Re: redfox's bgt questions?

2018-11-22 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: redfox's bgt questions? 6: Key_pressed only works once per press. What you should do is have one if for the key press, then decide what to do with the ping inside that. Also, this is where you'd want to use else, since if you only move the key_pressed, you'll always get it turning on an

Re: 3d audio in bgt using camlorn audio!

2018-11-22 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: 3d audio in bgt using camlorn audio! Yeah, I was surprised when I saw this topic without a dot on it.I don't have access to my computer with the files ATM, but if I have it in Dropbox or somesuch, I'll add the link to this post. URL: http://forum.audiogames.net/post/394573/#p394573

Re: 3d audio in bgt using camlorn audio!

2018-11-22 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: 3d audio in bgt using camlorn audio! Yeah, I was surprised when I saw this topic without a dot on it.I don't have access to my computer with the files ATM, but if I have it in Dropbox or somesuch, I'll add the link to this post.Edit: Not sure if this is it, or if this is just the origin

Re: 3d audio in bgt using camlorn audio!

2018-11-22 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: 3d audio in bgt using camlorn audio! Yeah, I was surprised when I saw this topic without a dot on it.I don't have access to my computer with the files ATM, but if I have it in Dropbox or somesuch, I'll add the link to this post.Edit: Not sure if this is it, or if this is just the origin

Re: trying to make this multiplayer

2017-04-19 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: trying to make this multiplayer You will want to use the network object. If you want the game to support an arbitrary number of players, or allow people to connect to anyone who happens to be online, you'll need a server. If it's more of a 1-4 player game, you could get away with lettin

Re: Playing row&column numbers with the posibility of interrupt in BGT?

2017-05-28 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Playing row&column numbers with the posibility of interrupt in BGT? You might consider the number_speaker, which is in the helper layer in the manual. This sounds like the exact situation it works well with. URL: http://forum.audiogames.net/viewtopic.php?pid=312864#p312864 ___

Re: Help needed with the sound pool class in bgt

2017-06-05 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Help needed with the sound pool class in bgt The sound_pool has a method for the river example, but it takes several arguments, and it can be hard to remember all of them and what order they're in. pool.play_extended_2d("river.wav", listener_x, listener_y, sound_x, sound_y, left_range,

Re: DT in BGT

2017-08-29 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: DT in BGT ... Yeah, I'm not sure what that's about. Are there two clock classes, somehow? Like, in clock.bgt and ball.bgt?I think dt should probably be 0.001×C.time.elapsed, though, or you'll probably wind up with the same online synching issue from before. URL: http://forum.audiogames

Re: DT in BGT

2017-08-29 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: DT in BGT Maybe add C.update(); before declaring dt? It won't solve the problem, but it might give a clue.Actually, try C.update() and C.tick(), just to see if any of them work. If both give errors, it doesn't say much, but if one or neither gives an error, then that might give an idea

Re: DT in BGT

2017-08-30 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: DT in BGT Yeah, I don't get that, either. I'm tempted to think it might be a bug in BGT itself. When you got the error, where was the dt line? Just to see if I can reproduce the error. URL: http://forum.audiogames.net/viewtopic.php?pid=326991#p326991 __

Re: DT in BGT

2017-09-05 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: DT in BGT Are you doing that calculation in global scope, or in a class? Most calculations must be performed inside a function, so if that's not in a function, that's the error you'd get. If that's for the ball class, you might put it in either the constructor, or the updating. If it's

Re: Sonus GDE (Game Development Enviroment)

2017-09-06 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Sonus GDE (Game Development Enviroment) kyle12 wrote:I would suggest having more audio channels. Quite simply, depending on how complex games may get, you're going to need a lot more than you have here.At first, I thought 8 sounded like plenty—I've tried thinking through soundscaping ac

Re: DT in BGT

2017-09-08 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: DT in BGT Reversing it would be pos-(vel*dt*df), where df is the number of frames. The only thing to worry about is how vel changes if you need to roll back more than one frame. You could also include pos and vel in the network message, which would take away the need for more calculatio

Re: DT in BGT

2017-09-09 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: DT in BGT Example 3 might look like this:class snapshot [    vector pos, vel;    uint frame; // This shouldn't be needed, but I'm including it in case I've overlooked something that will show up later.    snapshot() {     frame = C.frame;    }    snapshot (vector p, vector v, uint f) { 

Re: DT in BGT

2017-09-09 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: DT in BGT It's hard to say for sure just because Im reading on mobile, but it does look like the right direction.As for reversing direction, flipping the sign is equivalent to moving in the oppisite direction. If you really wanted to flip the direction by using a different value for the

Re: DT in BGT

2017-09-10 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: DT in BGT Ah, that was a mistake on my part. Just change uint f to int f. Realistically it shouldn't be a problem, but better safe. URL: http://forum.audiogames.net/viewtopic.php?pid=329045#p329045 ___ Audiogames-reflector mailing list A

Re: Target in BGT?

2017-09-11 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Target in BGT? I  don't remember which of round, floor, or ceiling I used for this. I think it was round. I guess the other thing is that, when I'm having something move, I keep the old variables unchanged until the move is confirmed, and use temporary variables for the target position.

Re: Sonus GDE (Game Development Enviroment)

2017-09-11 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Sonus GDE (Game Development Enviroment) Re: sound count. It really depends. If sounds can be positioned at different locations, you could have am arbitrarily complex soundscape, after a fashion. You'd need to reserve slots for action sounds which could happen at any time, as well. If on

Re: DT in BGT

2017-09-12 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: DT in BGT Unless your x velocity is also unaffected, the first thing I'd check is acc.y, since that's the only part of that equation which could sed vel.y to 0. The only other possibility is that theta is somehow getting set to 0 before vel can use it, but that looks unlikely based on y

Re: DT in BGT

2017-09-12 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: DT in BGT That is exactly what it sounds like. I'd need to check how theta is used/declared elsewhere to figure out the best way to fix it, but this suggests it's some kind of scope conflict, where multiple thetas are being created and the right one is not being used. URL: http://forum

Re: DT in BGT

2017-09-15 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: DT in BGT I think that you can use the &out; to make a C-style pointer out of a number, but that's almost certainly not what you want to do, here. You can't use handles on primatives, which numbers and bools are. I'm not sure about strings.I think the main confusion here is over how var

Re: Python, pygame, and accessibility functionality

2017-09-15 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Python, pygame, and accessibility functionality You probably want accessible_output2, if you want to develop programs that can explicitly communicate with screen readers and braille devices. . Pygame's ability to display text isn't inherently accessible, in the sense that java.awt.Graph

Re: DT in BGT

2017-09-16 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: DT in BGT 0 radians generally points along the positive x axis, so I would expect 90dg to move along the y axis.As for x, notice the number of 0s. This is the limitation of floating point arithmetic, aka rounding error. Pi/2 is an irrational number with infinitely many digits. You can't

Re: DT in BGT

2017-09-16 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: DT in BGT 0 radians generally points along the positive x axis, so I would expect 90dg to move along the y axis.As for x, notice the number of 0s. This is the limitation of floating point arithmetic, aka rounding error. Pi/2 is an irrational number with infinitely many digits. You can't

Re: Sonus GDE (Game Development Enviroment)

2017-09-17 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Sonus GDE (Game Development Enviroment) I think the market will prefer the game store option. I have an afinity for the cartridge idea just because of the early-mid 1990s aesthetic, and also having a physical product is one of those things that's awesome but decreasingly viable. Whiche

Re: DT in BGT

2017-09-17 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: DT in BGT Yeah. I think this is why Swamp tends to start players off facing east. If you put compass directions on the x/y axes, 0dg is east, 90dg is north, 180dg is west, and 270dg is south. ... unless you're using screen coordinates, in which case north and south would be reversed, bu

Re: DT in BGT

2017-09-18 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: DT in BGT It sounds like you want -theta+90. You could either apply that to whatever takes theta, or you could just set 90 as the default and transform any messages.To get 0=+y, 90=+x, ... let's call it the 12o'clock system, and the 0=+x, 90=+y version the right-handed system...From rig

Re: DT in BGT

2017-09-19 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: DT in BGT It seems like you wouldn't need a global theta, so much as the orientations of the players / the ball. In that case, you could have theta be a property of those objects, so the only time you'd need to pass theta around is if you're using global functions, or changing direction

Re: Footstep sounds?

2017-09-20 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Footstep sounds? I expect there are two ways these are made: either by recording someone walking and cutting it into  individual steps, or by fake-stepping or walking in place or by whacking things with shoes. Let's just worry about the first one, because it's better. It requires walkin

Re: Elementary question about parsing text on BGT

2017-09-26 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Elementary question about parsing text on BGT Is the text file created explicitly with \r\n, or is it made with a text editor?I generally don't bother with read_until, and just read the whole file and split it into an array with string_split. When it comes to unreliable linebreaks, I mi

Re: Help with BGT Runtime Error

2017-09-28 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Help with BGT Runtime Error Replying from mobile, so can't look at the code, but it sounds like an index out of bounds error. I find that whenever I need to parse a file where I need something other than a simple for i in lines type situation, it's almost mandatory to check the length o

Re: working with an array of handles in BGT

2017-10-04 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: working with an array of handles in BGT The way I do it is to use handles for everything, and write generator functions to get handles to new objects. (BGT's lack of something like the new keyword is one of the more frustrating shortcomings.)So I'd have a function likeemployee@ new_empl

Re: Questions

2017-10-08 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Questions Forums and wikis tend to be written in php, (or they were last decade, at least), if that tells you anything. _javascript_ might be easier, if it's singleplayer. But I might be biased because I never got anywhere with php. This might be more my webhost's fault, but eh. URL: h

Re: Help with BGT Runtime Error

2017-10-12 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Help with BGT Runtime Error If you still need help with this...A quick skimming of the code tells me to worry about this line:form.add_list_item(deck, card_list[x][0]);Although it looks like your code for loading cards always guarantees that the array at card_list[x] will not be empty,

Re: -Calling all detectives! I need your help!

2017-10-21 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: -Calling all detectives! I need your help! Sherlock Holmes is in the public domain, in case you, say, think it might be worth lifting ideas from his and Watson's adventures, for inspiration. There would need to be adapting for the setting, natch, but a few might be sufficiently heinous

Re: -Calling all detectives! I need your help!

2017-10-21 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: -Calling all detectives! I need your help! Sherlock Holmes is in the public domain, in case you, say, think it might be worth lifting ideas from his and Watson's adventures, for inspiration. There would need to be adapting for the setting, natch, but a few might be sufficiently heinous

Re: BGT question

2017-10-23 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: BGT question If I understand correctly, you probably want two arrays: one with the questions, and the other with the answers.You'd have answers[0] be the answer to questions[0], answers[1] for questions[1], etc.Then you'd create a random int to decide which question to show. Ex, int ind

Re: BGT question

2017-10-23 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: BGT question Something like this (replace the questions and answers as you wish):void main() {    int size=3; // Or however many questions you want.    string[] questions(size);    string[] answers(size);    questions[0] = "Say hello.";    answers[0] = "hello";    questions[1] = "What c

Re: BGT question

2017-10-23 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: BGT question You want random (0, size-1), and size must be greater than 0.I typed the example on my phone, so haven't tested it yet. It is literally a rewrite of the first program I ever wrote, though, and reading it again, nothing jumps out at me as likely to break it. Have you tried i

Re: BGT question

2017-10-23 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: BGT question You want random (0, size-1), and size must be greater than 0.I typed the example on my phone, so haven't tested it yet.  reading it again, nothing jumps out at me as likely to break it. Have you tried it exactly as written? If it compiles, how many times did you run it with

Re: BGT question

2017-10-23 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: BGT question You want random (0, size-1), and size must be greater than 0.I typed the example on my phone, so haven't tested it yet.  reading it again, nothing jumps out at me as likely to break it. Have you tried it exactly as written? If it compiles, how many times did you run it with

Re: BGT question

2017-10-23 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: BGT question Yes. Hint: for the sound object, it's a property, and for the sound_pool, there are, like, three ways. URL: http://forum.audiogames.net/viewtopic.php?pid=334890#p334890 ___ Audiogames-reflector mailing list Audiogames-reflec

Re: BGT question

2017-10-24 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: BGT question Yes, BGT can play .ogg files. If you want to do a non-repeating random sequence, that's a bit more complicated.You could accomplish this in several different ways. For example, you could have a third array, this one of bools, and do something like this:bool[] shown(size);//

Re: BGT question

2017-10-24 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: BGT question You don't need to include license.txt, just the nvda controller client dll.I'm not sure what's up with the ogg issue. Can you paste an example that doesn't work? URL: http://forum.audiogames.net/viewtopic.php?pid=335007#p335007

Re: BGT question

2017-10-24 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: BGT question Yes, BGT can play .ogg files. If you want to do a non-repeating random sequence, that's a bit more complicated.You could accomplish this in several different ways. For example, you could have a third array, this one of bools, and do something like this:bool[] shown(size);//

Re: BGT question

2017-10-24 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: BGT question Something like this (replace the questions and answers as you wish):void main() {    int size=3; // Or however many questions you want.    string[] questions(size);    string[] answers(size);    questions[0] = "Say hello.";    answers[0] = "hello";    questions[1] = "What c

Re: BGT question

2017-10-24 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: BGT question You don't need to include the dll, just use the screen_readerlesset_library_path funtion (I forget what it's called, but it's in the manual near the screen_reader_speak function).BGT plays .wav and .ogg. You would need external libraries to play other filetypes. URL: http:

Re: BGT question

2017-10-24 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: BGT question BGT does have issues with wav files of certain bitdepths. Specifically, I think it only plays wavs with bitdepths that are powers of 2 (8, 16, 32), but not 24 or 36, etc. Maybe try playing c:\\windows\\media\\ding.wav, since that one always works. That file got kinda quiet

Re: how to make cutscenes in BGT?

2017-10-25 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: how to make cutscenes in BGT? The way I do it is to use a string array containing the lines. If the scene calls for something more complicated, like sounds or music changes, I include these as commands at the end of the line they should follow, separated from the spoken text by |, and e

Re: I simply do not understand this bug

2016-11-22 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: I simply do not understand this bug 1) I'm not sure I understand what specifically you're suggesting I do? Also I'm using dictionaries for most things and want to avoid referencing them too much in a single frame.2) I think I need examples, here, preferably with an explanation of the ad

Re: I simply do not understand this bug

2016-11-22 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: I simply do not understand this bug Hm, the more javafied code structure I used in the JFIMA and the rest of the console games do things more like what you mean--"isTunnel" and "isSlope" and "getHeightAt" are all methods.On the other hand, I kinda think the test module you described fee

Re: Entertaining project cost estimator

2016-12-20 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Entertaining project cost estimator Hmm. I first got over 9million. Then I took out voice acting and it was still like 7million. Then I took out MMO and it dropped to 490k.TIL:- High quality voiceacting is expensive.- Quality online is really expensive.I'll point out that sound wasn't m

Re: Geometry: How do I create surfaces that aren't at 90 degree angles?

2016-12-23 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Geometry: How do I create surfaces that aren't at 90 degree angles? Here it is:https://www.sendspace.com/file/f3bmv0I updated some things since the last post, but I don't remember what. They're only in the 3d, obj, and phys modules, though. URL: http://forum.audiogames.net/viewtopic.ph

Re: what does this bgt error mean?

2017-01-01 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: what does this bgt error mean? I don't know if any compiler is good at catching where unclosed string errors start. At least, that's been my experience, which admittedly doesn't consist of many compilers.I try to figure out what general section of code the error might be in, then ctrl+f

Re: Sighted Gamer/Dev, trying to get how best to present spatial data

2017-01-06 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Sighted Gamer/Dev, trying to get how best to present spatial data Tiles are the easiest way.I feel like the zoom idea should work, but AFAIK no one has implemented it. URL: http://forum.audiogames.net/viewtopic.php?pid=292674#p292674 ___

Re: Having a problem in bgt for a bullet class

2017-02-05 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Having a problem in bgt for a bullet class It's hard to tell without seeing how your game is set up all together.What I normally do is set up a master clock for the game, usually around 50fps (20ms per frame). Then to save myself the headache, immediately convert that into seconds at th

Re: Having a problem in bgt for a bullet class

2017-02-06 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Having a problem in bgt for a bullet class The link is throwing a 429 too much traffic error.When I said more than one step per frame, I meant something like a loop or recursion. Obviously, you don't want to skip spaces, otherwise you get the bullets-going-through-walls problem that is

Re: ODE journal

2015-12-09 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: ODE journal Hinges have an axis (makes sense, I guess?) and you can get the angle and angle rate for the hinge's current configuration.Question... if we try and combine joints, such that we have multiple hinges linked... will the axis remain stable... Wait, for that matter, I don't actu

Re: ODE journal

2015-12-09 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: ODE journal (Oh, hey, there was more that I never posted. Probably because I wanted a small test program to go with it, and never followed up on that.)2:34 PM 10/19/2015:I typed "I do not understand ODE joints" into Google, and lo and behold: the official ODE user guide: http://www.ode.

Re: serialization and deserialization in bgt

2015-12-13 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: serialization and deserialization in bgt So far as I can tell, the serializations work only with primitives, either in dictionaries or with the user_data class. They're pretty useless if you want to save more complex objects, unless you can come up with a way to read and write the prope

Re: serialization and deserialization in bgt

2015-12-13 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: serialization and deserialization in bgt Dictionaries don't require the same type; that's arrays.I'm not sure if there's a better way of serializing multiple dictionaries than using multiple files. You could store the data in one file, using a separator string, but that string must not

Re: Platformer audio cues list

2015-12-14 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Platformer audio cues list Most of the 1.5D audio side-scrollers give pits a wind sound, but also have the player's steps change when they get close to the edge (mud, crumbling rocks, squeaky boards, whatever's thematically appropriate).Battle Zone doesn't bother with the altered steps

Re: Platformer audio cues list

2015-12-14 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Platformer audio cues list Audiogames Battle Zone is more or less a side-scrolling hack-and-slash or run-and-gun, with a few additional obstacles like pits, cars, and moving blade-things. I mostly like the fact that it isn't overly verbose or step-count-y, and all the important informat

Re: How to check if a class instance has a null value

2015-12-15 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: How to check if a class instance has a null value Pretty much that, except you need to put the at sign in front of it.if(@objects[0]==null)Though personally, order of operations when it comes to brackets and dots always makes me nervous enough that I'd put parentheses around it, like:if

Re: garbage collection in bgt

2015-12-16 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: garbage collection in bgt You would need to make it more event-oriented. BGT doesn't come with anything particularly for that purpose, so you'd need your own classes/functions/etc.The general outline that I use for an event-oriented game lent itself to an interface well enough that I ma

Re: Let's talk about audiogame development environments

2015-12-16 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Let's talk about audiogame development environments Hm, where were the resources for basic on Blazy Note Takers, anyway? Had the idea of searching for "programming for the Braille 'n Speak" occurred to me back in 2000-2005, would I have found instructions?(Actually, I'm vaguely remember

Re: python audio game-related libraries and docs

2015-12-16 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: python audio game-related libraries and docs I like Pygame because everything about it is easier than Java except that it doesn't come with a Geometry engine for anything other than rectangles and I like more complex shapes. (I don't know when I started omitting commas so much. FYI, tho

Re: garbage collection in bgt

2015-12-17 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: garbage collection in bgt You would need to make it more event-oriented. BGT doesn't come with anything particularly for that purpose, so you'd need your own classes/functions/etc.The general outline that I use for an event-oriented game lent itself to an interface well enough that I ma

Re: Let's talk about audiogame development environments

2015-12-17 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Let's talk about audiogame development environments Hm, where were the resources for basic on Blazy Note Takers, anyway? Had the idea of searching for "programming for the Braille 'n Speak" occurred to me back in 2000-2005, would I have found instructions?(Actually, I'm vaguely remember

Re: garbage collection in bgt

2015-12-17 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: garbage collection in bgt You would need to make it more event-oriented. BGT doesn't come with anything particularly for that purpose, so you'd need your own classes/functions/etc.The general outline that I use for an event-oriented game lent itself to an interface well enough that I ma

Re: Let's talk about audiogame development environments

2015-12-17 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Let's talk about audiogame development environments Hm, where were the resources for basic on Blazy Note Takers, anyway? Had the idea of searching for "programming for the Braille 'n Speak" occurred to me back in 2000-2005, would I have found instructions?(Actually, I'm vaguely remember

Re: garbage collection in bgt

2015-12-17 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: garbage collection in bgt You would need to make it more event-oriented. BGT doesn't come with anything particularly for that purpose, so you'd need your own classes/functions/etc.The general outline that I use for an event-oriented game lent itself to an interface well enough that I ma

Re: Let's talk about audiogame development environments

2015-12-17 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Let's talk about audiogame development environments Hm, where were the resources for basic on Blazy Note Takers, anyway? Had the idea of searching for "programming for the Braille 'n Speak" occurred to me back in 2000-2005, would I have found instructions?(Actually, I'm vaguely remember

Re: Let's talk about audiogame development environments

2015-12-17 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Let's talk about audiogame development environments Hm, where were the resources for basic on Blazy Note Takers, anyway? Had the idea of searching for "programming for the Braille 'n Speak" occurred to me back in 2000-2005, would I have found instructions?(Actually, I'm vaguely remember

Re: garbage collection in bgt

2015-12-17 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: garbage collection in bgt You would need to make it more event-oriented. BGT doesn't come with anything particularly for that purpose, so you'd need your own classes/functions/etc.The general outline that I use for an event-oriented game lent itself to an interface well enough that I ma

Re: Where to start?

2015-12-19 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Where to start? It's helpful to figure out how to make the most of very little, in my experience. Which is to say, you don't need to worry about Python's sound libraries until you can make arbitrary text-only games.(I'd probably suggest Python anyway, but if you want out-of-the-box 2D s

Re: How to create pygame menus

2015-12-19 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: How to create pygame menus (Am I the only one who started out designing games to use the letters instead of the arrow keys? Then again, this was like 2004 and Jaws was all I had.) URL: http://forum.audiogames.net/viewtopic.php?pid=243397#p243397 ___

Re: Where to start?

2015-12-20 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Where to start? The BGT syntax is pretty much standard in C-like languages, so your main options if you'd rather avoid it are Python and basic-like languages. (I don't know what the HSP syntax is like.)If you go with Python, try something simple in the console with print and raw_input,

Re: BGT sound_pool update_sound_1d giving unexpected results

2015-12-20 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: BGT sound_pool update_sound_1d giving unexpected results It's hard to debug without the full program. I didn't notice any obvious errors when looking at the code you posted here, but that doesn't mean I didn't miss anything.I like to use the clipboard for debug messages that might come

Re: Formula for calculating the distance between points on a coordinate gr

2015-12-27 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Formula for calculating the distance between points on a coordinate gr Pythagorean theorem.d = sqrt(dx^2 + dy^2 + dz^2)If you have points or vectors or lines as library objects, they probably have methods for this. For example, in BGT, you can just do this:d=(p2-p1).length();Where p1 an

Re: Using handles in bgt somewhat confuse me

2015-12-27 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Using handles in bgt somewhat confuse me This part is indeed bizarre and confusing and most languages tend to just simplify it by making all object references into handles by default.I think it's easier to figure out by trial and error. Does the script do something weird? Try throwing i

Re: determining when screen readers have stopped speaking

2015-12-28 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: determining when screen readers have stopped speaking Probably not. The most common work-around is to try and estimate how long it will take to speak something, based on a speed setting and the length of the text. URL: http://forum.audiogames.net/viewtopic.php?pid=244509#p244509 _

Re: Using handles in bgt somewhat confuse me

2015-12-29 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Using handles in bgt somewhat confuse me You will probably never need more than one timer. You can use multiple timers, if you want, but in practice, what matters is the interval between frames.This does get weird when dealing with integer precision, rather than floats or doubles. In th

Re: Using handles in bgt somewhat confuse me

2015-12-31 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Using handles in bgt somewhat confuse me Python does use them, it just doesn't tell you so as to avoid the headache. Most languages do.Think about how a program uses memory.I'll explain how it works in C, because there's lots of layers when you get to dynamically typed languages like Py

Re: Using handles in bgt somewhat confuse me

2015-12-31 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Using handles in bgt somewhat confuse me Python does use them, it just doesn't tell you so as to avoid the headache. Most languages do.Think about how a program uses memory.I'll explain how it works in C, because there's lots of layers when you get to dynamically typed languages like Py

Re: ideas for grid scanning system?

2015-12-31 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: ideas for grid scanning system? I was kinda assuming you'd need to use recursion. Actually, I remember doing something like--APRONE! Isn't this kinda like how Goblins work in Castaways?Umm. I'm just going to think with my fingers for a minute.def fill(base, x, y, flags=None) : value

Re: Using handles in bgt somewhat confuse me

2016-01-02 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Using handles in bgt somewhat confuse me To post code without the forum complaining, surround it in [ code ] tags. But without the spaces, since that particular tag is the only one I can't figure out how to escape. URL: http://forum.audiogames.net/viewtopic.php?pid=245128#p245128

Re: Using handles in bgt somewhat confuse me

2016-01-02 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Using handles in bgt somewhat confuse me To post code without the forum complaining, surround it in [ code ] tags. But without the spaces, since that particular tag is the only one I can't figure out how to escape.I'm not sure why it isn't working as-is. I'd try adding a line like this

Re: How to create executables from BGT created games

2016-01-20 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: How to create executables from BGT created games In windows explorer / file explorer, select the script file, open the context menu, and choose one of the "compile script" options (it should have "compile script (debug)" and "compile script (release)". I haven't noticed any difference b

Re: How to create executables from BGT created games

2016-01-21 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: How to create executables from BGT created games If you want to stick to a .exe and don't use any DLLs, it's possible to include a pack file in the executable.Actually, if you really want to, you could put everything in a pack file, then unpack it the first time the user runs it. That s

Re: Accessible Paint Programs?

2016-02-05 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Accessible Paint Programs? At this point it sounds like it's only a few features away from a full accessible implementation of old school MSPaint. Looking forward to it! URL: http://forum.audiogames.net/viewtopic.php?pid=249367#p249367

Re: Making Music with something other than BGT

2016-02-05 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Making Music with something other than BGT What specifically are you looking for? If you only want to make music, then something like Quick Windows Sequencer and appropriate sound fonts should work. (You'd need another program to record it as wav/ogg/mp3/etc instead of midi, but the lik

Re: Making Music with something other than BGT

2016-02-08 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Making Music with something other than BGT I'd probably try a combination of sound fonts, although mixing a variety of them together is weirdly tricky (especially since lots of single-instrument soundfonts all use the same program slot and I've yet to find an explanation for how to rear

Re: Some advanced tutorial for BGT

2016-02-09 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Some advanced tutorial for BGT Most of these topics are included in the help file.Mouse and joystick are in reference -> foundation layer -> function reference -> user interaction, IIRC.Server/client issues are in reference -> foundation layer -> object reference -> network. I think the

Re: Making Music with something other than BGT

2016-02-12 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Making Music with something other than BGT I've heard good things about Zel.ELIAS sounds like it's meant to control dynamic arrangements, rather than to create music per se. It's the sort of thing I'd save for a big project intended to feel cinematic. Maybe it includes some composition

Re: Genres of audio games?

2016-02-19 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Genres of audio games? The "great" thing about audio games is that when people start complaining about a genre being oversaturated, you can still count all the titles in that genre with a single base 10 digit. Well, other than MUDs and interactive fiction, but I tend to think of those a

Re: new Free Game Engine by Amazon

2016-02-21 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: new Free Game Engine by Amazon magurp244 wrote:How is 3D modelling handled in currently available engines? Are there any accessible 3D modelling tools?None whatsoever, to my knowledge.It doesn't strike me as being quite so difficult as it sounds to make accessible 3D modeling tools. If

Re: current landscape of audiogame creation tools

2016-02-21 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: current landscape of audiogame creation tools I don't really mind the lack of 3D audio until we get past the uncanny valley issue (though it might just be me). Most of the stuff that bugs me are things that aren't really necessary--the lack of built in midi or graphics support, mostly,

Re: current landscape of audiogame creation tools

2016-02-21 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: current landscape of audiogame creation tools I gave up on HTML5 and _javascript_ when I discovered that they made it impossible to load local files, meaning all the sounds must be loaded from a server. I have no desire to set up a server and throw sounds on it just to test the audio en

Re: How to create array of arrays of blocks in bgt?

2016-03-01 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: How to create array of arrays of blocks in bgt? // Creating the array: block@[][][] blocks; // However, you will want to resize it something like so: void resize(uint width, uint height, uint depth) { blocks.resize(width); for(uint x=0; x URL: http://forum.audiogames.net/viewtopic.ph

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