Re: Let's talk about audiogame development environments

2015-12-17 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector


  


Re: Let's talk about audiogame development environments

Hm, where were the resources for basic on Blazy Note Takers, anyway? Had the idea of searching for "programming for the Braille 'n Speak" occurred to me back in 2000-2005, would I have found instructions?(Actually, I'm vaguely remembering trying something like that and getting stuck with the online version of the BNS 2000 help file, but I might be misremembering. Also, was this the sort of thing that required connecting a BNS to an external device to test? I never had an external floppy drive and trying Windisk just corrupted the data I was trying to back up. ... I still want that data, too.)

URL: http://forum.audiogames.net/viewtopic.php?pid=243007#p243007





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Re: Let's talk about audiogame development environments

2015-12-17 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector


  


Re: Let's talk about audiogame development environments

Hm, where were the resources for basic on Blazy Note Takers, anyway? Had the idea of searching for "programming for the Braille 'n Speak" occurred to me back in 2000-2005, would I have found instructions?(Actually, I'm vaguely remembering trying something like that and getting stuck with the online version of the BNS 2000 help file, but I might be misremembering. Also, was this the sort of thing that required connecting a BNS to an external device to test? I never had an external floppy drive and trying Windisk just corrupted the data I was trying to back up. ... I still want that data, too.)

URL: http://forum.audiogames.net/viewtopic.php?pid=243007#p243007





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Re: Let's talk about audiogame development environments

2015-12-17 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector


  


Re: Let's talk about audiogame development environments

Hm, where were the resources for basic on Blazy Note Takers, anyway? Had the idea of searching for "programming for the Braille 'n Speak" occurred to me back in 2000-2005, would I have found instructions?(Actually, I'm vaguely remembering trying something like that and getting stuck with the online version of the BNS 2000 help file, but I might be misremembering. Also, was this the sort of thing that required connecting a BNS to an external device to test? I never had an external floppy drive and trying Windisk just corrupted the data I was trying to back up. ... I still want that data, too.)

URL: http://forum.audiogames.net/viewtopic.php?pid=243007#p243007





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Re: Let's talk about audiogame development environments

2015-12-17 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector


  


Re: Let's talk about audiogame development environments

Hm, where were the resources for basic on Blazy Note Takers, anyway? Had the idea of searching for "programming for the Braille 'n Speak" occurred to me back in 2000-2005, would I have found instructions?(Actually, I'm vaguely remembering trying something like that and getting stuck with the online version of the BNS 2000 help file, but I might be misremembering. Also, was this the sort of thing that required connecting a BNS to an external device to test? I never had an external floppy drive and trying Windisk just corrupted the data I was trying to back up. ... I still want that data, too.)

URL: http://forum.audiogames.net/viewtopic.php?pid=243007#p243007





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Re: Let's talk about audiogame development environments

2015-12-16 Thread AudioGames . net Forum — Developers room : Hrvoje via Audiogames-reflector


  


Re: Let's talk about audiogame development environments

BNS BASIC required just a few external programs, run.bns which runs your compiled .bas files and compile.bns which compiles source files .src into binary .bas files.I also had Blazie disk drive device for transfering data from a floppy disk into a notetaker. Good memories. So I didn't necessarily have to use Windisk.I've downloaded both .bns files and just transfered them to my notetaker. Once you do that, you can write and run your code directly on a notetaker, no need to connect to a PC.Back in 2003., I found the manual for coding in BNS Basic, written by Daniel Zingaro. On his web site, I also found his BNS games there, and I found compile.bns and run.bns programs on other places on the web, as well as Blazie's FTP site. Unfortunately, I haven't used my BNS 2000 since 2006, and it's battery is gone a long time ago. I lost my serial cable as well, and my later computers didn't have floppy disk drives built-in, so I found useless to
  continue using the notetaker.

URL: http://forum.audiogames.net/viewtopic.php?pid=243009#p243009





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Re: Let's talk about audiogame development environments

2015-12-16 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector


  


Re: Let's talk about audiogame development environments

Hm, where were the resources for basic on Blazy Note Takers, anyway? Had the idea of searching for "programming for the Braille 'n Speak" occurred to me back in 2000-2005, would I have found instructions?(Actually, I'm vaguely remembering trying something like that and getting stuck with the online version of the BNS 2000 help file, but I might be misremembering. Also, was this the sort of thing that required connecting a BNS to an external device to test? I never had an external floppy drive and trying Windisk just corrupted the data I was trying to back up. ... I still want that data, too.)

URL: http://forum.audiogames.net/viewtopic.php?pid=243007#p243007





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Re: Let's talk about audiogame development environments

2015-12-15 Thread AudioGames . net Forum — Developers room : Hrvoje via Audiogames-reflector


  


Re: Let's talk about audiogame development environments

Hello,My first serious attempts to do programming was in late 2003 when I've learned BASIC programming language for Blazie notetakers when I've used Braille 'n Speak. And I wrote two little apps and one game with it. I was trying to find a BASIC-like language for Windows programming, but all Windows BASIC compilers including VB6 were shareware on that time, and I was unable to buy them. I tried coding stuff in C++, but I found it too hard for my needs, so in late 2009 I found Lua scripting language and I liked it, though I gave up quickly because I didn't find enough additional libraries for it that I wanted. So I started learning Python, and that's where I'm now. My apps such as SkypeTalking and not yet released PrintList are all written in Python. I've also used autoHotKey for one of my apps, though it's not for game development. I even didn't know anything about BlastBay and BGT until mid 2015, so I've decided to give it a
  try as well for writing my games.Regarding other programming languages:I've tried C# with Visual Studio 2008 express, but I didn't feel so good with it like I am with Python.I found Pure Basic very interesting and easy, but unfortunately I can't buy it at this time, since 79 euros is currently for me, well, too much.Also, one of quite interesting programming languages to me is Pascal, and there are free compilers for it as well, and there are even Pascal libraries for making games. I think Pascal is also good for a beginner.The biggest problem for me is that in my country there are just a fiew blind people who really know programming, and what they're doing are mainly JAWS scripts, so I've learned everything on my own by using online tutorials and books.Currently Python is the most satisfactory to me, since I wrote the most of my code in this language, but I always like to try other languages as well.

URL: http://forum.audiogames.net/viewtopic.php?pid=242906#p242906





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Re: Let's talk about audiogame development environments

2015-11-15 Thread AudioGames . net Forum — Developers room : nuno69 via Audiogames-reflector


  


Re: Let's talk about audiogame development environments

Is there a specyfic library to make audiogames in PB?

URL: http://forum.audiogames.net/viewtopic.php?pid=238683#p238683





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Re: Let's talk about audiogame development environments

2015-11-15 Thread AudioGames . net Forum — Developers room : sneak via Audiogames-reflector


  


Re: Let's talk about audiogame development environments

I've only ever developed anything with BGT, I tried to set up a java environment, but everything was so complicated that I figured it wasn't worth the effort. I've been considering getting python and pygames set up, but lately I just haven't had a lot of motivation to push forward with anything.I made a brain warp pc re-creation that turned out pretty well. I still have my Crimson Currents game I'm working on, though figuring out what to do as far as a story goes is pretty rough, the demo is somewhere in new releases. I've also an online multiplayer card game in the works, and a half assed drag racing engine somewhat working, though trying to make an engine loop that sounds good at all RPMs is really, really, really, really hard. I really hope I can sit  down sometime soon and hammer at least one of these out for you guys to enjoy.

URL: http://forum.audiogames.net/viewtopic.php?pid=238754#p238754





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Re: Let's talk about audiogame development environments

2015-11-15 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Let's talk about audiogame development environments

@32, no, there is not. There is FreeSL for audio environmental affects, but there is no library that actually will help you make audio games. I and a friend are working on one, but until it is complete (if it ever does get complete) you'll have to develop games manually. I do have books that teach you how to develop games in C++ using SDL and SFML, too, so if any of you are interested...

URL: http://forum.audiogames.net/viewtopic.php?pid=238760#p238760





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Re: Let's talk about audiogame development environments

2015-11-14 Thread AudioGames . net Forum — Developers room : nuno69 via Audiogames-reflector


  


Re: Let's talk about audiogame development environments

@orin,This is just, Elten api. It's a language.@Ethin: Where did you learn Pure basic? I can not find any tutorials

URL: http://forum.audiogames.net/viewtopic.php?pid=238584#p238584





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Re: Let's talk about audiogame development environments

2015-11-14 Thread AudioGames . net Forum — Developers room : GeneWarner via Audiogames-reflector


  


Re: Let's talk about audiogame development environments

Search for "Pure Basic: A Beginner's Guide" it's a pretty good book that will get you started.

URL: http://forum.audiogames.net/viewtopic.php?pid=238602#p238602





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Re: Let's talk about audiogame development environments

2015-11-13 Thread AudioGames . net Forum — Developers room : GeneWarner via Audiogames-reflector


  


Re: Let's talk about audiogame development environments

Ethin, in case you don't know and it matters to you, Pure Basic 5.40 has been released.

URL: http://forum.audiogames.net/viewtopic.php?pid=238518#p238518





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Re: Let's talk about audiogame development environments

2015-11-13 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Let's talk about audiogame development environments

Here is my developer setup. It's quite lengthy.First, I have Cygwin with GCC V 5.2.0 (manually compiled), with Binutils 2.25.1.Second, I have the Java Developer Kit, with the Javac compiler version 1.8.0_51 and java version "1.8.0_51", the Java(TM) SE Runtime Environment (build 1.8.0_51-b16), and the Java HotSpot(TM) 64-Bit Server VM (build 25.51-b03, mixed mode).Third, I have PureBASIC, version 5.31, both 32-bit and 64-bit.Fourth, I have three Python installations. They are as follows: Python 2.7.10 (default, May 23 2015, 09:44:00) [MSC v.1500 64 bit (AMD64)] on win32; Python 3.4.3 (v3.4.3:9b73f1c3e601, Feb 24 2015, 22:44:40) [MSC v.1600 64 bit (AMD64)] on win32; and Python 3.5.0 (v3.5.0:374f501f4567, Sep 13 2015, 02:27:37) [MSC v.1900 64 bit (AMD64)] on win32.Fifth, I have Ruby, Perl, etc. on Cygwin. Ruby is version ruby 2.2.3p173 (2015-08-18 revision 51636) [x86_64-cygwin], Perl is perl version 5.22.0.Sixth, I have the Visual S
 tudio 2015 Enterprise Edition IDE (unregistered) and the Visual Studio 2010 C/C++ IDE for C/C++ developers.I have not actually started any projects, because, put simply, I do not know what I should make. People are already making so many games--I don't know how I should contribute. If anyone has any ideas, that would be nice. Note: I am not a game developer. I am a software dev. Please keep that in mind.

URL: http://forum.audiogames.net/viewtopic.php?pid=238515#p238515





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Re: Let's talk about audiogame development environments

2015-11-09 Thread AudioGames . net Forum — Developers room : daigonite via Audiogames-reflector


  


Re: Let's talk about audiogame development environments

I've heard there are serious accessibility issues with Gamemaker. You might be able to use a different IDE such as parakeet though, but parakeet is no longer maintained. Game maker isn't really ideal since it can be a bit bloated and like Trajectory pointed out the sound engine is not the best and isn't super flexible.Does anyone know anything about Unity? I've thought about making a 3D audio game/game on Steam using it where you survive in the wilderness as a person who was blinded in a plane crash. I have some ideas for building an audio engine in there but I don't know anything about Unity, so...

URL: http://forum.audiogames.net/viewtopic.php?pid=237942#p237942





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Re: Let's talk about audiogame development environments

2015-11-09 Thread AudioGames . net Forum — Developers room : nuno69 via Audiogames-reflector


  


Re: Let's talk about audiogame development environments

Hey Daigonita:Personally, I don't like unity because there are some interface restrictions. I recommend you Elten API, more details later.

URL: http://forum.audiogames.net/viewtopic.php?pid=237950#p237950





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Re: Let's talk about audiogame development environments

2015-11-09 Thread AudioGames . net Forum — Developers room : GeneWarner via Audiogames-reflector


  


Re: Let's talk about audiogame development environments

From my own experiences, I've come to the conclusion that unless you are just looking for a way to learn game making, you are better off avoiding the packaged game making software and just build your own set of tools and libraries. While it does entail more work, the benefit is that you end up with something that will meet all your needs. I've always found packaged game making software to be lacking in one area or another that were important to me.

URL: http://forum.audiogames.net/viewtopic.php?pid=237946#p237946





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Re: Let's talk about audiogame development environments

2015-11-09 Thread AudioGames . net Forum — Developers room : Orin via Audiogames-reflector


  


Re: Let's talk about audiogame development environments

When you were giving those code samples with Elten, what language is that?

URL: http://forum.audiogames.net/viewtopic.php?pid=237966#p237966





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Re: Let's talk about audiogame development environments

2015-11-09 Thread AudioGames . net Forum — Developers room : nuno69 via Audiogames-reflector


  


Re: Let's talk about audiogame development environments

And Yukio, where's this HSP english manual?I want to learn it anyways.

URL: http://forum.audiogames.net/viewtopic.php?pid=237908#p237908





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Re: Let's talk about audiogame development environments

2015-11-08 Thread AudioGames . net Forum — Developers room : Trajectory via Audiogames-reflector


  


Re: Let's talk about audiogame development environments

To above person talking about game maker: I had to use it in my college semester 1 fundamentals of programming course and let's just say needed a lot of help. You can use gml (code) to get around a lot of the gui but you'll still run in to usability issues. Then there's the fact that the audio support isn't particularely good (see object panning in Braillemon for an example). I too am working on an audio game library in c++ for my own use (for now anyway) which uses SDL under the hood. I just needed a feature set similar to that of BGT just without being limited to Windows.

URL: http://forum.audiogames.net/viewtopic.php?pid=237866#p237866





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Re: Let's talk about audiogame development environments

2015-11-07 Thread AudioGames . net Forum — Developers room : nuno69 via Audiogames-reflector


  


Re: Let's talk about audiogame development environments

Ah, OK. As for my environment I am using Eapi or ELtenapi if you want it this way.Languagee have buildin functions for binaural audio, screenreader support, sound interface system.It's in alpha stages now.

URL: http://forum.audiogames.net/viewtopic.php?pid=237629#p237629





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Re: Let's talk about audiogame development environments

2015-11-07 Thread AudioGames . net Forum — Developers room : nuno69 via Audiogames-reflector


  


Re: Let's talk about audiogame development environments

PS: You can use it like playgrounds on xscode in elten1. Log in2. Press f73. Type code like:beginspeech(Hello, world!")speech_waitendAnd press cctrl +Enter to eooxecute it. It will say "Hello, world!" and switch off.An other good examplebegin#In this example, we will set up a variable, then display it's value on the screenvariable = 100speech(variable.to_s)endThis program will display "100" then will swictch off.Why I used .to_s function?It convert numbers like 21 to twenty one. I don't know what it will do on english computer, the safest metod is just to not use .to_s.And I made one mistake at last example. What one? Tell me!

URL: http://forum.audiogames.net/viewtopic.php?pid=237634#p237634





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Re: Let's talk about audiogame development environments

2015-11-07 Thread AudioGames . net Forum — Developers room : nuno69 via Audiogames-reflector


  


Re: Let's talk about audiogame development environments

I am translating Elren Api course to english, but my english skills won't allow me to translate all thinks, but I will try making is as readable as I can

URL: http://forum.audiogames.net/viewtopic.php?pid=237638#p237638





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Re: Let's talk about audiogame development environments

2015-11-07 Thread AudioGames . net Forum — Developers room : nuno69 via Audiogames-reflector


  


Re: Let's talk about audiogame development environments

No, Ruby isn't needed here.And about "end" problem, here;'s the code.beginif 1 == 2print("One is equals two dwa.")endprint("This condition won't success, but this message is after it, so it iwill be displayed anyways.")end

URL: http://forum.audiogames.net/viewtopic.php?pid=237663#p237663





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Re: Let's talk about audiogame development environments

2015-11-07 Thread AudioGames . net Forum — Developers room : Orin via Audiogames-reflector


  


Re: Let's talk about audiogame development environments

Well, that's useful. I'll be interested in other things it can do. I like beginning and end for the program itself, but what about multiple things in a block, like two functions? Wouldn't want to end the script entirely prematurely. I suppose Learn Ruby the Hard Way would be useful here.

URL: http://forum.audiogames.net/viewtopic.php?pid=237662#p237662





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Re: Let's talk about audiogame development environments

2015-11-07 Thread AudioGames . net Forum — Developers room : GeneWarner via Audiogames-reflector


  


Re: Let's talk about audiogame development environments

I also use Pure Basic. I like it because its so easy to write code in and is every bit as powerful as C/C++, and the programs it generates are just as fast, if not faster.I've been programming with Pure Basic now for about 12 years. I migrated over from Power Basic which I found virtually unusable, to me, it seemed like an attempt to make a line number oriented DOS basic into a structured programming language for Windows. The end result was, in my opinion, yuck!I also use Visual Studio for C/C++ to maintain marketable programming skills for possible employment.I'm currently working on my own audio game engine, primarily for the challenge it represents and because I'll fully understand it when it is done. At present I don't envision ever releasing it, but that could change if I think its good enough. My intention, for now, is, for it to just be something I'll use for my own games.It's being developed in parallel with a coupl
 e of audio games I'm also working on. The game engine makes writing the games easier, and the game's needs drive the development of the engine.

URL: http://forum.audiogames.net/viewtopic.php?pid=237652#p237652





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Re: Let's talk about audiogame development environments

2015-11-07 Thread AudioGames . net Forum — Developers room : nuno69 via Audiogames-reflector


  


Re: Let's talk about audiogame development environments

Hi, the first part of ELten API course is here!ELTENAPIProgramming courseWHat is Elten Api?Elten api is a library written for ruby language, which allov to use alot of Elten's functions. It's written partially in Ruby, and partially in C++. It is quite compatible with these languages:RubyC++PythonLUAJava. This course shoves the basics of programming in Elten Api with ruby language.Code interpretingElten api applications can be written in three workmodesModulesModules are the core parts of the program added to ELten's main code. They are saved in Elten database and are launching with it. They add functionality to Elten. They can not work without it. Temp modules can be added using dev tool application.ProgramsPrograms are additional files, which can be executed from elten's menu. They can use all it's functions and use user data like u
 ser name. They can't work without Elten.ApplicationsApplications using Elten API are separate executables, which are using elten's libraries. They can not use some program's functions like user data, but they don't require Elten to work. Creating these apps requires other than devtool apps, and for using Elten's functions elten.dll library is used.SpecsBelow are specs of the library.Required RAM: 0,25 GBRequired CPU: 1,0 GHZNumber of threads: 5 for version 1.36 and newest for modules and programs..Recommended programming language: RubyUsed libraries: FMODEX, MSVCRT, SCREENREADERAPI, RGSS, ZLIBUsed compilator: GCCUsed header files: WINDOWS, DIRENT, STDLIB, RUBYIncluded libraries: Depents on compilation type.Screen resolution: : 640x480Predefined data:: Voice engine,, window,, voice selection, instancje i uchwyty, sound systems and interfaceRuby version: 1.8.7x86C
 hapter 1Input/OutputHello, world!It is a tradition to beginner programmer write a program, which will display "Hello, world! We won't make a difference.So, let's create a new project and write below code:beginprint("Hello World!")endNow launch it. The message box "Hello, world!" will be printed on the screen.Now a little explanation.Begin and end marks beginning and ending functions block. Now all you must know is that we'll use it for marking start and end of the program. The one function that we're calling is.Print("Hello World!")As we see, text is in parenseses and market with quotation marks. Most programming functions have parameeters or arguments.

URL: http://forum.audiogames.net/viewtopic.php?pid=237654#p237654





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Re: Let's talk about audiogame development environments

2015-11-06 Thread AudioGames . net Forum — Developers room : yukionozawa via Audiogames-reflector


  


Re: Let's talk about audiogame development environments

There is an English manual for HSP 2.5, but it's very old and the functionality is much less than 3.5.

URL: http://forum.audiogames.net/viewtopic.php?pid=237607#p237607





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Re: Let's talk about audiogame development environments

2015-11-06 Thread AudioGames . net Forum — Developers room : aaron via Audiogames-reflector


  


Re: Let's talk about audiogame development environments

I don't know how usable game maker studio is.@yukio: [[wow]] an fps project sounds fun.

URL: http://forum.audiogames.net/viewtopic.php?pid=237564#p237564





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Re: Let's talk about audiogame development environments

2015-11-06 Thread AudioGames . net Forum — Developers room : nuno69 via Audiogames-reflector


  


Re: Let's talk about audiogame development environments

Hi yukio? Is there a english tuttorial for HSP? This language is um, great. I know how to print text in it .

URL: http://forum.audiogames.net/viewtopic.php?pid=237590#p237590





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Re: Let's talk about audiogame development environments

2015-11-05 Thread AudioGames . net Forum — Developers room : mackrishi via Audiogames-reflector


  


Re: Let's talk about audiogame development environments

Hi guys, anyone herd of game maker studio?

URL: http://forum.audiogames.net/viewtopic.php?pid=237512#p237512





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Re: Let's talk about audiogame development environments

2015-10-24 Thread AudioGames . net Forum — Developers room : severestormsteve1 via Audiogames-reflector


  


Re: Let's talk about audiogame development environments

Hi,  I use Pure Basic for my environment, with some libraries and add-ons I've coded that make audio game development much less of a repetitive task. In addition, I've been writing a sort of RPG engine, mainly at this point for top down RPGs that include building, combat, and exploration. It's only 200 lines right now because I just recently began working on it, including structures such as building materials, objects, weapons, doors, characters, and rooms at the moment. This is not something I'll release to the public but it is meant to provide core functions for at least one rpg game I'm going to use it for. But S Quad Racing uses a lot of file-based content, and I think I've coded some odd 3 parsers for it, -- one for tracks, one for vehicles, and one for game options though this doesn't count since most games have game options built in.

URL: http://forum.audiogames.net/viewtopic.php?pid=236048#p236048





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Re: Let's talk about audiogame development environments

2015-10-24 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector


  


Re: Let's talk about audiogame development environments

I started with _javascript_ and Java. I switched to BGT because it did most of the same things, but more convenient, and it didn't have the distribution issues of Java.I'm trying to do stuff in Python, but the past 3 years have been an abomination.(I want a working braille display, but I don't have $1000, and DSB spent all of last year dodging my attempts to get a replacement. I'm not saying it will make a difference, but I am saying that mine died at some point in 2012-2013, and how much have I done since February 2013?)

URL: http://forum.audiogames.net/viewtopic.php?pid=236067#p236067





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Re: Let's talk about audiogame development environments

2015-10-24 Thread AudioGames . net Forum — Developers room : yukionozawa via Audiogames-reflector


  


Re: Let's talk about audiogame development environments

Hi Ian.[[wow]], 11 years? I'm really surprised to hear that.I've written OpenAL Header for HSP, but not using it yet because I'm on the learning stage. The Programmer's guide is so long that it takes hours to understand.I'm also working on an FPS, but this time, audio processing with BASS libraries. I'm personally disappointed with BASS 3D feature, so coded a 2d FPS panning engine for myself.

URL: http://forum.audiogames.net/viewtopic.php?pid=235983#p235983





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Re: Let's talk about audiogame development environments

2015-10-24 Thread AudioGames . net Forum — Developers room : yukionozawa via Audiogames-reflector


  


Re: Let's talk about audiogame development environments

Hi Ian.[[wow]], 11 years? I'm really surprised to hear that.I've written OpenAL Header for HSP, but not using it yet because I'm on the learning stage. The Programmer's guide is so long that it takes hours to understand.I'm also working on an FPS, but this time, audio processing with BASS libraries. I'm personally disappointed with BASS 3D feature, so coded 2d FPS panning engine for myself.

URL: http://forum.audiogames.net/viewtopic.php?pid=235983#p235983





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Re: Let's talk about audiogame development environments

2015-10-24 Thread AudioGames . net Forum — Developers room : Ian Reed via Audiogames-reflector


  


Re: Let's talk about audiogame development environments

What did you think of OpenAL's 3D feature as compared with Bass?Or as compared with your panning engine?I agree panning is disabled when using 3D sounds, but volume adjustments seem to work for me.The 3D sounds already do their own volume adjustment based on distance and direction, but it seems to use the volume value you set as the starting point.For instance I mute sounds behind walls by setting their volume to 0.And I can make them quieter by setting their volume to something less than 1, but I generally just leave that up to the 3D sound code since it knows about distance and rolloff better than I do.There is always the option of playing the sound in 2D, then you can control panning and volume is not changed based on 3D position since there isn't one.Obviously that defeats the purpose of having a 3D sound library to begin with.I'm happy to talk through any specific issues you are hitting, but it sounds like you 
 are good to go using your panning engine for at least your next game."If it ain't broke, don't fix it." 

URL: http://forum.audiogames.net/viewtopic.php?pid=235996#p235996





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Re: Let's talk about audiogame development environments

2015-10-24 Thread AudioGames . net Forum — Developers room : keyIsFull via Audiogames-reflector


  


Re: Let's talk about audiogame development environments

Does openAl soft support panning and hrtf? I know that openAl itself does. If it did, you could make a point-based map view for tb-maps, meaning to say you could view the map from the poitn of view of one of the tiles on it. This would mean that stuff to the left of the viewer was panned left and stuff to the right was panned right and behind and in front were handled as well  by hrtf. I think it could help people to plan out attack strategies/formations for complex maps. Just a thought.

URL: http://forum.audiogames.net/viewtopic.php?pid=236000#p236000





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Re: Let's talk about audiogame development environments

2015-10-24 Thread AudioGames . net Forum — Developers room : Ian Reed via Audiogames-reflector


  


Re: Let's talk about audiogame development environments

Yeah 11 years.Most of that was business programming, like desktop and web applications.I've only been doing audio games programming since some time in 2011, so about 4 or 5 years.Game programming certainly has its own set of challenges, so it has been a big learning experience.If you would like some help with OpenALSoft, I am happy to help over the phone sometime.Writing emails takes me too long, because I seem to have a bit of an OCD problem.We are already connected on skype, so just let me know.Are you wanting to use OpenALSoft or Bass?Or does that depend on how you feel about OpenALSoft's 3D feature once you've been able to test it in your own game?

URL: http://forum.audiogames.net/viewtopic.php?pid=235987#p235987





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Re: Let's talk about audiogame development environments

2015-10-24 Thread AudioGames . net Forum — Developers room : Ian Reed via Audiogames-reflector


  


Re: Let's talk about audiogame development environments

Yeah 11 years.Most of that was business programming, like desktop and web applications.I've only been doing audio games programming since some time in 2011, so about 3 or 4 years.Game programming certainly has its own set of challenges, so it has been a big learning experience.If you would like some help with OpenALSoft, I am happy to help over the phone sometime.Writing emails takes me too long, because I seem to have a bit of an OCD problem.We are already connected on skype, so just let me know.Are you wanting to use OpenALSoft or Bass?Or does that depend on how you feel about OpenALSoft's 3D feature once you've been able to test it in your own game?

URL: http://forum.audiogames.net/viewtopic.php?pid=235987#p235987





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Re: Let's talk about audiogame development environments

2015-10-24 Thread AudioGames . net Forum — Developers room : yukionozawa via Audiogames-reflector


  


Re: Let's talk about audiogame development environments

Yeah, I'll challenge it in the next project. Having something new makes the development fun and more challenging. Also, it seems that most of the problems are clear now, thanks to your info.At Key : Yes, openAL does support HRTF panning, but playing audio is a little bit complicated than other audio libraries in my opinion.

URL: http://forum.audiogames.net/viewtopic.php?pid=236016#p236016





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Re: Let's talk about audiogame development environments

2015-10-24 Thread AudioGames . net Forum — Developers room : yukionozawa via Audiogames-reflector


  


Re: Let's talk about audiogame development environments

Yeah, I'll challenge it in the next project. Having something new makes the development fun and more challenging.At Key : Yes, openAL does support HRTF panning, but playing audio is a little complicated than other audio libraries in my opinion.

URL: http://forum.audiogames.net/viewtopic.php?pid=236016#p236016





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Re: Let's talk about audiogame development environments

2015-10-24 Thread AudioGames . net Forum — Developers room : yukionozawa via Audiogames-reflector


  


Re: Let's talk about audiogame development environments

Yeah, I'll challenge it in the next project. Having something new makes the development fun and more challenging.At Key : Yes, openAL does support HRTF panning, but playing audio is a little bit complicated than other audio libraries in my opinion.

URL: http://forum.audiogames.net/viewtopic.php?pid=236016#p236016





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Re: Let's talk about audiogame development environments

2015-10-24 Thread AudioGames . net Forum — Developers room : Ian Reed via Audiogames-reflector


  


Re: Let's talk about audiogame development environments

Hi Yukio,It is very interesting to hear about your setup.  Thanks for sharing.I've been very impressed with what I've played of BK3, though I rarely find time for playing games, so I am not especially far in it.I use Visual Studio 2010 and C# with .NET Framework 4.0..NET 4.0 is the last version that supports Windows XP which is why I have not upgraded, but fortunately 4.0 is not that old and has many modern features.I've been programming in C# for about 11 years.I use git for source control, which allows me to easily share code with Craig Brett, who has been extremely helpful maintaining Tactical Battle and working on some features for my FPS.I have 3 major games that all share code in dlls I've written.Tactical Battle is the only one that is currently released.The other 2 are an FPS and an RPG, neither of which is released yet, though both are very far along in development.My line count for a
 ll 3 games and shared code is as follows:55406 total45409 code with 2940 inline comments.3046 blank2123 using statements2837 normal comments1991 code commentsI am glad to hear about your line count since it lets me know that mine is also in the ball park.The RPG also uses TypeScript for scripting game specific logic and has 8194 lines in the scripts folder as well as many more inline scripts in the content files.I created my own content file format and parser that you can see in Tactical Battle map creation.I've found this very helpful for spreading out the work among non programmer contributors and avoiding cluttering the core engine with game specific monsters, encounters, skills, effects, items, terrain, maps, and NPCs.I also use some third party libraries.Most notably OpenALSoft and LibSndFile for playing sounds, though Tactical Battle is still using DirectX.AudioVideoPlayback because it is older and 
 I haven't had a compelling reason to convert it yet.As an aside, I am now working on a new NVDA translation addon to let English speakers once again play your great games.

URL: http://forum.audiogames.net/viewtopic.php?pid=235977#p235977





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Re: Let's talk about audiogame development environments

2015-10-24 Thread AudioGames . net Forum — Developers room : yukionozawa via Audiogames-reflector


  


Re: Let's talk about audiogame development environments

I know how the openAL's 3d feature sounds. But one problem I'm wondering is how I can apply additional audio processing like muting or cutting volume of sound sources which are at the other side of the wall. Usually, if 3d functionality is enabled, I can't control the sources volume or pan manually.I have to test how these work in openAL, but I haven't done that because I've already completed my FPS panning engine with BASS. I'm really interested in 3d sound, but at least, it'll be from the next project, since I'll have to completely rewrite the audio engine.Your advices are very helpful for me, so I may ask questions if I run into trouble using the library.

URL: http://forum.audiogames.net/viewtopic.php?pid=235993#p235993





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Re: Let's talk about audiogame development environments

2015-10-24 Thread AudioGames . net Forum — Developers room : yukionozawa via Audiogames-reflector


  


Re: Let's talk about audiogame development environments

I know how the openAL's 3d feature sounds. But one problem I'm wondering is how I can apply additional audio processing like muting or cutting volume of sound sources which are at the other side of the wall. Usually, if 3d functionality is enabled, I can't control the sources volume or pan manually.I have to test how these work in openAL, but I haven't done that because I've already completed my FPS panning engine with BASS. I'm really interested in 3d sound, but at least, it'll be from the next project, since I'll have to completely rewrite the audio engine.

URL: http://forum.audiogames.net/viewtopic.php?pid=235993#p235993





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