Re: Bgt. Help with syncing screen reader speech with sounds

2020-01-21 Thread AudioGames . net Forum — Developers room : Dragons via Audiogames-reflector


  


Re: Bgt. Help with syncing screen reader speech with sounds

Are there audio guy for BGT? I'm trying to find it. But didn't see anywhere.

URL: https://forum.audiogames.net/post/494690/#p494690




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Re: Bgt. Help with syncing screen reader speech with sounds

2020-01-18 Thread AudioGames . net Forum — Developers room : Zarvox via Audiogames-reflector


  


Re: Bgt. Help with syncing screen reader speech with sounds

@2 I found where it is in the reference. Lol. I didn't think it would be in user interaction but hey here it is. Thanks for letting me know there was a reference for it

URL: https://forum.audiogames.net/post/493898/#p493898




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Re: Bgt. Help with syncing screen reader speech with sounds

2020-01-18 Thread AudioGames . net Forum — Developers room : Hijacker via Audiogames-reflector


  


Re: Bgt. Help with syncing screen reader speech with sounds

Seriously, read the BGT tutorial for this. Hint: screen_reader_speak_interrupt.

URL: https://forum.audiogames.net/post/493767/#p493767




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Bgt. Help with syncing screen reader speech with sounds

2020-01-17 Thread AudioGames . net Forum — Developers room : Zarvox via Audiogames-reflector


  


Bgt. Help with syncing screen reader speech with sounds

Hi. I have seen manamon do this, and crazy party do this.When a sound starts, the screen reader speaks a message. When the next message comes, the screen reader starts speaking that next message.In manamon, speaking the abilities get cut off because the sound is short.But in crazy party, the screen reader rarely gets cut off before the next sound plays. In fact, most of the time it waits to finish speaking before saying the next thing even if the sounds are jumping ahead.I am interested in learning how to do both of these systems. Both interrupting the speech for a new message when the next message starts, and not interrupting the speech even if the sounds are jumping ahead. Can someone please help me with either one of these 2 methods? It is good to know both. Thanks

URL: https://forum.audiogames.net/post/493724/#p493724




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Re: Bgt help topic reincarnation.

2016-08-05 Thread AudioGames . net Forum — Developers room : Ishan Dhami via Audiogames-reflector


  


Re: Bgt help topic reincarnation.

thanks maron for the help. ThanksIshan

URL: http://forum.audiogames.net/viewtopic.php?pid=272662#p272662





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Re: Bgt help topic reincarnation.

2016-08-05 Thread AudioGames . net Forum — Developers room : Ishan Dhami via Audiogames-reflector


  


Re: Bgt help topic reincarnation.

thanks maron for the help. ThanksIshan

URL: http://forum.audiogames.net/viewtopic.php?pid=272661#p272661





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Re: Bgt help topic reincarnation.

2016-08-03 Thread AudioGames . net Forum — Developers room : coltonhill01 via Audiogames-reflector


  


Re: Bgt help topic reincarnation.

that's more valid than his code, that would actually execute I believe.

URL: http://forum.audiogames.net/viewtopic.php?pid=272374#p272374





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Re: Bgt help topic reincarnation.

2016-08-01 Thread AudioGames . net Forum — Developers room : Merin via Audiogames-reflector


  


Re: Bgt help topic reincarnation.

I'm not the best coder by anymeans, so, someone willing to provide an actual answer may think I suck and show me a million different ways to do it, but, you could, in theory do this.string text;void main(){text = magic_wand();alert("Sarrah has the " + text + ".");}string magic_wand(){string magic = "magic";string wand = "wand";return (magic + " " + wand);}Alternatively, to make it more fun,void main(){string item = magic_wand("Giant", "Banana");alert("Sarah has the " + item + ".");}string magic_wand(string a = "magic", b = "wand"){return (a + " " + b + "");}I haven't tested this, and I may be way wrong due to my inexperience, but hey.  I tried .

URL: http://forum.audiogames.net/viewtopic.php?pid=271995#p271995





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Re: Bgt help topic reincarnation.

2016-07-30 Thread AudioGames . net Forum — Developers room : Ishan Dhami via Audiogames-reflector


  


Re: Bgt help topic reincarnation.

OK thanks Ishan

URL: http://forum.audiogames.net/viewtopic.php?pid=271604#p271604





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Re: Bgt help topic reincarnation.

2016-07-30 Thread AudioGames . net Forum — Developers room : visualstudio via Audiogames-reflector


  


Re: Bgt help topic reincarnation.

your declarations and usage are wrong!look at the manual

URL: http://forum.audiogames.net/viewtopic.php?pid=271580#p271580





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Re: Bgt help topic reincarnation.

2016-07-30 Thread AudioGames . net Forum — Developers room : Ishan Dhami via Audiogames-reflector


  


Re: Bgt help topic reincarnation.

Hi but I don't want to do that. I want to return these strings together. ThanksIshan

URL: http://forum.audiogames.net/viewtopic.php?pid=271457#p271457





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Re: Bgt help topic reincarnation.

2016-07-30 Thread AudioGames . net Forum — Developers room : visualstudio via Audiogames-reflector


  


Re: Bgt help topic reincarnation.

hi,your code is all wrongstring_magic or string_want are 2 different functions that return stringsyou need to declare eatch of them separatelyand return string in eatch of them

URL: http://forum.audiogames.net/viewtopic.php?pid=271438#p271438





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Bgt help topic reincarnation.

2016-07-30 Thread AudioGames . net Forum — Developers room : Ishan Dhami via Audiogames-reflector


  


Bgt help topic reincarnation.

Hi members, friends and expertees I want to know that how can I return a string in BGT? I am grasping the fundamentals of this engine here I write a stupid code it is really stupid and I think you can have a good laugh but I want to know how to amend this code the code goes here. void main()string x=string_magic(); string y=string_wand(); { alert("the strings are as follows","+x+"" and ""+y+""); }string string=magic wand() { return "sera got the magic wand"); }ThanksIshan

URL: http://forum.audiogames.net/viewtopic.php?pid=271408#p271408





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Re: BGT help please.

2016-07-06 Thread AudioGames . net Forum — Developers room : Ishan Dhami via Audiogames-reflector


  


Re: BGT help please.

Hi sneak! I have sent the intro message in Skype please accept my request. ThanksIshan

URL: http://forum.audiogames.net/viewtopic.php?pid=267079#p267079





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Re: BGT help please.

2016-07-06 Thread AudioGames . net Forum — Developers room : sneak via Audiogames-reflector


  


Re: BGT help please.

My skype is alexander16262, feel free to add me.

URL: http://forum.audiogames.net/viewtopic.php?pid=267012#p267012





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Re: BGT help please.

2016-07-06 Thread AudioGames . net Forum — Developers room : Ishan Dhami via Audiogames-reflector


  


Re: BGT help please.

Hi sneak! I am pretty much interested in programming can you help me through Skype? not you even any game developer please if any game developer is here or have Skype then please write down I will not want to creat a rubbish topics to asking a question over and over So please how it will be cool to contact any gamedev from Skype and any other service where both can talk and share Ideas. What do you think? ThanksIshan

URL: http://forum.audiogames.net/viewtopic.php?pid=266957#p266957





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Re: BGT help please.

2016-07-04 Thread AudioGames . net Forum — Developers room : sneak via Audiogames-reflector


  


Re: BGT help please.

In English, when you write something someone is saying, it's called a quote. You put a quotation mark at the beginning and end of the words the person is saying. Much in the same way you do when coding. I think what you are getting hung up on is it saying left quote. This is possibly a screen-reader feature that is meant to help you keep track of them all. To use quotes all you have to do is put an opening quote like this, ", press shift ', and then to end it just put another one, ".

URL: http://forum.audiogames.net/viewtopic.php?pid=266770#p266770





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Re: BGT help please.

2016-07-03 Thread AudioGames . net Forum — Developers room : Ishan Dhami via Audiogames-reflector


  


Re: BGT help please.

Hi sneak! are you available in Skype and other sites? because I find that this topic is growing day by day. If I started posting the same question maybe the mods will kick me out. I think it will be good if I can contact you off list. well as for my question. I want to know that how to perform the left quote. I only know the quote symbol which can be used by pressing shift and ' ThanksIshan

URL: http://forum.audiogames.net/viewtopic.php?pid=266729#p266729





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Re: BGT help please.

2016-07-03 Thread AudioGames . net Forum — Developers room : sneak via Audiogames-reflector


  


Re: BGT help please.

Ishan, can you clarify your question on post 13? I don't follow what you're asking. If you want to know how to perform a return, I can do that, but I'm not sure what the " you put in there is suppose to mean.

URL: http://forum.audiogames.net/viewtopic.php?pid=266724#p266724





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Re: BGT help please.

2016-07-03 Thread AudioGames . net Forum — Developers room : Trajectory via Audiogames-reflector


  


Re: BGT help please.

I wouldn't use MS Word; it's not designed for programming and will likely add formatting and other garbage which will cause problems for the script interpreter. You can simply use Notepad and save the files with a .bgt extention.The files do not have to be in BGT's install directory; you can simply hit enter on the script file to run it, or right-click (press applications) for more options.

URL: http://forum.audiogames.net/viewtopic.php?pid=266695#p266695





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Re: BGT help please.

2016-07-03 Thread AudioGames . net Forum — Developers room : nibar via Audiogames-reflector


  


Re: BGT help please.

hi, thanks for the tipsnow an other question, can i write the scripts in a word document and must it be in the bgt derectory before i can run it with the compiler?

URL: http://forum.audiogames.net/viewtopic.php?pid=266672#p266672





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Re: BGT help please.

2016-07-02 Thread AudioGames . net Forum — Developers room : Ishan Dhami via Audiogames-reflector


  


Re: BGT help please.

at post 12 Honestly I feel that this manual is a good one If I am not able to understand it is my fault not the incorrectness of manual.

URL: http://forum.audiogames.net/viewtopic.php?pid=266651#p266651





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Re: BGT help please.

2016-07-02 Thread AudioGames . net Forum — Developers room : Ishan Dhami via Audiogames-reflector


  


Re: BGT help please.

Hi sneak. I think this will few more time to get a stupid question again. How to type left quote?if I want to use this function with the return statement then how can I do that?  ThanksIshan

URL: http://forum.audiogames.net/viewtopic.php?pid=266650#p266650





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Re: BGT help please.

2016-07-02 Thread AudioGames . net Forum — Developers room : Trajectory via Audiogames-reflector


  


Re: BGT help please.

@Nibar honestly the BGT manual is probably the best you'll find. It explains everything in detail from the basics of programming all the way to building and optimizing a game. You should be starting with the language tutorial, not the reference section. Take your time, don't copy and paste examples (but actually write them out) and feel free to ask questions when you don't understand something.Don't be discouraged if it takes you several months (or more) to really get the hang of it.

URL: http://forum.audiogames.net/viewtopic.php?pid=266646#p266646





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Re: BGT help please.

2016-07-02 Thread AudioGames . net Forum — Developers room : nibar via Audiogames-reflector


  


Re: BGT help please.

hiso i tried the bbgt totoryal but can't get to understand something, the manual doesn't explain why you should do things, and it just give shit examples of code that can't be understand. if there is an other manual or something i want to read it. this doesn't explain the things i want to understand. i even have the problem with the basics of coding.

URL: http://forum.audiogames.net/viewtopic.php?pid=266630#p266630





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Re: BGT help please.

2016-07-02 Thread AudioGames . net Forum — Developers room : sneak via Audiogames-reflector


  


Re: BGT help please.

You only should ever have one void main() line in your script.the alert function only takes two pieces of data, what will be displayed in the title bar, and what the dialogue box will say. These arguements are both strings. The line below might be able to help you understand a little better.alert(string titleBar, string message);A string is just another variable type that can hold any kind of data, letters, numbers, symbols. The best part about these types of variables is that they can be concatinated to create longer strings. Kind of like when you do 1+1, it would equal 2, but if you tried doing '"Purple "+"eggs", it' would equal "Purple eggs".I'll write the void main loop two different ways to show you the benefits of concatinating.Int apples=5;Int mangos=4;//Void main, the only void main in this script.void main(){//The opening left brace for our main function.//The line below is the first alert function. We provided the following as the titleBar message, "Mangos". We then provided the following as the dialogue message, "You have "+mangos+" Mangos". This line takes three pieces of information and concatenates it into one string of information. So when it displays it will read out You have 4 Mangos. You concatenate two variables together by adding them together like so, “Hello”+” world”alert("Mangos", "You have "+mangos+" mangos");//Same as above, just using apples instead of mangos.alert("Apples", "You have "+apples+" apples");//Same as before, just using mangos and apples along with different strings to create a new message.alert(“All fruits”, “You have a total of “+mangos+apples+” fruit in your basket”);}//The closing brace for our main function.//Now that we understand concatenation, let’s see if we can’t combine all three of those alert functions into one message.Int apples=5;Int mangos=4;Int fruitBasket=apples+mangos;//the only main function defined in our example.Void main(){//Our opening left brace for the main function.Alert(“Fruit basket”< “You have “+mangos+” mangos. You have “+apples+” apples. All together in your basket you have “+fruitBasket+” fruits”);}//The closing right brace to the main functions opening left-brace.I hope this helps.

URL: http://forum.audiogames.net/viewtopic.php?pid=266549#p266549





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Re: BGT help please.

2016-07-02 Thread AudioGames . net Forum — Developers room : sneak via Audiogames-reflector


  


Re: BGT help please.

You only should ever have one void main() line in your script.the alert functions only takes two pieces of data, what will be displayed in the title bar, and what the dialogue box will say. These arguements are both strings. The line below might be able to help you understand a little better.alert(string titleBar, string message);A string is just another variable type that can hold any kind of data, letters, numbers, symbols. The best part about these types of variables is that they can be concatinated to create longer strings. Kind of like when you do 1+1, it would equal 2, but if you tried doing '"Purple "+"eggs", it' would equal "Purple eggs".I'll write the void main loop two different ways to show you the benefits of concatinating.Int apples=5;Int mangos=4;//Void main, the only void main in this script.void main(){//The opening left brace for our main function.//The line below is the first alert function. We provided the following as the titleBar message, "Mangos". We then provided the following as the dialogue message, "You have "+mangos+" Mangos". This line takes three pieces of information and concatenates it into one string of information. So when it displays it will read out You have 4 Mangos. You concatenate two variables together by adding them together like so, “Hello”+” world”alert("Mangos", "You have "+mangos+" mangos");//Same as above, just using apples instead of mangos.alert("Apples", "You have "+apples+" apples");//Same as before, just using mangos and apples along with different strings to create a new message.alert(“All fruits”, “You have a total of “+mangos+apples+” fruit in your basket”);}//The closing brace for our main function.//Now that we understand concatenation, let’s see if we can’t combine all three of those alert functions into one message.Int apples=5;Int mangos=4;Int fruitBasket=apples+mangos;//the only main function defined in our example.Void main(){//Our opening left brace for the main function.Alert(“Fruit basket”< “You have “+mangos+” mangos. You have “+apples+” apples. All together in your basket you have “+fruitBasket+” fruits”);}//The closing right brace to the main functions opening left-brace.I hope this helps.

URL: http://forum.audiogames.net/viewtopic.php?pid=266549#p266549





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Re: BGT help please.

2016-07-02 Thread AudioGames . net Forum — Developers room : sneak via Audiogames-reflector


  


Re: BGT help please.

You only should ever have one void main() line in your script.the alert functions only takes two pieces of data, what will be displayed in the title bar, and what the dialogue box will say. These arguements are both strings. The line below might be able to help you understand a little better.alert(string titleBar, string message);A string is just another variable type that can hold any kind of data, letters, numbers, symbols. The best part about these types of variables is that they can be concatinated to create longer strings. Kind of like when you do 1+1, it would equal 2, but if you tried doing '"Purple "+"eggs", it' would equal "Purple eggs".I'll write the void main loop two different ways to show you the benefits of concatinating.//Void main, the only void main in this script.Int apples=5;Int mangos=4;void main(){//The opening left brace for our main function.//The line below is the first alert function. We provided the following as the titleBar message, "Mangos". We then provided the following as the dialogue message, "You have "+mangos+" Mangos". This line takes three pieces of information and concatenates it into one string of information. So when it displays it will read out You have 4 Mangos. You concatenate two variables together by adding them together like so, “Hello”+” world”alert("Mangos", "You have "+mangos+" mangos");//Same as above, just using apples instead of mangos.alert("Apples", "You have "+apples+" apples");//Same as before, just using mangos and apples along with different strings to create a new message.alert(“All fruits”, “You have a total of “+mangos+apples+” fruit in your basket”);}//The closing brace for our main function.//Now that we understand concatenation, let’s see if we can’t combine all three of those alert functions into one message.Int apples=5;Int mangos=4;Int fruitBasket=apples+mangos;//the only main function defined in our example.Void main(){//Our opening left brace for the main function.Alert(“Fruit basket”< “You have “+mangos+” mangos. You have “+apples+” apples. All together in your basket you have “+fruitBasket+” fruits”);}//The closing right brace to the main functions opening left-brace.I hope this helps.

URL: http://forum.audiogames.net/viewtopic.php?pid=266549#p266549





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Re: BGT help please.

2016-07-02 Thread AudioGames . net Forum — Developers room : Ishan Dhami via Audiogames-reflector


  


Re: BGT help please.

Hi lukis I have assigned all of the values  with the comments. but I am getting this error again. I am only stuck in another alert function. please consider these sintacs and help me please. void main() { alert("hello", "I am a BGT script!"); }// mangoes has the value of four. int mangoes=4;// apples have the value of fiveint apples=5;// the fruit basket is a variable which has the value of mangoes plus apples. int fruit_basket=mangoes+apples; void main(){ alert( "fruit count", "the fruit basket has following fruits "mangoes+mangoes", "apples+apples", "in total", the fruit basket contains the following fruits ". "+fruit_basket+fruit in the basket); }and what I get is a Compilation errorFile: E:\sample.bgtOn line: 11 (162)Line: { alert( "fruit count", "the fruit basket has fo
 llowing fruits "mangoes+mangoes", "apples+apples", "in total", the fruit basket contains the following fruits ". "+fruit_basket+fruit in the basket); }Error: Non-terminated string literal

URL: http://forum.audiogames.net/viewtopic.php?pid=266545#p266545





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Re: BGT help please.

2016-07-02 Thread AudioGames . net Forum — Developers room : Hrvoje via Audiogames-reflector


  


Re: BGT help please.

Also, you must declare variable before you can use it. If you try to use the variable before you declare it's type and define it's values, you will of course get an error.

URL: http://forum.audiogames.net/viewtopic.php?pid=266538#p266538





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Re: BGT help please.

2016-07-02 Thread AudioGames . net Forum — Developers room : lukas via Audiogames-reflector


  


Re: BGT help please.

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

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





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Re: BGT help please.

2016-07-01 Thread AudioGames . net Forum — Developers room : Ishan Dhami via Audiogames-reflector


  


Re: BGT help please.

Hi sneak very well I will write this code. what do you mean by /  or // in this example? ThanksIshan

URL: http://forum.audiogames.net/viewtopic.php?pid=266524#p266524





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Re: BGT help please.

2016-07-01 Thread AudioGames . net Forum — Developers room : sneak via Audiogames-reflector


  


Re: BGT help please.

Here is how I would write what I think you are trying to do here.//Declares a variable called mangos and asigns 4 as the value.int' mangoes=4;//Declares a variable called apples, and asigns 5 as the value.int apples=5;//Declares a variable called fruit_basket and has the value set to mangos plus apples, which is 9 according to our previous declarations.int fruit_basket=mangoes+apples; //This is our main function, a function is a portion of code that is only executed when the function is called. The main function is the very first function that is run after a program is compiled, it's the master function in a way. To tell the compiler what things go inside of the function you use { and }. You just put your code within those two braces as shown in the example below.void main() { alert("hello", "I am a BGT script!");alert("Counting Fruit", "The contents of the fruit basket 
 are as follows, there are "+apples+" apples, and "+mangos+" mangos. In total there are "+fruit_basket+" fruits in the basket.");}

URL: http://forum.audiogames.net/viewtopic.php?pid=266460#p266460





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Re: BGT help please.

2016-06-30 Thread AudioGames . net Forum — Developers room : Ishan Dhami via Audiogames-reflector


  


Re: BGT help please.

Hi sneak. I write this code void main() { alert("hello", "I am a BGT script!"); }int' mangoes=4;int apples=5;int fruit_basket=mangoes+apples; { alert( "add these two numbers"); }and what I get isFile: E:\sample.bgtOn line: 3 (4)Line: int' mangoes=4;Error: Expected identifierFile: E:\sample.bgtOn line: 3 (4)Line: int' mangoes=4;Error: Instead found ''Thanks

URL: http://forum.audiogames.net/viewtopic.php?pid=266435#p266435





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Re: BGT help please.

2016-06-30 Thread AudioGames . net Forum — Developers room : sneak via Audiogames-reflector


  


Re: BGT help please.

Consider the following code.int x=0;int y=1;int z=2;void main(){x+y+z;}Now consider the following code and note the differences between the two.int x=0;int y=1;int z=2;void main(){alert("Sum of variables.", "The sum of vairables X, Y, and Z = "+x+y+z);}The difference between these two is that the second one uses an alert function to tell the user what the result of x+y+z is.If you tried to run the first example, it wouldn't appear to be doing anything, but really it's just calculating what x+y+z is and then exiting without displaying the results.

URL: http://forum.audiogames.net/viewtopic.php?pid=266372#p266372





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Re: BGT help please.

2016-06-30 Thread AudioGames . net Forum — Developers room : sneak via Audiogames-reflector


  


Re: BGT help please.

Consider the following code.int x=0;int y=1;int z=2;void main(){x+y+z;}Now consider the following code and note the differences between the two.int x=0;int y=1;int z=2void main(){alert("Sum of variables.", "The sum of vairables X, Y, and Z = "+x+y+z);}The difference between these two is that the second one uses an alert function to tell the user what the result of x+y+z is.If you tried to run the first example, it wouldn't appear to be doing anything, but really it's just calculating what x+y+z is and then exiting without displaying the results.

URL: http://forum.audiogames.net/viewtopic.php?pid=266372#p266372





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Re: BGT help please.

2016-06-30 Thread AudioGames . net Forum — Developers room : sneak via Audiogames-reflector


  


Re: BGT help please.

No, consider the following code.int x=0;int y=1;int z=2;void main(){x+y+z;}Now consider the following code and note the differences between the two.int x=0;int y=1;int z=2void main(){alert("Sum of variables.", "The sum of vairables X, Y, and Z = "+x+y+z);}The difference between these two is that the second one uses an alert function to tell the user what the result of x+y+z is.If you tried to run the first example, it wouldn't appear to be doing anything, but really it's just calculating what x+y+z is and then exiting without displaying the results.

URL: http://forum.audiogames.net/viewtopic.php?pid=266372#p266372





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Re: BGT help please.

2016-06-30 Thread AudioGames . net Forum — Developers room : lukas via Audiogames-reflector


  


Re: BGT help please.

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

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





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BGT help please.

2016-06-30 Thread AudioGames . net Forum — Developers room : Ishan Dhami via Audiogames-reflector


  


BGT help please.

Hi audio game developers! I am learning BGT I really think I can but there is a problem. the problem is that I want to add some variables as Philip add in his manual of BGT. in language sintacs you have read that in heading 5 he explained the variables sections. I understand it theoritacally but I don't know how to perform it. should I use alert function or I have to creat another function to calculate them? or add them? ThanksIshan

URL: http://forum.audiogames.net/viewtopic.php?pid=266361#p266361





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Re: classes in bgt help file

2016-04-03 Thread AudioGames . net Forum — Developers room : NicklasMCHD via Audiogames-reflector


  


Re: classes in bgt help file

Thanks... 

URL: http://forum.audiogames.net/viewtopic.php?pid=255939#p255939





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Re: classes in bgt help file

2016-03-29 Thread AudioGames . net Forum — Developers room : Omar Alvarado via Audiogames-reflector


  


Re: classes in bgt help file

hi,Its chapter 10 of the bgt manual. I recommend you read that, and really try and understand it before moving on. Though, I will be a bit honest, for a person such as myself, the author of said chapter really flies through the content.Hope this helps!

URL: http://forum.audiogames.net/viewtopic.php?pid=255394#p255394





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classes in bgt help file

2016-03-29 Thread AudioGames . net Forum — Developers room : NicklasMCHD via Audiogames-reflector


  


classes in bgt help file

Hi there.I have been searching for hours now and i just can't find it.Where can i read about classes in the bgt help file.Thanks 

URL: http://forum.audiogames.net/viewtopic.php?pid=255353#p255353





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Re: bgt help, sidescroller and classes

2015-11-29 Thread AudioGames . net Forum — Developers room : tdani via Audiogames-reflector


  


Re: bgt help, sidescroller and classes

Hi!Can you assist me in finding some sample code?At some point, I had a code that I found on the net, which he knew was that to right, to the left you could go to him, he had menus, you could shoot, and the game was over music, just like on the menu.The menu was I think I start a game, and one exit.And sound_pool solved the game sounds.So my question would be, how can you help this NEEK exactly where to find this example code? I think I here in the audio board games somewhere, but not sure that I recall. Help me please!

URL: http://forum.audiogames.net/viewtopic.php?pid=240504#p240504





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Re: bgt help, sidescroller and classes

2015-11-27 Thread AudioGames . net Forum — Developers room : tdani via Audiogames-reflector


  


Re: bgt help, sidescroller and classes

Hi!Can you give me an example Side Scroller games, which of the following you can:Click on the right's start.To start off an intro, which can carry hereinafter press Enter.The main menu is a hit, and when he comes in, a menu music tone, and when the music's over, start again.The menu is a new game, a reload a saved game, a speaker test, and leaving menu items are.The exit when you press enter, leave, and come in a test speaker sound in a left to right, which indicates that both speakers work.By clicking on the saved game to reload immediately start the game right where I left off previously.The new game when you click, you can start up a music that goes on during the game, and the menu will stop the music, instead of the game do you speak music.Right, left able to go to the beginning of the track shall be left wall, the wall can be left at the end of the track, and that's no matter how long the track.So you
  can go right to the left, to be run control to right and left arrow keys, and jump with the up arrow button, no matter how big jump, but it is also possible to press the up or right arrow, what causes it up and to right to jump all position number.Shoot be a space or a singer can be used with a sword, two singer be able to use the knife, three coat rack is the bomb.Pressing the key EF4 know to save my game, and the Escapee be the main menu again, but first ask if you want to make sure that this move?Press Enter to quit the Escapee and rewind the game.If you ask, the whole sound_poollal be solved. That's it.Sorry, my English is still a bit flawed, since I am Hungarian.Thanks in advance.

URL: http://forum.audiogames.net/viewtopic.php?pid=240240#p240240





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Re: bgt help, sidescroller and classes

2015-11-27 Thread AudioGames . net Forum — Developers room : lukas via Audiogames-reflector


  


Re: bgt help, sidescroller and classes

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

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





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Re: bgt help, sidescroller and classes

2015-11-27 Thread AudioGames . net Forum — Developers room : Omar Alvarado via Audiogames-reflector


  


Re: bgt help, sidescroller and classes

I hate to sound rude, but I really can't understand what you need.Furthermore, your better off writing in the room itself, not in a topic completely different from what is being discussed. This way, everyone who ventures through this particular room will see it, and should be able to shed more light on the issue at hand.The best I could recommend is to look at the dynamic menu class tutorial, and look at game programming in practice part I.Also one other note, please don't do what I did. Started off, right away, head first, with a gigantic project that erm, sort of no longer exists.That said, I wish you the best of luck.

URL: http://forum.audiogames.net/viewtopic.php?pid=240243#p240243





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Re: bgt help, sidescroller and classes

2015-10-12 Thread AudioGames . net Forum — Developers room : coltonhill01 via Audiogames-reflector


  


Re: bgt help, sidescroller and classes

I would recommend a dictionary for your map system, as that is what is primarily used. And if you want to use an array, use reserve.but here, have a nice little thing I'm coding as i type this post.This is mainly useful for 2dp games, but it'll work, and the less map data you need the less memory it eats.dictionary map;
void set_tiles(int minx, int maxx, int miny, int maxy, string type)
{
for(int x=minx; x<=maxx; x++)
{
for(int y=miny; y<=maxy; y++)
{
map.set(x+":"+y,type);
}
}
}
//now, say I wanted to get the tile. Let's have a nice little string function for that. If it's air, return blank so it's air, unless you have a tile for air... Laggy!
string get_tile_at(int x, int y)
{
if(map.exists(x+":"+y)==false) return '";
string temptile;
map.get(x+":"+y,temptile);
return temptile;
}
//and now, if you wanted to get the players tile, assuming playerx and playery are your vars, you could write a function like this.
string get_player_tile()
{
return get_tile_at(playerx,playery);
}I would highly recommend a dictionary over an array for map tiles and such.

URL: http://forum.audiogames.net/viewtopic.php?pid=234630#p234630





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Re: bgt help, sidescroller and classes

2015-10-12 Thread AudioGames . net Forum — Developers room : coltonhill01 via Audiogames-reflector


  


Re: bgt help, sidescroller and classes

okay, I actualy looked at the whole code and i see this is 1d. No problem. Just use a dictionary as I recommended, and say something like this.instead of using an array for tiles, dictionary, and that's it. If it's 1d, you can strip out the y variable, and just stick with x. And, then for the tile's value, you could have it say door1 instead of 1, so the game could say hey, this is a door, let's treat it as such.

URL: http://forum.audiogames.net/viewtopic.php?pid=234631#p234631





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Re: bgt help, sidescroller and classes

2015-10-12 Thread AudioGames . net Forum — Developers room : audiogames . net fan via Audiogames-reflector


  


Re: bgt help, sidescroller and classes

Hi,@CAE, You could try declaring that function like so:? gets(dictionary@ d, string key)Not sure if that works though.As to the matter of arrays and dictionaries, I tend to use dictionaries in 2d stuff, and usually I don't use an array or a dictionary with 1.5d stuff. Btw, when I say 1.5d, I mean a 1d sidescroller where you can jump. Although, the only 1.5d thing I actually spent considerable time on was Streets of Chaos and that thing wasn't complex enough to have a different map for each level with walls and such.

URL: http://forum.audiogames.net/viewtopic.php?pid=234677#p234677





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Re: bgt help, sidescroller and classes

2015-10-12 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector


  


Re: bgt help, sidescroller and classes

BGT dictionaries are kinda cumbersome. I'd write get functions to simplify retrieving data from them, for example:string gets(dictionary@ d, string key) {
if(@d==null or d.exists(key)==false) return "";
   string ret="";
d.get(key, ret);
return ret;
}You'd need to do the same for other types, though, unless there's a way to return an unspecified type in BGT, and I just haven't come across it.I'm not sure I understand the original question well enough to know if the dictionary advice is the best solution. I think I get what you're asking--code can get clunky and unwieldy and hard to remove from its original context--but I'm not sure I understand what the example is trying to do well enough to offer improvements.

URL: http://forum.audiogames.net/viewtopic.php?pid=234673#p234673





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bgt help, sidescroller and classes

2015-10-11 Thread AudioGames . net Forum — Developers room : Omar Alvarado via Audiogames-reflector


  


bgt help, sidescroller and classes

I already have a code thingy set up that I will paste the link to, here.https://dl.dropboxusercontent.com/u/954 … 20test.zipWhat I mainly need help with is making my class a we bit more portable.What I mean by this is I don't always want to have to use all the members of my door class.To illustrate this more, go into map creation.bgt and try commenting out one of the door creations.Everything else works pretty much as good as I'd want it to. So for those of you who look what your mainly interested in is the door class, walking code, and map creation.You are of course free to look elsewhere :d.For the others, let's not hijack this thread like my last one did.Thanks everyone!

URL: http://forum.audiogames.net/viewtopic.php?pid=234562#p234562





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Re: Strangeness function bgt? ;Help please!

2015-03-07 Thread AudioGames . net Forum — Developers room : stewie via Audiogames-reflector


  


Re: Strangeness function bgt? ;Help please!

Try adding a } before void game_play() { You dont have a closing } for the class, so its thinking that game_play is part of the enemy class. Forgive me if Im wrong, but I have limited time to check this. Also I think you dont have the correct number of closes on the void_play function.

URL: http://forum.audiogames.net/viewtopic.php?pid=207760#p207760




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Re: Strangeness function bgt? ;Help please!

2015-03-07 Thread AudioGames . net Forum — Developers room : stewie via Audiogames-reflector


  


Re: Strangeness function bgt? ;Help please!

Try adding a } before void game_play() { You dont have a closing } for the class, so its thinking that game_play is part of the enemy class. Forgive me if Im wrong, but I have limited time to check this. Also I think you dont have the correct number of } on the void_play function.

URL: http://forum.audiogames.net/viewtopic.php?pid=207760#p207760




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Re: Strangeness function bgt? ;Help please!

2015-03-07 Thread AudioGames . net Forum — Developers room : burak via Audiogames-reflector


  


Re: Strangeness function bgt? ;Help please!

Why would it give an error if it wouldnt be a mess?If you type like game(); and dont define void game () it will give you that error. Note: I didnt look at the code, I just told you why the error accured.

URL: http://forum.audiogames.net/viewtopic.php?pid=207723#p207723




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Strangeness function bgt? ;Help please!

2015-03-07 Thread AudioGames . net Forum — Developers room : jonikster via Audiogames-reflector


  


Strangeness function bgt? ;Help please!

Hello!;Here is the error code that the compiler produces:File: C:\Call of duty blinde\Call of duty blinde\Game.bgtOn line: 36 (1)Information: Compiling void main()File: C:\Call of duty blinde\Call of duty blinde\Game.bgtOn line: 85 (1)Line: game_play();Error: No matching signatures to game_play()And here is the code of the game, in which everything is written correctly:#include dynamic_menu.bgt#include sound_pool.bgtint player_hp = 100;int level = 1;int pposition = 5;int player_position = 1;int rezult = 500;const int board = 50;timer steper;sound_pool rus;sound_pool pool;sound new;sound wepo;sound_pool wep;sound zvan;sound zvan_ser;sound zvan_no;sound zvan_star_ser;sound v1;sound v2;sound v3;sound v4;sound v5;sound v6;sound v7;sound v8;sound v9;sound v10;sound v11;sound step;sound start;sound fon;sound music;sound german;void main(){fon.stop();new.load(Sounds\\new.wav);zvan.load(Sounds\\zvan.wav);zvan_ser.load(Sounds\\zvan_ser.wav);zvan_no.load(Sounds\\zvan_no.wav);zvan_star_ser.load(Sounds\\zvan_star_ser.wav);v1.load(Sounds\\v1.wav);v1.pan = (-30);v2.load(Sounds\\v2.wav);v2.pan = (30);v3.load(Sounds\\v3.wav);v3.pan = (-30);v4.load(Sounds\\v4.wav);v4.pan = (30);v5.load(Sounds\\v5.wav);v5.pan = (-30);v6.load(Sounds\\v6.wav);v7.load(Sounds\\v7.wav);v7.pan = (-30);v8.load(Sounds\\v8.wav);v9.load(Sounds\\v9.wav);v9.pan = (30);v10.load(Sounds\\v10.wav
 );v11.load(Sounds\\v11.wav);v11.pan = (30);wepo.load(Sounds\\vin.wav);fon.load(Sounds\\fon.wav);fon.volume = -10;step.load(Sounds\\step.wav);step.volume = 50;dynamic_menu my_menu;int menu_result;show_game_window(Call Of Duty: Blinde);my_menu.add_item_tts(Start game.);my_menu.add_item_tts(Exit.);menu_result=my_menu.run(choose an option., true);if(menu_result==-1){alert(Error, There was an error loading the menu.);exit();}if(menu_result==0){exit();}if(menu_result==1){game_play();}if(menu_result==2){exit();}}class enemy{int hp;int position;timer time;timer enemyy;int speed;int ammo = 1000;enemy(){hp = 10;position =
  50;speed = 300;}void move() {if(time.elapsed=speed) {if(positionplayer_position) position--;if(positionplayer_position){position++;pool.play_1d(sounds/step.wav, player_position, position, false);}time.restart();time.resume();}if(absolute(player_position-this.position)=10 and this.ammo0) {if(enemyy.elapsed1000){wep.play_1d(Sounds/vin.wav, player_position, position, false);this.ammo--;player_hp-=10;enemyy.restart();}}}void game_play(){start.load(Sounds\\start.wav);start.play_wait();v1.play_wait();v2.play_wait();v3.play_wait();v4.play_wait();v5.play_wait();v6.play_wait();v7.play_wait();v8.play_wait();v9.play_wait();v10.play_wait();v11.play_wait();while(true){fon.play_looped();if
 (steper.elapsed=300){if(key_down(KEY_LEFT)){player_position--;step.play();}if(key_down(KEY_RIGHT)){player_position++;step.play();}steper.restart();}if(player_position=0){step.stop();player_position++;}if(player_positionboard){step.stop();player_position--;}if((player_position=10)and(not german.playing)and(level==1)){int g_rand = random(1, 8);german.load(Sounds\\german_propaganda+g_rand+.wav);german.play();}if(key_pressed(KEY_X)){exit();}if(player_position==50){l2();}}}void l2(){german.stop();level = 2;player_position = 1;position_sound_1d(new, player_position, pposition, 1, 1);new.play();while(true){if(steper.elapsed=300){if(key_down(KEY_L
 EFT)){player_position--;step.play();position_sound_1d(new, player_position, pposition, 1, 1);}if(key_down(KEY_RIGHT)){player_position++;step.play();position_sound_1d(new, player_position, pposition, 1, 1);}steper.restart();}if(player_position=0){step.stop();player_position++;}if(player_positionboard){step.stop();player_position--;}if((key_pressed(KEY_SPACE))and(player_position==5)){wepo.play();rezult = 100;}if((key_pressed(KEY_SPACE))and(player_position==4)){wepo.play();rezult = 50;}if((key_pressed(KEY_SPACE))and(player_position==6)){wepo.play();rezult = 50;}if(key_pressed(KEY_SPACE)){wepo.play();rezult = 10;}if((rezult==100)or(rezult==50)or(rezult==10)){zvan.play_wait();}if(rezult==100)<br /
 >{zvan_star_ser.play_wait();main();}if(rezult==50){zvan_ser.play_wait();main();}if(rezult==10){zvan_no.play_wait();main();}if(key_pressed(KEY_X)){exit();Thats not true, or is it a bug bgt?

URL: http://forum.audiogames.net/viewtopic.php?pid=207708#p207708




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Re: Strangeness function bgt? ;Help please!

2015-03-07 Thread AudioGames . net Forum — Developers room : ogomez92 via Audiogames-reflector


  


Re: Strangeness function bgt? ;Help please!

Your code is a mess, my friend.

URL: http://forum.audiogames.net/viewtopic.php?pid=207712#p207712




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Re: Strangeness function bgt? ;Help please!

2015-03-07 Thread AudioGames . net Forum — Developers room : jonikster via Audiogames-reflector


  


Re: Strangeness function bgt? ;Help please!

no

URL: http://forum.audiogames.net/viewtopic.php?pid=207717#p207717




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Re: BGT help

2014-11-27 Thread AudioGames . net Forum — Developers room : thggamer via Audiogames-reflector


  


Re: BGT help

Why it doesnt work?The code is right I think.

URL: http://forum.audiogames.net/viewtopic.php?pid=195827#p195827




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BGT help

2014-11-26 Thread AudioGames . net Forum — Developers room : jonikster via Audiogames-reflector


  


BGT help

Prompt please, do road in the game, how to make the field x 20 say?And so you can go right to the left arrow.Heres an example of my code that does not work:#include dynamic_menu.bgtconst int board = 20;int player_position = 1;sound music1;sound music;sound shag;void main(){music.load(music.wav);music.volume = -30;music1.load(music1.wav);music1.volume = -10;shag.load(shag.wav);shag.volume = -10;tts_voice voice;dynamic_menu menu;menu.allow_escape = true;menu.wrap = true;menu.add_item_tts(Start game);menu.add_item_tts(Test speaks);menu.add_item_tts(Exit game);show_game_window(Enemy);voice.speak_wait(Welcome to Enemy);music.play_looped();int choice;do{choice = menu.run(Please choose a men
 u item with the arrow keys, then hit enter to activate it., true);if(choice==1){music.stop();game_play();}else if(choice==2){music.stop();alert(Game, unfinished game);music.play_looped();}}while(choice!=0 and choice!=3);music.stop();voice.speak_wait(Thanks for playing.);}void game_play(){while(true){music1.play_looped();if(key_pressed(KEY_LEFT) and player_position0) {player_position--;}if(key_pressed(KEY_RIGHT) and player_position20) {player_position++;}if(player_position0){player_position++;}if(player_position20){player_position--;}}}

URL: http://forum.audiogames.net/viewtopic.php?pid=195790#p195790




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bgt help

2014-11-08 Thread AudioGames . net Forum — Developers room : audiogames . net fan via Audiogames-reflector


  


bgt help

So I started trying to learn bgt again a day ago or so, and I want to know how to make a menu that uses a screen reader instead of sapi. I looked at the opensource projects Mason released like scrolling battles just to get ideas of how to do it, but it was really confusing. Can someone help me?

URL: http://forum.audiogames.net/viewtopic.php?pid=194289#p194289




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Re: bgt help

2014-11-08 Thread AudioGames . net Forum — Developers room : burak via Audiogames-reflector


  


Re: bgt help

Opensource? Where is the source of that game?

URL: http://forum.audiogames.net/viewtopic.php?pid=194310#p194310




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Re: bgt help

2014-11-08 Thread AudioGames . net Forum — Developers room : lukas via Audiogames-reflector


  


Re: bgt help

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

Re: bgt help

2014-11-08 Thread AudioGames . net Forum — Developers room : audiogames . net fan via Audiogames-reflector


  


Re: bgt help

Hi,@burak mason released a few open source projects that he is not coding anymore from back in the mtg studios days.@lukas thanks, Ill try and run that and see if that works.

URL: http://forum.audiogames.net/viewtopic.php?pid=194319#p194319




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