D audio positioning in python

@vlad I am not using c++. I mainly use pysfml for 2d panning along with pygame.

URL: http://forum.audiogames.net/viewtopic.php?pid=246956#p246956





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Re: FreeSL list of available functions

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


  


Re: FreeSL list of available functions

Hi, the basic functions are fslloadsound, fslsoundplay, fslsoundsetposition, fslsetlistenerposition and fslupdate, which must be called with streaming sounds or else they'll stop playing. For extras, fslsoundsetlooping, fslloadlistenerenvironment, fslsetlistenerenvironment, etc. Environments are a little strange, i'll provide an exampple. xincludefile "freesl.pb" fslinit(FSL_SS_EAX2) env.fsl_eax_listener_properties fslloadlistenerenvironment(@env, "env_scripts/arena.sndshader") fslsetlistenerenvironment(@env) and you have an environment to work with. Hope this helpt somewhat. I'd write a more detailed post but I just barely got up about 30 minutes ago.

URL: http://forum.audiogames.net/viewtopic.php?pid=235999#p235999





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Re: What comes next for a new audiogame developer?

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


  


Re: What comes next for a new audiogame developer?

Speaking as someone who was one of the first to do one of these advanced online games like survive the wild, i'll list a few of my own personal experiences here. 1, pick your testers wizely, and watch their activitys. Their's nothing stopping them from adding more and more people you don't know to the testing team. 2, balance, balance, balance! I can't stress that enough. My extreme failure, with v1 of dmnb and the reason I took it down and am replacing it, is I spent way too much time listening to though's who didn't cair about my own vision, and who just wanted the game to be an audio version of their own vision. As a result, the game ended up being a crossover between star trek and dead space and stuck in limbo, something I wasn't happy with. 3, and this one is just out of personal experience so if you can handle this, ignore what i'm about to say and skip onto the next thing. Be careful who you let into your own personal life as a result
  of your development. Their are people who refuse to flat out cair for the person you are, and will only cair to ask you why you have not implemented any of their suggestions, which ties into my next point. 4, remember suggestions are suggestions. It is importent to realize that just as people can give harsh crittisism's, sometimes its required for you to stand up and give it right back, or flat out ignore. The reason I tied this into feature suggestions is because this all comes into one big, importent lesson. You can't please everyone all the time. And last of all, and this is just from my own experience, make sure you enjoy and your happy with your work. If your happy with your work, it doesn't matter who is against it. I've found that the more I'm happy with a game i've done, the more other players who like what i'm doing are happy as well. Considering i've stayed up all night doing coding work now, i'm a bit tired so this is all the 
 material I have right now, and these are just my experiences. But I would like to say this. Don't do what I did and wait 9 or 10 months to realize your not happy with a project. Believe me, the mistakes you'll make can have far lasting consaquences if uyou over stress yourself because your not happy with what your doing. If your not happy with what your doing, take a break, maybe make adjustments in the game mecanics until your happy with it. Believe me i've done just that with dmnb v2 and my other sequel to project alpha, dm prototype, and now that i'm back to my own vision and not paying attention to the bad crittisism, i'm feeling much more better than i've been in a long while.

URL: http://forum.audiogames.net/viewtopic.php?pid=235913#p235913





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Re: free sl bgt wrapper?

2015-10-05 Thread AudioGames . net ForumDevelopers room : danny via Audiogames-reflector


  


Re: free sl bgt wrapper?

First off, just out of curiocity what type of game do you intend to develop with the engine? I'd mainly only use the engine for science fiction stuff.

URL: http://forum.audiogames.net/viewtopic.php?pid=233935#p233935




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Re: free sl bgt wrapper?

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


  


Re: free sl bgt wrapper?

Actually, robjoy I believe was the one who made the freesl pure basic rapper, I found it on his site. I'm not sure how one would go about porting it to bgt, but as far as I know its not possible at the current time. I'd also like to explain a few things regarding that engine. While free sl is a nice audio engine and I personally enjoy it for the effects its provided me, I wouldn't use it for all projects, as their's sirten soundcards the engine doesn't work with and apparently a sound limit, which I have yet to bypass will cause sounds to stop playing if you use the engine for long enough and if you don't clean up already created sounds. However, if your doing something like project alpha, or any story baste setting that's science fiction or the like, i'd sirtenly suggest giving it a go as it does bring the atmosphere of an audio game to life.

URL: http://forum.audiogames.net/viewtopic.php?pid=233831#p233831




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Re: ideal way of creating a map parcer?

2015-10-02 Thread AudioGames . net ForumDevelopers room : danny via Audiogames-reflector


  


Re: ideal way of creating a map parcer?

* renders 10 dollars to make unity accessible * just kidding, I don't have that much money in the firstplace. The reason I put that disclaimer at the end of my last post is because I was expecting, at the very least a moddoration warning for how I posted it. It could have been a little harsh, but the problem is, and this is why I quit looking in the developers room in the firstplace, is that this sort of thing comes up, every time someone is just asking for some simpple advice regarding their language of choice. I fully understand about expressing viewpoints on this forum and highly suggest it. I've even expressed mine. In my personal view, bgt has its uses. Would I use it for starting out? Yes. Would I, personally, have used it for producing something like dmnb or project alpha? No. But that's my own viewpoint. I have quite a number of people on my skype contacts, the creator of this topic included, who use bgt and i'm perfectly ok with it, as a matter of 
 fact, I understand what philip was trying to achieve with the engine and if its what makes you cumffy, use it. Its the cramming your 10, 20, 50, whatever years of programming knolige down others throte that i'm honestly getting sick of. Once again, as i've stated before, i'm not in this to make a profit though its been suggested I sell dmnb or project alpha or any of the other installments in the series of death match, i'm not in this to get a job. I'm in it because I enjoy it. Its been my dream ever since I was 10 to create games, and I have no intention to expand outwards from that goal. Hents, pure basic serves me, personally, as a dev, very well. I'm not saying it serves others well. I'm not telling anyone to go buy it. I'm stating my viewpoint, that its served me very well. In my book, your years as a programmer don't matter to me. I don't cair if a person has 5, 6, 10, 20, or 30 years of programming, its what you do with though
 's years and how you act, and what you learn in that time that counts. I've only been in this industry for 3 years and have already learned valuable lessons, lessons which have served to better me far along in life, and I for one try to respect the freedom of choice as much as possible, hents is why I don't go onto other games and bost about mine being the most popular, because in my view, they arn't, their just games, far from perfect, but enjoyable, playable, and just games. The same with pure basic. I'll give advice if people ask it, and i'll give out the methids that I myself have learned and come up with, and people can do with that advice as they please, but I won't go on a forum and post a hole diatribe on pure basic and how its the gratest software ever created and how you should all buy it and such, because its not, it works for me and that's just my viewpoint. Basicly in less harsher terms what I was trying to express with my last po
 st was, by all means, express your viewpoints, but don't shove them down peoples throtes and don't be a jerk about it. If you can't express your viewpoints in a kind, collective and well constructed manner and you have no advice on the topic at hand, don't post its that simpple.

URL: http://forum.audiogames.net/viewtopic.php?pid=233529#p233529




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Re: ideal way of creating a map parcer?

2015-10-01 Thread AudioGames . net ForumDevelopers room : danny via Audiogames-reflector


  


Re: ideal way of creating a map parcer?

Here's a harsh reality check. I'm going to say it, weather you like it or not. Because i've about had enough of the hole situation of programmers.First off camlorn. Just because you know 10 years of programming. Just because your developing libaudioverse, does not make you the programming expert and it does not mean you are right on all things.Though I don't expect my point to be taken properly here as like what happened when I previously posted in this room, i'm going to say it flat out.First off. Knock it off with the hole this programming language has 30 books bullcrap. Because one could argue that pure basic itself has books, i'm not going to bother getting in the middle of this pure basic verses python argument, but I will dam sure try my best to stop this childish noncence about programming languages verses programming languages, because i'm tired of seeing it all over the developers room and so are a large number of peopl
 e.1, python too has its flaws. Guess what. Nvda is a screen reader coded in python. Does it get the job done? Yes. But here's another harsh reality check. Its the same screen reader that you yell at and scream at for crashing 20 times every morning, so its no different than jaws in that regard.2, this hole their will be no programmers to answer your questions in pure basic bs has also got to stop. While I said i'd avoid getting into which language is better, seeing as you've already taken that one the rong way, i'll dephanatly point out that pure basic has its own community forums, menny questions i've needed answered have been discovered on though's forums.3, has it sprung to mined that this person on this topic has made it clear that he was just meerly asking on the best way to do a map parcer. He did not ask for a programming rant nore to be lectured in which programming language might be better for the task, did he? Why is it so di
 fficult for you guys to actually help instead of degrade ones choice of programming language.So as far as I see this hole conversation, it doesn't matter weather you have 10, or even 20 years of programming knolige under your belt. If you are trying to help, how about doing it in a way which does not degrade people's language of choice, or point blank, simpply staying out of the topic, its that simpple.To everyone else. While it might appear that what i've just said could have probably resulted in a mod warning or a ban, and i'm fully prepared for that if the moddorators feel its required, i'd just like to point out that I have no complaints against camlorn personally, on this forum or in any other community. I posted this because i've seen this talk about programming languages all over this room, and not in a good way, this is the primary reason why I stopt checking in here in the firstplace, and it needs to stop. This room was created so t
 hat devs could get their questions answered, not so the older and young ones alike could slag all over each others programming languages and get into immature mud fights.OK, rant over, i'm prepared for the moddoration warning and probably a buntch of other angry responces.

URL: http://forum.audiogames.net/viewtopic.php?pid=233521#p233521




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Re: FPS Engine Preview/request for feedback

2015-09-17 Thread AudioGames . net ForumDevelopers room : danny via Audiogames-reflector


  


Re: FPS Engine Preview/request for feedback

I ended up downloading this and giving it a go. @camlorn Nice work with libaudioverse, the only ishue I have is studdering in some places.

URL: http://forum.audiogames.net/viewtopic.php?pid=232047#p232047




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Re: A small example game in pure basic

2015-06-25 Thread AudioGames . net ForumDevelopers room : danny via Audiogames-reflector


  


Re: A small example game in pure basic

Hi, yes, I did get steve started on pure basic. Though I will not provide a hand hold for learning the language, I will provide a few exampples to thoughs who are intrested. I unfortunitly cant provide the full exampple of making an audio game from start to finish, as their are quite a few techneeks one must learn before getting to the audio gaming stage, one very useful thing is the console library, which works like this. Openconsole() Printn(Hello world!) delay(6000) That bit of code will open a console, display hello world to the user, and delay for 6 seconds before exiting the program. The language reference manual is also quite a good starting place.

URL: http://forum.audiogames.net/viewtopic.php?pid=221400#p221400




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Re: Help with choosing between Python VS. PureBasic

2015-04-23 Thread AudioGames . net ForumDevelopers room : danny via Audiogames-reflector


  


Re: Help with choosing between Python VS. PureBasic

Hi, dm 2 was ment to be a rail shooter, but im out of ideas for it. I know gortholon used pure basic for rtr.

URL: http://forum.audiogames.net/viewtopic.php?pid=213332#p213332




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Re: Is Learning 2 Programming languages at once possible?

2015-03-25 Thread AudioGames . net ForumDevelopers room : danny via Audiogames-reflector


  


Re: Is Learning 2 Programming languages at once possible?

Ive been considering going cross platform, hopefully at some point ill be able to acquire an android device to begin development on. At some point, when I do go in to apply for a programming job, I do intend to learn another language, but I mainly do this as a hobby and I dont intend to rush into a job with computer development any time soon, though I have had a summer one last summer working with animals, specificly cats, so I am prepared once I do go out to look for a job.

URL: http://forum.audiogames.net/viewtopic.php?pid=209765#p209765




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Re: Is Learning 2 Programming languages at once possible?

2015-03-23 Thread AudioGames . net ForumDevelopers room : danny via Audiogames-reflector


  


Re: Is Learning 2 Programming languages at once possible?

@defender funny that, you used to always be the one who told me I was the successful programmer, now you turn against me? For something stupid not even related to programming? [[wow]]. This communitys maturity level sometimes amazes me. Go ahead, throw your worst flames at me, theyll all be deflected because its only your opinion, and I do not take unsuccessful as an insult, considering I actually turned my life around and made something of myself, and actually put forth the effert to keep my own stuff going, and im sure that everyone else whos responded on this topic will completely agree with me. Once again, I do not cair if you use pure basic, I do not cair if you even use auto it, as tward said, why should it be my place to judge your success baste on a programming language?

URL: http://forum.audiogames.net/viewtopic.php?pid=209500#p209500




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Re: Is Learning 2 Programming languages at once possible?

2015-03-15 Thread AudioGames . net ForumDevelopers room : danny via Audiogames-reflector


  


Re: Is Learning 2 Programming languages at once possible?

Its easy to get that when learning programming. After all, programming isnt an easy task. Im not sure I myself am quite past that. While I have gotten fustrated with dmnb quite a few times, I know that we are still in early phases of development, and this is how life of an mmo begins. Pure basic may not be the best, but I picked it and it sirtenly has done well for the load its handling with spaceships and such. I never give up on dmnb, or any of the projects released if I can help it, because I know I eventually get the bugs bothering us sorted, it just sometimes takes me a while. I gave up on snow race because the code was getting more and more difficult to maintain, pluss with the offline structure being completed, their was very little to add in. Project alpha hasnt quite died, im just not sure where to take it now that the storyline is finished.

URL: http://forum.audiogames.net/viewtopic.php?pid=208615#p208615




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Re: Is Learning 2 Programming languages at once possible?

2015-03-12 Thread AudioGames . net ForumDevelopers room : danny via Audiogames-reflector


  


Re: Is Learning 2 Programming languages at once possible?

@camlorn My last post on here, before I stop looking at this topic. Wheres your proof dmnbs failing, huh? Wheres your proof that im falling down the drain. About a hundrid or so posts back in the dmnb topic, and in fact, before you even braught up that ishue of 9 players lagging the server, I had completely forgotten about that problem, because its been fixt for over half of 2, mayby 3 months. So if your gonna tell me im gonna be a failure, how about I dont know, look back on the topic and see what weve really been up to, because I have the proof right on that topic, with more than a hundrid posts that dmnb is sirtenly not a failure, and to prove it, ill insure it dephanatly keeps running for this year, and the next, and the next, because I actually know what im doing. I know my code, and I know its weaknesss and strengths. But of course, logicly speaking, since you left the forum because I didnt even take your advi
 ce and responded with a post which was quite comm in my opinion, you wont even bother to listen, nore check, because according to you, im the ignerint programmer and the newb who doesnt know the slitest thing about what hes doing, so keep on thinking what you do about dmnb, and ill do my own job of actually keeping dmnb going.

URL: http://forum.audiogames.net/viewtopic.php?pid=208375#p208375




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Re: Is Learning 2 Programming languages at once possible?

2015-03-12 Thread AudioGames . net ForumDevelopers room : danny via Audiogames-reflector


  


Re: Is Learning 2 Programming languages at once possible?

And this, is exactly why I stay out of the development room. @camlorn, weve already figured out the source of the lag, hents is why I didnt change anything as per your suggestion as their wasnt really a need to. The lag did not show up with the prototype because even after a request for testers in this exact room, a lot of them were not online enough for me to start catching the bug. Also, one suggestion. Why cant people just use their language of choice, with out having other people leap at their throtes and say n, dont use it. If its the language their most cumffy with, they should have the right to use it no matter what anyone else says, and thats exactly what im going to keep doing, despite your complaints about my language of choice, thank you.

URL: http://forum.audiogames.net/viewtopic.php?pid=208351#p208351




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Re: Is Learning 2 Programming languages at once possible?

2015-03-12 Thread AudioGames . net ForumDevelopers room : danny via Audiogames-reflector


  


Re: Is Learning 2 Programming languages at once possible?

For the record, I did take some of your advice. In fact, the startup script is developed off of that link you provided with that extra line you told me to put in. As for pb, I wont deny its not perfect. Some day, I may eventually grow out of it. But until then, I have the right to use it with out you trying to cram your finger down my throte about how you hate it, so if you dont have anything else besides the I do not suggest pure basic rant, can you please just stay quiet?

URL: http://forum.audiogames.net/viewtopic.php?pid=208353#p208353




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Re: Is Learning 2 Programming languages at once possible?

2015-03-12 Thread AudioGames . net ForumDevelopers room : danny via Audiogames-reflector


  


Re: Is Learning 2 Programming languages at once possible?

@camlorn Obviously you payed attention to our early opening. Weve had something like 16 players on with hardly any lag, and were getting bigger. Pure basic has linked list and tables, I mainly choose to use arrays. The problem camlorn, is that sometimes you dont stop and consider that your programming advice is not the only stuff out their. I may have social ishues, but im not the one cramming my opinions down everyones throtes. Im just stating my own opinion on the forums, as the guidelines say its ok to do so, and while I respect that you are as well, sometimes you get way to opinionated and yes, judging by your posts, sometimes I do think that you should really stay back and take a look before you give advice. Im not saying your all bad. You have your qualities. Its when programming comes up, and your all up in flames in arms about how people should use this and that is when people get fustrated with you. Now, I dont agree
  with the way ethin frazed his posts. But if you really think that im an ignerint programmer who doesnt take peoples advice, go ahead, keep thinking that. Thats not gonna stop me continuing with dmnb. Theirs a point where you can come on strong, but your coming on too strong, hents is why people are lashing out at you.

URL: http://forum.audiogames.net/viewtopic.php?pid=208360#p208360




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Re: Is Learning 2 Programming languages at once possible?

2015-03-12 Thread AudioGames . net ForumDevelopers room : danny via Audiogames-reflector


  


Re: Is Learning 2 Programming languages at once possible?

My intention was not to make camlorn leave the forum, nore was it to start a flamewar. I meerly posted something and suddenly it expanded into a grate flamewar, something which I didnt even get aware of until today. @guitarman, I suggest you pick a programming language which suits you the best and which you feel most adept at.

URL: http://forum.audiogames.net/viewtopic.php?pid=208364#p208364




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Re: Is Learning 2 Programming languages at once possible?

2015-03-11 Thread AudioGames . net ForumDevelopers room : danny via Audiogames-reflector


  


Re: Is Learning 2 Programming languages at once possible?

I wasnt suggesting everyone use pure basic, I was meerly saying pick which ever suits you, I didnt know that listing down my personal opinion on pb was such a bad thing. For the record, I do not think pure basic is perfect, their are still plenty of ishues with it. The crashes you speak of are not invalid memory pointers, they are errors on my part with the network code, and while this is partly my falt, I had difficulty in testing that bit because most of my testers were not online people or didnt come online to help test very much. Also, pure basic is not c, it is basic, theirs a difference.

URL: http://forum.audiogames.net/viewtopic.php?pid=208219#p208219




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Re: Is Learning 2 Programming languages at once possible?

2015-03-11 Thread AudioGames . net ForumDevelopers room : danny via Audiogames-reflector


  


Re: Is Learning 2 Programming languages at once possible?

If you want my advice on this ishue, I started initially out with bgt, but moved on to pure basic after I had completely done my limits with bgt itself, I know their are a bit of things I skipt but as far as I caired, I was ready to move on. Though ive tried to keep both in mined as I do have a few friends who use bgt, over time ive slowly forgotten half the basic skills needed to use the thing. I can do a bit of classes, but if you ask me about serialization you may as well ask a tree instead for the help I can give. As camlorn said though, it really depends on the programmer as well. Keep in mined, pure basic is my personal choice of language, but by no means is it the best, nore is it always perfect. The story of dmnbs development has been riddled with constant dips and climbs, but if you have the desire and you really push yourself, the project will continue. By all means, theirs still a lot of complaints I have about pure basic, somethings I just wish 
 the developer would fix, such as being able to easyly remove an element from an array that would really help a lot! Over all, choose the one that you feel most cumffy with and stick with it, if you let other people try to make you change to their language of choice all the time, very soon your gonna wind up worce off. Ive had several people tell me pure basic stinks, why dont I use something like bgt, or migrate to c++, and the simpple answer is, im cumffy and setteled in with pure basic, and I wont be ready to move any time soon.

URL: http://forum.audiogames.net/viewtopic.php?pid=208171#p208171




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Re: The minimum environment for using VC++ compiler, cl.exe

2015-02-28 Thread AudioGames . net ForumDevelopers room : danny via Audiogames-reflector


  


Re: The minimum environment for using VC++ compiler, cl.exe

@ethin. I post advice all the time about my development, and what advice I have to give. Camlorn most likely has a better methid of doing it than I do. I dont complain, because as far as I cair. I already gave my helping hand, if you choose to follow camlorns advice, go ahead. I dont really understand why you are so upset. Youve gotten your point out, youve gotten your advice said, camlorn got his advice said. You dont need to be above him, and honestly, the way youve been acting is making me really ashamed to even keep you on the administration staff for dmnb and reality software, as much as im thankful for everything youve done for us.

URL: http://forum.audiogames.net/viewtopic.php?pid=206710#p206710




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Re: The minimum environment for using VC++ compiler, cl.exe

2015-02-25 Thread AudioGames . net ForumDevelopers room : danny via Audiogames-reflector


  


Re: The minimum environment for using VC++ compiler, cl.exe

Im gonna agree with defender and camlorn here. Camlorn has actually helpt out with quite a lot with dmnb, and if it wernt for his handy link for getting a restart script for the server, we wouldnt be having the server up as offen as we do now. By the way camlorn thanks a lot for that. On this argument of 64 bit. I myself have a 32 bit computer, and do not have the current funds to replace it.

URL: http://forum.audiogames.net/viewtopic.php?pid=206219#p206219




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Re: The minimum environment for using VC++ compiler, cl.exe

2015-02-25 Thread AudioGames . net ForumDevelopers room : danny via Audiogames-reflector


  


Re: The minimum environment for using VC++ compiler, cl.exe

Im gonna agree with defender and camlorn here. Camlorn has actually helpt out with quite a lot with dmnb, and if it wernt for his handy link for getting a restart script for the server, we wouldnt be having the server up as offen as we do now. By the way camlorn thanks a lot for that. On this argument of 64 bit. I myself have a 32 bit computer, and do not have the current funds to replace it.

URL: http://forum.audiogames.net/viewtopic.php?pid=206219#p206219




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Re: Learning PB?

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


  


Re: Learning PB?

That was one of my first exampples. I dont have the source anymore, but I might be able to remember how I did it. I havent mest with console in a long time though.

URL: http://forum.audiogames.net/viewtopic.php?pid=203302#p203302




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Re: I want to get started with programming moos but I am not sure where to

2014-11-28 Thread AudioGames . net ForumDevelopers room : danny via Audiogames-reflector


  


Re: I want to get started with programming moos but I am not sure where to

Hi, starting moos is no simpple process. Heres what I suggest. First, gather your ideas together and decide what you really want for your moo. Do you want it space baste, do you want it in the past, etc. Then thats when you can decide on the core. I say lambda core is your best bet.

URL: http://forum.audiogames.net/viewtopic.php?pid=195899#p195899




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Re: Looking for testers for a multiplayer game.

2014-11-28 Thread AudioGames . net ForumDevelopers room : danny via Audiogames-reflector


  


Re: Looking for testers for a multiplayer game.

Hi, until pure basics sound panning and volume functions work on linux, and until I am able to acquire a speech dispatcher pure basic library, I dont really see linux support happening. The requirements are listed further back, as well as on post 1, and on the reality software website, realitygaming.usa.cc.

URL: http://forum.audiogames.net/viewtopic.php?pid=195901#p195901




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Re: I want to get started with programming moos but I am not sure where to

2014-11-28 Thread AudioGames . net ForumDevelopers room : danny via Audiogames-reflector


  


Re: I want to get started with programming moos but I am not sure where to

@post 4, we wernt talking about how to run one, we were telling him what should be done before you even think about running a moo. And this is true for all projects. Unless your super board, you really should sit down and plan your ideas out.

URL: http://forum.audiogames.net/viewtopic.php?pid=195955#p195955




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Re: Looking for testers for a multiplayer game.

2014-11-25 Thread AudioGames . net ForumDevelopers room : danny via Audiogames-reflector


  


Re: Looking for testers for a multiplayer game.

Hi, ive sent you your invites. @pelantis, the server isnt exactly up all the time do to me making bug fixes and mods. Its ok to disconnect using alt f4, the games built in with an auto safety feature to prevent people from abusing it and leaving themselves online. If your escape key doesnt work, take it as a sign the server is indeed down.

URL: http://forum.audiogames.net/viewtopic.php?pid=195691#p195691




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Re: Looking for testers for a multiplayer game.

2014-11-25 Thread AudioGames . net ForumDevelopers room : danny via Audiogames-reflector


  


Re: Looking for testers for a multiplayer game.

To answer the question about what roles need to be fulfilled for the game. First of all, you must understand that even with the amount of work im putting into the client and the server, their isnt much to do accept fly around and show off your fancy ship, though that will change soon. Secondly, payshants is a requirement. If you have a suggestion, please do it in a nice way, please ask nicely. Also understand that this is exactly the first time someones done something like this in audio form. Oh, and just to be clear. This isnt even remotely neer a mud, its a full audio game with no command typing what so ever, accept for chats. You know, like a space MMO. I just wanted to make that clear.Also if you have a suggestion, since I just need to say this, please keep in mined that as of this writing the game is only 6 days old. I will say this, my priority is focusing on actualy making the space system not blow up when players are on. Im not going to 
 focus on the nice bits until im sure the system is stable enough that a new player can simpply log on, order a ship, and be off with no difficulties. Just stating a few things.

URL: http://forum.audiogames.net/viewtopic.php?pid=195710#p195710




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Re: Looking for testers for a multiplayer game.

2014-11-24 Thread AudioGames . net ForumDevelopers room : danny via Audiogames-reflector


  


Re: Looking for testers for a multiplayer game.

The answer on sapi is yes, it uses sapi. I would gladly move it to screen reader support if I could find a suitable methid that worked. Mayby ill try the change window methid thing that I was told about, but ive herd that doesnt work well with other screen readers.

URL: http://forum.audiogames.net/viewtopic.php?pid=195560#p195560




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Re: Looking for testers for a multiplayer game.

2014-11-24 Thread AudioGames . net ForumDevelopers room : danny via Audiogames-reflector


  


Re: Looking for testers for a multiplayer game.

For thoughs who are intrested, nvda support is now in. Im still waiting to implement jaws and window eyes support until I can obtain a library to use with them, but its possible now to have both sapi and nvda, you can choose which one you want.

URL: http://forum.audiogames.net/viewtopic.php?pid=195577#p195577




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Re: Looking for testers for a multiplayer game.

2014-11-23 Thread AudioGames . net ForumDevelopers room : danny via Audiogames-reflector


  


Re: Looking for testers for a multiplayer game.

Ive got it, getting to it now.

URL: http://forum.audiogames.net/viewtopic.php?pid=195421#p195421




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Re: Looking for testers for a multiplayer game.

2014-11-23 Thread AudioGames . net ForumDevelopers room : danny via Audiogames-reflector


  


Re: Looking for testers for a multiplayer game.

OK, ive sent the invite.

URL: http://forum.audiogames.net/viewtopic.php?pid=195422#p195422




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Re: Looking for testers for a multiplayer game.

2014-11-23 Thread AudioGames . net ForumDevelopers room : danny via Audiogames-reflector


  


Re: Looking for testers for a multiplayer game.

Pure basic, apparently its quite powerful as well.

URL: http://forum.audiogames.net/viewtopic.php?pid=195426#p195426




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Re: Looking for testers for a multiplayer game.

2014-11-23 Thread AudioGames . net ForumDevelopers room : danny via Audiogames-reflector


  


Re: Looking for testers for a multiplayer game.

When you all get on, thoughs who got their invites, we are all hanging out on the starting flagship of the federation. So look around, hope you enjoy.

URL: http://forum.audiogames.net/viewtopic.php?pid=195427#p195427




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Re: Looking for testers for a multiplayer game.

2014-11-23 Thread AudioGames . net ForumDevelopers room : danny via Audiogames-reflector


  


Re: Looking for testers for a multiplayer game.

Seems like you got on fine. It does appear to have problems if your on a laggy connection.

URL: http://forum.audiogames.net/viewtopic.php?pid=195430#p195430




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Re: Looking for testers for a multiplayer game.

2014-11-23 Thread AudioGames . net ForumDevelopers room : danny via Audiogames-reflector


  


Re: Looking for testers for a multiplayer game.

Just to let you know, the lag with typing isnt because of the server, its a bug in the typing system itself.

URL: http://forum.audiogames.net/viewtopic.php?pid=195431#p195431




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Re: Looking for testers for a multiplayer game.

2014-11-23 Thread AudioGames . net ForumDevelopers room : danny via Audiogames-reflector


  


Re: Looking for testers for a multiplayer game.

For thoughs curious, it is now possible to not only dock on and undock from other space objects, it is now possible to disembark and reboard your spaceship. Its still a major work in progress, but hopefully has no bugs. If we keep up at this rate we should have a beta for you all to publicly test soon.

URL: http://forum.audiogames.net/viewtopic.php?pid=195519#p195519




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Looking for testers for a multiplayer game.

2014-11-22 Thread AudioGames . net ForumDevelopers room : danny via Audiogames-reflector


  


Looking for testers for a multiplayer game.

Hi all, im not sure if this is the right place to post it so feel free to move it if its in the rong place.Menny of you will know me as the creator of the death match series. Recently, in fact a few days at the time of writing ago, ive started work on an audio only online space game, set in the dm universe. Before I continue, no, this is not a moo. This is a full on 2d online space game.So, ill guess I ask now.Reality software is looking for testers who are payshant and willing to test death match: a new beginning, our new online space game.* note, this is our very, and I say very first online only game. It means, the server isnt up 24/7, im always making changes, and so their will be times where the game is unstable. But if you are willing to cope and help test, please let me know on this forum topic.The features we currently have implemented are as follows. Multiple spaceship support, with ship navigation, though we cur
 rently only have one that everyone hangs out on in the game. Ship navigation including consoles, this means you can check the ships status, speed up and slow down the ship, and fly it through space using a coordinate system.And yes, prepare to jump out of your seats, a full starship interior system. This means not only do you sit at the controls and fly, you can actualy walk around the ship and see its interior, complete with doors and rooms. Thoughs who are currently testing can tell you that its been a fun few days testing the game and youll have a fun time should you join. If your intrested, let me know over this forum and ill invite you to the dropbox folder, or if you cant take dropbox let me know and we will find some other way. Either way, this is gonna be a blast.

URL: http://forum.audiogames.net/viewtopic.php?pid=195400#p195400




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Re: Looking for testers for a multiplayer game.

2014-11-22 Thread AudioGames . net ForumDevelopers room : danny via Audiogames-reflector


  


Re: Looking for testers for a multiplayer game.

Ive just sent the invite.

URL: http://forum.audiogames.net/viewtopic.php?pid=195409#p195409




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Re: Slightly OT - Building a GUI in PureBasic

2014-10-18 Thread AudioGames . net ForumDevelopers room : danny via Audiogames-reflector


  


Re: Slightly OT - Building a GUI in PureBasic

You dont exactly need to position coordinates. It will do fine if you set it all to 0 0 0 0, just sited users wont be able to see what your doing then. For a game it would be something like this. if OpenScreen(640, 480, 16, snow race) Repeat ExamineKeyboard() if KeyBoardPushed(#pb_key_escape) end endif Delay(5) Forever. Not the best exampple, but it should help.

URL: http://forum.audiogames.net/viewtopic.php?pid=192434#p192434




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Re: Good PureBasic documentation

2014-09-13 Thread AudioGames . net ForumDevelopers room : danny via Audiogames-reflector


  


Re: Good PureBasic documentation

Their is some up to date documentation in pure basic itself, but if your looking for actual full on tutorials like the bgt language tutorial, your out of luck. Else its easy to follow the reference manual if you know a little bit of programming from bgt.

URL: http://forum.audiogames.net/viewtopic.php?pid=189204#p189204




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