Re: Earwax Story Builder

2021-02-21 Thread AudioGames . net Forum — Developers room : pates via Audiogames-reflector


  


Re: Earwax Story Builder

Chris, Can you put a change log for earwax story?

URL: https://forum.audiogames.net/post/617376/#p617376




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Re: Earwax Story Builder

2021-02-21 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Earwax Story Builder

@92No, precisely because it's off topic.There's Forum search, or (more importantly) Google for this.HTH.

URL: https://forum.audiogames.net/post/617312/#p617312




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Re: Earwax Story Builder

2021-02-20 Thread AudioGames . net Forum — Developers room : Subdragon via Audiogames-reflector


  


Re: Earwax Story Builder

hey people! Can you please, if you can, answer my @71 questions? Thanks a lot, and sorry for going off topic

URL: https://forum.audiogames.net/post/617005/#p617005




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Re: Earwax Story Builder

2021-02-19 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Earwax Story Builder

@90You're welcome.@89Yes, I have. Not really looked into them too much yet though. My laptop is on its last legs, so I've been laptop hunting, plus had an overnight shift last night, so that basically wrote off yesterday and today. I will probably look into it next week, no promises though.

URL: https://forum.audiogames.net/post/616929/#p616929




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Re: Earwax Story Builder

2021-02-19 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Earwax Story Builder

@90You're welcome.@89Yes, I have. Not really looked into them too much yet though. My laptop is on its last legs, so I've been laptop hunting, plus had an overnight shift last night, so that basically wrote off yesterday and today. I will probably look into it next week, no promises though.

URL: https://forum.audiogames.net/post/616930/#p616930




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Re: Earwax Story Builder

2021-02-19 Thread AudioGames . net Forum — Developers room : SLJ via Audiogames-reflector


  


Re: Earwax Story Builder

Awesome. Thanks a lot for your answers. I'll check it out as soon as I get more time.

URL: https://forum.audiogames.net/post/616851/#p616851




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Re: Earwax Story Builder

2021-02-19 Thread AudioGames . net Forum — Developers room : pates via Audiogames-reflector


  


Re: Earwax Story Builder

Chris, you saw my ideas on github?

URL: https://forum.audiogames.net/post/616841/#p616841




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Re: Earwax Story Builder

2021-02-19 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Earwax Story Builder

@86Also, sorry, forgot to say: Earwax - and there for the story builder and any built stories - will *probably* work on Linux. It mostly depends on what platforms Synthizer works with, and that now includes Linux I believe.

URL: https://forum.audiogames.net/post/616827/#p616827




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Re: Earwax Story Builder

2021-02-19 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Earwax Story Builder

@86Glad you're interested. The story builder was something I put together initially in a weekend, thinking it would be a little bit of fun, but I've actually grown to really like it, and it's grown to be quite a lot bigger than I first imagined.Yes, you can absolutely make games in whatever language you like, as as long as you set all the messages (shift m I think) to their non-English equivalents, it should be indistinguishable. You can set menu labels and everything.As for navigation, it's a case of using the up and down arrows to move through categories, then left and right arrows to choose items in the selected categories. Enter activates exits and objects.If you've been following, you probably know this already, but it's worth reiterating: It is very basic. There is *no* combat, and I've not done anything with exits yet (although I plan to make them somewhat discriminatory). The idea is to eventually have it so you can set up very basic quests, where you can pick objects up, and take them to other objects.All suggestions welcome of course, although I'm not promising I'll implement them.

URL: https://forum.audiogames.net/post/616826/#p616826




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Re: Earwax Story Builder

2021-02-18 Thread AudioGames . net Forum — Developers room : SLJ via Audiogames-reflector


  


Re: Earwax Story Builder

Hi.I have read this topic with huge interest.I don't have much experience with Python, and I haven't tried the virtual invirement yet. I'm afraid to mess things up, but sounds like that's the point of a virtual invirement, that if you do mess things up, then it doesn't matter. So, for this reason, I should just give it a try to see if I can get it up and running.I have a few questions about Earwax:1. When playing a world, how do you navigate? Is it like a website, or is it menu based?2. Can I create a world in other languages than English as long as it's written in characters which Python supports?3. Can a compiled world be played on other platforms than Windows?I'm quite excited for this project.

URL: https://forum.audiogames.net/post/616800/#p616800




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Re: Earwax Story Builder

2021-02-18 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Earwax Story Builder

@84I doubt it. Doors already have all the hotkeys they need... Enter moves through an exit, there is no way to open and close them, although come to think of it, that is a good idea which I *might* implement.

URL: https://forum.audiogames.net/post/616795/#p616795




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Re: Earwax Story Builder

2021-02-18 Thread AudioGames . net Forum — Developers room : pates via Audiogames-reflector


  


Re: Earwax Story Builder

Haha, I mean, you will add keys for doors for example, this is good.

URL: https://forum.audiogames.net/post/616633/#p616633




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Re: Earwax Story Builder

2021-02-18 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Earwax Story Builder

@82With, all, of, the, commas, I, don't, know, what, you're, on, about.

URL: https://forum.audiogames.net/post/616560/#p616560




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Re: Earwax Story Builder

2021-02-16 Thread AudioGames . net Forum — Developers room : pates via Audiogames-reflector


  


Re: Earwax Story Builder

Chris, you, want, add, keys? Great\!

URL: https://forum.audiogames.net/post/616067/#p616067




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Re: Earwax Story Builder

2021-02-16 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Earwax Story Builder

@78Submitting ideas as GitHub issues is fine. You were fine. I didn't see the subject of the email I got, so it was my fault, you did the right thing.@80Yes, that's about the size of it. I have plans to make it so you can only go through certain exits with certain objects, thus allowing you to make small Frotz-style quests, but I've had lots of other stuff going on in real life, and more important goals in Earwax I need to work on for my own projects.

URL: https://forum.audiogames.net/post/616059/#p616059




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Re: Earwax Story Builder

2021-02-16 Thread AudioGames . net Forum — Developers room : pates via Audiogames-reflector


  


Re: Earwax Story Builder

I have a question. What we can do with objects at this time, only drop, pick up, and use?

URL: https://forum.audiogames.net/post/616057/#p616057




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Re: Earwax Story Builder

2021-02-15 Thread AudioGames . net Forum — Developers room : pates via Audiogames-reflector


  


Re: Earwax Story Builder

77.Ok, I will post with this example 

URL: https://forum.audiogames.net/post/615858/#p615858




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Re: Earwax Story Builder

2021-02-15 Thread AudioGames . net Forum — Developers room : pates via Audiogames-reflector


  


Re: Earwax Story Builder

So, where I can put ideas?

URL: https://forum.audiogames.net/post/615857/#p615857




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Re: Earwax Story Builder

2021-02-15 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Earwax Story Builder

OK, what would have been good though, is this:I have a problem when building exits.I go to the room I want to build the exit from, and I press c. After selecting "Exit" from the menu that pops up, nothing happens.When I check the command prompt, I get this text:... Whatever the text is.That would have told me a lot more: When something goes wrong, there is more often than not a traceback. In this case there wasn't, but there still would have been text in the console, because there would have been SDL warnings. You could have given me those, and that would have at least shown me that you'd bothered to check before posting.It's all about providing me with enough information to track down the problem. Saying "I can't create an exit" brings up so many questions it's unreal: Can you create rooms? Can you go to different rooms in order to create the exits? Do you get errors printed to your console? Is anything spoken at all? What version of Earwax are you running? What version of Windows? Can you navigate the story menu OK?

URL: https://forum.audiogames.net/post/615851/#p615851




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Re: Earwax Story Builder

2021-02-15 Thread AudioGames . net Forum — Developers room : pates via Audiogames-reflector


  


Re: Earwax Story Builder

74.You repaired this bug good!, but I can't really give you more info about this one. Only. I clicked create exit, screenreader don't spoke anything, exit don't appeared.About the ideas, Ok, I will create issues for ideas. First is ready.

URL: https://forum.audiogames.net/post/615847/#p615847




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Re: Earwax Story Builder

2021-02-15 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Earwax Story Builder

OK, I found the bug with exits, it's fixed now. Update Earwax, and you should be good to go.

URL: https://forum.audiogames.net/post/615814/#p615814




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Re: Earwax Story Builder

2021-02-15 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Earwax Story Builder

@73I'm in danger of starting to ignore all of your bug reports and suggestions, because they have no information for me to work on.This is like ringing the police and saying "Someone robbed me", then putting the phone down and expecting them to solve the crime.In addition, you demand - rather than ask for - radical changes, with very little explanation of what you want out of a feature, then get pissed when I don't instantly jump to implementing your request.Seriously, even if you were a little bit polite about the raft of things you wanted done, that might make me a little more predisposed towards doing some of it.

URL: https://forum.audiogames.net/post/615800/#p615800




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Re: Earwax Story Builder

2021-02-15 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Earwax Story Builder

@73I'm in danger of starting to ignore all of your bug reports and suggestions, because they have no information for me to work on.This is like ringing the police and saying "Someone robbed me", then putting the phone down and expecting them to solve the crime.

URL: https://forum.audiogames.net/post/615800/#p615800




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Re: Earwax Story Builder

2021-02-13 Thread AudioGames . net Forum — Developers room : pates via Audiogames-reflector


  


Re: Earwax Story Builder

I can't create an exit from room to room.

URL: https://forum.audiogames.net/post/615309/#p615309




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Re: Earwax Story Builder

2021-02-12 Thread AudioGames . net Forum — Developers room : pates via Audiogames-reflector


  


Re: Earwax Story Builder

Ok, some ideas from me .1. New item type. Disposable. This will destroy the item if this will be throwned or used.2. Ambience for all rooms.3. Sound for esc key.4. Walking around the rooms by using arrow keys.5. Custom shortcuts.6. Item descriptions.7. Change log for the earwax story.8. Readme and change log options for games created with earwax story.

URL: https://forum.audiogames.net/post/614868/#p614868




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Re: Earwax Story Builder

2021-02-12 Thread AudioGames . net Forum — Developers room : Subdragon via Audiogames-reflector


  


Re: Earwax Story Builder

ok this is unfortunate. I wanted a combat system so badly, but i understand the hardness of this. Good luck to you, and i hope this will be made successfully. i also hope  I can see a combat system in the far future, roflalso, allow me to go offtopic a little. It is school days. We don't have online classes and i have to go to the school and stay there for 5 days, wich prevents me from learning or practising programming. So can you recommend me a good, accessible and free platform, website or android app that teaches me python from the basics to the top and allows me to practise and relearn what i learned easyly and well, I will be thankful. I will repeet this chrisnorman, I apretiate youir hardwork, good luck to you

URL: https://forum.audiogames.net/post/614855/#p614855




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Re: Earwax

2021-02-11 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Earwax

For all those interested in an input-sensitive action menu, I've just implemented it.If you get the latest code, and try the examples, their action menus should be context aware now. There's an option at the bottom to show all triggers, otherwise you just get triggers for your current input source.Import sources are:Keyboard: keyboard and mouse.Controller: Anything on a games controller, namely buttons and hats.

URL: https://forum.audiogames.net/post/614605/#p614605




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Re: Earwax

2021-02-06 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Earwax

amerikranian wrote:I want to continue the discussion of extra attributes. As of now, I have to provide default values for things if I inherit from, say, the menu class. If I want those attributes to be included, I have to do something like this for each one of them:@some_value.validator
def check_some_value(self, attribute, value):
# StuffIf I don't do this, the values will be empty, which causes my programs to crash. Is there any way of adding required attributes when inheriting from earwax classes?To clarify, attribute addition works, I just have to provide validators that complain if they are empty. I'm looking at taking said validators out of the equation so that I can just do some_value: int and automatically have it be required when instantiating an object.Unfortunately not with attrs. It's annoying, there's a few places in Earwax I'd quite have liked to add extra positional arguments.Nothing to stop you writing your own __init__ method, or some kind of static method.amerikranian wrote:Edit: I just tried to run lucky thirteen with the latest version of earwax and it didn't work. The only sound that played was the intro message without the music.OK, I've hopefully fixed all that now.amerikranian wrote:Edit number 2: If I want a level to pop itself off the stack after a certain amount of time has elapsed, would I schedule an earwax Task to do this? I'm just confirming that I've read your previous reply correctlyNo, just use normal pyglet schedule_once.The Earwax tasks are for doing something at an irregular interval. Spawning enemies, advancing AI, that kind of thing.amerikranian wrote:Edit 3: In the editor class, when would these events get fired and/or what is their purpose? I'm not really an expert on controllers, hence me asking:hat_up
hat_downSo on the left of your controller, is a thing called the hat. It's a plastic cross-shaped rocker switch. It has 4 directions, forward, backwards, left, and right. They fire when those hat directions are placed.Hopefully I've answered all your questions.

URL: https://forum.audiogames.net/post/613438/#p613438




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Re: Earwax

2021-02-06 Thread AudioGames . net Forum — Developers room : amerikranian via Audiogames-reflector


  


Re: Earwax

I want to continue the discussion of extra attributes. As of now, I have to provide default values for things if I inherit from, say, the menu class. If I want those attributes to be included, I have to do something like this for each one of them:@some_value.validator
def check_some_value(self, attribute, value):
# StuffIf I don't do this, the values will be empty, which causes my programs to crash. Is there any way of adding required attributes when inheriting from earwax classes?To clarify, attribute addition works, I just have to provide validators that complain if they are empty. I'm looking at taking said validators out of the equation so that I can just do some_value: int and automatically have it be required when instantiating an object.Edit: I just tried to run lucky thirteen with the latest version of earwax and it didn't work. The only sound that played was the intro message without the music.Edit number 2: If I want a level to pop itself off the stack after a certain amount of time has elapsed, would I schedule an earwax Task to do this? I'm just confirming that I've read your previous reply correctlyEdit 3: In the editor class, when would these events get fired and/or what is their purpose? I'm not really an expert on controllers, hence me asking:hat_up
hat_down

URL: https://forum.audiogames.net/post/613387/#p613387




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Re: Earwax

2021-02-06 Thread AudioGames . net Forum — Developers room : amerikranian via Audiogames-reflector


  


Re: Earwax

I want to continue the discussion of extra attributes. As of now, I have to provide default values for things if I inherit from, say, the menu class. If I want those attributes to be included, I have to do something like this for each one of them:@some_value.validator
def check_some_value(self, attribute, value):
# StuffIf I don't do this, the values will be empty, which causes my programs to crash. Is there any way of adding required attributes when inheriting from earwax classes?To clarify, attribute addition works, I just have to provide validators that complain if they are empty. I'm looking at taking said validators out of the equation so that I can just do some_value: int and automatically have it be required when instantiating an object.Edit: I just tried to run lucky thirteen with the latest version of earwax and it didn't work. The only sound that played was the intro message without the music.Edit number 2: If I want a level to pop itself off the stack after a certain amount of time has elapsed, would I schedule an earwax Task to do this? I'm just confirming that I've read your previous reply correctly

URL: https://forum.audiogames.net/post/613387/#p613387




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Re: Earwax

2021-02-06 Thread AudioGames . net Forum — Developers room : amerikranian via Audiogames-reflector


  


Re: Earwax

I want to continue the discussion of extra attributes. As of now, I have to provide default values for things if I inherit from, say, the menu class. If I want those attributes to be included, I have to do something like this for each one of them:@some_value.validator
def check_some_value(self, attribute, value):
# StuffIf I don't do this, the values will be empty, which causes my programs to crash. Is there any way of adding required attributes when inheriting from earwax classes?Edit: I just tried to run lucky thirteen with the latest version of earwax and it didn't work. The only sound that played was the intro message without the music.Edit number 2: If I want a level to pop itself off the stack after a certain amount of time has elapsed, would I schedule an earwax Task to do this? I'm just confirming that I've read your previous reply correctly

URL: https://forum.audiogames.net/post/613387/#p613387




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Re: Earwax

2021-02-06 Thread AudioGames . net Forum — Developers room : amerikranian via Audiogames-reflector


  


Re: Earwax

I want to continue the discussion of extra attributes. As of now, I have to provide default values for things if I inherit from, say, the menu class. If I want those attributes to be included, I have to do something like this for each one of them:@some_value.validator
def check_some_value(self, attribute, value):
# StuffIf I don't do this, the values will be empty, which causes my programs to crash. Is there any way of adding required attributes when inheriting from earwax classes?Edit: I just tried to run lucky thirteen with the latest version of earwax and it didn't work. The only sound that played was the intro message without the music.

URL: https://forum.audiogames.net/post/613387/#p613387




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Re: Earwax

2021-02-06 Thread AudioGames . net Forum — Developers room : amerikranian via Audiogames-reflector


  


Re: Earwax

I want to continue the discussion of extra attributes. As of now, I have to provide default values for things if I inherit from, say, the menu class. If I want those attributes to be included, I have to do something like this for each one of them:@some_value.validator
def check_some_value(self, attribute, value):
# StuffIf I don't do this, the values will be empty, which causes my programs to crash. Is there any way of adding required attributes when inheriting from earwax classes?

URL: https://forum.audiogames.net/post/613387/#p613387




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Re: Earwax Story Builder

2021-02-06 Thread AudioGames . net Forum — Developers room : pates via Audiogames-reflector


  


Re: Earwax Story Builder

69.If anyone knows how to implement the combat system, yes 

URL: https://forum.audiogames.net/post/613234/#p613234




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Re: Earwax Story Builder

2021-02-05 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Earwax Story Builder

@68I'm glad you agree. I quite like the idea of the story being just that, a story builder. People can make their own damn combat systems.

URL: https://forum.audiogames.net/post/613211/#p613211




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Re: Earwax Story Builder

2021-02-05 Thread AudioGames . net Forum — Developers room : ashleygrobler04 via Audiogames-reflector


  


Re: Earwax Story Builder

Yeah.@66, how do you expect some one who is not able to see, to work with graphics?Yeah i get that it's programming and all, and you just code the graphics to work with the game you're working on...But how is that all going to look?It might not be too atractive to a sighted person.And i'd say no for a combatting system in this story builder.The reason why i say so, is due to the fact that there are a shit tun of combat systems out there.From the basic ones, well one i am thinking of is where the character has health, the enemy has health, you press an attack button and a random number will tell what happens, to the hard ones where you actually walk around on the map and slay your enemies face to face.I know you mensioned turn based combat, but how hard could that be to implement when you've got the python code of your story infront of you?

URL: https://forum.audiogames.net/post/613065/#p613065




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Re: Earwax Story Builder

2021-02-05 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Earwax Story Builder

@66Anyone can use it. Whether or not they'll want to is subjective.It's built on top of Pyglet though mind, so all the stuff for graphics is there, and Earwax could be extended to work with them, by someone with the inclination and know-how. That person is not me though.All of that said, audio games aren't the exclusive province of blind players, so yes, any game you make with Earwax doesn't come with a free blind test.

URL: https://forum.audiogames.net/post/613033/#p613033




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Re: Earwax Story Builder

2021-02-05 Thread AudioGames . net Forum — Developers room : pates via Audiogames-reflector


  


Re: Earwax Story Builder

64.Yeah, yes. Engine is good, I like it. Sighted people can use it?

URL: https://forum.audiogames.net/post/613011/#p613011




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Re: Earwax Story Builder

2021-02-04 Thread AudioGames . net Forum — Developers room : amerikranian via Audiogames-reflector


  


Re: Earwax Story Builder

Post 63, that is extremely incorrect.  Very few mechanics are influenced by game genres, and combat is not one of them.

URL: https://forum.audiogames.net/post/612899/#p612899




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Re: Earwax Story Builder

2021-02-04 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Earwax Story Builder

@62Haha, thanks.You can build your story into Python then add extra functionality, or you could code in the extra story elements you wanted, and roll your own version of story builder.Obviously story builder isn't perfect, but I've got far more important things to be doing outside of coding; spending actual time with my wife where I'm not going "programming is fuun!!" being chief among them LOL.

URL: https://forum.audiogames.net/post/612876/#p612876




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Re: Earwax Story Builder

2021-02-04 Thread AudioGames . net Forum — Developers room : pates via Audiogames-reflector


  


Re: Earwax Story Builder

62.I know, but turnbased is only solution in textbased games. We can't add realtime battles in tools like earwax.

URL: https://forum.audiogames.net/post/612795/#p612795




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Re: Earwax Story Builder

2021-02-04 Thread AudioGames . net Forum — Developers room : amerikranian via Audiogames-reflector


  


Re: Earwax Story Builder

@pates, what you may not realize is the amount of work required to pull off what you want, not to mention the sheer specificity of your request. You want a turn-based combat system. What if I want a realtime feeling to my game? Would Chris have to add that in? How bout somebody who wants their combat to work like Simon? Perhaps he will later add something that allows you to add your custom Python code (that is, if he hasn't done it yet, I haven't messed much with this), but it would be up to you to make your skills and levels and experience and attacks and what have you. There's a reason why there isn't a perfect formula out there for pulling stuff like this off -- mainly because whatever people want is most certainly tailored to their game. Sable is an exception, one which will lose its appeal precisely do to the lack of ability to customize core game features.

URL: https://forum.audiogames.net/post/612774/#p612774




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Re: Earwax Story Builder

2021-02-04 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Earwax Story Builder

@60No.

URL: https://forum.audiogames.net/post/612770/#p612770




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Re: Earwax Story Builder

2021-02-04 Thread AudioGames . net Forum — Developers room : pates via Audiogames-reflector


  


Re: Earwax Story Builder

Great, but you will, later add the combat? 

URL: https://forum.audiogames.net/post/612754/#p612754




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Re: Earwax Story Builder

2021-02-04 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Earwax Story Builder

OK, there's a new version of Earwax. There's a bunch of improvements, and I can't remember what most of them are.Spoiler alert: A combat system is not one of them.

URL: https://forum.audiogames.net/post/612683/#p612683




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Re: Earwax Story Builder

2021-02-04 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Earwax Story Builder

@57OK, you can already do that. So find the exit you want to change, and set the message with the M key, or the sound with the S key.As an aside, you can configure actions on *most* things. To do that, focus the object, and press Shift + A.

URL: https://forum.audiogames.net/post/612673/#p612673




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Re: Earwax

2021-02-03 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Earwax

amerikranian wrote:I have been thinking on this and asked myself... why not make your game board a List[List[Any]]? You can remove that third layer, or at least give an illusion of making it appear as such. This way, I can do boards of integers, or boards of stacks, or board of properties like in monopolies (represented as objects). Your get tile function would then ensure that x and y are in bounds and return the current object at said position, and the user would handle it from there. Alternatively, you can allow for them to pass in a custom tile_handle function which would take the retrieved object, run its magic on it, and pass it back to get_tile, which would then return it to the user. That would have do be optional if you implement it, though. If I have a board of integers, there is no extra processing magic I need to do and feeding the class with lambda p: p seems redundant and pointless.I'm assuming you mean List[Any]. I'd rather have it be List[T], where T is a TypeVar instance. This has the added benefit of not breaking the typing system.As Lucky 13 already relies on the current method, and every time I think of board games, the current solution seems fine, why not implement a SimpleGameBoard class or something? You can put in whatever you like, and the old functionality is still available.amerikranian wrote:I have an actual question. If I pass in custom data to my level, will __attrs_post_init__ be able to access it? Consider:l = MyLevel(foo="bar", a="b", pi=3.14159)
#in __attrs_post_init__:
self.magic_number = pi ** 2 / ord(a)Obviously this is is nonsense, but I hope you can get the gist. If we are not able to pass in custom parameters, could that be added?So no, and sort of. Earwax is using Attrs for all its classes, so you can subclass, and add in your own attributes, as long as the class is decorated with @attrs. Then the _-attrs_post_init__ method will absolutely have access to the new attributes.amerikranian wrote:Looking at your door class, could you add a generic boxlike object which you could attach as a component to something else and be able to override its interaction and collision methods? I've been told you have most of the framework within your door object, you just need to make it more general. As you can probably infer, this is not my own request.Tell whoever it is to just subclass earwax.Box, and add their methods there, then create instances of their class, rather than earwax.Box. BoxLevel.add_box doesn't really care, although mypy might.amerikranian wrote:I also have an interesting dilemma. If I am building a space invader type of game, I can obviously schedule the interval at which a specific enemy moves. Here is the question: Would I do this for all objects as a collective union, or should I do this on an individual basis? I'm asking because I come from Pygame and needing to write my own game loop.I'd actually use tasks for this. Every time you create an enemy, add an earwax.Task to do stuff with them. That way, they'll move independently, rather than in a hoard. Unless you want them to swarm of course. #HereComeTheInhibitors.amerikranian wrote:How bout different action. Let's say that the aliens can move and shoot at the player independent from their movement. How would one go about carrying out checks which determine if the player is in range? Do I just schedule whatever I need to run at a certain interval? What is the limit on doing so? Is there a better way of doing this?Again, earwax tasks are probably the one. Unlike schedule_interval, they let you specify a random time each round, so things don't feel as static. I feel like the range question is game-specific, and one I don't feel particularly well-equipped to handle ATM, as I'm still only just graduating from for-looping everything.Eventually I'll include Camlorn's collision tutorial, then you can use methods in there, but I have an extensive to do list.

URL: https://forum.audiogames.net/post/612668/#p612668




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Re: Earwax

2021-02-03 Thread AudioGames . net Forum — Developers room : amerikranian via Audiogames-reflector


  


Re: Earwax

I have been thinking on this and asked myself... why not make your game board a List[List[Any]]? You can remove that third layer, or at least give an illusion of making it appear as such. This way, I can do boards of integers, or boards of stacks, or board of properties like in monopolies (represented as objects). Your get tile function would then ensure that x and y are in bounds and return the current object at said position, and the user would handle it from there. Alternatively, you can allow for them to pass in a custom tile_handle function which would take the retrieved object, run its magic on it, and pass it back to get_tile, which would then return it to the user. That would have do be optional if you implement it, though. If I have a board of integers, there is no extra processing magic I need to do and feeding the class with lambda p: p seems redundant and pointless.I have an actual question. If I pass in custom data to my level, will __attrs_post_init__ be able to access it? Consider:l = MyLevel(foo="bar", a="b", pi=3.14159)
#in __attrs_post_init__:
self.magic_number = pi ** 2 / ord(a)Obviously this is is nonsense, but I hope you can get the gist. If we are not able to pass in custom parameters, could that be added?Looking at your door class, could you add a generic boxlike object which you could attach as a component to something else and be able to override its interaction and collision methods? I've been told you have most of the framework within your door object, you just need to make it more general. As you can probably infer, this is not my own request.I also have an interesting dilemma. If I am building a space invader type of game, I can obviously schedule the interval at which a specific enemy moves. Here is the question: Would I do this for all objects as a collective union, or should I do this on an individual basis? I'm asking because I come from Pygame and needing to write my own game loop. How bout different action. Let's say that the aliens can move and shoot at the player independent from their movement. How would one go about carrying out checks which determine if the player is in range? Do I just schedule whatever I need to run at a certain interval? What is the limit on doing so? Is there a better way of doing this?

URL: https://forum.audiogames.net/post/612651/#p612651




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Re: Earwax Story Builder

2021-02-03 Thread AudioGames . net Forum — Developers room : pates via Audiogames-reflector


  


Re: Earwax Story Builder

Chris, In my idea 2 i mean something like. I'm pressing the enter on the room exit, the earwax speak something like the gate opens, this text will be custom of course.If you will have idea how to add translations, just send me a pm on ag forum.

URL: https://forum.audiogames.net/post/612443/#p612443




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Re: Earwax Story Builder

2021-02-03 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Earwax Story Builder

@53Because I reasoned that when you're adding sounds into a story, you've probably already got the path from Reaper's media explorer for example.The Earwax configuration menu is a dynamically created menu, so it doesn't know what sort of path you're selecting, only that you're selecting a path, so it gives you a menu to select it from.@54Yes, I'll add that now, and post back here when it's done.As an FYI though, you can press shift and slash (question mark on english keyboards) to get a help men. That lists the shortcuts in a round-about fashion.#1 and #3 on your wish list are already there: focus an object and press shift a.I'm afraid I don't know what you mean by #2.@55That's a really kind and generous offer, thank you. My problem is, I'm not entirely sure how that would work. I mean the text strings are just hard coded as it stands, and I've no clue how to implement i18n in practise.I'll definitely bear you in mind though, if I ever do decide to go international.For now, if you look in the messages menu (m while you're on the room name or description), there's all the story messages your player will ever see, so you can change them to be in whatever language you like. That's at least a way for you to localise your own story.

URL: https://forum.audiogames.net/post/612440/#p612440




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Re: Earwax Story Builder

2021-02-03 Thread AudioGames . net Forum — Developers room : pates via Audiogames-reflector


  


Re: Earwax Story Builder

I can translate earwax, if you want.

URL: https://forum.audiogames.net/post/612436/#p612436




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Re: Earwax Story Builder

2021-02-03 Thread AudioGames . net Forum — Developers room : pates via Audiogames-reflector


  


Re: Earwax Story Builder

Ok, Can you add builder menu, like this from sbyw? I don't know all of the shortcuts I have next ideas.1. Sounds inside the game. Object sounds for stepping on the object, static object sound etc.2. Info if player or builder passes the room.3. Using objects outside the inventory, using static objects, for example this can simulate simple npc's

URL: https://forum.audiogames.net/post/612409/#p612409




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Re: Earwax Story Builder

2021-02-03 Thread AudioGames . net Forum — Developers room : pates via Audiogames-reflector


  


Re: Earwax Story Builder

Ok, Can you add builder menu, like this from sbyw? I don't know all of the shortcuts I have next ideas.1. Ambience individual for room will be good.2. Sounds inside the game. Object sounds for stepping on the object, static object sound etc.3. Info or sound, if player or builder passes the room.4. Using objects outside the inventory.

URL: https://forum.audiogames.net/post/612409/#p612409




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Re: Earwax Story Builder

2021-02-03 Thread AudioGames . net Forum — Developers room : pates via Audiogames-reflector


  


Re: Earwax Story Builder

Ok, Can you add builder menu, like this from sbyw? I don't know all of the shortcuts I have next ideas.1. Playing music inside the game, music individual for room will be good.2. Sounds inside the game. Sound for pick up item, sound for use item, object sounds for stepping on the object, etc.3. Info or sound, if player or builder passes the room.

URL: https://forum.audiogames.net/post/612409/#p612409




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Re: Earwax Story Builder

2021-02-03 Thread AudioGames . net Forum — Developers room : pates via Audiogames-reflector


  


Re: Earwax Story Builder

Ok, Can you add builder menu, like this from sbyw? I don't know all of the shortcuts I have next ideas.1. Playing music inside the game, music individual for room will be good.2. Sounds inside the game. Sound for pick up item, sound for use item, etc.3. Info or sound, if player or builder passes the room.

URL: https://forum.audiogames.net/post/612409/#p612409




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Re: Earwax Story Builder

2021-02-03 Thread AudioGames . net Forum — Developers room : pates via Audiogames-reflector


  


Re: Earwax Story Builder

Ok, Can you add builder menu, like this from sbyw? I don't know all of the shortcuts I have next ideas.1. Playing music inside the game, music individual for room will be good.2. Sounds inside the game. Sound for pick up item, sound for use item, etc.

URL: https://forum.audiogames.net/post/612409/#p612409




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Re: Earwax Story Builder

2021-02-03 Thread AudioGames . net Forum — Developers room : pates via Audiogames-reflector


  


Re: Earwax Story Builder

Ok, Can you add builder menu, like this from sbyw? I don't know all of the shortcuts 

URL: https://forum.audiogames.net/post/612409/#p612409




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Re: Earwax Story Builder

2021-02-03 Thread AudioGames . net Forum — Developers room : pates via Audiogames-reflector


  


Re: Earwax Story Builder

Chris, but why rest of selectors are browserlike view?

URL: https://forum.audiogames.net/post/612407/#p612407




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Re: Earwax Story Builder

2021-02-03 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Earwax Story Builder

@50Make sure caps lock, scroll lock, and probably number lock are all off.@49OK, I've just pushed a possible fix for that. Try updating Earwax and trying again.@48Same as above, although I don't think they're related.

URL: https://forum.audiogames.net/post/612406/#p612406




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Re: Earwax Story Builder

2021-02-03 Thread AudioGames . net Forum — Developers room : ashleygrobler04 via Audiogames-reflector


  


Re: Earwax Story Builder

remember with the audio files, i'm sure you should keep them in mp3/wav formats...

URL: https://forum.audiogames.net/post/612377/#p612377




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Re: Earwax Story Builder

2021-02-03 Thread AudioGames . net Forum — Developers room : pates via Audiogames-reflector


  


Re: Earwax Story Builder

I can't use arrows in earwax story! Only home and end keys works, but enter don't activate the options!

URL: https://forum.audiogames.net/post/612370/#p612370




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Re: Earwax Story Builder

2021-02-03 Thread AudioGames . net Forum — Developers room : pates via Audiogames-reflector


  


Re: Earwax Story Builder

Next thing.If I want to select press enter sound the program don't respects my enter or esc clicks.

URL: https://forum.audiogames.net/post/612369/#p612369




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Re: Earwax Story Builder

2021-02-03 Thread AudioGames . net Forum — Developers room : pates via Audiogames-reflector


  


Re: Earwax Story Builder

Ok, so.Why I can't select main menu music with normal browse like this from setting the scroll and activate sounds?

URL: https://forum.audiogames.net/post/612368/#p612368




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Re: Earwax Story Builder

2021-02-03 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Earwax Story Builder

@43OK, Earwax version 2026.2.1 should fix some story bugs. In particular setting the wrong panning strategy. Sorry for my oversite.@46Again, that's a pretty big thing. You want NPC's implementing, and items which can be bought instead of simply picked up. The answer is no, at least in the short to medium term. Sorry.

URL: https://forum.audiogames.net/post/612367/#p612367




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Re: Earwax Story Builder

2021-02-03 Thread AudioGames . net Forum — Developers room : pates via Audiogames-reflector


  


Re: Earwax Story Builder

45.K, I can wait for combat. But, will you add coins and merchants?And, I can translate earwax story to Polish, if you want.

URL: https://forum.audiogames.net/post/612364/#p612364




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Re: Earwax Story Builder

2021-02-03 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Earwax Story Builder

@43Find the line that says:  panner_strategy: bestChange that line to:  panner_strategy: HRTFYou've actually uncovered a few other interesting bugs in the process, so I'm going to fix them now and get out a fix in the next couple of hours or so.RE your combat system. Just no for now, sorry.@44I'd love to include visuals, but I'm totally blind, so A: will never use them, and B: Can't see to even know if the code I'm writing works. Also, that's yet another system to manage, on my own.I hate to be "that guy", but if you want images or anything else, and I don't have the inclination to implement it, the best way to ensure it makes its way into the engine is to code it yourself and submit a pull request.

URL: https://forum.audiogames.net/post/612360/#p612360




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Re: Earwax Story Builder

2021-02-03 Thread AudioGames . net Forum — Developers room : pates via Audiogames-reflector


  


Re: Earwax Story Builder

Hi, I have next, small idea.Can you add image displaying? I know, for blind users this isn't useful, but for sighted, this can give us more users.

URL: https://forum.audiogames.net/post/612347/#p612347




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Re: Earwax Story Builder

2021-02-02 Thread AudioGames . net Forum — Developers room : pates via Audiogames-reflector


  


Re: Earwax Story Builder

42.Wchich line?And yes, I know, this isn't easy, but if you can, please add combat system. Simple, or better, just combat system. K?

URL: https://forum.audiogames.net/post/612214/#p612214




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Re: Earwax

2021-02-02 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Earwax

@157You couldn't code something with the well documented parts of the system could you? Had to be bloody awkward! So there is an issue for me (anyone really) to create some sound tutorials.The basic idea is:from earwax import BufferCache, SoundManager, Sound, Point

# Create a buffer cache:

buffer_cache: BufferCache = BufferCache(1024 ** 3)
# Create a manager.
m: SoundManager = SoundManager(ctx, buffer_cache=buffer_cache)

path: Path = Path('sound.wav')

# Play an unpanned sound:
unpanned_sound: Sound = m.play_path(path)

# Play a stereo sound (panned hard right):

Stereo_sound: Sound = m.play_path(path, position=1.0)

# Play a spacial sound (at coordinates (3.0, 4.0, 5.0)):
spacial_sound: Sound = m.play_path(path, position=Point(3.0, 4.0, 5.0))You can specify any argument of Sound.__init__ when using the SoundManager.play_* methods. Also, a sound manager allows you to se defaults for all of them.There are already a couple of sound managers available on earwax.Game instances: interface_sound_manager, ambiance_sound_manager, and music_sound_manager. The latter 2 will automatically loop their sounds (unless you specify looping=False).Hopefully that's enough to be getting on with.

URL: https://forum.audiogames.net/post/612187/#p612187




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Re: Earwax Story Builder

2021-02-02 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Earwax Story Builder

@40Ah yes, well... that's because I did a recent update and removed the panning strategy your story expects.Find the line in your YAML file, and just delete it. That should set it back to default.@41I will do, if (and only if) I can think up a really good way to do it, that gives everyone a little of what they want. Otherwise I'm simply adding a system that 1 out of 10 people will actually use. Earwax is getting to be a pretty big project, and I'm struggling to maintain the systems I've already got, without adding something that'll only be used by a very small subset of users.To be clear: you're not asking for something simple. If this was "make sounds that'll play every so often", I'd think about it (am already thinking about it). You're asking me to implement NPC's, implement stats, implement death, implement classes, implement skills, or spells, or whatever. Implement a system that isn't boring. Implement points, or something to make the combat worthwhile.You get the idea.

URL: https://forum.audiogames.net/post/612184/#p612184




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Re: Earwax Story Builder

2021-02-02 Thread AudioGames . net Forum — Developers room : pates via Audiogames-reflector


  


Re: Earwax Story Builder

K, this is the error.INFO:earwax.cmd.subcommands.story.edit_story:Attempting to load worl file maw.yaml.                                     INFO:Untitled World:Created logger.                                                                                     WARNING:Untitled World:There is no way to access the first_room (#first_room) room.                                     INFO:Untitled World:Creating .                                               UserWarning: Using SDL2 binaries from pysdl2-dll 2.0.14                                                                 Traceback (most recent call last):                                                                                        File "a:\program files\python39\lib\runpy.py", line 197, in _run_module_as_main                                           return _run_code(code, main_globals, None,                                                                            File "a:\program files\python39\lib\runpy.py", line 87, in _run_code                                                      exec(code, run_globals)                                                                                               File "A:\Program Files\Python39\Scripts\earwax.exe\__main__.py", line 7, in                                     File "a:\program files\python39\lib\site-packages\earwax\cmd\main.py", line 233, in cmd_main                              return args.func(args)                                                                                                File "a:\program files\python39\lib\site-packages\earwax\cmd\subcommands\story.py", line 300, in edit_story               return play_story(args, edit=True)                                                                                    File "a:\program files\python39\lib\site-packages\earwax\cmd\subcommands\story.py", line 279, in play_story               game.run(window, initial_level=ctx.get_main_menu())                                                                   File "a:\program files\python39\lib\site-packages\earwax\game.py", line 670, in run                                     File "a:\program files\python39\lib\site-packages\earwax\game.py", line 670, in run                                       game.run(window, initial_level=ctx.get_main_menu())                                                                     self.finalise_run()                                                                                                   File "a:\program files\python39\lib\site-packages\earwax\game.py", line 612, in finalise_run                              self.dispatch_event('before_run')                                                                                     File "a:\program files\python39\lib\site-packages\pyglet\event.py", line 408, in dispatch_event                           if handler(*args):                                                                                                    File "a:\program files\python39\lib\site-packages\earwax\story\context.py", line 115, in before_run                       self.game.audio_context.panner_strategy = PannerStrategy[                                                             File "a:\program files\python39\lib\enum.py", line 355, in __getitem__                                                    return cls._member_map_[name]                                                                                       KeyError: 'best'

URL: https://forum.audiogames.net/post/612181/#p612181




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Re: Earwax Story Builder

2021-02-02 Thread AudioGames . net Forum — Developers room : pates via Audiogames-reflector


  


Re: Earwax Story Builder

Chris, I don't think about sablelike tool, but, ok. Please, add simple system. Mana, levels, abilities armory, or lvl. The lvl's are really, really good and if you can't or won't add full rpg combat, add simple exp level battle system with str and def stats, and of course hp .

URL: https://forum.audiogames.net/post/612182/#p612182




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Re: Earwax

2021-02-02 Thread AudioGames . net Forum — Developers room : amerikranian via Audiogames-reflector


  


Re: Earwax

@155-6, your partial issue here is that board games are a tricky beast to write. I'll sit on this for a bit, I'm still tampering with my own creation. We'll see what comes of my efforts, I have an interesting recursion bug to squash, but hopefully I'll have something workable by the end of the week, I'm juggling code and a research paper, the former being much more fun than the latter. My hope is to finish my current project by the end of the week and then try and bring back a game which is currently unavailable do to the lack of a server to register its demo for. If it sounds as dumb as it looks, that's because it is.In general, though, I'd appreciate some notes on sound management. Lucky Thirteen only uses mono sounds, but what if I want them to play in 2 or 3D space? How is music and ambience management different from your typical sound handling?

URL: https://forum.audiogames.net/post/612161/#p612161




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Re: Earwax

2021-02-02 Thread AudioGames . net Forum — Developers room : amerikranian via Audiogames-reflector


  


Re: Earwax

@155, your partial issue here is that board games are a tricky beast to write. I'll sit on this for a bit, I'm still tampering with my own creation. We'll see what comes of my efforts, I have an interesting recursion bug to squash, but hopefully I'll have something workable by the end of the week, I'm juggling code and a research paper, the former being much more fun than the latter. My hope is to finish my current project by the end of the week and then try and bring back a game which is currently unavailable do to the lack of a server to register its demo for. If it sounds as dumb as it looks, that's because it is.

URL: https://forum.audiogames.net/post/612161/#p612161




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Re: Earwax Story Builder

2021-02-02 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Earwax Story Builder

@38Does the editor appear? or does it crash?About the combat system: You don't want much, do you? I feel like your outline is quite ambitious, and is probably beyond the purview of what Earwax should offer natively. Absolutely no reason why someone couldn't and shouldn't create a Sable-like tool, but that person ain't going to be me for a good while yet.

URL: https://forum.audiogames.net/post/612154/#p612154




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Re: Earwax Story Builder

2021-02-02 Thread AudioGames . net Forum — Developers room : pates via Audiogames-reflector


  


Re: Earwax Story Builder

Chris, ok.I'm creating new file with command.earwax story newNext, I'm opening this file with command.earwax story editNext, program gives me this error. What I must do?About the battle system, I like rpg one. Turnbased, with learnable skills or spells, with levels, experience, equipment, mana, etc.

URL: https://forum.audiogames.net/post/612123/#p612123




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Re: Earwax Story Builder

2021-02-02 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Earwax Story Builder

@36You need to create more rooms, and link them together with exits.How would you like a combat system to work? I'm not apposed to adding one, I just want it to be fairly interesting, and of course configurable.

URL: https://forum.audiogames.net/post/612117/#p612117




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Re: Earwax

2021-02-02 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Earwax

@154OK, I just uploaded a new version with that change.

URL: https://forum.audiogames.net/post/612116/#p612116




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Re: Earwax Story Builder

2021-02-02 Thread AudioGames . net Forum — Developers room : pates via Audiogames-reflector


  


Re: Earwax Story Builder

35.Yes, but I'm only opening the freshly created file. So, what I must do after creating new file?And, please, add the battle system.

URL: https://forum.audiogames.net/post/612111/#p612111




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Re: Earwax

2021-02-02 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Earwax

@154Honestly, most of your post is going right over my head haha. I'm sure this is more to do with the fact that I don't know much about board games, rather than your explanation.So I'll remove the call to populate in __attrs_post_init__, sinc ethat would seem to be stupid.Secondly, if I were writing Monopoly, I'd create the state first, because your properties, and jail ETC never move. I've honestly never thought about board games where the board expands as you move.I'm happy for you to submit whatever changes (or even a new class) you think are necessary to make Earwax do what you want. It's probably pointless asking me to do it because I just don't understand enough about what you want, and I've got loads of other bits going on, namely additions I want to make to the story builder, and the map editor, as well as starting work on a game I've been meaning to do myself.Finally, are you sure you need to move tiles? That seems like a really odd thing to do... I mean, when I say board games, I'm thinking Monopoly, scrabble, ches. I can't think of a single use case where one would need to change anything about a given tile, apart from the data it contains.

URL: https://forum.audiogames.net/post/612089/#p612089




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Re: Earwax Story Builder

2021-02-02 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Earwax Story Builder

@34There is no combat system implemented.I kind of wanted to make something battle-free, since I figured that anyone wanting combat would rather code their own system, so every fight isn't the same.Also, you're getting that warning because you have no entrances into the first room. The first room is probably the only room in your story though, so it might not be a problem.

URL: https://forum.audiogames.net/post/612088/#p612088




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Re: Earwax Story Builder

2021-02-01 Thread AudioGames . net Forum — Developers room : pates via Audiogames-reflector


  


Re: Earwax Story Builder

Can I add battle with this tool?I have this message. WARNING:Untitled World:There is no way to access the first_room (#first_room) room.

URL: https://forum.audiogames.net/post/612067/#p612067




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Re: Earwax Story Builder

2021-02-01 Thread AudioGames . net Forum — Developers room : pates via Audiogames-reflector


  


Re: Earwax Story Builder

Can I add battle with this tool?

URL: https://forum.audiogames.net/post/612061/#p612061




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Re: Earwax

2021-02-01 Thread AudioGames . net Forum — Developers room : amerikranian via Audiogames-reflector


  


Re: Earwax

@153, Oh, oopsy, I missed that.Okay, so now that I have a bit more time, I'll address your questions as to the boards. The way I see it, you're doubling up on the information in the class. You have the points and tiles. I could easily do this:for row in range(board.size.x):
for column in range(board.size.y):
#I can do one more loop for z, but I would just access the tiles like so: board.tiles[x][y][z?]This is, in fact, what your get_tile function does, it just accepts a point as a parameter. It never uses populated_points beyond instantiation and extension when new tiles are added. I see little use for this, but perhaps you can elaborate on this? Why wouldn't the tiles work for snakes and ladders?Re, updating the board. If a tile is empty or has been moved to a new side of the board, the point with the old coordinates will be invalid, hence the need for double update.Regarding a call to populate. I honestly would remove the call in __attrs_post_init__ as it causes confusion. An example of this is as follows (Guess how I know about this?):#In some class:
self.total_tile_count: int = 0
self.max_tiles: int = 0
def __attrs_post_init__(self):
#Populate gets called here
super().__init__()
self.max_tiles = self.size.x * self.size.y

def populate(self) -> bool:
if self.total_tile_count >= self.max_tiles:
return False
#StuffThis presents an interesting issue, one which is not so obvious at a brief glance: Your max_tiles is 0 when populate gets called. As such, since the total_tile_count variable is 0, the if condition is triggered and the function fails, leaving you with an empty board. However, if you remove the call to populate in the base class, you would remove the confusion and make the user call populate when they absolutely know that their data is complete. I stumbled into that and was very very confused when printing variables because they appeared to magically reset only for the initial function call.Your board is also semi-specific. I feel like it could work for games similar nature to lucky thirteen, but take monopoly, for instance. You reserve a list for the third dimention regardless of game type. I myself, for instance, am building a game which takes place on a 2d matrix only, and having to do self.tiles[x][y][0] looks like it overcomplicates the way the data is stored. You also assume that the board is going to always be full at the start of the game, which is not the case. Take 2048, for example. The game starts with 1 nonempty tile and progressively adds more as the game progresses. With your board, one must write a dummy tile builder function, something like lambda p: [], and then go through and place what the board starts with. Finally, if my board was unique, I'm going to go back to the monopoly example, I can't imagine using your game board class to store the objects because the tile builder function would have to have some sort of a state to hang onto in order to progressively feed populate with new data. I might as well override methods on the class and do it by hand.Finally, concerning negative coordinates. The reason why I was raising this issue is for the fact that, you're right, I would typically handle this in code. However, I have yet seen a board which employs negative indexes. Most of the games I've made concerning this genre either complained about negative indexes because -1 is not next to 0. Besides, if the board raises an exception for negative values, your fetch_neighbors function would just be a loop through all valid directions trying to read a tile at the current position wrapped in a try/except block. If you have personally relied on negative indexes do let me know, I'm vaguely curious.That all being said, I still like the GameBoard class, I just think it is aimed at a specific board game genre rather than try to adopt for general use. Take what I write with a grain of salt -- probably a lot of it -- because like I said, the class does come with support for stacks of tiles like in Lucky Thirteen or Backgammon.

URL: https://forum.audiogames.net/post/612029/#p612029




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Re: Earwax

2021-02-01 Thread AudioGames . net Forum — Developers room : amerikranian via Audiogames-reflector


  


Re: Earwax

@153, Oh, oopsy, I missed that.Okay, so now that I have a bit more time, I'll address your questions as to the boards. The way I see it, you're doubling up on the information in the class. You have the points and tiles. I could easily do this:for row in range(board.size.x):
for column in range(board.size.y):
#I can do one more loop for z, but I would just access the tiles like so: board.tiles[x][y][z?]This is, in fact, what your get_tile function does, it just accepts a point as a parameter. It never uses populated_points beyond instantiation and extension when new tiles are added. I see little use for this, but perhaps you can elaborate on this? Why wouldn't the tiles work for snakes and ladders?Re, updating the board. If a tile is empty or has been moved to a new side of the board, the point with the old coordinates will be invalid, hence the need for double update.Regarding a call to populate. I honestly would remove the call in __attrs_post_init__ as it causes confusion. An example of this is as follows (Guess how I know about this?):#In some class:
self.total_tile_count: int = 0
self.max_tiles: int = 0
def __attrs_post_init__(self):
#Populate gets called here
super().__init__()
self.max_tiles = self.size.x * self.size.y

def populate(self) -> bool:
if self.total_tile_count >= self.max_tiles:
return False
#StuffThis presents an interesting issue, one which is not so obvious at a brief glance: Your max_tiles is 0 when populate gets called. As such, since the total_tile_count variable is 0, the if condition is triggered and the function fails, leaving you with an empty board. However, if you remove the call to populate in the base class, you would remove the confusion and make the user call populate when they absolutely know that their data is complete. I stumbled into that and was very very confused when printing variables because they appeared to magically reset only for the initial function call.Your board is also semi-specific. I feel like it could work for games similar nature to lucky thirteen, but take monopoly, for instance. You reserve a list for the third dimention regardless of game type. I myself, for instance, am building a game which takes place on a 2d matrix only, and having to do self.tiles[x][y][0] looks like it overcomplicates the way the data is stored. You also assume that the board is going to always be full at the start of the game, which is not the case. Take 2048, for example. The game starts with 1 empty tile and progressively adds more as the game progresses. With your board, one must write a dummy tile builder function, something like lambda p: [], and then go through and place what the board starts with. Finally, if my board was unique, I'm going to go back to the monopoly example, I can't imagine using your game board class to store the objects because the tile builder function would have to have some sort of a state to hang onto in order to progressively feed populate with new data. I might as well override methods on the class and do it by hand.Finally, concerning negative coordinates. The reason why I was raising this issue is for the fact that, you're right, I would typically handle this in code. However, I have yet seen a board which employs negative indexes. Most of the games I've made concerning this genre either complained about negative indexes because -1 is not next to 0. Besides, if the board raises an exception for negative values, your fetch_neighbors function would just be a loop through all valid directions trying to read a tile at the current position wrapped in a try/except block. If you have personally relied on negative indexes do let me know, I'm vaguely curious.That all being said, I still like the GameBoard class, I just think it is aimed at a specific board game genre rather than try to adopt for general use. Take what I write with a grain of salt -- probably a lot of it -- because like I said, the class does come with support for stacks of tiles like in Lucky Thirteen or Backgammon.

URL: https://forum.audiogames.net/post/612029/#p612029




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Re: Earwax

2021-02-01 Thread AudioGames . net Forum — Developers room : amerikranian via Audiogames-reflector


  


Re: Earwax

@153, Oh, oopsy, I missed that.Okay, so now that I have a bit more time, I'll address your questions as to the boards. The way I see it, you're doubling up on the information in the class. You have the points and tiles. I could easily do this:for row in range(board.size.x):
for column in range(board.size.y):
#I can do one more loop for z, but I would just access the tiles like so: board.tiles[x][y][z?]This is, in fact, what your get_tile function does, it just accepts a point as a parameter. It never uses populated_points beyond instantiation and extension when new tiles are added. I see little use for this, but perhaps you can elaborate on this? Why wouldn't the tiles work for snakes and ladders?Re, updating the board. If a tile is empty or has been moved to a new side of the board, the point with the old coordinates will be invalid, hence the need for double update.Regarding a call to populate. I honestly would remove the call in __attrs_post_init__ as it causes confusion. An example of this is as follows (Guess how I know about this?):#In some class:
self.total_tile_count: int = 0
self.max_tiles: int = 0
def __attrs_post_init__(self):
#Populate gets called here
super().__init__()
self.max_tiles = self.size.x * self.size.y

def populate(self) -> bool:
if self.total_tile_count >= self.max_tiles:
return False
#StuffThis presents an interesting issue, one which is not so obvious at a brief glance: Your max_tiles is 0 when populate gets called. As such, since the total_tile_count variable is 0, the if condition is triggered and the function fails, leaving you with an empty board. However, if you remove the call to populate in the base class, you would remove the confusion and make the user call populate when they absolutely know that their data is complete. I stumbled into that and was very very confused when printing variables because they appeared to magically reset only for the initial function call.Your board is also semi-specific. I feel like it could work for games similar nature to lucky thirteen, but take monopoly, for instance. You reserve a list for the third dimention regardless of game type. I myself, for instance, am building a game which takes place on a 2d matrix only, and having to do self.tiles[x][y][0] looks like it overcomplicates the way the data is stored. You also assume that the board is going to always be full at the start of the game, which is not the case. Take 2048, for example. The game starts with 1 empty tile and progressively adds more as the game progresses. With your board, one must write a dummy tile builder function, something like lambda p: [], and then go through and place what the board starts with. Finally, if my board was unique, I'm going to go back to the monopoly example, I can't imagine using your game board class to store the objects because the tile builder function would have to have some sort of a state to hang onto in order to progressively feed populate with new data. I might as well override methods on the class and do it by hand.Finally, concerning negative coordinates. The reason why I was raising this issue is for the fact that, you're right, I would typically handle this in code. However, I have yet seen a board which employs negative indexes. Most of the games I've made concerning this genre either complained about negative indexes because -1 is not next to 0. Besides, if the board raises an exception for negative values, your fetch_neighbors function would just be a loop through all valid directions trying to read a tile at the current position wrapped in a try/except block. If you have personally relied on negative indexes do let me know, I'm vaguely curious.That all being said, I still like the GameBoard class, I just think it is aimed at a specific board game genre rather than try to adopt for general use. Take what I write with a grain of salt -- probably a lot of it -- because like I said, the class does come with support for stacks of tiles like Lucky Thirteen or Backgammon.

URL: https://forum.audiogames.net/post/612029/#p612029




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Re: Earwax

2021-02-01 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Earwax

@152commit 2c4d8335ca9cd5da4f6948bed1eaa48c5e39c7ad (tag: 2026.0.0)Author: Chris Norman Date:   Mon Feb 1 14:02:34 2021 +    Renamed the on_move event to on_move_success.commit 722e20e3dc3b09620777baad6b3f0dca62130a12Author: Chris Norman Date:   Mon Feb 1 13:49:05 2021 +    Update the sound system to use the Synthizer event system. Closes #19.

URL: https://forum.audiogames.net/post/611990/#p611990




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Re: Earwax

2021-02-01 Thread AudioGames . net Forum — Developers room : amerikranian via Audiogames-reflector


  


Re: Earwax

What exactly changed?  The last commit shows the addition of destroyed property

URL: https://forum.audiogames.net/post/611885/#p611885




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Re: Earwax

2021-02-01 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Earwax

So I've just made what I hope will be the last breaking change for a while.Obviously there's the new sound stuff to keep up with Synthizer's event system, but also I realised one of Earwax's events was conflicting with a Pyglet event.@amerikranian: The event in question was on_move, used by both the BoxLevel and GameBoard classes, so this one will effect you personally.Please report any issues.

URL: https://forum.audiogames.net/post/611839/#p611839




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Re: Earwax

2021-01-31 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Earwax

@149You mean you want get_tile to raise an error if negative coordinates are passed? I can certainly do that, if that's what you want. Shouldn't you be checking for that in your own code though?@148I feel like this could be better achieved by subclassing:class MyLevel(Level):
self.state = 'stationary'

def __attrs_post_init__(self) -> None:
self.action(...)(self.forwards)
self.action(...)(self.backwards)

def forwards(self) -> None:
if self.state == 'backwards':
# Complain

def backwards(self) -> None:
if self.state == 'forwards':
# Complain@147Honestly, I'm glad you're using the game board class. I wrote it for Lucky 13, then never touched it since. You write as many board games as you like! So without GameBoard.populated_points, how else would you drag out a list of all the tiles?I mean, say you were writing something like snakes and ladders, wouldn't it make sense to generate your board, then do something like:for x in range(num_snakes):
snake_start_index: int = randint(1, len(board.populated_points) - 1)
snake_end_index: int = randint(0, snake_start_index)
generate_snake(board.get_tile(board.populated_points[snake_start_index]), board.get_tile(board.populated_points[snake_end_index]))
...Why would you need to update the tile and the point? You shouldn't be touching points. They are just there so you've got a record of what points have been generated by GameBoard.populate.In the strange case of the double call to populate, honestly I just did what worked at the time.It sounds like you've got much more experience with board games than I do, so I'm happy to listen to any and all suggestions you can throw at me.Would it make sense to only call populate when the level is pushed? I initially thought the tiles should be cleared when the level is popped, but that's a terrible idea, because you might want the ability to go back to that board the way it was when it was last left. If you've got mini games or whatever.

URL: https://forum.audiogames.net/post/611731/#p611731




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Re: Earwax

2021-01-31 Thread AudioGames . net Forum — Developers room : amerikranian via Audiogames-reflector


  


Re: Earwax

@148, I feel like that is too game specific, and you can also subclass the action class yourself and allow it to accept categories.@chrisnorman7, I'm done for the day with this thing. Didn't get a lot done, too busy reading through the code to find what I needed for most of the day, but I've made progress. One last thing before I go to bed: Consider changing gameboard class to optionally (perhaps by default) raise an exception for negative coordinates. I had a function for fetching neighbors and using get_tile lead to a situation where a multitude of cells in the negative range would get picked up. This wouldn't mess with the wrapping at all (I'm assuming you do something like if x >= len(self.size): x=0, so the number never goes into the negatives).

URL: https://forum.audiogames.net/post/611721/#p611721




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Re: Earwax

2021-01-31 Thread AudioGames . net Forum — Developers room : BoundTo via Audiogames-reflector


  


Re: Earwax

Brainstormed idea. What if you could optionally assign a tag/category to actions when you create them? Alongside being able to set categories to only allow one type of action at a time, you could use categories to potentially organize the actions menu into submenus. (which could be helpful if a level has a lot of actions)

URL: https://forum.audiogames.net/post/611708/#p611708




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Re: Earwax

2021-01-31 Thread AudioGames . net Forum — Developers room : amerikranian via Audiogames-reflector


  


Re: Earwax

So as promised, I'm working on a prototype of a game with this. It's, yup, surprise, another board game! I'm hoping to include this as a sort of a larger example of subclassing in the repo, or at least hoping for the addition of a link to my Github repository, sort of "Here's how you'd do this" type of thing. So far, we don't have sounds yet, but at least it runs! I promise I'll try something that is not a board game... at some point. I'm quite a fan of this genre myself.This does bring me to an interesting dilemma, however. I see that the board has an attribute called "populated_points" or something of that nature which stores all the point objects generated by the board. My question is... why? The class seems to do it for the sake of doing so, making updating both the point and the tile a semi-painful task, one which I for now choose to ignore because like I said, the class never uses the point objects.Re, double call to populate. Am I correct in the understanding that you do this because your objects are left over after the game finishes?

URL: https://forum.audiogames.net/post/611676/#p611676




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Re: Earwax

2021-01-31 Thread AudioGames . net Forum — Developers room : amerikranian via Audiogames-reflector


  


Re: Earwax

So as promised, I'm working on a prototype of a game with this. It's, yup, surprise, another board game! I'm hoping to include this as a sort of a larger example of subclassing in the repo, or at least hoping for the addition of a link to my Github repository, sort of "Here's how you'd do this" type of thing. So far, we don't have sounds yet, but at least it runs! I promise I'll try something that is not a board game... at some point. I'm quite a fan of this genre myself.This does bring me to an interesting dilemma, however. I see that the board has an attribute called "populated_points" or something of that nature which stores all the point objects generated by the board. My question is... why? The class seems to do it for the sake of doing so, making updating both the point and the tile a semi-painful task, one which I for now choose to ignore because like I said, the class never uses the point objects.

URL: https://forum.audiogames.net/post/611676/#p611676




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Re: Earwax

2021-01-31 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Earwax

@145yes, you're right, populate is getting called twice... I'm thinking maybe it should call itself on on_push...The reason I made an on_push event in the Lucky 13 source is so that if you decide to play again, you aren't greeted by an empty grid.@144No, not natively. You could of course check some kind of state.I intentionally wanted you to be able to trigger multiple actions simultaneously, so that you could for example check coordinates while you walked.If there's enough call for it, I could add some kind of "add_mutual_exclusion" method, so yu could ensure two actions never happen at the same time.Not something I'm too keen on doing for myself, but as I say, if enough people request it.@143Good idea RE the subclassing. I've added an issue.

URL: https://forum.audiogames.net/post/611654/#p611654




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Re: Earwax

2021-01-31 Thread AudioGames . net Forum — Developers room : amerikranian via Audiogames-reflector


  


Re: Earwax

So looking at the lucky thirteen's source, this seems to be a trend of my posts on this topic, I noticed something odd. Consider this:#lucky_thirteen.py
@board.event('on_push')
def board_on_push() -> None:
"""Speak the current tile."""
board.populate()
board.dispatch_event('on_move', Point(0, 0, 0))

#earwax\game_board.py
def __attrs_post_init__(self) -> None:
"""Populate the board."""
super().__attrs_post_init__()
self.populate()
func: Callable[..., Any]
for func in (self.on_move, self.on_move_fail):
self.register_event_type(func.__name__)Is it me, or is the populate call being done twice here? If so, why? Commenting either of them (well, technically one I've only tested lucky_thirteen), causes no difference in the gameplay. The numbers are still randomized. So, why would one need to call populate twice here?

URL: https://forum.audiogames.net/post/611637/#p611637




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Re: Earwax

2021-01-31 Thread AudioGames . net Forum — Developers room : BoundTo via Audiogames-reflector


  


Re: Earwax

I apologize if this has been answered before in the topic. I haven't looked through all of it. When I assign a level action to a key, is there anyway to prevent other specific actions from firing? In the map demo, for example both movement keys can be held down at the same time.

URL: https://forum.audiogames.net/post/611611/#p611611




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Re: Earwax

2021-01-31 Thread AudioGames . net Forum — Developers room : amerikranian via Audiogames-reflector


  


Re: Earwax

No, this is fine. I quite like the state stack, I just had a hard time figuring out subclassing. Perhaps add subclassed-version of your examples so people can get a taste for either of the two approaches? Adding a classic "Hello World" wouldn't be a bad thing, either. An application where the user presses space and hears the famous programming message. This will sort of give people a taste of the engine without overwhelming them with all the modules and such.I'm going to sit down and hack at this, see what I come up with.

URL: https://forum.audiogames.net/post/611604/#p611604




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Re: Earwax

2021-01-31 Thread AudioGames . net Forum — Developers room : amerikranian via Audiogames-reflector


  


Re: Earwax

No, this is fine. I quite like the state stack, I just had a hard time figuring out subclassing. Perhaps add subclassed-version of your examples so people can get a taste for either of the two approaches?I'm going to sit down and hack at this, see what I come up with.

URL: https://forum.audiogames.net/post/611604/#p611604




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Re: Earwax

2021-01-31 Thread AudioGames . net Forum — Developers room : amerikranian via Audiogames-reflector


  


Re: Earwax

No, this is fine. I quite like the state stack, I just had hard time figuring out subclassing. Perhaps add subclassed-version of your examples so people can get a taste for either of the two approaches?I'm going to sit down and hack at this, see what I come up with.

URL: https://forum.audiogames.net/post/611604/#p611604




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