Re: some bgt errors that i couldn't debug

2020-07-01 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: some bgt errors that i couldn't debug

Actually, the fix from post 2 still wouldn't work because that still leaves the second alert call with just one string parameter, not two. Here goes the offending line again:alert("hey "+name, "how are you doing today");Lukas

URL: https://forum.audiogames.net/post/547806/#p547806




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Re: some bgt errors that i couldn't debug

2020-07-01 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: some bgt errors that i couldn't debug

Actually, the fix from post 2 still wouldn't work bešcause that still leaves the second alert call with just one string parameter, not two. Here goes the offending line again:alert("hey "+name, "how are you doing today");Lukasq

URL: https://forum.audiogames.net/post/547806/#p547806




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Re: BGT tutorials for beginners please

2020-01-25 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: BGT tutorials for beginners please

Well, BGT has in fact officially been abandoned already. I don't have a problem with it either, yet, as long as you only plan to make relatively basic Windows audiogames with it, where some features such as online multiplayer will either be missing completely or very poorly implemented. However, the question is when it's going to stop working completely on the most recent versions of Windows 10. There is probably no reason for that to happen for at least the next couple of years but it is going to happen one day or another. Not to mention that most antiviruses falsely flag compiled BGT executables, which is quite a pain in the neck if nothing else.Also, it's just not a flexible enough language for anything but Windows audiogames. Don't get me wrong, I was a big fan of it for a very long time as well and I would still welcome it if it was actively developed again, so that some of its long-standing issues would be addressed and its feature set expanded, but I know it's never going to happen now. Philip has officially confirmed this.Lukas

URL: https://forum.audiogames.net/post/495816/#p495816




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Re: BGT game code

2019-09-17 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: BGT game code

Rastislav is right, you can never check for a key press without a loop. It doesn't work reliably. Besides, why do you check for 3 different key presses but always say the same thing, no matter which key was pressed? Couldn't that be simplified somehow? I think you may be trying to add some text to a number or something. But it's difficult to guess the purpose when it's a different language than English. What language is it, by the way, if I may ask? I'm curious. :-)Lukas

URL: https://forum.audiogames.net/post/462448/#p462448




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Re: attaching multiple constants to 1 string

2018-11-29 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: attaching multiple constants to 1 string

At post 13, read the language tutorial and check the examples.To insert a new line into a string, just write \r\n. So, for example:string multiline_string="This string\r\nspans\r\nmultiple lines.";Same to insert a quotation mark into a string, just do \".string observation="The word \"like\" is really overused.";HTH,Lukas

URL: http://forum.audiogames.net/post/395921/#p395921




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Re: redfox's bgt questions?

2018-11-24 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: redfox's bgt questions?

Oh, my god. This thread is becoming so confused and convoluted already, with contradicting replies and whatnot. Some of the advice you've been given shouldn't even be considered in the first place.Why don't you just give up on the idea of learning from someone else's messy source? The way I did it, which is slower and more time-consuming but also more rewarding in the end, was to start on my own, one very small, tiny step at a time, testing every little change and first of all trying to figure out why something isn't working on my own.Lukas

URL: http://forum.audiogames.net/post/394867/#p394867




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Re: announcing a new sound library!

2018-11-24 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: announcing a new sound library!

Tmstuff000, although I'm sure I'm not going to get a response, or even if I am, it's probably not going to be honest, how old are you and where do you live? You know, even if you do honestly hold such opinions and views, you really should think twice before posting them here. If you don't know why that should be, then I'm sorry for you. I used to be like you when I was like 15, believe me, but even then I was at least smart enough as not to be so open about it. I don't exactly regret the way I was in the past as that would not be constructive in any way, but I definitely learned from my mistakes and changed my attitude because, you know, I'll tell you a little secret, most people do grow up some over time.Omar, this definitely sounds very interesting. I'll be sure to check it out as soon as I can, but no promises yet. :-)Lukas

URL: http://forum.audiogames.net/post/394865/#p394865




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Re: Blog post: Why does BGT get bashed?

2018-01-17 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: Blog post: Why does BGT get bashed?

I myself would certainly be interested in the JS approach. I would appreciate some pointers when starting off, so that I wouldn't spend loads of precious time just trying to figure out how to set things up by trial and error. I've had some initial experience with _javascript_ when developing a website, and its cross-platform support is definitely one of the reasons that make it interesting and appealing as an alternative to BGT. However, I assume it would have the same issues as Python, for instance, or any interpreted language for that matter? That is slightly decreased performance, even if most of it is probably impossible to notice on the end user level, and relatively easily decompilable source code?Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=348078#p348078





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Re: Blog post: Why does BGT get bashed?

2018-01-16 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: Blog post: Why does BGT get bashed?

I agree with Cae here. Making it single-threaded only was a deliberate design decision. The Boost C++ libraries that support smart multi-threading with threadlock barriers and whatnot were not even a thing by the time BGT was first released to the public if I'm not mistaken, and even if they were, Philip didn't want beginners to have to struggle with yet another fundamental programming concept that becomes second nature once mastered but is really difficult and challenging for most novice programmers and/or scripters if you will who haven't had any previous experience. Just look at how many people are still struggling with something as rudimentary as handles, although I do agree that the way they are implemented in BGT, or rather Angelscript itself, is somewhat counterproductive and non-sensical. :-)However, all this academical stuff aside, I haven't yet come across a single instance during the development of my games where I would need to implement something that I couldn't do because of BGT's single-threadedness, if that's even a word. :-) Yeah, some things could have been done more elegantly or efficiently if multi-threading was an option, but to tell the truth, whocares about code elegance or performance efficiency in the context of solely Windows-based audiogames without taking advantage of any truly modern computer features, as someone called it? If it works, doesn't crash and has no gameplay breaking bugs, I'm fine with it, given the scope it's intended for.The only real, practical, every day problem with BGT not being updated any more that I can foresee is that games written in it will sooner or later become less and less reliable, eventually leading to the point where they will just no longer work on modern versions of Windows at all. Even if Microsoft is painting the thing as just a single universal OS by the name of Windows 10 to rule them all, the fact is that every major aniversary update is essentially as huge and complex internally as what service packs for prior Windows versions used to be, and some could probably even be called entirely new iterations of the system. If not now, then it will certainly become the case at some point in the future. Not to mention that if it was still being maintained at least on a semi-regular basis, maybe something could be done about the Windows Defender false positives, and improved networking capabilities and DLL support could also come in handy in relatively many cases that *are* related to game development.Even so, I do not consider the current state of things a major drawback until actual serious problems start appearing. I've noticed that only games that do utilize an internet connection of some sort seem to get flagged by antiviruses. A game that doesn't touch the network object at all seems to remain unnoticed. And if your game does use internet, like Manamon, Super Egg Hunt or Oriol's games, creating an exception for it is not that hard after all, as long as you are using an accessible antivirus. So, for the time being and for my needs, BGT is still a good starting point for me, at least until I finish all my currently ongoing games. When I'm done with them, I can start worrying about the future, before I start developing any new projects.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=347892#p347892





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Re: Voice chat in BGT

2018-01-12 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: Voice chat in BGT

Look, Ethin and Dash, I have no idea what you are talking about. Noone has mentioned a specific way as to where the file can be found, has posted a link to it or anything. I'm not and don't want to be a part of any Skype groups, Dropbox or BTSync folders or whatnot. What I do have the time for, sometimes, is this forum, and basically not much else related to audiogames. I wouldn't mind elaborating if I only knew where to start.So, Dash, I'm willing to take a look at it, but where and what?Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=347149#p347149





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Re: Voice chat in BGT

2018-01-10 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: Voice chat in BGT

All right, then how on Earth are we supposed to know how you import a file if we don't know what file it is and what it looks like, or best, don't have the file?Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=346917#p346917





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Re: BGT Ponderings

2018-01-05 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: BGT Ponderings

On this very occasion, I'm afraid Ethin is completely right and there is nothing you can disagree with about that post. I also have to deeply appreciate that it was a honest, informed answer without condemning the original question or the language as such. :-)Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=345897#p345897





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Re: Does holding sounds in memory make sense?

2017-12-27 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: Does holding sounds in memory make sense?

Yeah, I basically do it that way just to save memory as soon as it's not needed, nothing else. One of my games has to use up an entire gig of RAM, so freeing it immediately rather than on exit or waiting for the system to do it on its own definitely makes a difference in that case. Plus, I'm not sure what conditions exactly have to be met for the system to consider the resources unused, and if this scenario is thus even applicable to most BGT games.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=344012#p344012





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Re: getting nvda speak full sentinces in bgt

2017-12-25 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: getting nvda speak full sentinces in bgt

The manual doesn't provide any direct pointers specifically on supporting Sapi as well as screen reader output in the same application. Try to think of a possible way and outline it here, so that we can suggest possible improvements. Or if you really can't think even of a stub for anything functional, I'll try to explain my approach briefly.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=343670#p343670





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Re: getting nvda speak full sentinces in bgt

2017-12-25 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: getting nvda speak full sentinces in bgt

Have you at least tried to figure out a solution of your own before asking? I'm not trying to be insulting or anything, just trying to stimulate the process of learning and discovering by trial and error for yourself. Suggesting a solution to this situation is potentially tricky, as everyone uses a very different coding style and it depends on what would fit your game's coding style and layout best. Generally speaking, in programming of any kind, there is usually no single universal solution even if you are facing a problem that others have had before. Likewise, it's often equally as difficult to strictly say that a specific implementation is either completely good or completely bad. Always depends on many different factors.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=343644#p343644





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Re: Ride, new code editor for blind programmers

2017-12-23 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: Ride, new code editor for blind programmers

Good job! Keep up the great work. I'll send the promised material to you during the Holidays.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=343345#p343345





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Re: Does holding sounds in memory make sense?

2017-12-23 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: Does holding sounds in memory make sense?

Yeah, and this is similar to what the BGT cloning feature does. When you first load a given sound, it stores its metadata in memory somehow, don't ask me how exactly, so that every other time you load that same sound with the same name and characteristics, it remembers it and no longer reads the raw data from disk any more but rather only fetches the actual sound from its stored memory representation, no matter whether the newly loaded copy comes from the same or a different location on disk, from a pack file, from memory or anywhere else. However, for this to work properly, you need to keep at least one sound object in memory which stores that sound at all times. That's why the preload approach works well in conjunction with this feature to help prevent CPU or hard drive overload. As soon as you close the very last available sound object holding this very sound, BGT forgets that metadata in order to help save memory because it assumes this specific sound is no longer needed for now.At the start of a game round in all of my projects, I always load every single sound I know I will need into an array of sound objects called preloads, and I only purge this array (resize it to 0) at the end of the game round, so I reliably know all these sounds will always be there no matter what. Then, I manipulate the actual individual in-game sounds through the sound pool and in no other way any more.Hope this helps,Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=343344#p343344





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Re: Does holding sounds in memory make sense?

2017-12-22 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: Does holding sounds in memory make sense?

If you are creating a BGT kit in C++, you should definitely consider implementing BGT's cloning feature as well as porting the sound_pool include class.For games, you definitely need to make sure that all the sounds that are going to be needed in a specific level or area are loaded into memory and stay there for the entire duration of the game round before they are first played. Even mainstream games do that. Well, some of them load just the core and the rest is later loaded dynamically on demand, but the sounds do usually stay in memory afterwards anyway until the entire garbage from a finished game round is purged.Especially in the blind community where many people are still using pretty outdated or low end hardware, and often mechanical drives that spin slower than they necessarily could have, it's always better to put some more stress on memory rather than on the CPU (if decoding the sounds on load) and hard drive.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=343246#p343246





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Re: Ride, new code editor for blinds

2017-12-19 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: Ride, new code editor for blinds

BigGun, I really don't want to come off as harsh as Ethin usually does but please do not try to teach others spelling before you radically improve your own.However is a perfectly normal English word which is in deed written without a space.Ethin's name is spelled E t h i n.The word which, as in which language is better for programming, is spelled w h i c h.The word thread as in forum thread is spelled t h r e a d.The word sure as in I'm sure of that is spelled s u r e.And the poorly masacred festive Holiday is spelled C h r i s t m a s.And so on and so on and so on and so on. Sorry if this sounds rude but it's just the way it is.That was a pretty challenging job to even read that post and make any sense at all of it.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=342815#p342815





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Re: getting nvda speak full sentinces in bgt

2017-12-15 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: getting nvda speak full sentinces in bgt

Even if the script that Ironcross32 suggested was still available for download, it most likely wouldn't resolve your issue anyway if I understand it correctly from your description. How are you making sure that the screen reader has in fact managed to speak the entire chunk of text before feeding it the next one? I guess you haven't thought of that at all and are just using the screen_reader_speak or screen_reader_speak_interrupt functions for everything that is not a question, alert or input box. Right?You will need to implement a prompt that says something like "press enter to continue" for things like that, where Sapi speech is normally continuous and coherent, or implement an artificial screen reader speech delay mechanism where it will attempt to count how long it's approximately going to take to speak a given sentence based on its length and a multiplier that is either hardcoded or that the users themselves can configure. Neither of these is a seamless solution like what Sapi can do, I know, but unfortunately this is and has always been a long known, pretty annoying and still unresolved technical limitation of screen readers in general. They just don't provide a standard API that could accomplish something like what the speaking property of the tts_voice object does, so that you could simply take a look at whether it is still speaking the previous text or not, at any time you like.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=342281#p342281





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Re: Ride, new code editor for blinds

2017-12-11 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: Ride, new code editor for blinds

Ethin, this program specifically aims not to be as complex, overkill, universal and feature rich as a true IDE. That's supposed to be its selling point, along with code folding. Nothing more and nothing less. You don't need, use or appreciate that, let it be and ignore it, but don't throw your verbal shit full of rotting poison right into people's faces just because they dared to come up with something that you find inferior to your liking or standards just because it reinvents the wheel or is written poorly or in an unfitting language, in your opinion. That's all. Deal with it however you like but these few above lines are the essence of the whole pointlessness of this discussion and why your behavior is just unacceptable. At least here, where the community is used to much more general respect, wisdom and communication maturity than you are apparently capable of.Or explain your point once, clearly but still with acceptable words, as you said you did, perhaps in an attempt to enlighten the guy to your way of thinking or pass on your approaches better, but stop beating the dead horse after that. You seem to be perverdly enjoying that you just can reiterate your insulting arogant superioristic shit over and over again for no good reason. That's what really sets me off. I'm not some puritan who has issues with foul language, that's not what it's about. If we met in person, I assure you I would immediately show you how imaginatively I can swear at you right now, just because I'm so pissed off right now, but it's about the form. I just can't stand it when some useless brad keeps stomping on others for nothing forever and it all goes on in circles just because he needs to compensate for the size of his dick or something.Or, if you do all that just because you are a hobbyist troll and are now rubbing your hands satisfactorily, patting yourself on the back for having managed to set off one more anonymous virtual asshole somewhere over in a remote insignificant remote country, then congratulations to you, you have in deed lived this day without wasting it. And you have raised the blood pressure and adrenaline level and everything in another inferior person with pretty little effort on your part. Worthy of listing it in your list of major accomplishments. Don't forget to praise yourself properly in that note.Everyone, before you start bombarding me with comments on how immature this was from myself in the very first place and how pointless this whole debate is, and that you only feed a troll his cocaine by reacting to him, I know it all too well. I'm already starting to regret that I even wasted my time at all in the first place.

URL: http://forum.audiogames.net/viewtopic.php?pid=341742#p341742





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Re: Ride, new code editor for blinds

2017-12-11 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: Ride, new code editor for blinds

Ethin, this program specifically aims not to be as complex, overkill, universal and feature rich as a true IDE. That's supposed to be its selling point, along with code folding. Nothing more and nothing less. You don't need, use or appreciate that, let it be and ignore it, but don't throw your verbal shit full of rotting poison right into people's faces just because they dared to come up with something that you find inferior to your liking or standards just because it reinvents the wheel or is written poorly or in an unfitting language, in your opinion. That's all. Deal with it however you like but these few above lines are the essence of the whole pointlessness of this discussion and why your behavior is just unacceptable. At least here, where the community is used to much more general respect, wisdom and communication maturity than you are apparently capable of.Or explain your point once, clearly but still with acceptable words, as you said you did, perhaps in an attempt to enlighten the guy to your way of thinking or pass on your approaches better, but stop beating the dead horse after that. You seem to be perverdly enjoying that you just can reiterate your insulting arogant superioristic shit over and over again for no good reason. That's what really sets me off. I'm not some puritan who has issues with foul language, that's not what it's about. If we met in person, I assure you I would immediately show you how imaginatively I can swear at you right now, just because I'm so pissed off right now, but it's about the form. I just can't stand it when some useless brad keeps stomping on others for nothing forever and it all goes on in circles just because he needs to compensate for the size of his dick or something.

URL: http://forum.audiogames.net/viewtopic.php?pid=341742#p341742





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Re: Ride, new code editor for blinds

2017-12-11 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: Ride, new code editor for blinds

Ethin, this program specifically aims not to be as complex, overkill, universal and feature rich as a true IDE. That's supposed to be its selling point, along with code folding. Nothing more and nothing less. You don't need, use or appreciate that, let it be and ignore it, but don't throw your verbal shit full of rotting poison right into people's faces just becase they dared to come up with something that you find inferior to your liking or standards just because it reinvents the wheel or is written poorly or in an unfitting language, in your opinion. That's all. Deal with it however you like but these few above lines are the essence of the whole pointlessness of this discussion and why your behavior is just unacceptable. At least here, where the community is used to much more general respect, wisdom and communication maturity than you are apparently capable of.

URL: http://forum.audiogames.net/viewtopic.php?pid=341742#p341742





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Re: Ride, new code editor for blinds

2017-12-09 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: Ride, new code editor for blinds

Jscholes, I couldn't have said it any better. Thanks a lot for expressing just what I had on my mind so beautifully. Just gave you a thumbs up for that post, which was the very first time I ever did that on this forum.Ethin, okay then, now your point of view makes a lot more sense to me. I do apologize for the way and tone in which I addressed you, as well. I do have to admit I was being annoyed by your relatively many posts expressing the same thing over and over again in a pretty harsh way. Maybe if you mentioned your experience with that Visual Studio plugin from the very beginning, it could have made a lot more sense to the others all around, too. When stating an opinion so firmly, it always helps the audience if they can see what you are basing it off.Of all the statements you made about BGT and its possible purposes and limitations, though, I have to reiterate I do agree that it does have serious limitations for anything beyond strictly Windows based audiogames and that it's not a good environment to choose to develop a code editor of any sort, most notably because it lacks any support for GUI's whatsoever, its file i/o is rather limited, and it lacks any decent and more advanced string parsing functions, to name just a few major drawbacks.I was not saying you were being a know-it-all about BGT or that you were wrong, but rather I was refering only to your demeanor. Yeah, communicating your thoughts just textually, without the ability to convey emotion and tone, can be misleading a lot of the time. I would just have appreciated more background information to prevent the initial surface impression that you are just bragging and condemning others for their opinions and choices, possibly limited because of lack of different or more diverse experience, more than anything else.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=341586#p341586





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Re: Ride, new code editor for blinds

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


  


Re: Ride, new code editor for blinds

Ah, all right. I see now that it's still very basic and primitive for my liking, but I do still stand behind what I said in my previous post - a simplistic semi-IDE editor for the blind like this proof of concept application would definitely come in handy. It just needs a couple more IDE-like features.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=341525#p341525





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Re: Ride, new code editor for blinds

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


  


Re: Ride, new code editor for blinds

Ethin, I won't be talking about the possible use cases and limitations of BGT versus other languages, but could you please try to stop being so arogant, judgmental and a little know-it-all for at least a single post in other regards?I haven't tried to run Ride and do some coding with it yet, but I for one can definitely tell even now that it's meant exactly for my personal workflow and style if it does work for me. I do agree that BGT is not a good choice for writing a general code editor. However, for people like me who absolutely hate IDE's and would perhaps prefer just a set of small utilities, each designated for a single specific task, this is a very likeable philosophy.Ride is only focusing on code navigation, where the hierarchical structure achieved by indentation that sighted coders can immediately see and make use of has not been possible for us before, at least not as efficiently, naturally and intuitively in mainstream IDE's that do happen to be accessible to screen readers to a lesser or greater extent. This thing just does its single job, and it does it well, at least in theory. I'll have to see how it actually works in practice for myself first, but I do like, appreciate and welcome the idea. The implementation is an entirely different matter. However, discussing that is not going to change what is already out there or convince anyone if they don't want to be convinced, no matter how hard you try.No, this program is not and never will be meant for code optimization, debugging, profiling, unit testing, versioning, autocompletion, syntax highlighting and I don't know what else. It's just for efficient, simplistic and accessible code navigation, without being bogged down by other overkill features most of which you may never ever use at all if you are like me. I think that's not all that difficult to understand.That said, though, I would absolutely love to see a program one day that could do the following besides indentation navigation, but all still in the same simple and blind coder first manner:1. Import an entire project, i.e. if you fetch it your main script, it automatically loads all the referenced includes.2. Provide general summarized information about each script (number of lines, characters, functions and global variables etc).3. If you are trying to convert a past non-indented project to such an editor, it should definitely be able to provide the option to automatically add it.4. Syntax highlighting, hell no, but what about configurable auditory warnings instead? For example, now that we can use indentation for its actual intended purpose and not just as a socially required visual annoyance, I should not have issues identifying missed braces, but what about right parentheses when you create a function call that consists of four other function calls, i.e. a pipeline?5. The ability to search for a variable or function in context, i.e. how many times and where exactly in the entire project a given variable or function is read, assigned or called respectively.6. Spot unused variables.I would actually be happy to sponsor the development of an editor, or all right, I guess you could call it a semi-IDE after all, with similar features, if it was developed in a general purpose programming language, i.e. it was crossplatform, had an actual GUI, could access other drives besides C, and so on.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=341524#p341524





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Re: Questions on BGT

2017-07-05 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: Questions on BGT

Exactly, its unreliability and major inprecision is the main reason why this approach is not used more widely. Even Lone Wolf implemented it, calling the feature screen reader speech delay, and that was back in 1999 I think, being the first true Windows audiogame to do this as far as I know. Yet it still just didn't and doesn't work...The blame for screen readers lacking such standardized and reliable API's as SAPI does is entirely on the manufacturers of said screen readers, and probably on the manufacturers of the individual voices as well. Rather than allowing for their voices to interface directly to Sapi, therefore being consequently selectable in your screen reader of choice just like any other widely available Sapi 5 voice, they create their own proprietary interfaces for these voices that the screen readers in turn have to learn to support, e.g. Nuance, Realspeak and whatever, and this in turn leads to the inability to create a standard universal wrap
 per for this kind of thing.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=318109#p318109





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Re: BGT calculator script

2017-03-30 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: BGT calculator script

Just out of curiosity, why do you need to write a calculator in BGT? If you are looking for a better usable and more advanced actual working software to use instead of the default Windows crap, just try googling for Speq Mathematics. If you just want to use this idea as a way to learn to improve your coding skills in string parsing, etc, then yeah, I should be able to come up with something relatively easily. The problem with BGT, though, is that you would kind of have to reinvent the wheel and reimplement all the supported math operations from scratch in your script, rather than just being able to pass the user input string directly as an _expression_ to calculate.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=304683#p304683





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Re: free bgt tutorial by nathan tech

2016-11-16 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: free bgt tutorial by nathan tech

Yeah, it's a recorded voice tutorial and it's in the .wav format. You should definitely convert it to MP3 or even OGG or something. With the low quality microphone, you could even use a lower bitrate to save even more space as the quality difference wouldn't be that obvious anyway.Apart from that, though, it's not a bad tutorial. If the language one doesn't just suit your style, try this one to see if it works better for you.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=286034#p286034





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Re: Error in BGT

2016-11-09 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: Error in BGT

Sorry, my original answer was a bit rushed, but what I meant was that you have the following loop:for(int i=0; i<5; i++){enemies(i).e.destroy_all();enemies.remove_at(i);}It should look like this instead:for(int i=0; i<5; i++){enemies(0).e.destroy_all();enemies.remove_at(0);}Can you tell why?Also, do you really need to use a separate sound pool for every enemy instance? That's probably not a good idea in most cases.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=285291#p285291





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Re: Error in BGT

2016-10-30 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: Error in BGT

Try decrementing the counter ("i--;") in the for loop where you destroy enemy sounds. I mean the very first for loop right at the top when escape is pressed.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=284603#p284603





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Re: Probably really obvious question about bgt?

2016-10-27 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: Probably really obvious question about bgt?

Hi,this question certainly is not as obvious as many others that other people have been asking, don't worry. :-)The find method of the array object could probably help you. If you use it like a given value not found in the array means that it doesn't equal any other, it might work, or at least it seems so off the top of my head.Hope this helps,Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=284241#p284241





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Re: accessible game-engine for mobile-dewelopmend

2016-10-25 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: accessible game-engine for mobile-dewelopmend

You could probably make some use of the opensource papaengine.com, but if I get that correctly, this engine just handles the positioning of your sounds. You still have to create the game world yourself and link the sound sources in that world to this engine somehow.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=284100#p284100





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Re: searching people to make a game with me

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


  


Re: searching people to make a game with me

Thanks, Magur! You just nailed the whole thing down in a much better way than I was able to, but that's exactly what I meant. The article is in fact quite enlightening in some aspects of this.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=282578#p282578





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Re: Sound decryption in load_from_memory function does not work in bgt

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


  


Re: Sound decryption in load_from_memory function does not work in bgt

Yeah, this definitely looks like load_from_memory completely ignores the decryption key set with set_sound_decryption_key, you're right.I'd be curious to know the differences between string and file encryption in BGT myself.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=282577#p282577





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Re: searching people to make a game with me

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


  


Re: searching people to make a game with me

Techmaster20, these game companies basically work on the principle of money. Some guy high way up in the hierarchy says we want to create this and that game, and you will be paid to design its story, gameplay, levels and whatnot, as it's your exclusive job in the company. Programmers are other people on the list, paid for other things, same for sound designers, musicians, graphics designers, etc, etc. This community just doesn't work like that, at least not yet. So, basically, if anyone thinks they can just say hey guys, I'm looking for someone to code this idea for me, someone to compose the music for it, another person to write the script, and yet another one to gather all the sound effects, then they at least need to have the funds to pay for it all to go smoothly. Otherwise, it won't simply be their game in the end any more.It might sound bitter or cruel or anything but it's just the way it works in practice, in real life.Or, if someone in
  the community is fine with that arrangement, then I can only envy them, as they obviously have no full-time job, a lot of free time, but no significant lack of money to pay their bills and everything.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=282530#p282530





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Re: searching people to make a game with me

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


  


Re: searching people to make a game with me

Exactly. Without meaning to sound offensive or anything, you basically got just an idea, and one that already has several different implementations in the same genre. You asked for specific tasks that you want to distribute to people. That all sounds okay and fair and fine and everything, but what would you be doing yourself then? In the end, after the game was done, what would remain to you that would still allow you to call it your game, besides just the idea? I have never understood this recent, seemingly worldwide trend of idea guys basically showing up with an idea, but their only real skills being imagination and the ability to distribute the specific, actual work tasks to other people. Sorry but I don't buy that.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=282466#p282466





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Re: Sound decryption in load_from_memory function does not work in bgt

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


  


Re: Sound decryption in load_from_memory function does not work in bgt

Yeah, try both and let us know the results. It would certainly be useful to have this tested thoroughly. If none work, or if it only works by manually reading the file and decrypting the data as a string first, then there is probably really a bug in load_from_memory.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=282289#p282289





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Re: Sound decryption in load_from_memory function does not work in bgt

2016-10-06 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: Sound decryption in load_from_memory function does not work in bgt

[[wow]], Omar, hope you're all right. It takes quite a gut to respond to a post on a forum before leaving the site of a coming huricane. )Basically, you are right but what Rastislav is asking about is how the load_from_memory method of the sound object works together with encryption. This method was added to the class in one of the last few most recent BGT updates.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=281556#p281556





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Re: Sound decryption in load_from_memory function does not work in bgt

2016-10-05 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: Sound decryption in load_from_memory function does not work in bgt

Hey Rasťa! :-)I think the important difference here is that the string and file encryption/decryption functions treat the file differently.In which format do you have the actual sound file saved? Was it encrypted using file_encrypt or string_encrypt? Or are you saying that you have tried both ways and none of them worked?If none worked at all with load_from_memory, then yes, this might be a bug in BGT itself.The important thing is that you should almost never use the text mode when creating files with BGT. I can't remember the reason the text mode was even added in the first place but when I discussed this with Philip ages ago, he told me to always use the binary mode when possible. This is especially important if you save a file which contains string_encrypted data. If it's saved in text mode or attempted to be decrypted with file_decrypt rather than string_decrypt, it's just not going to work.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=281452#p281452





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Re: Need help with BGT

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


  


Re: Need help with BGT

The for loop is a base concept of the language, so it's in chapter 8, I believe, of the language tutorial, which discusses loops. Remove_at is in the foundation object reference, array object, methods.This is not directed at anyone in particular, but sometimes I just can't help myself from wondering how a given person could ever want to create a nice interesting game when they aren't even able to work with the BGT help system.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=281039#p281039





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Re: Need help with BGT

2016-09-30 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: Need help with BGT

You don't even need to resize arrays manually any more. Just use the insert_at, remove_at, insert_last or remove_last methods. That makes array manipulation a lot easier. Having no more information about your current enemy class and design, I assume simply removing the dead enemy from the array would in deed be the best way.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=280811#p280811





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Re: Newb Back Needing Help With Handles

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


  


Re: Newb Back Needing Help With Handles

Yeah, that's what I was talking about. Just do whatever you want to do with the enemies through the array. That's the point of the array being used in the first place. So, you shouldn't be doing standard.movement in your array loop, but rather enemies[x].movement. Of course, replace x with anything you feel like using to refer to the array index.Similarly, if you want spawning to occur at a fixed time interval, just put it in your main loop as well.Let me know how it goes.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=278233#p278233





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Re: Newb Back Needing Help With Handles

2016-09-08 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: Newb Back Needing Help With Handles

Eh, basically, if you use an array of handles to enemy class instances which, as revealed through the previous discussion, would be the best approach to implementing a multitude of enemies, then you will have to loop through the enemy array in your main loop. The best way to do that is using an embedded for loop. To put it simply, among other instructions in your main loop, you will just be doing something through a for loop manipulating the array of enemies.What this something is will be entirely up to you. The style I like using is doing all the subsequent instructions for individual class instances in that class's own method which I call act or update. Basically, the enemy behavior itself is not written out plain in the main loop but only in that subsequent method which is called for each enemy instance in the array through the main loop.If the enemies' only job in the end will be to handle movement, you might as well just do that directly when looping t
 hrough the array, without having to call another method of the enemy class.Does this make more sense now?Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=278165#p278165





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Re: Newb Back Needing Help With Handles

2016-09-08 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: Newb Back Needing Help With Handles

Hi,yeah, I suppose making the key press just spawn another enemy and add it into the array of handles would be a better approach in general.If you made the moving boolean entirely global, then yes, it would of course control all of the enemies at once. Another possibility would be to make it a property of the enemy class instead. That way, it would be specific and separate for each instance of enemy. In any case though, there is no need to use it as an argument in the move method itself, that just provides no real use.You could also get rid of it entirely. If you only wanted to make sure that the enemy doesn't start moving until spawned, well, then he doesn't, because since he's not there on the game board yet until he's been spawned, he can't actually move either. If you want to have other factors influencing when an enemy should start moving in the end product, you will probably need other decisions and if checks to compare more speci
 fic circumstances anyway.For the time being, you could pretty well just check the value of the timer.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=278161#p278161





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Re: Newb Back Needing Help With Handles

2016-09-07 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: Newb Back Needing Help With Handles

Oh, I see the issue now. You do call the enemy move method from inside a loop, but only when you actually press the key. That's to be expected in that case. So, I was right in a sort of way before, just expressed my point poorly.Either give up on this approach to enemy movement entirely and make them move automatically through an if check in the loop, i.e. call the correspondingly modified move method every x milliseconds directly from within the loop, or make the bool moving argument global to the entire enemy class instead of just belonging to the move method. Like this, it's of absolutely no use to you at the moment. If you did this, you would then do the following in your main loop, besides keyboard commands:if (standard.moving) standard.move();It's not a very good approach but hey, it would work. I assume the entire single enemy handle called standard and the key that's supposed to trigger the looping movement are all there just for tes
 ting purposes anyway.Hope this helps,Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=278064#p278064





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Re: Newb Back Needing Help With Handles

2016-09-07 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: Newb Back Needing Help With Handles

Oh, sorry about that wrong assumption then. I was almost sure you forgot to actually loop it, as that's what happened to me ages ago, too. :-)In that case, are you sure there is nothing in there somewhere that would set the enemy's moving bool back to false?It would probably be best if you posted your entire code, or at least the enemy class and the main loop.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=278056#p278056





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Re: Newb Back Needing Help With Handles

2016-09-07 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: Newb Back Needing Help With Handles

Yeah, I'm sure that's what you want it to do, but how does the script know that? :-D By that, I mean if you have some actual loop somewhere that calls this method repeatedly, or perhaps indirectly through a main class update method of sorts. Remember, if you call a method once somewhere, if it's not inside a loop, it will not begin looping explicitly all by itself just because it somehow senses that you wish it to. :-) Besides, how would it know when to stop looping, if it controlled itself like that? :-)Hope you see what I mean here. The tone used was intentionally light so that it could hopefully make more sense to you, it was not meant as an insult or anything, so I hope you take it for what it was meant. :-)Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=278025#p278025





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Re: Newb Back Needing Help With Handles

2016-09-07 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: Newb Back Needing Help With Handles

Yeah, Cae is right. There will certainly be many cases where you want to pass around just a single handle too, like when calling a specific function that uses a handle as an argument, or creating one of this kind yourself, but for what you asked about enemy handling arrays are really the best approach in BGT, I think.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=278018#p278018





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Re: accessible programing languages for the blind?

2016-08-28 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: accessible programing languages for the blind?

Python is not an environment like BGT, which is just a scripting language, simplified in many ways, but powerful in a special subset of programming that it focuses on. Python is a full-fledged opensource programming language. That means that everything is possible, either directly with your own code, using already made Python libraries for manipulating things like TTS, or directly through the system DLL's, COM interface or system services or whatever. Anything can be done in a complete programming language, but that doesn't mean it's going to be done easily, and without any learning and practice. Also, I'm not even sure if a totaly blind programmer can successfully make entertaining, engaging audiogames that would contain high-quality graphics. Perhaps just some simple high-contrast basic shapes for low vision players, something like David Greenwood did in Shades of Doom, why not. But I really can't imagine anything more advanced than that being done by a 
 totally blind developer. This was a sum-up just so that you know what to expect.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=276566#p276566





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Re: Newb Needing Help With Classes In BGT

2016-08-19 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: Newb Needing Help With Classes In BGT

Hi Omar,the security check to see if an array index in deed holds a valid object and not a null pointer is definitely useful. Just to let you guys know that I've never ever needed to use it myself yet. Another useful thing about having objects in arrays is that when you want to destroy the object, you can simply call my_array.remove_at (x). Whoosh, it's gone from the array, and since I only ever keep a single reference to the objects, and that's stored in the respective array, this single line also ensures that the given object is destroyed for good. Thus, I always know that if something is in the array, it's actually alive.This was just to hopefully explain some more stuff and possibly provide another approach, not to undermine your explanations or anything like that, Omar. :-)Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=275100#p275100





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Re: Newb Needing Help With Classes In BGT

2016-08-18 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: Newb Needing Help With Classes In BGT

Hi Ross,yeah, feel free to zip up and upload your entire code if you're okay with me checking it out. I won't be adding anything that's not there yet unless you specifically ask me to, so that you still have work to do, things to learn, and ways of implementing everything to discover, but I'll fix or improve what I think is worth doing so. :-)I've never heard of Interactive Buddy but the concept definitely sounds interesting, and I think I understand what you mean, at least I have a rough imagination. And I got the idea of placing the trampoline wherever on the map the user wants. I'll definitely be looking forward to playing this when it's finished! :-)Fortunately, your current issue with the insert_last function is pretty easy to fix. Most BGT functions, even custom ones, canot be called during global variable initialization. That means that you have to place the trampolines.insert_last(tramp) line somewhere else, inside a f
 unction. It just won't work here, at the top of your code where you declare your global variables. For now, before the trampoline placing dialog is implemented, you can probably just place it anywhere in the main function. That should do the trick for now. When the dialog is there, it would of course belong right after it.What's confusing you about the for loop? How would you go about it? Any specific ideas or issues?I'm of course willing to write it out for you if you have no clue at all, it's easy enough, but I'd just like to discuss it first if you don't mind. Figuring things out on your own greatly speeds up and deepens the learning process, from my experience. :-)Hope this helps,Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=274913#p274913





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Re: Newb Needing Help With Classes In BGT

2016-08-17 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: Newb Needing Help With Classes In BGT

Ross,my previous post which I was probably writing at the same time as you were composing your own reply should have answered some of these questions. :-DI was thinking that it might be faster for me and more useful for you if you just posted what you have currently coded here and I tried to glance through it, correct and possibly improve it, and comment my changes to explain why I'm doing something the way I'm doing it. What do you think?Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=274868#p274868





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Re: Newb Needing Help With Classes In BGT

2016-08-17 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: Newb Needing Help With Classes In BGT

Well, if you were checking dozens of active objects at once in such a for loop, and even more so if you were calling some heavily calculating methods on them rather than just simply comparing a couple variables in an if statement, it might become somewhat processor intensive, but believe me that it's probably the easiest approach to reliably managing several different objects of the same class and even several different classes at the same time.I'm doing this myself with 3 classes, one of them is allowed to have up to 60 active instances at the most at one moment, and the other two classes can have 20 each. I'm doing this on each iteration of the main game loop, calling the act method of each instance of each class through this for loop because all of them have to do something continuously, and I'm not getting any lag or processor overheat at all so far.One of the main reasons why it's not as performance intensive as you might expect without t
 rying it yourself is that the example array of trampolines as Omar declared it is in fact an array of object handles, if you noticed. That means that on each iteration of the for loop, the program will only be looking at the specified place in memory where the given object is stored, rather than creating an all new unique local copy of the exact same object just for the purposes of this single check in the for loop, if this makes sense.Another very important thing which doesn't seem to be described in enough detail in the BGT tutorials is correct usage of the wait function. Never ever use it in such iterative loops where you need to quickly glance through an entire array of objects of a certain type to see if they are doing something or in a certain state as quickly as possible. In these situations, you need the instruction to be carried out immediately. The wait function should only be used in the main loop, and only once, for 5 milliseconds only, which is probably the 
 best compromise between execution speed and CPU usage. For looping through an array of object handles should theoretically take even less than 5 milliseconds on every iteration in most cases, which is never noticeable for the player and it doesn't start using the processor hardly enough and long enough for it to notice any difference either, if you see what I mean.A very useful concept which is heavily used in mainstream games, which would probably improve performance of most current BGT games a lot, and which I myself still have to learn and adapt even though I've heard a lot about it and like it in principle, is called frames per second (FPS). Basically, you set up a global timer for the main loop which will only perform all the needed instructions if a certain amount of time has elapsed. Otherwise, the contents of the loop will be just skipped and the next iteration will be invoked (continue), until the required time has elapsed. If you say, for example, that you
 r game is running at a rate of 60 FPS, which means that the game should act 60 times a second, you check:if (frame.elapsed >= 1000/60){frame.restart();// Main loop goes here.}else{continue;}A little trick I'm currently using in the game I'm working on right now is that I know that the player is always faster than anything else in the game. I intercept keyboard input on every iteration of the main loop but I invoke all my for loops for classes only if (player.movement.elapsed >= player.speed).Hope this helps,Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=274867#p274867





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Re: Newb Needing Help With Classes In BGT

2016-08-17 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: Newb Needing Help With Classes In BGT

Hi Ross,before I had the time to reply, Omar has done it, and he did a great job. This is pretty much exactly what I'm doing for objects in my game world myself. If something is not clear or you need a straight out code example, let me know, I'll try to put something together when I have some more time. This is not difficult in principle though, I recommend this approach too, and if you use this, you can avoid the method of having a board array for your entire map which is described in the tutorial.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=274861#p274861





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Re: Newb Needing Help With Classes In BGT

2016-08-17 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: Newb Needing Help With Classes In BGT

Hi,if you have a single instance of the trampoline class, this could also be done in a much simpler way, although possibly dirtier when looked at from the perspective of what is good coding practice and what is not. :-)If you do in deed have only a single trampoline instance per level, let's assume it's called, say, tramp, because a class instance (object) is not allowed to have the same name as the class itself. So, you've already declared the class itself elsewhere, and now you are going to create your object:trampoline tramp;Now, your check to see if the player is currently standing on the trampoline could look something like this:if (playerposition == tramp.TrampolinePosition){alert ("Oops!", "There's a trampoline right here. Jump on it!");}Of course, this would have to be checked every time the player takes a step. You could have it somewhere in your main loop but then that would 
 perform unnecessarily too many checks, even when the player has not moved at all on this iteration of the main loop, and thus create unwanted performance overheat, however slight it might be. So, if you decide to use this approach, the best place for this check would probably be inside the function where player movement is handled, after everything else such as possible wall collisions has been taken care of and you are sure the player has in fact successfully taken a step.By the way, how is your map currently represented? Are you using an array or a dictionary for it, or do you just store the position of everything in its own separate variable and then check where the player is currently standing, like in the above example? For many types of games, experience has taught me that this can in fact be the most suitable approach to handling the map. The numbered approach Magur described in the previous post, where the number on each tile represents a certain terrain or item type,
  is the second obvious, probably most often used, and also very good solution, but you should probably ask yourself what you need and what you don't need for the map, how you are going to use it (i.e. will you allow the player to browse the map for the whole level, pausing gameplay in the meantime, will you allow for the map to be saved to a text file, etc). Answering these questions should probably help you to answer the main question of whether you will need an array or worse a dictionary to represent the various tiles with their terrain/item type numbers, or whether this is not going to be necessary at all. By the way, dictionaries are only worse than arrays in that they are slightly more tedious to code and they are a tiny bit slower in performance than arrays.Hope this has actually provided some helpful tips rather than just more confusion. :-)Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=274761#p274761





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Re: is there a way to don't stop all the game by wait codein bgt?

2016-08-10 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: is there a way to don't stop all the game by wait codein bgt?

Hi,the two main issues when using the wait function are:1. Don't stack more than one calls of wait at the same place in the execution flow. Otherwise, you will start getting what looks like a noticeable lag in performance, when the game is in fact doing exactly what you told it to do.2. Never ever try to use the wait function as a substitute for when you need to wait for an event in the game world, like, in your case, waiting until a sound stops playing before starting to play a second sound. The wait function should only be used as the performance optimization that it's meant for, not as actually waiting for something to happen in the game world. If you use it that way, you will never be able to, say, close the game right away or skip a cut scene, etc.So, in your current situation, try to use a timer or simply the sound_is_playing/sound_is_active method of the sound_pool class rather than the wait function itself.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=273603#p273603





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Re: trigonometry in audio games, how do I apply the concept?

2016-08-10 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: trigonometry in audio games, how do I apply the concept?

Because you need to get a precise number in most cases, whether you're calculating the exact position of a sound, the collision vector of a shot and its target or anything else. The output and the function/formula you use is going to be different in each of these cases but the principle of having to use at least some basic trigonometry is still going to be necessary. Most games, even if they are pretending to be 2D, especially since the introduction of BGT, manage to avoid this and work around the need of trigonometry in any possible way the developer can think of, and that, in my opinion, is one, although not the single one, of the main reasons for why relatively many games seem to have been released over the last 5 or so years but most of them feel way too simplistic and/or repetitive and pretty much similar in their principle and mechanics to me.Let's look at a very simplified example of sound positioning. If you had a true 2D game like Shades of Doom or, if I 
 remember correctly, Monkey Business, you will have a huge freedom in turning even by single degrees at a time, implemented in one form or another but it is going to have to be there somehow. That means that at any single moment when playing a sound, you will have to know not only its exact coordinates and thus its distance from the player on the x axis as well as on the y axis, but also and especialy the player's relative angle to the sound. In other words, if the sound was located say 10 steps away from the player, near the right wall of the room and more or less in the middle of the room's height, you'd say that it would have to be panned very close to the right edge of the player's stereo field, since it's so much to the right. But if the player faced straight east from their current location, they would now in fact have the sound right in front of them, which would mean the sound would be playing exactly in the center of the player's stereo field an
 d pretty loud in volume, since it's just 10 steps away, now ahead of the player instead of to the right. If the player turns to the south instead, the sound will immediately have to change its position all the way to the left, although the player has not in fact taken a single step. There you go, trigonometry.Hope this helps at least a bit. I don't know the exact formulae for the various cases and situations myself, so I can't be of any help there, sorry, but I at least attempted a simplistic real life explanation, sort of. :-)Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=273602#p273602





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Re: Luna Stories 3d Audio Game Open Source c#

2016-07-13 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: Luna Stories 3d Audio Game Open Source c#

But Xsense, I really have to say this sounds absolutely fantastic and interesting from your descriptions and update logs. I'll have a very detailed look at this in about two to three weeks, when I get home from the summer camp for blind children we're currently organizing. :-) This sounds like one of the so much needed possible huge innovation milestones we've needed in the audiogaming community for so long!Keep up the great work and the stream of ideas. :-)Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=267966#p267966





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Re: Luna Stories 3d Audio Game Open Source c#

2016-07-13 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: Luna Stories 3d Audio Game Open Source c#

I wonder how some non-programmers imagine the process of developing a game. Do they perhaps think that if it took you say 6 months to create the game from start to finish, you had something runnable and at least slightly playable the whole time, even after say a week? :-DLukas

URL: http://forum.audiogames.net/viewtopic.php?pid=267965#p267965





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Re: BGT help please.

2016-07-02 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: BGT help please.

// means that this line is a comment. BGT will not try to interpret it.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=266532#p266532





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Re: reducing lag in a bgt game?

2016-06-30 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: reducing lag in a bgt game?

Oh, I see. That actually sounds like a good idea. I'll have to finally force myself to try to learn and adapt the frame approach one of these days. It seems to provide quite a lot of significant advantages.Thanks for bringing this up.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=266368#p266368





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Re: BGT help please.

2016-06-30 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: BGT help please.

Variables can be used anywhere. If it is in your main function, in a call to the alert function, globally outside any specific function, that doesn't matter. You can do all the things with variables like the ones described in the tutorial anywhere in your code. That's pretty much one of the main points of the variables' existence in the first place. :-)Hope this helps,Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=266366#p266366





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Re: reducing lag in a bgt game?

2016-06-30 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: reducing lag in a bgt game?

Ah, I see. In any case, though, having just a single wait call in the main game loop should do the trick well enough. I believe there just has to be a single loop that's driving it all and calling all other functions, I can hardly imagine a successfully running game that would be done otherwise, at least one written in BGT. :-DGood luck,Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=266356#p266356





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Re: reducing lag in a bgt game?

2016-06-29 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: reducing lag in a bgt game?

Hi Omar,Sneak is pretty much right, I believe. I tend to think the 1+1 line is there just for the sake of the example, so that something else is done in the main loop besides the wait calculation.I personally would do this still a bit differently, though. If your game is structured in such a way that you have the big main loop where everything is handled (reacting to the game controls, the enemy and item behavior, updating sounds etc), then you should actually need only one wait call inside that main loop where it waits for 5 ms. There should be no real need for any other wait calls anywhere else as far as I can tell. I'm currently working on a game where up to 60 sort of enemies can be active at the same time at most, that's when you play on the highest difficulty, and they hardly ever die and can be pretty active and diverse because they have about a dozen different states of behavior. That means I have to loop through all of them at all times, in other wo
 rds on every iteration of the main loop, to check their conditions and trigger the proper behavior as needed, which changes quite often. No lag whatsoever, although I've tested it just on my own computer so far, which is a Lenovo laptop with a 3 something ghz dual-core processor with hyperthreading. Still, my experience so far suggests this is a good way to do things in terms of performance.Remember that the more places where you tell the game to wait, the more times this wait interval is actually added up at the same point in time. If you wait for 5 ms in the main loop and then for another say 2 ms every time an enemy acts, and you have say 5 active enemies at the current moment, that's actually a 15 ms wait on every iteration of the main loop, which means 15 ms many times per one second. Then, when your enemy count goes up to say 30 several minutes later, that's 65 ms many times per one second in every iteration of the main loop. That should in theory create 
 a pretty noticeable lag already. This is assuming that you loop through the enemy list and make them act from inside the main loop itself.Hope this helps,Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=266347#p266347





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Re: Main menu in BGT

2016-06-05 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: Main menu in BGT

Hi,you can look at the dynamic_menu class from within the help file. It's under references, helper layer, object reference. The include class is explained there in great detail, along with working examples.Hope this helps,Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=263133#p263133





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Re: chat in bgt

2016-06-05 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: chat in bgt

Modifying an existing piece of software is much easier than writing one from scratch, though. You should probably be able to add player names relatively easily yourself, when you are asking for such a program anyway. Try to figure out how to go about it and feel free to ask further if you have no idea at all.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=263129#p263129





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Re: BGT and unicode

2016-05-24 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: BGT and unicode

Yeah, unfortunately, I'm afraid BGT can't handle Unicode or any conversion between code pages at all, for that matter.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=261529#p261529





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Re: Wanting to learn BGT

2016-04-29 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: Wanting to learn BGT

That's just about what I was going to suggest, Victorious. :-)I figured out that in most simpler games like sidescrollers, an array to represent the actual board just is not needed at all in most cases. The player can use a single integer to represent their position like this and enemies, items etc can usually do the same without any serious issues.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=258565#p258565





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Re: Wanting to learn BGT

2016-04-28 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: Wanting to learn BGT

Hi Ross,so, if you are familiar with basic programming principles and just have a handful of questions that you couldn't seem to find in the manual, feel free to ask them here. Someone of us should be able to answer them and others who might stumble upon this topic could benefit from the public answers in the future, too. :-)What part of the manual are you talking about when you say that it doesn't explain beginner stuff in enough detail and just throws all those functions at you? Were you refering to the language tutorial itself, or to the various function and object references?The references are meant just for that, as is usual with most languages, they are basically just a set of documented examples of the individual functions or classes.However, I felt the language tutorial was providing enough information when I first read it. I learned the basics of BGT enough to create my first game just from the tutorial, and that was with no previous pro
 gramming experience, only a shallow familiarity with the Basic interpreter of the 8-bit Eureka A4 computer and the Autoit 2 scripting language, which was even more simple than BGT. Don't forget there is also the series of the game programming in practice tutorials.If it's the language tutorial itself that's the issue, feel free to copy a problematic section here, ask what's unclear about it, and I'll be happy to explain it to you as best as I can. :-)Best,Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=258486#p258486





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Re: some bgt issues

2016-04-28 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: some bgt issues

Hi,you declare your ball object inside an if statement. That will make it live only within that particular if statement. So, the main issue is not that BGT would only be able to run sequentially or linearly, or that you would be forced to declare variables in a specific order, but it's that if you declare a variable inside a function, loop, conditional or whatever, the variable is local only for that particular scope. It's usually better to create class instances globally for this reason, and that's why your board array is global.The other issue is that from a quick glance at your current code, I couldn't see anything in the ball class declaration that would actually create the connection between a new instance of the class and your board array. The class and the array are actually two different things. You might consider creating another global function for spawning balls that would first create the ball instance and then insert_last it into the a
 rray. It might be slightly different than how the Windows Attack tutorial does it, I can't remember the exact details, but it's the way I usually do it.Hope this helps,Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=258483#p258483





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Re: A boquet of BGT questions for developers and who has skills

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


  


Re: A boquet of BGT questions for developers and who has skills

Hi,unfortunately, this is one of the more difficult things to do in BGT, if I understood your question correctly.It would require you to either modify the dynamic_menu include script itself or to use a callback function as described in the dynamic_menu help topic.I would personally recommend using a callback together with a sound_pool instance (using the sound_pool in your game would probably be a better idea over individual sound objects anyway), which is the more difficult way, though. It's easy enough in principle but it does require the understanding of the underlying principles.I could provide examples for both but they wouldn't probably actually teach you anything. You would make it work in your game but it would be just copy pasted code without true understanding, and that's not good for your programming future, if you see what I mean. Let me know what you think.For now, I think it would be better to do without the menu browsin
 g sounds and focus on the more integral parts of your game instead. When you get a bit farther, you will either have figured out how to do this yourself, or it will be a more appropriate time to ask this question again then.Hope this helps, and sorry I didn't give you exact directions straight away. :-)Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=255819#p255819





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Re: bgt help, sidescroller and classes

2015-11-27 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: bgt help, sidescroller and classes

Hi,have you tried to use a service such as Google Translate to write your post, or have you put it together off the top of your head?In any case, whatever you did, it might be good to try the other way round, so if you translated this post with a software, try to word it yourself, or if you did just that, try to have it translated for you instead.Like this, your post unfortunately makes no sense at all.Hope this helps,Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=240252#p240252





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Using Sapi with BGT under Windows 8 or 10

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


  


Using Sapi with BGT under Windows 8 or 10

Hi all,has anyone managed to create a BGT game that uses Sapi and runs successfully under 8 or 10?I have had problems distributing beta versions of my games to testers on Windows 8, even though they did have the local language TTS installed and programs like NVDA were able to work with it successfully. The affected machines were X64 but the voice in question seems to be natively 64-bit as well.I am trying to find out whether the difficulty (the game simply not being able to see the voice at all, as though it hadn't been installed) was caused by the voice itself or by differences between Sapi versions in different releases of Windows, and BGT perhaps not being able to communicate with the newer versions.from what I was able to find on the internet, it seems that newer versions of Sapi 5 should be backwards compatible, however the Google results are one huge pile of disorganized mess and sometimes even contradicting information for the most part.
 So, if you do use Sapi in your BGT games under 8 or 10 but perhaps had to fix some issues in order to make it work, I'd be extremely grateful if you could share any tips.Here is a sum up of what I was able to find out at least semi-reliably so far:Basically, I need a reliable way to tell for sure if the issues my testers have been experiencing are exclusively voice-specific or related to Sapi as such in general.1. Sapi 5.1 was introduced in Windows XP, 5.2 was a special Windows Server 2003 edition, 5.3 was introduced in Vista and 5.4 in 7. I couldn't find a word about the exact Sapi version number being used in 8 or 10 anywhere. However, even if BGT was specifically designed with the assumption that Sapi 5.1 is present on the user's system, I am running Windows 7 Professional 64-bit (which should therefore supposedly come with Sapi 5.4) and I am able to run any BGT games that use Sapi, including my own, without any issues whatsoever, so 5.4 in deed
  does seem to be backwards compatible.2. There are multiple instances of sapi.dll across the system, so I have absolutely no idea which one to check for details, having a 64-bit system but with BGT being an emulated application (not true 64-bit), as it gets installed in the Program Files (X86) folder, not Program files itself which seems to be used for true 64-bit applications, if this makes sense.3. There doesn't seem to be any reliable, publicly available way at all to check the actual Sapi version currently running on the target system (such as the Dxdiag utility) or even a web-based installer that downloads and updates any components if necessary, again like the Directx web installer.4. However, all the voices i've tried so far seem to be capable of installing the required Sapi runtimes depending on the platform if they are missing when installing the voice. I was not trying any english voices.5. I'm not sure if even installing the olde
 r Sapi 5.1 SDK on newer versions of Windows would at all help the users having trouble with Sapi, as I don't think it would just replace the sapi.dll that is used by the system by default.That's what I found out so far.Many grateful thanks for any replies in advance!Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=237168#p237168





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Re: Using Sapi with BGT under Windows 8 or 10

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


  


Re: Using Sapi with BGT under Windows 8 or 10

Thanks for the info, KeyisFull. In that case, this seems to confirm my suspicion. :-)Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=237196#p237196





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Re: Using Sapi with BGT under Windows 8 or 10

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


  


Re: Using Sapi with BGT under Windows 8 or 10

Hi,thanks for the fast reply. I have no idea about the default windows voices, but these should be 64-bit as the issue is that only the default system voices are available to them when starting up the game or trying to change Sapi configuration from within the game. So I am beginning to suspect the trouble is actually the Czech TTS not being a native 64-bit application. In that case, if the voice has not been set as the system default yet, which I know it has not in their case, they will have to use the 32-bit control pannel located (usually) in c:\Windows\SysWOW64\Speech\SpeechUX\sapi.cpl.I'll have to tell them to try this. Thanks for leading me to this possible solution by asking if the default Windows voices were actually 32-bit. :-DLukas

URL: http://forum.audiogames.net/viewtopic.php?pid=237182#p237182





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Re: Coding wall

2015-08-04 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: Coding wall

Cae, the string_is_digits function is what you are looking for. However, keep in mind that, as far as I remember, it returns 0 even if the result is not numeric. Should probably be -1 instead.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=226512#p226512




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Re: error things

2015-07-09 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: error things

Oh no. Declaring a function and calling it are two different things. A function call naturally needs to be done from within an outer function, even if it would be just the main one, but a function declaration just cant be done inside a function, and what you did with the keyboard_practice function is just that. Below is a fixed version of your code.There may be some typos left, I havent checked everything character by character, but the basic principle should work like this.Lukas#include dynamic_menu.bgtsound music;sound error;sound[] tone(4);int menu_choice;tts_voice voice;void main(){tone[0].load(1.wav);tone[1].load(2.wav);tone[2].load(3.wav);tone[3].load(4.wav);error.load(error.wav);music.load(music.wav);music.volume=-10;show_game_window(swamp Memmory);voice.
 speak_wait(wellcome to swamp memmory, made from the test game example in the bgt help system.);music.play_looped();dynamic_menu menu;menu.add_item_tts(start getting bashed);menu.add_item_tts(practice being bashed);menu.add_item_tts(chicken out);menu.allow_escape=true;menu.wrap=true;do{menu_choice=menu.run(here to get hit all over the place? well, this is a very good place to start!, true);if(menu_choice==1){music.stop();game_round();music.play_looped();}else if(menu_choice==2){music.stop();keyboard_practice();music.play_looped();}}while(menu_choice!=0 and menu_choice!=3);voice.speak_wait(ur, where do you think youre going? the zombies havent had their dayly brain needs met oh well if you really want to go then, good bye.);}void game_round()
 {}void keyboard_practice(){voice.speak_wait(press any of the 4 arrow keys to find out which swamp zombie normal, tyrant, giant or amorphis is attacking you.);voice.speak_wait(press escape if you are done hitting arrow keys.);while(!key_pressed(KEY_ESCAPE)){if(key_pressed(KEY_LEFT)){play_tone(0);}else if(key_pressed(KEY_DOWN)){play_tone(1);}else if(key_pressed(KEY_RIGHT)){play_tone(2);}else if(key_pressed(KEY_UP)){play_tone(3);}wait(5);}}void play_tone (int t){tone[t].stop();tone[t].play();}

URL: http://forum.audiogames.net/viewtopic.php?pid=223256#p223256




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Re: error things

2015-07-08 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: error things

Yeah, its complaining about the missing functions. A neat trick Ive discovered over the years - you can define the functions just with the expected signature and no code at all between the left and right brace. It will go through the compiler and you can test what code you already have that way, writing the actual code of the functions in question later on.The actual placement of the functions is totally up to you; they can be anywhere you can think of, at the top of the script, at the bottom, in the middle, inside an include you create, the only point where a function declaration cannot be located is inside another function, unlike some other languages. That means that declaring a function inside an if statement or a loop wouldnt work either, anyway.Hope this helps,Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=223169#p223169




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Re: Possible bug in bgt? I have a question

2015-05-26 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: Possible bug in bgt? I have a question

Or why not use the instance object in BGT directly? That way, the newly launched instances could be terminated immediately.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=217822#p217822




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Re: Possible bug in bgt? I have a question

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


  


Re: Possible bug in bgt? I have a question

I havent seen this situation yet but it seems as though a BGT script or executable cant pass command line parameters directly to another BGT executable. Have you tried running this through the command line from the BGT game program itself? Another possibility that should certainly be feasible would be to implement the updater so that it wouldnt have to be run with the command line parameter.Just to make sure we have excluded all the possible scenarios, have you double checked the way the updater executable checks its command line parameters?Thanks,Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=217681#p217681




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Re: Possible bug in bgt? I have a question

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


  


Re: Possible bug in bgt? I have a question

Sure you need to use an external file for that because the main game executable needs to be closed in order to be overwritten. I was just suggesting alternative possibilities. Since the updater is probably not supposed to be run manually in the first place, you could omit the parameters altogether. The game would run it without them and close so that it can do its job, then I suspect the updater probably starts the game up again when its done? So again, this restart of the game could be done without parameters and the game would automatically try to delete the updater.exe from within the main function so that it doesnt get in the users way at all.Is that of any use?Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=217713#p217713




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Re: Beginner with question on BGT

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


  


Re: Beginner with question on BGT

Ross, definitely feel free to post your code and the exact error the compiler provides. Sometimes helping out with specific situations provides more help at the given moment than trying to offer generic rules and guidelines, but for that, we need to see the problem plainly. :-)Thanks,Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=217615#p217615




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Re: extended_menu - screen reader

2015-05-07 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: extended_menu - screen reader

Why not just copy the set_speech_mode method directly from the dynamic_menu include class?All it does is that it takesone argument, an integer. It checks if that integer is less than5 because there are only 4 supported screen readers and 0 is Sapi. So, if the argument is less than 5, it sets the internal output variable to that.Idontknow if the extended menu class supports speaking through screen readers and it only lacks the means to actually set the output, or if it is not able tospeak through ascreen reader at all.In that case, you would also need to modify the run_extended method accordingly so that it would also be able to distinguish between audio and TTS items.Hope this helps,Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=215228#p215228




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Re: Having issues when trying to divide my bgt script into functions

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


  


Re: Having issues when trying to divide my bgt script into functions

Declare the ding sound as global, that is above the main function, not inside it. Like this, you call the dingplay function from within void main but thesound is still local (available) only to the main function.Or, a simpler way, why use a separate function just to play one specific sound looped? You could equally as well just have the ding.play_looped(); line directly in the main function, right below the line where you load the appropriate file into the sound object.Hope this helps,Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=213163#p213163




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Re: Starting out with BGT

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


  


Re: Starting out with BGT

I have produced things in BGT that its certainly not designed for: A text file merger and at once searcher, a shutdown assistant program to help schedule the shutdown or restart and possibly change or cancel it, an OCR corrector (it has a smart punctuation remover and evaluator, the ability to join or split lines intelligently, a batch mistake corrector based on a dictionary file and many others), and some include classes, among them a bunch of scripts called l10n_utils that can retrieve information about a users locale directly through the Windows API dlls. All this stuff is certainly going to be released at some point.I think an utility with a systray icon is next on the to do list.The only thing I see as a problem about this approach is that there is no real visual GUI, only the simulated auditory one. :-)Just to let you know that this can be done if needed.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=204336#p204336




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Re: BGT pack stuff and custom classes and functions

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


  


Re: BGT pack stuff and custom classes and functions

Right now, it might be a bit easier and faster for you to simply edit the while loop of the run_extended method of the dynamic_menu include script itself, adding the spacebar press check directly, rather than figuring out the callback stuff. Just a tip.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=204330#p204330




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Re: I'm blind and want to develop a very complex game

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


  


Re: I'm blind and want to develop a very complex game

Hi,Maths, Braille or other writing systems in general and languages are not the same kind of code and logic as programming.Noone is trying to demotivate, insult or criticize you here, I believe, rather were just pointing out the most likely issues and setbacks that you will simply have to accept and expect sooner or later, whether you like it or not, either by trial and error coming out of experience or by preventive consideration. :-)My time estimate was more or less, rough, I admit that, but based on what has been seen in the audiogaming community. Ive seen other programmers of varying degrees of proficiency, Ive done some programing or rather just BGT scripting and web development myself and Ive heard many ideas like this one. Believe me that I would be so delighted to play any one of them that my heart would probably explode from all that pressure. But considering that even Shades of Doom took a year or two, I believe, other projects I
 ve been part of as a tester but that I cant talk about in greater detail yet took equally as long or longer or are still being worked on in some cases, etc, all of them being carried out by experienced or even professional programmers, I think you get the idea.Most audiogame development teams are single guys. In that case for this specific game, you would have to be a decent voicecast and director, sound designer, programmer, script writer, web developer, team director as you would need a team of testers or at least a good strategy and quite a lot of money to pay to other people to delegate stuff to, not to mention the contacts to these good people, etc. Several games have been developed in collaboration of a programmer and sound designer and only about one or two exceptions, such as Top Speed, have been developed by 4 or 5 people where two guys were the main programmers and the rest sort of split up the remaining jobs among themselves, although I havent yet 
 seen the strict kind of task separation thats to be expected in other, mmore mainstream like teams anywhere in the audiogaming community.Just my thoughts,Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=200031#p200031




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Re: I'm blind and want to develop a very complex game

2015-01-04 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: I'm blind and want to develop a very complex game

Be ready that this will take like 5 to 10 years if you succeed at all. Since noone else in the world has done such a audio/video game hybrid yet, that should be some indication of the likelihood of such a challenge being realistic or of its difficulty. You would have to be a huge, successful, established mainstream company with about a dozen employees working on this full time if it were to take less time.I dont mean to be blunt or anything like that, sorry if it sounds like that, I mean it just as a friendly hint based on personal experience in this matter, but I just dont have much time right now. :-)Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=199703#p199703




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Re: bgt help

2014-11-08 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: bgt help

A small example:// This is even going to check whether any of the four screen readers is running and set the menu output accordingly if one is found active.// If not, Sapi is used instead.// The existence of the DLL files for System Access and NVDA is not checked in any way.// Its just a fast simple test example but it should work. I havent tried to run it myself, so excuse me for compilation errors if there are any. Trying to find them should at least prove to be a good exercise for you. :-D// Declare some global stuff first:#include dynamic_menu.bgtuint8 active_screen_reader=0; // The initial value of 0 means Sapi. This is going to store the screen reader thats found running in the system if any.tts_voice sapi; // Will be used for output if no screen reader is present.dynamic_menu menu;void main(){show_game_window (Menu test); // Is needed for proper keyboard handl
 ing.// Now, the most interesting part where the actual speech output mode is determined for the menu object.for (uint8 x=1; x5; x++)if (screen_reader_is_running (x))active_screen_reader=x;menu.set_output_mode (active_screen_reader);if (active_screen_reader == 0) // No screen reader was found and we are still using Sapimenu.set_tts_object (sapi);// Finally, run two test menus to demonstrate the results in practice.testmenu1();testmenu2();alert (Hurray!, We have reached the end of the script. There is nothing else to do. Bye!);}void testmenu1(){menu.reset (false); // This is needed every time a new menu is to be created, if you want to use a single object for all the menus in your game, which is the easiest solution to keep track of. Like this, only the actual menu items will be removed from the object. If the boolean parameter in the function call was set to true, al
 l the other settings for the menu object,including the speech mode etc. would be erased too.// A very fast and neat way to add a bunch of items into the menu all at once and pretty easily if their exact text is known in advance.string[] menu_items={Hey there!, How are you?, Im fine,, Thank you.}; // See the array initialization lists section of the language tutorial for a description of this cool technique.for (uint8 x=0; xmenu_items.length(); x++)menu.add_item_tts (menu_items[x]); // This method must be used whenever adding an item that should be spoken using a screen reader or Sapi. So, this whole approach would have to be slightly modified to work for items using sounds.menu.run_extended (Here comes:, true, 1, true); // This declaration defines that the menu prompt is TTS (to be spoken with a screen reader or Sapi depending on the output mode) too, that the cursor should automatica
 lly be placed on the first item of the menu when the prompt is finished talking, and that the first item should also be read automatically right after the prompt. See the description of the run_extended method of the dynamic_menu include class under the helper layer object reference for more details.// As none of the menu items has any associated behavior, no matter which one you choose in this menu, the script will always display the alert box at the end of the main function and exit right after you press enter in this menu.}void testmenu2(){menu.reset (false);// This menu is going to be a bit more advanced. First, generate a list of several words, then determine how many items the menu is going to contain, and finally generate some text for each of the items using any of the words in the list randomly.string[] words={good, morning, afternoon, evening, night, bye, 
 t;you, how, are, there, hello, Im fine, thanks};uint8 item_count=random (3, 10);for (uint8 x=1; x=item_count; x++){// First, determine the number of words the text for this item is going to consist of.uint8 word_count=random (2, words.length() -1); // Remember that arrays are 0-based, so if you want something to be able to go all the way up to the last element but you want to prevent it from exceeding the upper boundary, always use the array length minus one.string item_text; // This is going to store the dynamically generated text of the item in the end.for (uint8 x=1; x=word_count; x++){item_text+=words[random (0, words.length() -1]);// Add a space after the word unless this is the last one.if (x  word_count)item_text+= ;}// The item text is fully generated now, so add it into the menu.
 menu.add_item_tts (item_text);}// We have our menu. Run it now, performing different actions based on the item the user chooses this time: Display a specific message and exit immediately on the first item, play a sound and regenerate the menu on the second one, just start all over again on the third one, or say how many items the menu has and recreate it on any other item.uint8 result=menu.run_extended (Here comes:, true, 1, true); // This time, we need to know which item was chosen, so it has to be returned into a variable.switch (result){case 1:alert (Great!, How do you like this so far?);exit();break;case 2:sound audio;if 

Re: the menuX class

2014-11-08 Thread AudioGames . net ForumDevelopers room : lukas via Audiogames-reflector


  


Re: the menuX class

Yeah, but this one just doesnt look like its going to work any more. :-) You can always use a callback for the sounds, although its a bit more involved.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=194313#p194313




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