Re: [Audyssey] Audio Game Programming Languages

2007-09-05 Thread Thomas Ward
Hi Jim,
Oh, I see. Yes, so what you did was buy JFW 3.5 with the SMA, and never 
renewed your SMA with Freedom Scientific. Those need to be renewed at 
least anually to be able to keep Jaws up to date with changes in the 
software world. If you fail to do that then Freedom Scientific charges a 
wopping upgrade price to get the latest version. Personally, I'd rather 
just pay the extra $150 anual SMA fee to stay up to date then have to 
fork it all over at once.
Anyway, I'm surprised you learned Visual Basic  by experimentation. I've 
always used books, and for my early learning I had professors etc which 
gave lectures and were around to ask questions to. Now, days I sharpen 
my skills or upgrade them using Safari's excelant programming online 
library.
Anyway, I think we are beginning to really drift off topic, and should 
probably start drifting the topics back to gaming.


Jim Kitchen wrote:
> Hi Thomas,
>
> Yeah, I feel very fortunate that JFW 4.02 works so well for me with Windows 
> XP, VB6, HJ Pad, Gold Wave and the rest of the software that I like or need 
> to run, because I sure can not afford to buy JFW again.  I bought 3.5 and the 
> whatchamacallit so that I got 3.7 and 4.0.  Well 4.02, but as I said I sure 
> am glad that it works so well for me with VB6 etc so that I can continue to 
> create games in it.
>
> BTW I have never been able to learn from reading books.  Have learned 
> programming by experimenting with code.  The first was from the owner's 
> manual that came with my Texas Instruments 99 4A.
>
> BFN
>   


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Re: [Audyssey] Audio Game Programming Languages

2007-09-05 Thread Jim Kitchen
Hi Thomas,

Yeah, I feel very fortunate that JFW 4.02 works so well for me with Windows XP, 
VB6, HJ Pad, Gold Wave and the rest of the software that I like or need to run, 
because I sure can not afford to buy JFW again.  I bought 3.5 and the 
whatchamacallit so that I got 3.7 and 4.0.  Well 4.02, but as I said I sure am 
glad that it works so well for me with VB6 etc so that I can continue to create 
games in it.

BTW I have never been able to learn from reading books.  Have learned 
programming by experimenting with code.  The first was from the owner's manual 
that came with my Texas Instruments 99 4A.

BFN

- Original Message -
Hi Jim,
Yeah, I am beginning to see the problem. The version of Jaws you have is 
incompatible with allot of newer software. It won't work with the 
Mozilla products like Firefox and Thunderbird which I like over Internet 
Explorer and Windows Mail, it probably won't support Internet Explorer 7 
well, Visual Studio 2003 and later, newer versions of MS office like 
Office 2007, etc...
To use VS 2003/2005 I highly recommend Jaws 8 or Window Eyes  6.1, 
Windows XP or Vista, and the technology just needs the latest screen 
readers to get the best possible accessibility.
Recommendations aside for a long time I did manage to use VS 2003 with 
Jaws 7 and Window Eyes 5.0 for quite a while, before upgrading to VS 
2005 and screen reader upgrades as well.
Besides the screen reader upgrades you'd have to certainly read a few 
books on VB .Net to get the hang of object oriented programming. For 
structured programmers who never dealt with oop you'd end up having to 
unlearn years of old habits, and begin learning to program fresh the way 
modern standards conventionally hold programs should be written. It 
wouldn't be cheap and it wouldn't be quick and easy under these 
circumstances.


 Jim

All I can find is this old wrapping paper.  Oh, well!  I guess it'll have to do 
for the present.

[EMAIL PROTECTED]
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Re: [Audyssey] Audio Game Programming Languages

2007-09-04 Thread Thomas Ward
Hi Jim,
Yeah, I am beginning to see the problem. The version of Jaws you have is 
incompatible with allot of newer software. It won't work with the 
Mozilla products like Firefox and Thunderbird which I like over Internet 
Explorer and Windows Mail, it probably won't support Internet Explorer 7 
well, Visual Studio 2003 and later, newer versions of MS office like 
Office 2007, etc...
To use VS 2003/2005 I highly recommend Jaws 8 or Window Eyes  6.1, 
Windows XP or Vista, and the technology just needs the latest screen 
readers to get the best possible accessibility.
Recommendations aside for a long time I did manage to use VS 2003 with 
Jaws 7 and Window Eyes 5.0 for quite a while, before upgrading to VS 
2005 and screen reader upgrades as well.
Besides the screen reader upgrades you'd have to certainly read a few 
books on VB .Net to get the hang of object oriented programming. For 
structured programmers who never dealt with oop you'd end up having to 
unlearn years of old habits, and begin learning to program fresh the way 
modern standards conventionally hold programs should be written. It 
wouldn't be cheap and it wouldn't be quick and easy under these 
circumstances.

Jim Kitchen wrote:
> Hi Damien,
>
> That would be one more reason that I have not tried VB Net.  I have always, 
> always programmed in the Basic IDE.  I am afraid that my very old version 
> (4.02) of JFW would not do well in VB Net.  However it works perfectly for me 
> in VB6.  It may not for everyone though.  Guess it would depend on what or 
> how you want to do with it.  But for me it works perfectly.
>
> BFN
>
>  Jim
>   


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Re: [Audyssey] Audio Game Programming Languages

2007-09-03 Thread Thomas Ward
Hi Damien,
If you mean the 2005 Express version no you don't. .Net Express is meant 
to be a free compiler , and such has less than all the features of the 
pro version.
As for .Net 2003 I used it, liked it, but there are some areas where 
accessibility is not the best, and were improved in 2005. The only 
complaint I have with .Net 2003 is it is primarily for .Net 1.1 which is 
rapidly becoming out dated in the face of .Net 3 now being the standard 
platform for Windows vista.
It is possible MS has a patch to upgrade .Net 2003, but I am not certain.

Damien C. Sadler wrote:
> see that's the thing. the jaws cursor has never worked on any of my systems. 
> as for the ide, i only have .net 2003. you don't get all the features in the 
> .net 2005 version.
>
> Regards,
> Damien Sadler
>   


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Re: [Audyssey] Audio Game Programming Languages

2007-09-03 Thread shaun everiss
I have heard that for those that don't like the dotnet ides there is devsharp.
Also there is textpal and ed sharp from empowermentzone.com which are 
free and opensource.
I have not tried edsharp but textpal seems accessible.
ONly thing is you probably would have to do all the syntax checks 
within the vb ide.
saying that though, I suppose if someone knew ruby or whatever 
language edsharp is in, textpal is ruby, it could be added.
Edsharp is a multiplatform editer textpal is I think, both are small 
and quite fast.
At 07:33 p.m. 3/09/2007, you wrote:

>Hi Damien,
>
>That would be one more reason that I have not tried VB Net.  I have 
>always, always programmed in the Basic IDE.  I am afraid that my 
>very old version (4.02) of JFW would not do well in VB Net.  However 
>it works perfectly for me in VB6.  It may not for everyone 
>though.  Guess it would depend on what or how you want to do with 
>it.  But for me it works perfectly.
>
>BFN
>
>  Jim
>
>I am using BASIC, because I don't want to be C-sick.
>
>[EMAIL PROTECTED]
>http://www.kitchensinc.net
>(440) 286-6920
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Re: [Audyssey] Audio Game Programming Languages

2007-09-03 Thread SoundMUD
Hi,

The programming language I prefer for game programming (and many other
uses) is Python, not because it is the best for this use (even if it
is really good for fast prototyping), but because I know it well and I
don't have the time to learn yet another language (or use a more
time-consuming one) and rewrite the existing code without a really
good reason. If I was really stuck by speed limitations, I would
probably use C++ (at least in the critical parts of the code). But it
is not the case yet.

Jean-Luc

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Re: [Audyssey] Audio Game Programming Languages

2007-09-03 Thread Jim Kitchen
Hi Damien,

That would be one more reason that I have not tried VB Net.  I have always, 
always programmed in the Basic IDE.  I am afraid that my very old version 
(4.02) of JFW would not do well in VB Net.  However it works perfectly for me 
in VB6.  It may not for everyone though.  Guess it would depend on what or how 
you want to do with it.  But for me it works perfectly.

BFN

 Jim

I am using BASIC, because I don't want to be C-sick.

[EMAIL PROTECTED]
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Re: [Audyssey] Audio Game Programming Languages

2007-09-02 Thread Damien C. Sadler
see that's the thing. the jaws cursor has never worked on any of my systems. 
as for the ide, i only have .net 2003. you don't get all the features in the 
.net 2005 version.

Regards,
Damien Sadler
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, September 03, 2007 12:43 AM
Subject: Re: [Audyssey] Audio Game Programming Languages


> Hi Damien,
> I don't know exactly what your issue with the .Net 2005 IDE is, but I
> haven't had that much trouble with it. All of the code files are
> editable in notepad and you can use the Jaws or Window Eyes curser to
> read the output Windows and build logs.
>
>
> Damien C. Sadler wrote:
>> if i can even access the .net interface, both inside and outside the ide, 
>> i
>> may switch. like i said, i have all the .net discs.
>>
>> Regards,
>> Damien Sadler
>>
>
>
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Re: [Audyssey] Audio Game Programming Languages

2007-09-02 Thread Thomas Ward
Hi,
Well, .Net deals allot more with name spaces than does VB 6. For example
System.Windows.Forms
is the actual name space that the Form class resides in and if you don't 
have a using directive, AKA Import,  at the top of your source code the 
full path to the Windows Form class is
System.Windows.Forms.Form.
Of course the System.Windows.Forms namespace holds allot more than the 
Form class. It holds classes for buttons, list views, etc...


Damien C. Sadler wrote:
> i'm just about trying to grasp that concept, but i'm still finding it 
> difficult when it comes to three or more layers, like main.timer.visible or 
> in .net i've often seen system.windows.form.load or something similar.
>
>
> Regards,
> Damien Sadler
>   


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Re: [Audyssey] Audio Game Programming Languages

2007-09-02 Thread Thomas Ward
Hi Damien,
I don't know exactly what your issue with the .Net 2005 IDE is, but I 
haven't had that much trouble with it. All of the code files are 
editable in notepad and you can use the Jaws or Window Eyes curser to 
read the output Windows and build logs.


Damien C. Sadler wrote:
> if i can even access the .net interface, both inside and outside the ide, i 
> may switch. like i said, i have all the .net discs.
>
> Regards,
> Damien Sadler
>   


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Re: [Audyssey] Audio Game Programming Languages

2007-09-02 Thread Damien C. Sadler
i'm just about trying to grasp that concept, but i'm still finding it 
difficult when it comes to three or more layers, like main.timer.visible or 
in .net i've often seen system.windows.form.load or something similar.


Regards,
Damien Sadler
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Saturday, September 01, 2007 3:35 PM
Subject: Re: [Audyssey] Audio Game Programming Languages


> Hi Jason,
> It sounds like you got it. Basically, a person, dog, cat, etc are all
> objects in a real world. they are person, places, and things in programs.
> Think of a dog. It is an object. Now, what do dogs do? They bark, run,
> pant, etc right? What you do is program a class for a dog which contains
> all the necessary code to make your dog pant, run, walk, play, bark,
> wine, etc.
> When you create a new dog object all the features of a dog are available
> from it's class. All the features you would expect of that dog.
>
>
>
> jason wrote:
>> Hi, Jim it's Jason.
>> I think what Thomas means by objects are characters in a program meaning 
>> a
>> real person is an object in the physical aspect but a  digital piece of 
>> the
>> programming in the computerworld.   The same criteria goes for your 
>> baseball
>> game for instance batters are physically people but they are objects or
>> characters when designed in the computer world.  You just have to sit 
>> back
>> and imagine what they look like.
>> I hope I am correct.   If I am not then sorry about that, if I explained
>> objects wrong.
>> your friend,
>> Jason
>
>
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Re: [Audyssey] Audio Game Programming Languages

2007-09-02 Thread Damien C. Sadler
if i can even access the .net interface, both inside and outside the ide, i 
may switch. like i said, i have all the .net discs.

Regards,
Damien Sadler
- Original Message - 
From: "Ken the Crazy" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>; "Gamers Discussion list" 

Sent: Saturday, September 01, 2007 6:35 AM
Subject: Re: [Audyssey] Audio Game Programming Languages


>I think you'll get quite the variations of answers on that one.  I'm a
> rookie programmer, so speed doesn't matter quite as much as my games are
> quite simple--so I use vb6.  Of course, David Greenwood's engine is
> programmed in VB6 too, and is the most advanced game engine for the
> blind--but Audio Quake is catching up fast and is programmed in C.  I 
> might
> take on VB.net but I couldn't get the code upgrader to translate the code
> from VB6 to VB.net, so I am stuck with VB6 until my two games are done.
> After their completion, depending on the difficulty of vb.net, I might
> switch over.  I've got a game planned out--I just need to figure out how 
> to
> execute the code for it.
> Ken Downey
> President
> DreamTechInteractive!
>
> And,
> Coming soon,
> Blind Comfort!
> The pleasant way to get a massage--no staring, just caring.
>
> - Original Message ----- 
> From: <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" 
> Sent: Thursday, August 30, 2007 3:49 PM
> Subject: [Audyssey] Audio Game Programming Languages
>
>
>> Hi,
>> What do you developers like best for programming languages? C++, c#, vb6,
>> vb
>> 2005, vb .net, the whole visual studio 6, 2005, and .net, etc. Any, at
>> all!
>>>From the upcoming *inaccessible* Visual Studio 2008, to the still widely
>> used and prefered Visual Basic 6, which goes back to Windows NT. What
>> versions of the programs like vb6 enterprize, vb6 professional, etc...
>>
>> thanks in advance for the answers, and you don't just have to answer me 
>> on
>> this topic, you can talk about programming audio games as well.
>>
>> p.s. If this is off topic, I am sorry. It is about audio games though.
>> Regards,
>> Tristan Bussiere
>>
>> Owner/Main Developer
>> ACE Games
>> http://www.acegamesonline.net
>> Skype: Tristanbussiere
>> MSN:
>> [EMAIL PROTECTED]
>> AIM: gitrdone9632
>>
>>
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>>
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>>
>
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Re: [Audyssey] Audio Game Programming Languages

2007-09-01 Thread Thomas Ward
Hi Jim,
(Smile) Ok, Let's just leave it at that. We can agree to disagree.


Jim Kitchen wrote:
> Hi Thomas,
>
> Thank you, but I doubt that you would want to look at and try to convert my 
> code.  Other professional programmers have looked at my code and just don't 
> like it and have said so.  It definitely is not written in industry standard 
> form.  But hey I am happy with it and so are the people who play my games.
>
> BFN
>   


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Re: [Audyssey] Audio Game Programming Languages

2007-09-01 Thread Tristan
Hi John,
You use graphics in some of your  games correct? How do you do that. I own 
the 7-128 game engine. or what ever you call it. The thing that runs all the 
addOn games. I baught it. Its cool, but just some of it is too  g. u. i. for 
jfw accessibility like you said it had.


Regards,
Tristan Bussiere

Owner, ACE Games
http://www.acegamesonline.net
Skype: Tristanbussiere
MSN: [EMAIL PROTECTED]
- Original Message - 
From: "John Bannick" <[EMAIL PROTECTED]>
To: 
Sent: Saturday, September 01, 2007 12:48 PM
Subject: [Audyssey] Audio Game Programming Languages


> Jim,
>
> You're not alone in colliding with object oriented languages.
> I do this for a living and the transition was ugly at first.
> Many of your best practices as a structured coder are exactly the opposite
> from O O best practices.
>
> There are advantages to O O coding. But I think you're right: if what you
> do coding your games ain't broke, don't fix it.
> That being said...
>
> Tristan,
>
> I've coded for money in almost every language there is, going back to
> Sanscrit (But not Python.)
>
> The advantages of C++ and C Sharp are that there are a lot of tools and 
> Web
> support for those languages.
>
> I prefer Java because it is easier than C++ . Also its supporting 
> libraries
> and third party software are not tied to Windows. And, there are more jobs
> coding Java.
>
> Thomas and Jason are spot on in pointing out what makes O O distinct. In
> addition, I think the biggest advantage O O has for coding games is that
> the ability of one class to inherit features from a parent class lets you
> not only reuse code, but enhance it without breaking your original games.
>
> John Bannick
>
>
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Re: [Audyssey] Audio Game Programming Languages

2007-09-01 Thread Jim Kitchen
Hi John,

Thank you.  For now I don't think that my games and code are broken.  I hope 
that will remain so for awhile.

BTW This is not the first time that I have gone through this with another game 
developer slash moderator of this list.

BFN

- Original Message -
Jim,

You're not alone in colliding with object oriented languages.
I do this for a living and the transition was ugly at first.
Many of your best practices as a structured coder are exactly the opposite 
from O O best practices.

There are advantages to O O coding. But I think you're right: if what you 
do coding your games ain't broke, don't fix it.
That being said...

Tristan,

I've coded for money in almost every language there is, going back to 
Sanscrit (But not Python.)

The advantages of C++ and C Sharp are that there are a lot of tools and Web 
support for those languages.

I prefer Java because it is easier than C++ . Also its supporting libraries 
and third party software are not tied to Windows. And, there are more jobs 
coding Java.

Thomas and Jason are spot on in pointing out what makes O O distinct. In 
addition, I think the biggest advantage O O has for coding games is that 
the ability of one class to inherit features from a parent class lets you 
not only reuse code, but enhance it without breaking your original games.

John Bannick 

 Jim

If it ain't broke, I could probably fix it.

[EMAIL PROTECTED]
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(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Audio Game Programming Languages

2007-09-01 Thread Jim Kitchen
Hi Thomas,

Thank you, but I doubt that you would want to look at and try to convert my 
code.  Other professional programmers have looked at my code and just don't 
like it and have said so.  It definitely is not written in industry standard 
form.  But hey I am happy with it and so are the people who play my games.

BFN

- Original Message -
Hi Jim,
It's too bad I've had too much time on my hands lately, but what would 
be nice if I could convert one of your games to VB .Net, comment it real 
well, and then you could use it as an example for future games.
you could use that game example to see how things are done in Visual 
Basic .Net, and convert or upgrade your skills by reading through the 
program.
/Some or most of it you already know. It's just the oop part I think you 
are confused about.


 Jim

Ask yourself whether you are happy and you cease to be so.

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[Audyssey] Audio Game Programming Languages

2007-09-01 Thread John Bannick
Jim,

You're not alone in colliding with object oriented languages.
I do this for a living and the transition was ugly at first.
Many of your best practices as a structured coder are exactly the opposite 
from O O best practices.

There are advantages to O O coding. But I think you're right: if what you 
do coding your games ain't broke, don't fix it.
That being said...

Tristan,

I've coded for money in almost every language there is, going back to 
Sanscrit (But not Python.)

The advantages of C++ and C Sharp are that there are a lot of tools and Web 
support for those languages.

I prefer Java because it is easier than C++ . Also its supporting libraries 
and third party software are not tied to Windows. And, there are more jobs 
coding Java.

Thomas and Jason are spot on in pointing out what makes O O distinct. In 
addition, I think the biggest advantage O O has for coding games is that 
the ability of one class to inherit features from a parent class lets you 
not only reuse code, but enhance it without breaking your original games.

John Bannick 


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Re: [Audyssey] Audio Game Programming Languages

2007-09-01 Thread Thomas Ward
Hi Jason,
It sounds like you got it. Basically, a person, dog, cat, etc are all 
objects in a real world. they are person, places, and things in programs.
Think of a dog. It is an object. Now, what do dogs do? They bark, run, 
pant, etc right? What you do is program a class for a dog which contains 
all the necessary code to make your dog pant, run, walk, play, bark, 
wine, etc.
When you create a new dog object all the features of a dog are available 
from it's class. All the features you would expect of that dog.



jason wrote:
> Hi, Jim it's Jason.
> I think what Thomas means by objects are characters in a program meaning a 
> real person is an object in the physical aspect but a  digital piece of the 
> programming in the computerworld.   The same criteria goes for your baseball 
> game for instance batters are physically people but they are objects or 
> characters when designed in the computer world.  You just have to sit back 
> and imagine what they look like.
> I hope I am correct.   If I am not then sorry about that, if I explained 
> objects wrong.
> your friend,
> Jason


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Re: [Audyssey] Audio Game Programming Languages

2007-09-01 Thread Thomas Ward
Hi Ken,
Well, C# .Net is as different from C as an apple is from an orange. C# 
.Net, called C-Sharp, is a 100% pure object oriented language where 
clasic C was not object orientedat all. In eddition C# .Net is much 
smaller in size, requiring less key words, and all you need to program 
C# .Net is found in the .Net Framework.
The closest C ever got to anything resembling object oriented 
programming was structs, but they are very simple compared to classes 
and objects.
 

Ken the Crazy wrote:
> Yeah, Jim, I know what you mean--I used to program the Commodore 64.  I've 
> looked at object oriented programming, and though I get the concepts, I get 
> overwhelmed when I look at those lines of nearly inexplicable code--but 
> maybe c#.net is very different from old c.  When I programmed Darkness, it 
> was done in TADS, and it was all object oriented.  The most frustrating part 
> was that it was case sensitive, and didn't fix cases automatically.
> Ken Downey
> President
> DreamTechInteractive!
>   


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Re: [Audyssey] Audio Game Programming Languages

2007-08-31 Thread Ken the Crazy
I think you'll get quite the variations of answers on that one.  I'm a 
rookie programmer, so speed doesn't matter quite as much as my games are 
quite simple--so I use vb6.  Of course, David Greenwood's engine is 
programmed in VB6 too, and is the most advanced game engine for the 
blind--but Audio Quake is catching up fast and is programmed in C.  I might 
take on VB.net but I couldn't get the code upgrader to translate the code 
from VB6 to VB.net, so I am stuck with VB6 until my two games are done. 
After their completion, depending on the difficulty of vb.net, I might 
switch over.  I've got a game planned out--I just need to figure out how to 
execute the code for it.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Thursday, August 30, 2007 3:49 PM
Subject: [Audyssey] Audio Game Programming Languages


> Hi,
> What do you developers like best for programming languages? C++, c#, vb6, 
> vb
> 2005, vb .net, the whole visual studio 6, 2005, and .net, etc. Any, at 
> all!
>>From the upcoming *inaccessible* Visual Studio 2008, to the still widely
> used and prefered Visual Basic 6, which goes back to Windows NT. What
> versions of the programs like vb6 enterprize, vb6 professional, etc...
>
> thanks in advance for the answers, and you don't just have to answer me on
> this topic, you can talk about programming audio games as well.
>
> p.s. If this is off topic, I am sorry. It is about audio games though.
> Regards,
> Tristan Bussiere
>
> Owner/Main Developer
> ACE Games
> http://www.acegamesonline.net
> Skype: Tristanbussiere
> MSN:
> [EMAIL PROTECTED]
> AIM: gitrdone9632
>
>
> ---
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> If you want to leave the list, send E-mail to 
> [EMAIL PROTECTED]
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>
>
> -- 
> No virus found in this incoming message.
> Checked by AVG Free Edition.
> Version: 7.5.484 / Virus Database: 269.13.1/981 - Release Date: 8/31/2007 
> 6:13 AM
>
> 


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Re: [Audyssey] Audio Game Programming Languages

2007-08-31 Thread Ken the Crazy
Yeah, Jim, I know what you mean--I used to program the Commodore 64.  I've 
looked at object oriented programming, and though I get the concepts, I get 
overwhelmed when I look at those lines of nearly inexplicable code--but 
maybe c#.net is very different from old c.  When I programmed Darkness, it 
was done in TADS, and it was all object oriented.  The most frustrating part 
was that it was case sensitive, and didn't fix cases automatically.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Friday, August 31, 2007 10:01 AM
Subject: Re: [Audyssey] Audio Game Programming Languages


> Hi Jim,
> I don't think being self taught is really the problem. I just don't
> think the concept was explained to you in down to earth language. There
> is nothing difficult about object oriented design, but is a bit mor
> abstract than structural design.
> In OOP, object oriented programming, you program around the idea of
> people, places and things. A game character is an object. A gun he/she
> is carrying is a object. The game world he/she might be in is an object.
> Now, that you know what objects are you need to collect your functions
> and variables in a way that describe that person, place, or thing.
> The way we do this is through what is known as a class. A class contains
> all the variables, functions, and data which describes and stores info
> about your object whatever it might be. Instead of having a million
> global variables like in structured programming, you may have a few
> variables in various classes that hold data for all of your objects.
> One of the great uses of object oriented design is that several objects
> of the same kind can share variables which in structured design is
> impossible without overwriting the data. For example, Character.X and
> Character.Y stores the values for the player's location, and all
> characters can use those X and Y variables by proceeding the variable by
> the character's object name such as Sally.X and Joe.X.
> Unfortunately, for structured programmers all modern languages like
> Java, Visual Basic .Net, C# .Net, C++ .Net, etc are all 100% object
> oriented The days of the structured programmer is coming to a close.,
> and has been fading out for years.
> In fact, Visual Basic 6 wasn't totally structured programming as it does
> have some simple classes, and oop design elements in it. It was just
> that most Visual Basic programmers didn't get too heavy into oop back
> then, and it's oop design didn't have some of the more advanced features
> like Java had.
> If I seam against VB 6 it is for a rational reason. A programmer can't
> survive in any other language outside of Visual Basic 6 without an
> understanding of object oriented programming. My feeling is since a new
> developer will eventually need to know oop they might as well get right
> into a oop language like C# .Net, Visual Basic .Net, and learn it right
> off the bat. It makes learning everything else after that much easier.
> In my own case I came to know how to do good oop design back when I was
> taking Java. I was freeked out at how different the style of programming
> was, but once I learned the concepts behind it I never had problems
> learning any other language. C# .Net, Visual Basic .Net, object oriented
> Python, all were easy to learn and pick up because I had learned the
> main core concepts of how languages work and programs are to be coded
> using object oriented programming and design. I have discovered that it
> is concepts and terminology that counts more than the language itself
> when it comes to learning to program.
>
>
> Jim Kitchen wrote:
>> Hi Tristan,
>>
>> I very much like programming my games in vb6.  I program in vb6 just as I 
>> did in Quick Basic and very close to how I did in GW Basic, BasicA and 
>> the other Microsoft Basic languages before that.  You know like on my 
>> Atari 800 XL and the Texas Instruments 99 4A before that.
>>
>> I just have not been able to rap my head around what people call object 
>> oriented programming.  Maybe it has something to do with just being self 
>> taught and never ever taking any computer courses at all.
>>
>> BFN
>>
>>  Jim
>>
>> "If it works, don't mess with it" school graduate
>>
>> [EMAIL PROTECTED]
>> http://www.kitchensinc.net
>> (440) 286-6920
>> Chardon Ohio USA
>>
>
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the l

Re: [Audyssey] Audio Game Programming Languages

2007-08-31 Thread Thomas Ward
Hi Jim,
It's too bad I've had too much time on my hands lately, but what would 
be nice if I could convert one of your games to VB .Net, comment it real 
well, and then you could use it as an example for future games.
you could use that game example to see how things are done in Visual 
Basic .Net, and convert or upgrade your skills by reading through the 
program.
/Some or most of it you already know. It's just the oop part I think you 
are confused about.


Jim Kitchen wrote:
> Hi Thomas,
> 
> Thank you again for trying to explain object oriented programming.  I just 
> don't get it.  You know 33 years ago when I drew up my first flow chart and 
> later turned that into if, then, goto, gosub, return, open, print, close, 
> get, put, input, peek, poke and stuff like that, that is what I loved and how 
> I see games in my head and still do.  I do think that you taking college 
> programming courses and being forced to learn and program how they wanted you 
> to does make a difference.  I have been told by many college graduated 
> programmers that my style of coding is just wrong, but that it does work and 
> is stable.  So for as long as I am able to, I will program the way that I 
> want to and have learned works.



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Re: [Audyssey] Audio Game Programming Languages

2007-08-31 Thread jason
Hi, Jim it's Jason.
I think what Thomas means by objects are characters in a program meaning a 
real person is an object in the physical aspect but a  digital piece of the 
programming in the computerworld.   The same criteria goes for your baseball 
game for instance batters are physically people but they are objects or 
characters when designed in the computer world.  You just have to sit back 
and imagine what they look like.
I hope I am correct.   If I am not then sorry about that, if I explained 
objects wrong.
your friend,
Jason
- Original Message - 
From: "Jim Kitchen" <[EMAIL PROTECTED]>
To: "Thomas Ward" 
Sent: Friday, August 31, 2007 4:32 PM
Subject: Re: [Audyssey] Audio Game Programming Languages


> Hi Thomas,
>
> Thank you again for trying to explain object oriented programming.  I just 
> don't get it.  You know 33 years ago when I drew up my first flow chart 
> and later turned that into if, then, goto, gosub, return, open, print, 
> close, get, put, input, peek, poke and stuff like that, that is what I 
> loved and how I see games in my head and still do.  I do think that you 
> taking college programming courses and being forced to learn and program 
> how they wanted you to does make a difference.  I have been told by many 
> college graduated programmers that my style of coding is just wrong, but 
> that it does work and is stable.  So for as long as I am able to, I will 
> program the way that I want to and have learned works.
>
> - Original Message -
> Hi Jim,
> I don't think being self taught is really the problem. I just don't
> think the concept was explained to you in down to earth language. There
> is nothing difficult about object oriented design, but is a bit mor
> abstract than structural design.
> In OOP, object oriented programming, you program around the idea of
> people, places and things. A game character is an object. A gun he/she
> is carrying is a object. The game world he/she might be in is an object.
> Now, that you know what objects are you need to collect your functions
> and variables in a way that describe that person, place, or thing.
> The way we do this is through what is known as a class. A class contains
> all the variables, functions, and data which describes and stores info
> about your object whatever it might be. Instead of having a million
> global variables like in structured programming, you may have a few
> variables in various classes that hold data for all of your objects.
> One of the great uses of object oriented design is that several objects
> of the same kind can share variables which in structured design is
> impossible without overwriting the data. For example, Character.X and
> Character.Y stores the values for the player's location, and all
> characters can use those X and Y variables by proceeding the variable by
> the character's object name such as Sally.X and Joe.X.
> Unfortunately, for structured programmers all modern languages like
> Java, Visual Basic .Net, C# .Net, C++ .Net, etc are all 100% object
> oriented The days of the structured programmer is coming to a close.,
> and has been fading out for years.
> In fact, Visual Basic 6 wasn't totally structured programming as it does
> have some simple classes, and oop design elements in it. It was just
> that most Visual Basic programmers didn't get too heavy into oop back
> then, and it's oop design didn't have some of the more advanced features
> like Java had.
> If I seam against VB 6 it is for a rational reason. A programmer can't
> survive in any other language outside of Visual Basic 6 without an
> understanding of object oriented programming. My feeling is since a new
> developer will eventually need to know oop they might as well get right
> into a oop language like C# .Net, Visual Basic .Net, and learn it right
> off the bat. It makes learning everything else after that much easier.
> In my own case I came to know how to do good oop design back when I was
> taking Java. I was freeked out at how different the style of programming
> was, but once I learned the concepts behind it I never had problems
> learning any other language. C# .Net, Visual Basic .Net, object oriented
> Python, all were easy to learn and pick up because I had learned the
> main core concepts of how languages work and programs are to be coded
> using object oriented programming and design. I have discovered that it
> is concepts and terminology that counts more than the language itself
> when it comes to learning to program.
>
>
> Jim
>
> Are we having fun yet?
>
> [EMAIL PROTECTED]
> http://www.kitchensinc.net
> (440) 286-6920
> Chardon Ohio USA
> ---
> Gamers mailing list __ Gamers@audyssey.or

Re: [Audyssey] Audio Game Programming Languages

2007-08-31 Thread Jim Kitchen
Hi Thomas,

Thank you again for trying to explain object oriented programming.  I just 
don't get it.  You know 33 years ago when I drew up my first flow chart and 
later turned that into if, then, goto, gosub, return, open, print, close, get, 
put, input, peek, poke and stuff like that, that is what I loved and how I see 
games in my head and still do.  I do think that you taking college programming 
courses and being forced to learn and program how they wanted you to does make 
a difference.  I have been told by many college graduated programmers that my 
style of coding is just wrong, but that it does work and is stable.  So for as 
long as I am able to, I will program the way that I want to and have learned 
works.

- Original Message -
Hi Jim,
I don't think being self taught is really the problem. I just don't 
think the concept was explained to you in down to earth language. There 
is nothing difficult about object oriented design, but is a bit mor 
abstract than structural design.
In OOP, object oriented programming, you program around the idea of 
people, places and things. A game character is an object. A gun he/she 
is carrying is a object. The game world he/she might be in is an object. 
Now, that you know what objects are you need to collect your functions 
and variables in a way that describe that person, place, or thing.
The way we do this is through what is known as a class. A class contains 
all the variables, functions, and data which describes and stores info 
about your object whatever it might be. Instead of having a million 
global variables like in structured programming, you may have a few 
variables in various classes that hold data for all of your objects.
One of the great uses of object oriented design is that several objects 
of the same kind can share variables which in structured design is 
impossible without overwriting the data. For example, Character.X and 
Character.Y stores the values for the player's location, and all 
characters can use those X and Y variables by proceeding the variable by 
the character's object name such as Sally.X and Joe.X.
Unfortunately, for structured programmers all modern languages like 
Java, Visual Basic .Net, C# .Net, C++ .Net, etc are all 100% object 
oriented The days of the structured programmer is coming to a close., 
and has been fading out for years.
In fact, Visual Basic 6 wasn't totally structured programming as it does 
have some simple classes, and oop design elements in it. It was just 
that most Visual Basic programmers didn't get too heavy into oop back 
then, and it's oop design didn't have some of the more advanced features 
like Java had.
If I seam against VB 6 it is for a rational reason. A programmer can't 
survive in any other language outside of Visual Basic 6 without an 
understanding of object oriented programming. My feeling is since a new 
developer will eventually need to know oop they might as well get right 
into a oop language like C# .Net, Visual Basic .Net, and learn it right 
off the bat. It makes learning everything else after that much easier.
In my own case I came to know how to do good oop design back when I was 
taking Java. I was freeked out at how different the style of programming 
was, but once I learned the concepts behind it I never had problems 
learning any other language. C# .Net, Visual Basic .Net, object oriented 
Python, all were easy to learn and pick up because I had learned the 
main core concepts of how languages work and programs are to be coded 
using object oriented programming and design. I have discovered that it 
is concepts and terminology that counts more than the language itself 
when it comes to learning to program.


 Jim

Are we having fun yet?

[EMAIL PROTECTED]
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Audio Game Programming Languages

2007-08-31 Thread Thomas Ward
Hi Davy,
I certainly can agree with you regarding C++ verses Visual Basic for 
game programming. I've never been exactly fond of Visual Basic's need to 
word everything such as End If, End Loop, End Function, but I am 
thankful at least the IDE is good about autocompleting and filling in 
that stuff.
In C# and C++ I can just drop in a right brace, and I am done with it. 
No taking a few extra seconds to type in End If, End Function, End Loop, 
and all the other ways that Visual Basic spells everything out word for 
word. Though, some developers have explained to me on more than ocasion 
they can't relate to brases for defining blocks of code and would rather 
see it it in writing. Each to their own i guess.
Though, in reflection I think I'd rather see the way VB does it rather 
than Python. in Python blocks of code are totally defined by spacing. 
Doing Python by speech bites if you are not careful about your 
spacing,but with a braille display it isn't too bad.



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Re: [Audyssey] Audio Game Programming Languages

2007-08-31 Thread Thomas Ward
Hi Jim,
I don't think being self taught is really the problem. I just don't 
think the concept was explained to you in down to earth language. There 
is nothing difficult about object oriented design, but is a bit mor 
abstract than structural design.
In OOP, object oriented programming, you program around the idea of 
people, places and things. A game character is an object. A gun he/she 
is carrying is a object. The game world he/she might be in is an object. 
Now, that you know what objects are you need to collect your functions 
and variables in a way that describe that person, place, or thing.
The way we do this is through what is known as a class. A class contains 
all the variables, functions, and data which describes and stores info 
about your object whatever it might be. Instead of having a million 
global variables like in structured programming, you may have a few 
variables in various classes that hold data for all of your objects.
One of the great uses of object oriented design is that several objects 
of the same kind can share variables which in structured design is 
impossible without overwriting the data. For example, Character.X and 
Character.Y stores the values for the player's location, and all 
characters can use those X and Y variables by proceeding the variable by 
the character's object name such as Sally.X and Joe.X.
Unfortunately, for structured programmers all modern languages like 
Java, Visual Basic .Net, C# .Net, C++ .Net, etc are all 100% object 
oriented The days of the structured programmer is coming to a close., 
and has been fading out for years.
In fact, Visual Basic 6 wasn't totally structured programming as it does 
have some simple classes, and oop design elements in it. It was just 
that most Visual Basic programmers didn't get too heavy into oop back 
then, and it's oop design didn't have some of the more advanced features 
like Java had.
If I seam against VB 6 it is for a rational reason. A programmer can't 
survive in any other language outside of Visual Basic 6 without an 
understanding of object oriented programming. My feeling is since a new 
developer will eventually need to know oop they might as well get right 
into a oop language like C# .Net, Visual Basic .Net, and learn it right 
off the bat. It makes learning everything else after that much easier.
In my own case I came to know how to do good oop design back when I was 
taking Java. I was freeked out at how different the style of programming 
was, but once I learned the concepts behind it I never had problems 
learning any other language. C# .Net, Visual Basic .Net, object oriented 
Python, all were easy to learn and pick up because I had learned the 
main core concepts of how languages work and programs are to be coded 
using object oriented programming and design. I have discovered that it 
is concepts and terminology that counts more than the language itself 
when it comes to learning to program.


Jim Kitchen wrote:
> Hi Tristan,
>
> I very much like programming my games in vb6.  I program in vb6 just as I did 
> in Quick Basic and very close to how I did in GW Basic, BasicA and the other 
> Microsoft Basic languages before that.  You know like on my Atari 800 XL and 
> the Texas Instruments 99 4A before that.
>
> I just have not been able to rap my head around what people call object 
> oriented programming.  Maybe it has something to do with just being self 
> taught and never ever taking any computer courses at all.
>
> BFN
>
>  Jim
>
> "If it works, don't mess with it" school graduate
>
> [EMAIL PROTECTED]
> http://www.kitchensinc.net
> (440) 286-6920
> Chardon Ohio USA
>   


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Re: [Audyssey] Audio Game Programming Languages

2007-08-31 Thread Davy Kager
Hi,

You may not know me as an audiogame developer, but I still am one. The 
reason why you don't know me is because I'm spending my time on building a 
game engine that suits my needs (so not an actual game yet). If that's done 
I'll post some details here.
Anyway, the only programming language that I can really program in is C++, 
and I think I'll never switch to another language. I use Microsoft Visual 
Studio 2005 Professional to program with the good old COM-part of DirectX. 
I've never used .NET, and I'll probably not do anything with .NET in the 
future. I'd rather like to code everything myself using the Windows API and 
DirectX 8 (yes, that takes a while). And if you're curious: the reason why I 
don't use something like VB2005 is because I get stuck in all that words. I 
mean things like "End If", "Then" and such stuff.

Hope you've enough info now. 
- Original Message - 
From: <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Thursday, August 30, 2007 9:49 PM
Subject: [Audyssey] Audio Game Programming Languages


Hi,
What do you developers like best for programming languages? C++, c#, vb6, vb
2005, vb .net, the whole visual studio 6, 2005, and .net, etc. Any, at all!
>From the upcoming *inaccessible* Visual Studio 2008, to the still widely
used and prefered Visual Basic 6, which goes back to Windows NT. What
versions of the programs like vb6 enterprize, vb6 professional, etc...

thanks in advance for the answers, and you don't just have to answer me on
this topic, you can talk about programming audio games as well.

p.s. If this is off topic, I am sorry. It is about audio games though.
Regards,
Tristan Bussiere

Owner/Main Developer
ACE Games
http://www.acegamesonline.net
Skype: Tristanbussiere
MSN:
[EMAIL PROTECTED]
AIM: gitrdone9632


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Re: [Audyssey] Audio Game Programming Languages

2007-08-31 Thread Jim Kitchen
Hi Tristan,

I very much like programming my games in vb6.  I program in vb6 just as I did 
in Quick Basic and very close to how I did in GW Basic, BasicA and the other 
Microsoft Basic languages before that.  You know like on my Atari 800 XL and 
the Texas Instruments 99 4A before that.

I just have not been able to rap my head around what people call object 
oriented programming.  Maybe it has something to do with just being self taught 
and never ever taking any computer courses at all.

BFN

 Jim

"If it works, don't mess with it" school graduate

[EMAIL PROTECTED]
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Audio Game Programming Languages

2007-08-30 Thread Thomas Ward
Hi Tristan,
I prefer to use C# .Net 2005 which looks similar to C++, but allot 
simplar to program, and has better documentation and better DirectX 
support than newer versions of Visual Basic such as Visual Basic .Net 2005.


[EMAIL PROTECTED] wrote:
> Hi,
> What do you developers like best for programming languages? C++, c#, vb6, vb
> 2005, vb .net, the whole visual studio 6, 2005, and .net, etc. Any, at all!
> >From the upcoming *inaccessible* Visual Studio 2008, to the still widely
> used and prefered Visual Basic 6, which goes back to Windows NT. What
> versions of the programs like vb6 enterprize, vb6 professional, etc...
>
> thanks in advance for the answers, and you don't just have to answer me on
> this topic, you can talk about programming audio games as well.
>
> p.s. If this is off topic, I am sorry. It is about audio games though.
> Regards,
> Tristan Bussiere
>
> Owner/Main Developer
> ACE Games
> http://www.acegamesonline.net
> Skype: Tristanbussiere
> MSN:
> [EMAIL PROTECTED]
> AIM: gitrdone9632
>
>   


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Re: [Audyssey] Audio Game Programming Languages

2007-08-30 Thread Josh
hey you forgot to put python in your list there.

email: [EMAIL PROTECTED]
msn: [EMAIL PROTECTED]
AOL: kutztownstudent
skype: jkenn337

- Original Message - 
From: <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Thursday, August 30, 2007 3:49 PM
Subject: [Audyssey] Audio Game Programming Languages


> Hi,
> What do you developers like best for programming languages? C++, c#, vb6, 
> vb
> 2005, vb .net, the whole visual studio 6, 2005, and .net, etc. Any, at 
> all!
>>From the upcoming *inaccessible* Visual Studio 2008, to the still widely
> used and prefered Visual Basic 6, which goes back to Windows NT. What
> versions of the programs like vb6 enterprize, vb6 professional, etc...
>
> thanks in advance for the answers, and you don't just have to answer me on
> this topic, you can talk about programming audio games as well.
>
> p.s. If this is off topic, I am sorry. It is about audio games though.
> Regards,
> Tristan Bussiere
>
> Owner/Main Developer
> ACE Games
> http://www.acegamesonline.net
> Skype: Tristanbussiere
> MSN:
> [EMAIL PROTECTED]
> AIM: gitrdone9632
>
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to 
> [EMAIL PROTECTED]
> You can make changes or update your subscription via the web, at
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
> All messages are archived and can be searched and read at
> http://www.mail-archive.com/[EMAIL PROTECTED]
> If you have any questions or concerns regarding the management of the 
> list,
> please send E-mail to [EMAIL PROTECTED] 


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[Audyssey] Audio Game Programming Languages

2007-08-30 Thread Tristan
Hi,
What do you developers like best for programming languages? C++, c#, vb6, vb
2005, vb .net, the whole visual studio 6, 2005, and .net, etc. Any, at all!
>From the upcoming *inaccessible* Visual Studio 2008, to the still widely
used and prefered Visual Basic 6, which goes back to Windows NT. What
versions of the programs like vb6 enterprize, vb6 professional, etc...

thanks in advance for the answers, and you don't just have to answer me on
this topic, you can talk about programming audio games as well.

p.s. If this is off topic, I am sorry. It is about audio games though.
Regards,
Tristan Bussiere

Owner/Main Developer
ACE Games
http://www.acegamesonline.net
Skype: Tristanbussiere
MSN:
[EMAIL PROTECTED]
AIM: gitrdone9632


---
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