Re: An Opportunity May Be Just Around The Corner...

2021-02-05 Thread AudioGames . net ForumDevelopers room : jaybird via Audiogames-reflector


  


Re: An Opportunity May Be Just Around The Corner...

I do know MOO, and have had experience both as a programmer on social MOOs and as a wizard. I don't consider myself an absolute expert on all possible aspects of the language, but I consider myself to be pretty good at it. Note: I've had only very limited experience as a programmer on Stunt, and none as a wizard. I know most concepts are the same, but there are some new features and changes.

URL: https://forum.audiogames.net/post/613182/#p613182




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Re: 2MB Game engine in the works -- any beta testers?

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


  


Re: 2MB Game engine in the works -- any beta testers?

Sorry for reviving this old topic, but is there any news on this? I'm always interested in game engines, especially open-source, multi-platform ones!

URL: https://forum.audiogames.net/post/605632/#p605632




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Re: Problems installing lambda moo extensions

2020-05-09 Thread AudioGames . net ForumDevelopers room : jaybird via Audiogames-reflector


  


Re: Problems installing lambda moo extensions

There are so many different MOO variations it's not funny. Once upon a time there was just straight LambdaMOO and that was that. Then for a while it seemed like everyone was making his own modification. Many of the games running during the bad old space MOO clone wars (HumanityMOO, Cosmos, etc.) were run under GammaMOO. Now there's Toaststunt, probably the most up to date version. However, if you have an older database written by anything other than Toaststunt or possibly Stunt, I don't quite know how you'd go about converting it to run under Toaststunt.

URL: https://forum.audiogames.net/post/527496/#p527496




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Re: Accessible markdown Editor for Documentation

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


  


Re: Accessible markdown Editor for Documentation

If I'm not mistaken, Pandoc is not an editor, but rather a utility to convert files between various formats.

URL: https://forum.audiogames.net/post/515950/#p515950




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Re: Hello! Can you recommend a BGT decompiler?

2020-02-05 Thread AudioGames . net ForumDevelopers room : jaybird via Audiogames-reflector


  


Re: Hello! Can you recommend a BGT decompiler?

If you want to decrypt sounds, that can be done, though I don't know how to do it and wouldn't tell you if I did.As for recovering the actual source code, you're out of luck. Phil actually told someone IIRC that even he couldn't get the original source code back from a compiled executable, but just the AngelScript code which would probably be far different from the original code, and maybe not even be recompilable. Bottom line, if you have a game and you wrote it but have since lost the source code, you're out of luck. Moral of the story is backup, backup, backup, preferably in multiple locations.

URL: https://forum.audiogames.net/post/498720/#p498720




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Re: Blastbay Studios Open Source Libraries

2019-10-26 Thread AudioGames . net ForumDevelopers room : jaybird via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

I see both sides of the BGT source code discussion.Obviously the code belongs to Philip, and it is his exclusive right to decide what happens to it, and nobody else can do anything about that. It just depends on the person, some people might release their ancient code, no matter how poorly-written or embarrassing, and put a huge disclaimer in the Readme saying it's completely unsupported, if you contact me about it you will be ignored, etc. But it is his right to choose not to release the code.Would I like to see the code? Yeah, if it were out there I'd probably look at it and definitely save a copy, just because BGT is a big piece of Windows audio gaming history. But I'm not going to post and say, "You could do this, you could say that, it doesn't matter if it looks like a two-year-old wrote it, just give us the code already!"

URL: https://forum.audiogames.net/post/470755/#p470755




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Re: Blastbay Studios Open Source Libraries

2019-10-23 Thread AudioGames . net ForumDevelopers room : jaybird via Audiogames-reflector


  


Re: Blastbay Studios Open Source Libraries

One thing I'd love to see is some way to do sort of what BGT's tone synth does.

URL: https://forum.audiogames.net/post/470305/#p470305




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Re: Example.bgt?

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


  


Re: Example.bgt?

I haven't followed this thread, but @#57 and #58, I agree this rule needs some work. It could be argued that Jaidon was not actually accessing the forum. In theory at least, a banned member could access the forum in a read-only manner by simply visiting as a guest. The problem is when a banned forum member wants to post something, and uses another member as a proxy.

URL: https://forum.audiogames.net/post/469951/#p469951




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Re: Lucia - OpenSource AudioGame engine written in Python

2019-10-14 Thread AudioGames . net ForumDevelopers room : jaybird via Audiogames-reflector


  


Re: Lucia - OpenSource AudioGame engine written in Python

I just did pip install lucia. Where are the docs? Just wondering.

URL: https://forum.audiogames.net/post/468456/#p468456




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Re: Lucia - OpenSource AudioGame engine written in Python

2019-10-14 Thread AudioGames . net ForumDevelopers room : jaybird via Audiogames-reflector


  


Re: Lucia - OpenSource AudioGame engine written in Python

I'm just curious, how are you supposed to pronounce Lucia? Eloquence says it like Loosha. Is it supposed to be Looseea? I know why there's confusion. If you play A Hero's Call, there's a character named Lucian, and different people in the game pronounce his name different ways. The guy at the mine entrance calls him Looseean, whereas at least one of the other guards calls him Looshan. Note: Eloquence pronounces the phonetic spellings in this post as intended.

URL: https://forum.audiogames.net/post/468446/#p468446




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Re: Lucia framework?

2019-10-13 Thread AudioGames . net ForumDevelopers room : jaybird via Audiogames-reflector


  


Re: Lucia framework?

Sounds interesting. Will it be publicly released or is it for private use. This could be interesting, especially given the recent (hours old at the time of writing) announcement that BGT is now officially discontinued and no longer supported.

URL: https://forum.audiogames.net/post/468216/#p468216




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Lucia framework?

2019-10-13 Thread AudioGames . net ForumDevelopers room : jaybird via Audiogames-reflector


  


Lucia framework?

Hi,The credits for Perilous Marathon mention something called the Lucia framework. What is this? I've done some Googling but have come up empty.Thanks.

URL: https://forum.audiogames.net/post/468204/#p468204




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Re: Has anyone used Temida?

2019-06-12 Thread AudioGames . net ForumDevelopers room : jaybird via Audiogames-reflector


  


Re: Has anyone used Temida?

I think this is the DRM that Code Factory Eloquence SAPI on Windows uses, and sometimes it can be a pain in the you know what. However, that's speaking from the end user perspective, not the developer's perspective.

URL: https://forum.audiogames.net/post/440853/#p440853




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Re: Why is BGT no longer updated?

2019-05-24 Thread AudioGames . net ForumDevelopers room : jaybird via Audiogames-reflector


  


Re: Why is BGT no longer updated?

The false virus detection could well be out of Phil's control. Even if he released a new version right now, there's no guarantee it wouldn't contain whatever signature antivirus software uses to detect BGT games as viruses. Naturally, antivirus software developers are probably pretty closed-mouthed about the signatures they use, for fear someone will write a new version of an old virus without the particular sequence of bytes needed to detect it as a virus.

URL: https://forum.audiogames.net/post/436063/#p436063




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Re: is it possable to extract sounds which is in exe file?

2019-03-25 Thread AudioGames . net ForumDevelopers room : jaybird via Audiogames-reflector


  


Re: is it possable to extract sounds which is in exe file?

If you're using BGT, it is very easy for someone with a hex editor to separate the baked pack file from the executable, and as far as I know, you can do absolutely nothing to prevent this. It is also very easy for anyone who has or can write a pack extracter script to extract the contents of the pack file once separated, and again, there's nothing you can do about this.This only gets you part way there, though. Assuming the sounds are encrypted, you need to decrypt them. BGT's encryption functions have shown themselves time and time again to be easy to break with a debugger and/or other methods, which cracks your encrypted sounds wide open, no matter what key you use. I do not know how to crack BGT encryption, and even if I did I would not post details here, so please don't ask me how to do it. As far as I know, there's nothing you can do about this, short of possibly writing all sorts of custom functions unique to your game.The short answer is, if you want true security, don't use BGT! Use a mainstream programming language like Python, etc. Better yet, write custom functions unique to your game for handling decryption, etc. That way it will be harder to crack, and cracking your security wide open won't help crack anyone else's security wide open.Bottom line: There is absolutely no way to insure that absolutely nobody in the world will ever crack your security. If the program has the ability to play your sounds, which it must in order for the game to work properly, then it necessarily has the ability to decrypt those sounds, and since it does, there is always the possibility that someone will be able to figure out how it's done and crack it, and there is absolutely nothing anyone can do about this.

URL: https://forum.audiogames.net/post/422261/#p422261




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Re: decrypting bgt stuff?

2019-03-02 Thread AudioGames . net ForumDevelopers room : jaybird via Audiogames-reflector


  


Re: decrypting bgt stuff?

I think the problem is that there are two different methodologies at work here. Ethin, when he decrypts BGT data, is taking advantage of flaws in BGT itself. Let me say right out of the gate that I don't know how to do this, and if I did I wouldn't share details. Would I like to know how to decrypt BGT stuff? Well sure, who wouldn't.Rastislav Kiss, on the other hand, is using what we might call a somewhat modified version of the brute force attack. That is, try every possible key until you get the right one. In a true brute force attack, you don't even worry about having a memory dump of the application, you just try all possible keys of length 1, then all possible keys of length 2, and so on, until you find the right one. Naturally, a brute force attack *WILL* succeed at some point, but it might take hours, weeks, or centuries. By using a memory dump, you can, at least in theory, eliminate those possible keys that aren't in the memory dump from the brute force process. However, you're counting on the fact that you know or can guess the length of the key, and that the developer hasn't done something to either hide the key in plain sight so you'll never find it no matter how many billions of keys you try, or destroy it when they're done with it, presumably before you get your memory dump.

URL: https://forum.audiogames.net/post/415652/#p415652




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BGT Bit Torrent Sync folder has hundreds of strange files

2017-10-12 Thread AudioGames . net ForumDevelopers room : jaybird via Audiogames-reflector


  


BGT Bit Torrent Sync folder has hundreds of strange files

I was looking at the BGT BT Sync folder recently, and I noticed that in the Lucky Kop folder, in Sounds, there are hundreds of files with Copy in their names, sometimes several times. Could someone who has a read/write key take a look at this, I'm betting most of these files are junk that could be deleted. I'll list the files in the next message, there are over 800 of them! Thanks.

URL: http://forum.audiogames.net/viewtopic.php?pid=333143#p333143





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Re: BGT Bit Torrent Sync folder has hundreds of strange files

2017-10-12 Thread AudioGames . net ForumDevelopers room : jaybird via Audiogames-reflector


  


Re: BGT Bit Torrent Sync folder has hundreds of strange files

Here's the list of the strange files.source codes\lucky kop\sounds - Copysource codes\lucky kop\includes\bullet - Copy.bgtsource codes\lucky kop\includes\person - Copy.bgtsource codes\lucky kop\lucky kop\includes\bullet - Copy.bgtsource codes\lucky kop\lucky kop\includes\person - Copy.bgtsource codes\lucky kop\sounds\bird2 - Copy (3).oggsource codes\lucky kop\sounds\BMove1 - Copy (3) - Copy.wavsource codes\lucky kop\sounds\BMove1 - Copy (3).wavsource codes\lucky kop\sounds\BMove2 - Copy (5) - Copy - Copy.wavsource codes\lucky kop\sounds\BMove2 - Copy - Copy.wavsource codes\lucky kop\sounds\BMove3 - Copy (3) - Copy.wavsource codes\lucky kop\sounds\BMove4 - Copy (4).wavsource codes\lucky kop\sounds\BMove5 - Copy (3) - Copy.wavsource codes\lucky kop\sounds\BMove6 - Copy (5) - Copy - Copy.wavsource codes\lucky kop\sounds\carpetfall1 - Copy (2).oggsource codes\lucky kop\sounds\carpetfa
 ll2 - Copy (3) - Copy - Copy.oggsource codes\lucky kop\sounds\carpetfall3 - Copy (3) - Copy - Copy.oggsource codes\lucky kop\sounds\carpetland1 - Copy (2).oggsource codes\lucky kop\sounds\carpetland2 - Copy (3) - Copy - Copy.oggsource codes\lucky kop\sounds\carpetland3 - Copy (3) - Copy - Copy.oggsource codes\lucky kop\sounds\concrete4step4 - Copy (2) - Copy.oggsource codes\lucky kop\sounds\concrete4step4 - Copy (2).oggsource codes\lucky kop\sounds\concrete5fall - Copy (2).oggsource codes\lucky kop\sounds\concrete5land1 - Copy (3) - Copy.oggsource codes\lucky kop\sounds\concrete5land1 - Copy (3).oggsource codes\lucky kop\sounds\concrete5land2 - Copy (3) - Copy - Copy.oggsource codes\lucky kop\sounds\concrete5land2 - Copy - Copy (4) - Copy.oggsource codes\lucky kop\sounds\concrete5land3 - Copy (3) - Copy.oggsource codes\lucky kop\sounds\concrete5land3 - Copy (7) - Copy.oggsource codes\lucky kop\sounds
 \concrete5step1 - Copy (3) - Copy.oggsource codes\lucky kop\sounds\concrete5step1 - Copy - Copy.oggsource codes\lucky kop\sounds\concrete5step2 - Copy (3) - Copy.oggsource codes\lucky kop\sounds\concrete5step2 - Copy - Copy.oggsource codes\lucky kop\sounds\concrete5step3 - Copy (3) - Copy - Copy.oggsource codes\lucky kop\sounds\concrete5step4 - Copy (3).oggsource codes\lucky kop\sounds\concrete5step4 - Copy (5) - Copy.oggsource codes\lucky kop\sounds\concretefall - Copy (3).oggsource codes\lucky kop\sounds\concretefall - Copy - Copy - Copy.oggsource codes\lucky kop\sounds\concreteland1 - Copy (2).oggsource codes\lucky kop\sounds\concreteland1 - Copy (3) - Copy - Copy.oggsource codes\lucky kop\sounds\concreteland2 - Copy (2).oggsource codes\lucky kop\sounds\concreteland2 - Copy - Copy - Copy.oggsource codes\lucky kop\sounds\concreteland3 - Copy (3) - Copy - Copy.oggsource codes\lucky kop\sounds\concre
 teland3 - Copy (4).oggsource codes\lucky kop\sounds\concreteslo1 - Copy (2).oggsource codes\lucky kop\sounds\concreteslo1 - Copy (4) - Copy.oggsource codes\lucky kop\sounds\concreteslo2 - Copy (2).oggsource codes\lucky kop\sounds\concreteslo2 - Copy (3) - Copy - Copy.oggsource codes\lucky kop\sounds\concreteslo3 - Copy (3) - Copy - Copy.oggsource codes\lucky kop\sounds\concreteslo3 - Copy - Copy.oggsource codes\lucky kop\sounds\concreteslo4 - Copy (2) - Copy.oggsource codes\lucky kop\sounds\concreteslo4 - Copy - Copy.oggsource codes\lucky kop\sounds\concretestep1 - Copy (3) - Copy - Copy.oggsource codes\lucky kop\sounds\concretestep1 - Copy (3) - Copy.oggsource codes\lucky kop\sounds\concretestep2 - Copy (3) - Copy - Copy.oggsource codes\lucky kop\sounds\concretestep2 - Copy - Copy - Copy - Copy (2).oggsource codes\lucky kop\sounds\concretestep3 - Copy (3).oggsource codes\lucky kop\sounds\concreteste
 p3 - Copy (5) - Copy - Copy.oggsource codes\lucky kop\sounds\concretestep4 - Copy (3) - Copy.oggsource codes\lucky kop\sounds\concretestep4 - Copy (3).oggsource codes\lucky kop\sounds\destroy - Copy (2).oggsource codes\lucky kop\sounds\die - Copy (2) - Copy.oggsource codes\lucky kop\sounds\dirt2fall - Copy (3) - Copy - Copy.oggsource codes\lucky kop\sounds\dirt2fall - Copy.oggsource codes\lucky kop\sounds\dirt2land1 - Copy (3) - Copy - Copy.oggsource codes\lucky kop\sounds\dirt2land1 - Copy (5) - Copy.oggsource codes\lucky kop\sounds\dirt2land2 - Copy (2).oggsource codes\lucky kop\sounds\dirt2land2 - Copy - Copy - Copy (3).oggsource codes\lucky kop\sounds\dirt2land3 - Copy (3) - Copy - Copy.oggsource codes\lucky kop\sounds\dirt2land3 - Copy (3) - Copy.oggsource codes\lucky kop\sounds\dirt2slo1 - Copy (2).oggsource codes\lucky kop\sounds\dirt2slo1 - Copy (3) - Copy.oggsource codes\lucky kop\soun
 ds\dirt2slo2 - Copy (3) - Copy - Copy.oggsource codes\lucky kop\sounds\dirt2slo2 - Copy.oggsource codes\lucky kop\sounds\dirt2slo3 - Copy (3) - Copy - Copy.oggsource codes\lucky kop\sounds\dirt2slo4 - Copy (2) - Copy.oggsource codes\lucky kop\sounds\dirt2slo4 - Copy (3) - Copy - Copy.oggsource codes\lucky kop\sounds\dirt2step1 - Copy (3) - Copy.oggsource codes\lucky 

Re: What was the first game you ever made?

2016-07-28 Thread AudioGames . net ForumDevelopers room : jaybird via Audiogames-reflector


  


Re: What was the first game you ever made?

Okay, my first game wasn't really a game. Back in around 1992 (not sure about this because the relevant operating system has absolutely no facility whatsoever for storing timestamps on files) I wrote a silly program in Applesoft Basic. It wasn't so much a game as it was a demonstration of random numbers. The scenario was that there were these objects in space called sateymoohts, don't ask, it's a long, complicated, and meaningless story. Anyway, all of them were launched by Sateymooht Systems, inc. This was apparently this mega company. They were sort of like satellites. The main character of this game was trying to use specialized equipment to destroy all the sateymoohts before the people at Sateymooht Systems caught up with him and arrested him. Each time he would send his special signal, several things could happen, only a few of which were desirable. Everything was controlled by the rnd function of Applesoft Basic, and once you started the program, you just
  sat back and watched the fireworks. In this respect, it wasn't a game at all, but of course in the mind of the fictional main character, it sort of was. This program had extra bits and pieces added to it over time, with absolutely no thought given to strategy, the fairness of the new additions, etc. Work probably stopped in late 1993.Although I hate to admit it, the game does still exist in multiple places. Only one copy of the completed game was extant until mid 2000, when I got new Apple equipment and imaged that disk. No earlier versions survive.Now if you want to know about my first BGT game, here goes. Again, a stupid idea, but at least there is some interactivity. Your character is at the left end of a fifty-square playing field. Each step he takes right or left is counted, and so is each time he bumps into the left or right wall. Naturally, all these things play their own weird sounds. The objective is to take 100 steps successfully before hitting either w
 all I think it's five times. The game does still exist, and has even been posted a few places and given to a few friends as a coding example.

URL: http://forum.audiogames.net/viewtopic.php?pid=270867#p270867





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Re: Good dedicated servers/vps?

2015-12-27 Thread AudioGames . net ForumDevelopers room : jaybird via Audiogames-reflector


  


Re: Good dedicated servers/vps?

Another problem with running any game from your home connection is that many ISP's state in their acceptable usage policies that running servers of any kind is not allowed. If they detect that you're running a server, which could happen if they do probing or traffic analysis of their own or as a result of complaints from other users, they could shut your entire Internet connection down without warning.

URL: http://forum.audiogames.net/viewtopic.php?pid=244349#p244349





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Re: FPS Engine Preview/request for feedback

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


  


Re: FPS Engine Preview/request for feedback

I'm happy to report that this version works just fine! This is a cool concept, and I love the 3D audio with headphones! If people here remember the Virtual Haircut file that has been going around for years, it's a lot like that!

URL: http://forum.audiogames.net/viewtopic.php?pid=231652#p231652




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Re: FPS Engine Preview/request for feedback

2015-09-11 Thread AudioGames . net ForumDevelopers room : jaybird via Audiogames-reflector


  


Re: FPS Engine Preview/request for feedback

Unfortunately, your test isn't crashing on my machine, and Shooter still is.

URL: http://forum.audiogames.net/viewtopic.php?pid=231567#p231567




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Re: FPS Engine Preview/request for feedback

2015-09-10 Thread AudioGames . net ForumDevelopers room : jaybird via Audiogames-reflector


  


Re: FPS Engine Preview/request for feedback

I tried to run the game the other night and ran into the same problem. Pretty sure the traceback was the same, except the access violation address was all zeros. I got it to run exactly once, but never again.

URL: http://forum.audiogames.net/viewtopic.php?pid=231449#p231449




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Slightly OT - Building a GUI in PureBasic

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


  


Slightly OT - Building a GUI in PureBasic

Im considering the purchase of PureBasic. Before I download it, Id just like to know how easy/hard it is to build a GUI in it. Do you need to understand technical stuff about how stuff is visually presented on the screen, or is there a way to have the language take care of all that for you, so you can easily build something that looks good? I know some people love PureBasic and others hate it, Im not asking about that. Anything else PB is particularly good/bad at?

URL: http://forum.audiogames.net/viewtopic.php?pid=192392#p192392




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