Re: What comes next for a new audiogame developer?

2015-10-14 Thread AudioGames . net ForumDevelopers room : samtupy1 via Audiogames-reflector


  


Re: What comes next for a new audiogame developer?

Hi. Well written, aprone. I agree that a topic like this would be good. Me being the developer of an online game my self I can say i've had all of these issues. Speaking of your rasis comment you get, some said people decided they were going to throw together an entire force to destroy my game. They thought I hated them because of whare they lived, so got every blind person they could that had heard of my game together and they started devising ways to cause me the most trouble they could. Yay for me coding a bad banning system...  anyway, that's something I would recommend to people who want to develop an online game. You really need to try your best, before releasing any multiplayer game, to have a very very secure banning system. Now don't take that hard, that's one of those things that's very hard to do and theres usually gonna be someone on this e
 arth who is going to be able to go threw it like a cloud of mist, but you really need to put a lot of work and detication into it, in my opinion. That's what I learned the hard way. What happened, was that hole group of people was totally kicking my butt. Ok, makes me sceme like a baby, I know. Hehehe. They were busting threw there bans in litterily 2 minutes, because I only spent an hour developing a banning system to keep players off the game. Hmmm, that... wasn't smart? I'd recommend spending a lot of time developing a good banning system to make these issues easier to deal with. Those people used to break threw there bans and then spit at me telling me I can do nothing and that all I can do is try to temperarily ban themn and that it was only my quote dream quote to ban them for ever. Well, after a long process of talking to people who new what they were talking about in turms of security, those same people now beg me to unban them over and over and over, and it


Re: What comes next for a new audiogame developer?

2015-10-14 Thread AudioGames . net ForumDevelopers room : samtupy1 via Audiogames-reflector


  


Re: What comes next for a new audiogame developer?

Hi. Well written, aprone. I agree that a topic like this would be good. Me being the developer of an online game my self I can say i've had all of these issues. Speaking of your rasis comment you get, some said people decided they were going to throw together an entire force to destroy my game. They thought I hated them because of whare they lived, so got every blind person they could that had heard of my game together and they started devising ways to cause me the most trouble they could. Yay for me coding a bad banning system...  anyway, that's something I would recommend to people who want to develop an online game. You really need to try your best, before releasing any multiplayer game, to have a very very secure banning system. Now don't take that hard, that's one of those things that's very hard to do and theres usually gonna be someone on this e
 arth who is going to be able to go threw it like a cloud of mist, but you really need to put a lot of work and detication into it, in my opinion. That's what I learned the hard way. What happened, was that hole group of people was totally kicking my butt. Ok, makes me sceme like a baby, I know. Hehehe. They were busting threw there bans in litterily 2 minutes, because I only spent an hour developing a banning system to keep players off the game. Hmmm, that... wasn't smart? I'd recommend spending a lot of time developing a good banning system to make these issues easier to deal with. Those people used to break threw there bans and then spit at me telling me I can do nothing and that all I can do is try to temperarily ban themn and that it was only my quote dream quote to ban them for ever. Well, after a long process of talking to people who new what they were talking about in turms of security, those same people now beg me to unban them over and over and over, and it


Re: ideal way of creating a map parcer?

2015-10-10 Thread AudioGames . net ForumDevelopers room : samtupy1 via Audiogames-reflector


  


Re: ideal way of creating a map parcer?

Yeah. I wouldn't do python because I fin dit prety dfificult, i'd probably do c# or c++.

URL: http://forum.audiogames.net/viewtopic.php?pid=234488#p234488





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Re: ideal way of creating a map parcer?

2015-10-07 Thread AudioGames . net ForumDevelopers room : samtupy1 via Audiogames-reflector


  


Re: ideal way of creating a map parcer?

Figured i'd throw my hole take in the matter. There are quite a fiew people I agree with. Aprone, danny, and severestormsteve, well, well said in my opinion. I just came on this topic and red everything from beginning to end. Hmmm. I think, why is it such a big deal? @camlorn you mensioned something that could possibly be quite hurtful and very offensive. No one else pointed this out in particular. You were talking about how we could play with our toys and you go play with your powertools to make things that are higher quality and so you can benifit because were using... toys? Toys? Really. We must have some pretty powerful toys that just in my opinion you are greatly underestimating. I don't mind what people use, Cool, you use python and are working to develop a rather nice sounding 3d audio library. Cool! The thing sounds nice! Have you ever considered that our "toys" can make things that sound nice too? Oh if you could you'd make your products not work 
 with bgt because you think it is stupid? Me as the customer... "That company is rediculis. " anyway, in more suddle turms, the electrical company suddenly makes a statement saying that they officially have wood siding on a house, and there making it elegal to use there survices because you have wooden siding, something the directer doesn't like? Ok, sorry but I must say... What the hell. I'm nearly speachless. That has got to be the most imiture thing i've heard in years. Quite a fiew people would think you were 3, making sure you didn't touch one big toy to a smaller toy because you didn't like it. Spoiled, just my opinion. Take swamp, written in vb6, i've scene quite a fiew people buy that, over 80, infact at least. The tiny profit from audiogames. Hmmm. Even you couldn't make a living out of that just cuz you code in c++ or python. So you should stop using our language as an excuse to bash us. If someone makes some bad ass audiogame fo
 r 5 dollars and 20 people buy it, they don't buy it cuz it's in python. They buy it because the product is good and your powertools can do that no better than some of the other languages such as pb, that btw, can still use most of the libraries you sceme to rely on so much. May I ask, how come swamp and other games still bring enjoyment to so many people? Basicly, if your "powertools" are so amazing, then how did swamp get so many players? How come so many people love so many games such as AAC, swamp, STW, DMNB... They were made with plastic toys apparently, but people still like them. Doesn't quite match your description. People like my game, and i'm still getting better. And did you know that I didn't need 10.45334 years of experience to make people happy? No, I needed 3. Not to brag, just bringing up another one of your points. I'm amaaing cuz I got 10 years of experience. Sure that could matter in ways like, you know something just a b
 it smoother and can code it a bit faster... Things can be better... Why you feel that you have to go offend every programmer out there who uses something that works for them or is simply a bit of a lower experience... Rediculis.  Sorry but I can't really aford that big mansion right now, and besides, this cottage gives me everything I need, has, and will for many many years. I could care less if your in a mansion or not. Maybe it makes me look poor, but I just ignore people who think that the only thing that matters is the outside. DMNB is a really cool game. Having it in python, wouldn't change it's micanics now would it. It's got many many really cool features. I never new that just because you code in python, f6 makes you move forward instead of up arrow. Thanks for the tip, i'll keep it in mind. Ehh Hehm, see what I mean? Just because DMNB is coded in PB, It still, works the exact same as if it was written in python, the only thing different in my o
 pinion is the sintax and what compiles the sintax. I still like games on my ipod, though they don't use bgt. Ok, I could see something coming up about bgt not being cross platform... Who cares. I don't wanna just code something in bgt that works in IOS. You treat us as if were stupid idiots who forgot how to tap there own forheads. I do code in other langs if what i'm doing doesn't work in bgt and so does everything else. Knowing multiple languages is nice. Not that i'm good at any others per say, but i'm learning still. I use bgt to make things easier for me when it comes to things it can do, maybe to make you understand, and this is based on what you've been saying in your posts, maybe you could think of bgt as being this huge library with functions that make things easier. Never new that libaudioverse was a toy, but it's a mini library that attaches to other programing languages. Not trying to sound offensive, but you practicly said just th
 at to all of us and that should kind of be recognised. This is only my opinion and I wanna make that clear. I'm only wanting to get a 

Re: ideal way of creating a map parcer?

2015-10-07 Thread AudioGames . net ForumDevelopers room : samtupy1 via Audiogames-reflector


  


Re: ideal way of creating a map parcer?

Figured i'd throw my hole take in the matter. Keep in mind some of this could sound a bit harsh, and I could be exadurating a bit in parts. But this is what I think about the hole thing. All of it is only my opinion. There are quite a fiew people I agree with. Aprone, danny, and severestormsteve, well, well said in my opinion. I just came on this topic and red everything from beginning to end. Hmmm. I think, why is it such a big deal? @camlorn you mensioned something that could possibly be quite hurtful and very offensive. No one else pointed this out in particular. You were talking about how we could play with our toys and you go play with your powertools to make things that are higher quality and so you can benifit because were using... toys? Toys? Really. We must have some pretty powerful toys that just in my opinion you are greatly underestimating. I don't mind what people use, Cool, you use python and are working to develop a rather nice sounding 3d audio library. C
 ool! The thing sounds nice! Have you ever considered that our "toys" can make things that sound nice too? Oh if you could you'd make your products not work with bgt because you think it is stupid? Me as the customer... "That company is rediculis. " anyway, in more suddle turms, the electrical company suddenly makes a statement saying that they officially have wood siding on a house, and there making it elegal to use there survices because you have wooden siding, something the directer doesn't like? Ok, sorry but I must say... What the hell. I'm nearly speachless. That has got to be the most imiture thing i've heard in years. Quite a fiew people would think you were 3, making sure you didn't touch one big toy to a smaller toy because you didn't like it. Spoiled, just my opinion. Take swamp, written in vb6, i've scene quite a fiew people buy that, over 80, infact at least. The tiny profit from audiogames. Hmmm. Even you couldn
 9;t make a living out of that just cuz you code in c++ or python. So you should stop using our language as an excuse to bash us. If someone makes some bad ass audiogame for 5 dollars and 20 people buy it, they don't buy it cuz it's in python. They buy it because the product is good and your powertools can do that no better than some of the other languages such as pb, that btw, can still use most of the libraries you sceme to rely on so much. May I ask, how come swamp and other games still bring enjoyment to so many people? Basicly, if your "powertools" are so amazing, then how did swamp get so many players? How come so many people love so many games such as AAC, swamp, STW, DMNB... They were made with plastic toys apparently, but people still like them. Doesn't quite match your description. People like my game, and i'm still getting better. And did you know that I didn't need 10.45334 years of experience to make people happy? No, I needed 3. No
 t to brag, just bringing up another one of your points. I'm amaaing cuz I got 10 years of experience. Sure that could matter in ways like, you know something just a bit smoother and can code it a bit faster... Things can be better... Why you feel that you have to go offend every programmer out there who uses something that works for them or is simply a bit of a lower experience... Rediculis.  Sorry but I can't really aford that big mansion right now, and besides, this cottage gives me everything I need, has, and will for many many years. I could care less if your in a mansion or not. Maybe it makes me look poor, but I just ignore people who think that the only thing that matters is the outside. DMNB is a really cool game. Having it in python, wouldn't change it's micanics now would it. It's got many many really cool features. I never new that just because you code in python, f6 makes you move forward instead of up arrow. Thanks for the tip, i'll ke
 ep it in mind. Ehh Hehm, see what I mean? Just because DMNB is coded in PB, It still, works the exact same as if it was written in python, the only thing different in my opinion is the sintax and what compiles the sintax. I still like games on my ipod, though they don't use bgt. Ok, I could see something coming up about bgt not being cross platform... Who cares. I don't wanna just code something in bgt that works in IOS. You treat us as if were stupid idiots who forgot how to tap there own forheads. I do code in other langs if what i'm doing doesn't work in bgt and so does everything else. Knowing multiple languages is nice. Not that i'm good at any others per say, but i'm learning still. I use bgt to make things easier for me when it comes to things it can do, maybe to make you understand, and this is based on what you've been saying in your posts, maybe you could think of bgt as being this huge library with functions that make things easier. Neve
 r new that libaudioverse was a toy, but it's a mini library that attaches to other programing languages. Not trying to sound 

Re: ideal way of creating a map parcer?

2015-10-07 Thread AudioGames . net ForumDevelopers room : samtupy1 via Audiogames-reflector


  


Re: ideal way of creating a map parcer?

Figured i'd throw my hole take in the matter. There are quite a fiew people I agree with. Aprone, danny, and severestormsteve, well, well said in my opinion. I just came on this topic and red everything from beginning to end. Hmmm. I think, why is it such a big deal? @camlorn you mensioned something that could possibly be quite hurtful and very offensive. No one else pointed this out in particular. You were talking about how we could play with our toys and you go play with your powertools to make things that are higher quality and so you can benifit because were using... toys? Toys? Really. We must have some pretty powerful toys that just in my opinion you are greatly underestimating. I don't mind what people use, Cool, you use python and are working to develop a rather nice sounding 3d audio library. Cool! The thing sounds nice! Have you ever considered that out "toys" can make things that sound nice too? Take swamp, written in vb6, the tiny profit from audiog
 ames. Hmmm. Then may I ask, how come it still brings enjoyment to so many people? Basicly, if your "powertools" are so amazing, then how did swamp get so many players? How come so many people love so many games such as AAC, swamp, STW, DMNB... They were made with plastic toys apparently, but people still like them. Doesn't quite match your description. Why you feel that you have to go offend every programmer out there who uses something that works for them... Sorry but I can't really aford that big mansion right now, and besides, this cottage gives me everything I need, has, and will for many many years. I could care less if your in a mansion or not. Maybe it makes me look poor, but I just ignore people who think that the only thing that matters is the outside. DMNB is a really cool game. Having it in python, wouldn't change it's micanics now would it. It's got many many really I never new that just because you code in python, f6 makes you move for
 ward instead of up arrow. Thanks for the tip, i'll keep it in mind. Eh hem, see what I mean? Just because DMNB is coded in PB, It still, works the exact same as if it was written in python, the only thing different in my opinion is the sintax and what compiles the sintax. How does it change the game... Because it uses 0.296 KB less ram? Because the exe is just a bit smaller? To the gamer or the person trying the program... What difference is there honestly? I mean to the customer? So long as theres no bugs? Absolutly or dang near to absolutly null. I'm sure if danny really wanted to, he could recode dmnb in bgt and have it be a 99 percent clone of the PB version. Not like it's happening, but it's very possible because theres no difference. Ok, little rant over. I want to clarify that that hole thing was only my opinion. Maybe people will agree, maybe they won't, it's only my opinion and I wanna make that clear. I'm only wanting to get a point acros
 sed here because that hasn't been brought up much sence camlorn said it. Yeah, You play with your "toysA" while I have my big powertools that are hight quality. K, maybe i'll make a GUI in as many langs as i can, send out a link containing all ove them, and have you guess what one is python and what one is pb and what one is vb... Ok you get the point. You also mensioned with bgt you can't have secure network traffic. Hmmm, maybe you can. Sure bgt's dll system isn't ideal and even phillip will tell you that, but something might work. And mind you we still have string hash, string encrypt, file encrypt, hex, base, etc etc etc. I wonder how many people would agree with your message camlorn, if we posted it to 500 different main stream programers all at different levels. Corse I'm not doing that, all this is just to get a simple point acrossed. It doesn't make a difference, as some people have said. I'll use what works and i'll use
  other things if I wanna make something different. Liam uses bgt, damien Pendleton made his games in bgt, Philip made half his games in bgt, I made my games in bgt, Danny makes his games in PB, and if you look at the topics, everyone still enjoys them, reguardless of what programming language there written in. I'm not trying to show superiority or anything, if I am I need to be told cuz that's not my poiint. I'm just saying what probably a  lot of people are at least parcially thinking. I'm not them so don't know, but anyway. Ok, done with my insane rant, but that's what I think, and again @aprone, @severestormsteve1, and @danny, I love how you put all that, well said.

URL: http://forum.audiogames.net/viewtopic.php?pid=234234#p234234





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Re: Aircraft sound loops please

2015-10-06 Thread AudioGames . net ForumDevelopers room : samtupy1 via Audiogames-reflector


  


Re: Aircraft sound loops please

Hi, I'd be very glad to do sound design for you if we got in touch. I have loads and loads of sounds and can get you anything you want. I have a lot of time and like sound editing anyway, so if you wish you can contact me threw email at webmas...@samtupy.com or skype at sam.tupy1 and just tell me what you want and i'll get you something. I'd rather not post links here, that would litterily be more work then editing, you'd just be able to get random links to sound library's and stuff. But I'd be more than glad to help you with sound design for free as well, all you have to do is ask, if you wish.

URL: http://forum.audiogames.net/viewtopic.php?pid=234076#p234076





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Re: free sl bgt wrapper?

2015-10-05 Thread AudioGames . net ForumDevelopers room : samtupy1 via Audiogames-reflector


  


Re: free sl bgt wrapper?

@ethin, .lib files are not quite required with bgt. @coltonhill01, I will look. I've been told by people it was impossible to wrap camlorn, and they might be right with freesl, but i'll give it a go! If theres structures i'll tell you, if not i'll get it working, hopefully! Danny has a point, it's not the most ideal engine, but defenatly better then CA. Well, i'll let you konw how it goes.

URL: http://forum.audiogames.net/viewtopic.php?pid=233932#p233932




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3d audio in bgt using camlorn audio!

2015-09-27 Thread AudioGames . net ForumDevelopers room : samtupy1 via Audiogames-reflector


  


3d audio in bgt using camlorn audio!

Everyone, I wanted to share with you all the camlorn audio bgt wrapper I made, allowing you to have 3d audio in bgt that actually works with full hrtf positioning reverb and filters! If you remember, camlorn strongly suggests that he stopped developing camlorn audio for reasons that were related to something very unstable that crashes all the time. I figured it would be unfair for me not to throw his warning out there. He says it is devenatly not production quality. For a bit of closure, I got the later version of the camlorn dll actually from an NVDA addon that used it that was later than the one we'd tested everything with, and I can tell you that NVDA addon was in the public. If anyone has heard of unspoken, that's the one. The exact dll came from unspoken 0.1. Anyway that addon was in the public and worked for most people, and I am using that dll which is still camlorn audio. ANyway, this allows you to have 3d sounds, really good sounding reverb, and optional filters
  and echo if you wish to use them. I've been working for months on this and I got some help from Mason Armstrong who after I wrapped most of it, just finished some stuff for me which saved me a lot of time, then he wrote a lot of the documentation. Anyway, this thing actually works, theres been only 1 computer out of well, loads that I have scene this not work on. Again reason being that this was the exact dll from the unspoken addon. Anyway enough about me ranting about dll's and addons.  This pack atempts to wrap this DLL in such a way, that it emulates the sound object in bgt, at least to the best of our ability. What i've tried it with scemes to work and any bug reports that I might be able to fix would be welcome. Some could be just camlorn audio it's self not fixable by me but if it's the wrapper or your not sure please let me know about them. Anyw
 ay with out further ado, theres a readme in there that explains more. Enjoy! Download from my developers page at http://www.samtupy.com/dev

URL: http://forum.audiogames.net/viewtopic.php?pid=233174#p233174




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Re: Problem with file encryption in bgt

2015-08-10 Thread AudioGames . net ForumDevelopers room : samtupy1 via Audiogames-reflector


  


Re: Problem with file encryption in bgt

file_encrypt(data.dat, data1.dat, key);file_copy(data1.dat, data.dat, true);file_delete(data1.dat);Thats how youd do it with data.dat, or you could make data1.dat be unencrypted saving you from copying an extra file. But your problem is that the files dont overwrite each other. You could also use string_encrypt which would work just as well, and would quite litterily be easier to restore the data, asuming you arnt working with like a sound file. If you are, do file, if not, string does the trick nicely, like this. file f;f.open(data.dat, rb);string data="" key);f.close();f.open(data.dat, wb);f.write(data);f.close();I wrote that in a hurry so please forgive any compolation errors, however I hope it helps.

URL: http://forum.audiogames.net/viewtopic.php?pid=227390#p227390




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Re: You know you code too much when...

2015-07-09 Thread AudioGames . net ForumDevelopers room : samtupy1 via Audiogames-reflector


  


Re: You know you code too much when...

97. you forgot how to do 2+3, because you know all you have to do is write less than 5 lines of code to get the answer!

URL: http://forum.audiogames.net/viewtopic.php?pid=223321#p223321




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Re: rotation package people, start creating fps's!

2015-07-09 Thread AudioGames . net ForumDevelopers room : samtupy1 via Audiogames-reflector


  


Re: rotation package people, start creating fps's!

@jonixterif(get_1d_distance(calculate_x_y_angle(me.x, me.y, enemy.x, enemy.y, current_facing), current_facing))10){// enemy gets shot. If your angle is close enough to the enemies, it gets hit. }

URL: http://forum.audiogames.net/viewtopic.php?pid=223342#p223342




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Re: rotation package people, start creating fps's!

2015-07-08 Thread AudioGames . net ForumDevelopers room : samtupy1 via Audiogames-reflector


  


Re: rotation package people, start creating fps's!

me is the users coordinates, and mr is the rounded coordinates. They are rounded so you can have a perfect way of knowing exactly what tile a player is on with out causing issues.

URL: http://forum.audiogames.net/viewtopic.php?pid=223204#p223204




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Re: example fps on rotation_package

2015-07-08 Thread AudioGames . net ForumDevelopers room : samtupy1 via Audiogames-reflector


  


Re: example fps on rotation_package

theres a topic, might be back in the archive but in the developer room theres a topic about it, theres example code there.

URL: http://forum.audiogames.net/viewtopic.php?pid=223131#p223131




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Re: example fps on rotation_package

2015-07-07 Thread AudioGames . net ForumDevelopers room : samtupy1 via Audiogames-reflector


  


Re: example fps on rotation_package

on the topic there is an example.

URL: http://forum.audiogames.net/viewtopic.php?pid=223006#p223006




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Re: example fps on rotation_package

2015-07-05 Thread AudioGames . net ForumDevelopers room : samtupy1 via Audiogames-reflector


  


Re: example fps on rotation_package

its very easy, just read the readme and you should get it. Also, on the topic there is some sample code you can work with.

URL: http://forum.audiogames.net/viewtopic.php?pid=222883#p222883




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Re: bgt functions for sharing

2015-07-01 Thread AudioGames . net ForumDevelopers room : samtupy1 via Audiogames-reflector


  


Re: bgt functions for sharing

heeheehee, I wonder what other functions philip forgot to mension lol.

URL: http://forum.audiogames.net/viewtopic.php?pid=47#p47




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

2015-07-01 Thread AudioGames . net ForumDevelopers room : samtupy1 via Audiogames-reflector


  


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

Well with free hosting like x10, im not sure you actually get to mod that, or if it is necessary. I mean this in the kindest way, but hosting a chat client on free hosting while atempting to get data from a txt file loads of times, your host is gonna freak out and it probs wont work. If you want I can host the php for you and you might have better results. I bet its just your web host. Something that could work though, use file_put contents. like this?php
$nd=$_POST[data];
$cd=file_get_contents(events.txt);
file_put_contents(events.txt, $cd.\r\n.$nd);
?warning! This code isnt tested and could error, but it should generally show the get and put contents methods. If it doesnt work just find a tutorial online, but it should.

URL: http://forum.audiogames.net/viewtopic.php?pid=222183#p222183




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

2015-06-29 Thread AudioGames . net ForumDevelopers room : samtupy1 via Audiogames-reflector


  


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

Hi. Ok, if you could show me the hole php script id be glad to help, but its probably with php.ini being wierd, it happened to me. Heres what mine would look like?php
$filename=events.txt;
$mf=fopen($filename, a) or die();
fwrite($mf, $_POST[data]);
fclose($mf);
?Sending an event in bgt would look like thisurl_post(server.domaintype/bla/bla/(ok you get it)/svr.php, data="" to a test event!);Keep the following 2 things in mind1. never use get for sending events. though post is still liable to hacking, a spammer could easily write a script that could spam the heck out of all your clients. 2. Your web host could get really mad if you keep requesting the same event file too fast 2 many times, thats why php and bgt isnt always amazing, plus you will start running into complications with lag while it retrieves the new file. Hope this helps.

URL: http://forum.audiogames.net/viewtopic.php?pid=222005#p222005




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Re: BGT error, really weird.

2015-06-20 Thread AudioGames . net ForumDevelopers room : samtupy1 via Audiogames-reflector


  


Re: BGT error, really weird.

Lol, I used to have that stupid issue quite a while ago with an old junky keyboard I had, and it was annoying because id get dash instead of underline, bracket instead of brase, tick instead of quote, etc. It was very annoying, lol.

URL: http://forum.audiogames.net/viewtopic.php?pid=220666#p220666




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Re: BGT error, really weird.

2015-06-19 Thread AudioGames . net ForumDevelopers room : samtupy1 via Audiogames-reflector


  


Re: BGT error, really weird.

Yes coltonhill01, that error has something to do with your braces being missmatched. This happens often to all coders if your not extreamily carefull. It is the most annoying error one can get, well aside from non termonated string literal. Usually it says unexpected end of file or unexpected, but sence your dealing with classes that text just changes.

URL: http://forum.audiogames.net/viewtopic.php?pid=220627#p220627




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Re: Online game in bgt!

2015-06-14 Thread AudioGames . net ForumDevelopers room : samtupy1 via Audiogames-reflector


  


Re: Online game in bgt!

A simon game, might... not be insainly hard, but it would be different. Thats for sure. I find that doing both online and offline modes for a game is just streesull beyond belief.

URL: http://forum.audiogames.net/viewtopic.php?pid=219912#p219912




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Re: You know you code too much when...

2015-06-13 Thread AudioGames . net ForumDevelopers room : samtupy1 via Audiogames-reflector


  


Re: You know you code too much when...

rofl, love it!71. When your teacher wants you to do work, you cant show it normally, and you feel it just offle4 to write math work with any spaces72. You feel it necessary to remember 50 digits of pi at minimum because when you simulate your mama turning in a circle which you cant help thinking goes from 0 to 359 degrees rather than 1 to 360, you dont want your simulation off by 0.0001 percent, because her burp might be a little too far off to the left than it should be73. When you turn around in circles, listening to things around you and fall into depression because you know it cant be 100.00 percent emulated74. When you hear someone off to the left you think what the bgt pan constant would be, and know if there 2 feet to the left and 2.3124657831247 feet behind you according to your trusty rooler that you need to simulate perfectly, the pan must be about -27.443622347454124 or t
 he right ears volume would be too high. 75. When you get math homework, you know you must do it in your head, just like you know that you have to code in your head, or the compiler will get mad, which certainly you dont want from your math teacher. 76. When you feel that you must code a script for every action, including launching notepad77. If you get a virus on your computer, you dont let antivirus work it out, you come in all code blazing ready to give it a proper beeting with bgts file_delete function

URL: http://forum.audiogames.net/viewtopic.php?pid=219899#p219899




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Re: Creating a save file in BGT

2015-06-13 Thread AudioGames . net ForumDevelopers room : samtupy1 via Audiogames-reflector


  


Re: Creating a save file in BGT

Ah, yes, I see your problem. Now this is whare we start running into issues. You need a load map function, as followedvoid load_map(string load){if(load==cortyard){cortyard();}}and on and on, just keep adding those statements. Soif(menu_result==2){load_data();load_map(location); // change location to what ever variable saves the map. }Hope this helps.

URL: http://forum.audiogames.net/viewtopic.php?pid=219877#p219877




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Re: Creating a save file in BGT

2015-06-11 Thread AudioGames . net ForumDevelopers room : samtupy1 via Audiogames-reflector


  


Re: Creating a save file in BGT

Hi there. Well, honestly this is very easy. One salution that I might recommend is one that I use and is easy, also one that works with most games. Its the dictionary object. All you do, is declair the dictionary. dictionary save;Then add values, with what ever keys you want, I do it like this, here is a complete function to save settings:void save_settings(){dictionary d;d.set(1, location);d.set(2, city);// just continue adding with 3 as the key, and the variable as the value, continue encreasing the number every value/variable you want to addstring text_to_write=serialize(d);// now, encryption! Do this unles you want other bgt geeks to be able to change your data!text_to_write=string_encrypt(text_to_write, no_touching_my_data);// now lets save our datafile f;f.open(save.dat, wb);f.write(text_to_write);f.close();} // end save functionSo basicly in that function we saved all the values to a dictionary. the function wants: get(string key, ? value) and the ? value, means value can accept any type of variable. and now, lets say we need to load that data we savedvoid load_data(){// retrieve the datafile f;f.open(save.dat, rb);string text_to_read=f.read();f.close();// now for decryptiontext_to_read=string_decrypt(text_to_read, no_touching_my_data);// now to get the data back into a dictionarydictionary d=deserialize(text_to_read);// now, load the dataif(d.exists(1))d.get(1, location);if(d.exists(2))d.get(2, city);// and on and on for every new value that is saved, and there you go}Note that checking weather a value exists before actually restoring it is necessary or else you could
  end up having blank strings and zeroed integers, which might be different from default values. The get function wants: get(string key, out ? value)out means it writes the data to a variable rather than returning anything, so if you have location, if said value was saved in the dictionary it would just write to the location variable. I hope that little idea helps, I do this and it works well for me.

URL: http://forum.audiogames.net/viewtopic.php?pid=219726#p219726




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Re: Creating a save file in BGT

2015-06-11 Thread AudioGames . net ForumDevelopers room : samtupy1 via Audiogames-reflector


  


Re: Creating a save file in BGT

Hi there. Well, honestly this is very easy. One salution that I might recommend is one that I use and is easy, also one that works with most games. Its the dictionary object. All you do, is declair the dictionary. dictionary save;Then add values, with what ever keys you want, I do it like this, here is a complete function to save settings:void save_settings(){dictionary d;d.set(1, location);d.set(2, city);// just continue adding with 3 as the key, and the variable as the value, continue encreasing the number every value/variable you want to addstring text_to_write=serialize(d);// now, encryption! Do this unles you want other bgt geeks to be able to change your data!text_to_write=string_encrypt(text_to_write, no_touching_my_data);// now lets save our datafile f;f.open(save.dat, wb);f.write(text_to_write);f.close();} // end save functionSo basicly in that function we saved all the values to a dictionary. the function wants: get(string key, ? value) and the ? value, means value can accept any type of variable. and now, lets say we need to load that data we savedvoid load_data(){// retrieve the datafile f;f.open(save.dat, rb);string text_to_read=f.read();f.close();// now for decryptiontext_to_read=string_decrypt(text_to_read, no_touching_my_data);// now to get the data back into a dictionarydictionary d=deserialize(text_to_read);// now, load the dataif(d.exists(1))d.get(1, location);if(d.exists(2))d.get(2, location);// and on and on for every new value that is saved, and there you go}Note that checking weather a value exists before actually restoring it is necessary or else you c
 ould end up having blank strings and zeroed integers, which might be different from default values. The get function wants: get(string key, out ? value)out means it writes the data to a variable rather than returning anything, so if you have location, if said value was saved in the dictionary it would just write to the location variable. I hope that little idea helps, I do this and it works well for me.

URL: http://forum.audiogames.net/viewtopic.php?pid=219726#p219726




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Re: Online game in bgt!

2015-05-26 Thread AudioGames . net ForumDevelopers room : samtupy1 via Audiogames-reflector


  


Re: Online game in bgt!

Well like I said its up to you to find a way to make it all work. For me I do all things serverside because if you do most of it client side someone can hack your game easier and its not cool. So stick with the classes on the server sending packets to the client telling it to play sounds.

URL: http://forum.audiogames.net/viewtopic.php?pid=217843#p217843




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Re: Let's code!

2015-05-17 Thread AudioGames . net ForumDevelopers room : samtupy1 via Audiogames-reflector


  


Re: Let's code!

I think I got everyone who wanted in. If someone didnt get the invite please let me know

URL: http://forum.audiogames.net/viewtopic.php?pid=216649#p216649




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Re: Beginner with question on BGT

2015-05-17 Thread AudioGames . net ForumDevelopers room : samtupy1 via Audiogames-reflector


  


Re: Beginner with question on BGT

Yes, kind of like the language tutorial shows, looking at code is really what does it. Sometimes you dont understand new code but experiencing usually does the trick. It took me a while but everytime I looked at new code, it helped. And after a while you just start to have your own ideas on how to fix things, how to program a game from scratch, etc.

URL: http://forum.audiogames.net/viewtopic.php?pid=216763#p216763




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Re: Let's code!

2015-05-14 Thread AudioGames . net ForumDevelopers room : samtupy1 via Audiogames-reflector


  


Re: Let's code!

No Im not doing BTSink, Ive scene what happens if we do that. Some bad person somehow joins, and trashes the hole folder in just weeks. DB is way easier to mannage.

URL: http://forum.audiogames.net/viewtopic.php?pid=216361#p216361




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Re: Let's code!

2015-05-14 Thread AudioGames . net ForumDevelopers room : samtupy1 via Audiogames-reflector


  


Re: Let's code!

Ah, thats why. Lol ambro will get to that first thing in the morning but right now, im tired. And ethin, please dont start this, please dont. Please simply understand I have a lot more to do than sit on the computer all day, so please have pashents with me here. I will get everyone but right now im very very tired and would like my sleep. 

URL: http://forum.audiogames.net/viewtopic.php?pid=216388#p216388




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Let's code!

2015-05-13 Thread AudioGames . net ForumDevelopers room : samtupy1 via Audiogames-reflector


  


Let's code!

Hi folks! So, I decided to try and start something up here, basicly its a dropbox folder. It hopefully if the comunity helps, will have many different languages with many different things we can all just hammer on, from includes, to external dlls, to projects that previously never got off the ground that people decide to throw in there! Its quite empty right now, but its now up to the comunity to add things to the folder to make it into a real lets code folder, with different programing languages, with scripts and code in those different langs. I just have bgt with a couple random includes, but I hope the comunity and me over time will change that and make it a fun folder whare theres coad, something for every dev out there who needs it! If your intrested and would like to join, please put your email here, and I will add you into the folder. Enjoy!

URL: http://forum.audiogames.net/viewtopic.php?pid=216218#p216218




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Re: rotation package people, start creating fps's!

2015-05-09 Thread AudioGames . net ForumDevelopers room : samtupy1 via Audiogames-reflector


  


Re: rotation package people, start creating fps's!

someone asked for example code, here you are. #include includes/rotation.bgt#include includes/sound_pool.bgtvector me(25, 25, 0);vector mr(me.x, me.y, 0);double angle=random(0, 25);sound_pool p;void main(){p.behind_pitch_decrease=5;show_game_window(example of rotation);int w1=p.play_extended_2d(sounds/wall.ogg, me.x, me.y, 0, 0, calculate_theta(angle), 0, 0, 0, 50, true, 0.0, 0.0, 0.0, random(75, 125));int w2=p.play_extended_2d(sounds/wall.ogg, me.x, me.y, 50, 50, calculate_theta(angle), 0, 0, 50, 0, true, 0.0, 0.0, 0.0, random(75, 125));int w3=p.play_extended_2d(sounds/wall.ogg, me.x, me.y, 50, 0, calculate_theta(angle), 60, 0, 0, 0, true, 0.0, 0.0, 0.0, random(75, 125));int w4=p.play_extended_2d(sounds/wall.ogg, me.x, me.y, 0, 50, calculate_theta(angle), 0, 50, 0, 0, true, 0.0, 0.0, 0.0, random(75, 125));whi
 le(true){wait(5);p.update_listener_2d(me.x, me.y, calculate_theta(angle));mr.x=round(me.x, 0);mr.y=round(me.y, 0);if(mr.x==0 or mr.y==0 or mr.x==50 or mr.y==50){p.destroy_all();p.play_stationary(sounds/wallhit.ogg, false);wait(3000);exit();}if(key_pressed(KEY_ESCAPE)){exit();}if(key_down(KEY_LEFT)){angle=turnleft(angle, 1);}if(key_down(KEY_RIGHT)){angle=turnright(angle, 1);}if(key_pressed(KEY_UP)){me=move(me.x, me.y, 0, angle, north);p.play_stationary(sounds/step+random(1, 5)+.ogg, false);}if(key_pressed(KEY_DOWN)){me=move(me.x, me.y, 0, angle, south);p.play_stationary(sounds/step+random(1, 5)+.ogg, false);}}}

URL: http://forum.audiogames.net/viewtopic.php?pid=215574#p215574




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Re: rotation package people, start creating fps's!

2015-05-08 Thread AudioGames . net ForumDevelopers room : samtupy1 via Audiogames-reflector


  


Re: rotation package people, start creating fps's!

Ah, I see what your doing now. I can write you some code that can be done way simpler because its not in the bgt manuel. The code might be slightly messier, but though you can change pitch with soundpool by accessing the sound handle, well, lets just say you could potentually have some problems with that. Not much, but posibly a little. I will write you some code and post it here, and you can see what you think, and, if you like it, you can use it.

URL: http://forum.audiogames.net/viewtopic.php?pid=215279#p215279




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rotation package people, start creating fps's!

2015-05-07 Thread AudioGames . net ForumDevelopers room : samtupy1 via Audiogames-reflector


  


rotation package people, start creating fps's!

Hi guys, instead of telling you much about this, I figure ill just paste in the entire readme, so you get all teh functions, and everything! Enjoy and I hope you like it! To download, go to http://www.samtupy.com/dev/rotation_package_1.0.zip and now for the readme!rotational pack readmedescription: This is a small pack that I created that allows a person to easily create an fps in bgt! This provides you with not only a moving function, but distance calculations, theta calculate, a bunch of pi, quite litterily, snap functions, turn functions, and more! I also atempted a bit of 3d rotation with 90 degrees streight up, but its not that good and doesnt have to be used. It is more ment for aiming, as actual 3d sound positioning isnt implomented. The moving code, at least does work though. files included: pi.txt: This was just something fun I put in here, enjoy 10 digits
  of pi, hey, were talking about circles and stuff here, right? readme.txt: This documentrotation.bgt: Contains a nice arsinal of functions used in most fps games! including snap turning, move coad, distance calculations, etc!sound_pool.bgt: Modified sound_pool class, not much different, but allows functions to be passed to...sound_positioning.bgt: Allows for the changing in a sound with rotation. I actually put it in sound_positioning its self, so if for some reason you didnt want to use sound_pool, the actual sound modifying is done in sound_positioning.bgt anyway, yay!functions and use:rotation.bgtconstants: pi: contains 32 digits of pi, you shouldnt really have to use this muchnorth, northeast, east, southeast, south, southwest, west, northwest, half_up, streight_up, half_down, streight_down: Contains the
  degrees of the normal cumpis directions, sutch as east being 90 and so on. functions:vector move(double x, double y, double z, double deg, double zdeg, double dir, double zdir)peramitors: x, y, z: the current x, y, and z coordinates of the object that is to be moved. deg, zdeg: this is the angle the player would be facing in degrees, deg for the normal angle, and zdeg for the angle facing up and down(could be used for 3d bullet travel)dir, zdir: This is ment for side stepping or walking in a different direction then what the player is actually facing. For walking forward, just use the north constant, for left, use the west constant, etc. For zdir, just usually keep it at 0 so it will go in the original direction, but if for example, you were ducking, you could use streight down, and that would make the bullet not go anywhare. Like I said 3d rotation is something you can use at your own risk and figure out at your own risk, even im not reall
 y using it. This function can be called in these other methods, same peramotirs apply. vector move(double x, double y, double deg, double dir=0.0)vector move(double x, double y, double z, double deg, double dir) note that this is so if your using a 3d map but not a 3d rotation, and your x and y and z were in a vector, this would make the z value not be effected. return value: A vector with the new coordinates after the move is complete. remarks:This is how you can move a player, or for that madder any other object in what ever direction you wanted to. For example, if was going east and the original x and y were 5, 5, the end result would be 6, 5. Note I havnt found a way to move in actual squares rather than triangle like things using sine and cosine, but its not really notisable, I just wanted to throw it in there incase anyone was very picky about that. double calculate_theta(double deg)peramitors: deg: the a
 ngle the player is facing, in degrees. return value:the theta of the degrees you entered, calculated by taking deg*pi/180double getdir(double facing)peramitors: facing: The angle the player is facing, in degreesreturn value: The nearest direction the player is facing.remarks:This returns the current direction the player is facing, changing every 45 degrees you can just use the constants. If you were facing anywhare between 45 and 90 degrees, it would return northeast, for example. double snapleft(double deg, int direction, double inc=45) and double snapright(double deg, int direction, double inc=45)peramitors: deg: the angle the player is facing, in degreesdirection: the direction the player is facing, you can use getdir() for thisinc: the increment to snap in, default is 45 degrees. return value:The new degree valueremarks:This is usefull for if you want the user to perform a turn 
 in a cirtain angle. It is not turning gradually, but it snapps you to exactly north, east, etc. If you set the inc value to 180, for example, it means hitting that command would turn a 180, either left or right depending on the function. Call like player_angle=snapleft(player_angle, getdir(player_angle), 180); This would cause the player to turn left at 180 degrees. double turnleft(double deg, double inc) and double turnright(double deg, double 

Re: rotation package people, start creating fps's!

2015-05-07 Thread AudioGames . net ForumDevelopers room : samtupy1 via Audiogames-reflector


  


Re: rotation package people, start creating fps's!

You can move more than the player with this code, you can even make enemies rotate and such, by passing the right values to the functions.

URL: http://forum.audiogames.net/viewtopic.php?pid=215254#p215254




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Re: rotation package people, start creating fps's!

2015-05-07 Thread AudioGames . net ForumDevelopers room : samtupy1 via Audiogames-reflector


  


Re: rotation package people, start creating fps's!

well, I learned over time, hahahaha. I didnt learn to much of that in school, but what ill do someday is record me saying at least 40 digits of pi, clapping my hands at the same time so you know it was from memory, hahahahaha. lol. Glad you like it. @ethin, I dont know whats rong with your enemy class, you just said it was broken, not what was rong with it.

URL: http://forum.audiogames.net/viewtopic.php?pid=215263#p215263




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Re: creating an inventory in BGT

2015-05-04 Thread AudioGames . net ForumDevelopers room : samtupy1 via Audiogames-reflector


  


Re: creating an inventory in BGT

Actually theres a simpler way. Youd create an aray with strings. Now this wouldnt work if your items had special abilities all showed by an inventory, like 2 different sets of armor might have different things, and a class would be better for things in the end because you could drop them, and you could have a boolian spesifying weather it was in your inventory, but you could start with strings. string[] inv;inv.insert_last(knife);inv.insert_last(armor);inv.insert_last(icecream);and as for the menu... this is asuming that you have dynamic_menu m;string invmenu(){m.reset(true);for(uint x=0; xinv.length(); x++){m.add_item_tts(inv[x], inv[x]);}int mres=m.run(Please select an item from your inventory, true);if(mres==0) // escape{return 0;}else{return m.get_item_name(mres);}}e
 sentually, here could be some code you might use for when you select an item. if(key_pressed(KEY_I)){use(invmenu());}void use(string item){if(item==0){return; // they pressed escape. }if(item==key){if(position==doorposition){// unlock code. }else{// message saying the key cant be used here. }}}Now note that this was written in a hurry and is far from perfect, but its just an example of ways you could go about it. That code probably shouldnt be used in the end, but if your looking for a kind of example, there you go. I could have done it way better but that code I wrote, though could contain compolation errors, the logic of that code would somewhat work. Good luck.

URL: http://forum.audiogames.net/viewtopic.php?pid=214772#p214772




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Re: creating an inventory in BGT

2015-05-04 Thread AudioGames . net ForumDevelopers room : samtupy1 via Audiogames-reflector


  


Re: creating an inventory in BGT

thats why I said that code shouldnt be used, I just wanted to provide an example of the menu and posible ways to use the items. I wrote it at 2 this morning and even said it wasnt perfect. That could easily be switched to a class, just change the string[] inv to like an array with all those items in there, which would be stored in a class. item@[] inv(0);and have like an add item functionvoid add_item(*values the item class requires*){item i1(values);inv.insert_last(i1);}That above code is asuming your item class can take all those values in a constructor. And the menu would look almost the same, but it might be a bit different. And remove item would have to probably loop. void remove_item(string name){for(uint x=0; xinv.length(); x++){if(inv[x].name==name){inv.remove_at(i);break;}}}Again, this was put together very quickly and doesn


Re: 3d sound pool for bgt

2015-04-29 Thread AudioGames . net ForumDevelopers room : samtupy1 via Audiogames-reflector


  


Re: 3d sound pool for bgt

ah I get ya. pitch with the pitch behind decrease, it decreases a certain amount with backwards, plus a certain amount for if you are higher than the sound.

URL: http://forum.audiogames.net/viewtopic.php?pid=214269#p214269




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

2015-04-28 Thread AudioGames . net ForumDevelopers room : samtupy1 via Audiogames-reflector


  


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

what ya mean, in bgt? What lang. And whare did you find the pack. From a game you want to rip the sounds from? If you wonder why I ask all these questions, well, in your 2dpr, you used 2dp sounds, and I honestly wonder whare you got those from. Theres a reason to encrypt sounds and if you want that pack creater to extract sounds, then thats probably not needed. You found a pack. Lets asume bgt is being talked about here. Ok, first, its odviest that you didnt make it. And people dont use bgts pack function to make zip files with. Usually, its sounds, or other private gamedata that really isnt ment to be opened by anything but the game. Maybe your talking about something completely different, but... ive scene, uh... some questionable things lately when it comes to sounds with you. I could make you a bgt pack extracter, but youd have to enter the decription key.

URL: http://forum.audiogames.net/viewtopic.php?pid=214130#p214130




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Re: Game Source Code Repository

2015-04-26 Thread AudioGames . net ForumDevelopers room : samtupy1 via Audiogames-reflector


  


Re: Game Source Code Repository

Oh well sure, if there was no sounds docx etc, I was talking the full fledge project.

URL: http://forum.audiogames.net/viewtopic.php?pid=213757#p213757




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Re: 3d sound pool for bgt

2015-04-26 Thread AudioGames . net ForumDevelopers room : samtupy1 via Audiogames-reflector


  


Re: 3d sound pool for bgt

Not sure how you mean. Its just like how in the default sound pool you have x and y, and it moves the sound acordingly, but this has the added z coordinate. Z+ for up, and z- for down.

URL: http://forum.audiogames.net/viewtopic.php?pid=213756#p213756




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Re: Game Source Code Repository

2015-04-25 Thread AudioGames . net ForumDevelopers room : samtupy1 via Audiogames-reflector


  


Re: Game Source Code Repository

Yeh, with docx, sounds, release and all for example, the stw code directory is well, lets see here. survive the wild Size: 183.0 MB, Attributes: ---AD--, Modified: 4/24/2015 6:23:28 PM 77 of 98. I have a private folder and I wont disclose much about it, other than the fact it is just game sourcecode, made with me and not many others at all. All game sourcecode. (foldername) Size: 1.8 GB, Attributes: R---D--, Modified: 4/25/2015 3:45:20 PM 4 of 49. Sure theres a lot of source projects in there, but still. Quite insain. And when it comes to stw, well that is only v0.61.6, not even a full release and I dont even have animals, weather, etc etc. And its already that big. So once all of that is added, well, it could get huge. ANd look at swamp, for example. swamp Size: 816.5 MB, Attributes: D--, Modified: 1/10/2015 10:59:06 AM 5 of 7. Almost a gig there as well. So in my opinion a game could most defenantly be a
  gig in size, and if the github had more than one game in it, well... You get what im saying anyway.

URL: http://forum.audiogames.net/viewtopic.php?pid=213709#p213709




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Re: 3d sound pool for bgt

2015-04-23 Thread AudioGames . net ForumDevelopers room : samtupy1 via Audiogames-reflector


  


Re: 3d sound pool for bgt

Mine is just an extreamily simple 3d pool, no geomitry or anything, just x, y, and z poses.

URL: http://forum.audiogames.net/viewtopic.php?pid=213425#p213425




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Re: 3d sound pool for bgt

2015-04-19 Thread AudioGames . net ForumDevelopers room : samtupy1 via Audiogames-reflector


  


Re: 3d sound pool for bgt

well good news, is that mine is free. http://www.samtupy.com/dev

URL: http://forum.audiogames.net/viewtopic.php?pid=212911#p212911




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Re: free collection of 10GB+ of premium sound effects for game developers

2015-04-19 Thread AudioGames . net ForumDevelopers room : samtupy1 via Audiogames-reflector


  


Re: free collection of 10GB+ of premium sound effects for game developers

I did actually always wish I could do sound design for a game other than my own, lol

URL: http://forum.audiogames.net/viewtopic.php?pid=212913#p212913




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Re: my tts options bgt class

2015-04-18 Thread AudioGames . net ForumDevelopers room : samtupy1 via Audiogames-reflector


  


Re: my tts options bgt class

I might actually do that.

URL: http://forum.audiogames.net/viewtopic.php?pid=212738#p212738




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Re: Online game in bgt!

2015-04-08 Thread AudioGames . net ForumDevelopers room : samtupy1 via Audiogames-reflector


  


Re: Online game in bgt!

well, from what ive witnessed and making a multiplayer game my self, if you do it just right it wont be amazingly offle either. If your players can deel with like a 200 to 300 ms ping, well then you could probly do it. Its not fun though. I remember when I released survive the wild, the 200 ms held till about 10 players, then broke to a vialent 3 seconds. But I find that with bgt, what causes the loss in fpss is most people decide not to be smart, and when they fire a machine gun, it sends a packet, which the server then has to return to the rest of the players. So saying, if you had a lightning fast machine gun that can fire once every 50 ms, what would have to happen, your game would send something, then the server would take that, and if the bullet were to hit someone, it would have to send a packet with something like a pain sound, as well as the firing sound. Do you notise how in rtr, sometimes if a player goes offline or there game goes messed up some
 times you just hear them shooting non stop when they really are not? I think in rtr, he sends like start shooting, stop shooting, or something a little more dynamic than a packet every 50 ms. Because that is what causes lag. Not to mention, the server has to have a loop, nested in a loop, nested in a loop, sometimes over and over again. In the server you have your main function whare stuff gets set up, then the looptakes over. Well, you need to have it look at players which youd have to store in an array, and itd have to see what goes on with them and health and stuff, so if there health was 0 theyd die, it has to check the main stuff like connecting players, it has to check items if you were to have those, etc all in different loops. And you have to therefor make sure the loops are being called correctly. Oh boy ill never forget the time I had to decrease lag on my server, well, I sort of called a loop twice, and it caused a stack over flow. But the pr
 oblem was, server updating. My host has a thing that can chat me runtime errors and restart the server so I can fix the error and the server doesnt stay down. Well that kinda fails when you cause a stack overflow or some other odd error on startup. Yay for me being spammed like heck with skype chats. Peobly ran the host machine insain. lol. But that could cause some issues for you to is server updating, not really if people will beable to host there own servers, but, if you host one, its an exe file. Unless you can forward ports, youd need a host, and a way to update the server. And sometimes coming up with that, aint fun. And also camlern was right about the locational and internet speeds, it could be both players or servers. So I think if the network object is used just right and the server is coded correctly, and you have a good way of hosting servers and not spamming your players with packets, then I say give it a try.

URL: http://forum.audiogames.net/viewtopic.php?pid=211650#p211650




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