Re: Am I too stupid for programming?

2021-01-28 Thread AudioGames . net ForumDevelopers room : Alan via Audiogames-reflector


  


Re: Am I too stupid for programming?

Hey!First of all, I think the main problem is not the language itself, but the pattern used and the libraries. A classic example: you think you have a good knowledge of python, but some day you clone a repo of a pygame based game and you don't understand anything at first. Not because you don't understand python, but because you don't know how to deal with the framework, its keywords and concepts.Imagine what happen if you try to understand code from any other area you are not familiar with.Another example: even if you have a deep understanding of c plus plus, developing an audio library requires extra tools: if you don't know much about sound all the coding skills on this world wouldn't help you.So, programing is never only programing. It is programing, organizing and managing the right information.On the other hand, you are right, the best documentation is written in english. And we all non native english developers must face it, so the best advice is: improve your English. It's obvious but I think there are no other alternatives. Soon or later you will need it. For a non native English speaker, it is another necessary step to a better coding.Good luck!

URL: https://forum.audiogames.net/post/610458/#p610458




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Re: Python: Usage for Joysticks and External Controllers?

2020-12-29 Thread AudioGames . net ForumDevelopers room : Alan via Audiogames-reflector


  


Re: Python: Usage for Joysticks and External Controllers?

HEY, just in case you are still interested, I added joystick support for pygame aplications on the past.Basically, you initialize an instance of pygame.joystick.joystick(id), and check the state of a button by myjoystick.get_button(buttonId). for axes, you get the current value with: myjoystick.get_axis(axisId). In this case, it returns a value from -1.0 to 1.0 representing the current state.of course, checking input this way is not optimal at all, so soon or later you'll need to write your own snipets. My aproach is a getState function that returns a state object with all current controller values for buttons and axes, so I can compare it with a previous joystick state.I can share some code if someone is interested, but it's not hard to write your own wrapper.Finally, there should be a lot of other options out there, but hopefully it could help you, at least for experimenting purposes.Happy codinn.Edit: I forgot to mention that you can listen for events such as pygame.JOYBUTTONDOWN or pygame.JOYBUTTONUP, etc. Event.button represents the button that has been pressed or released, I think. I am writing this topic from my phone, cannot test code or consult the documentation, but this is the main concept.I didn't use this last aproach because writing my own button_pressed funtion seemed easier checking and comparing an object representing the joystick state than dealing with different event types, JOYBUTTONDOWN, JOYAXISMOTION, etc.

URL: https://forum.audiogames.net/post/602794/#p602794




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Re: Python: Usage for Joysticks and External Controllers?

2020-12-28 Thread AudioGames . net ForumDevelopers room : Alan via Audiogames-reflector


  


Re: Python: Usage for Joysticks and External Controllers?

HEY, just in case you are still interested, I added joystick support for pygame aplications on the past.Basically, you initialize an instance of pygame.joystick.joystick(id), and check the state of a button by myjoystick.get_button(buttonId). for axes, you get the current value with: myjoystick.get_axis(axisId). In this case, it returns a value from -1.0 to 1.0 representing the current state.of course, checking input this way is not optimal at all, so soon or later you'll need to write your own snipets. My aproach is a getState function that returns a state object with all current controller values for buttons and axes, so I can compare it with a previous joystick state.I can share some code if someone is interested, but it's not hard to write your own wrapper.Finally, there should be a lot of other options out there, but hopefully it could help you, at least for experimenting purposes.Happy coding.

URL: https://forum.audiogames.net/post/602794/#p602794




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Re: Framework, my new set of tools for audiogame creation in python3

2020-12-26 Thread AudioGames . net ForumDevelopers room : Alan via Audiogames-reflector


  


Re: Framework, my new set of tools for audiogame creation in python3

@69, thanks! I supossed so, but when I just import framework and use framework.window.initialize() I get this error:File "", line 2, in AttributeError: 'NoneType' object has no attribute 'initialize'It only works if I use: framework.initialize()Any ideas? 

URL: https://forum.audiogames.net/post/602053/#p602053




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Re: Framework, my new set of tools for audiogame creation in python3

2020-12-25 Thread AudioGames . net ForumDevelopers room : Alan via Audiogames-reflector


  


Re: Framework, my new set of tools for audiogame creation in python3

Hey all,Loving framework so far. Good job, Mason, definitely I like this aproach.I have some issues, tough:If I am right, I should rename framework.py to __init__.py to use framework as a pakage.However, when I do it and import with: import framework, it seems that all functions are accessible from the framework rooth. example: framework.initialize()is this behavior expected? i'd like to call functions from submodules as I was doing before renaming framework.py, for compatibility with other examples and readability. I prefer window.initialize.What is the pythonic way in this case? How do you use framework? Renaming or not? AM I doing something completely wrong?Thanks in advance.

URL: https://forum.audiogames.net/post/601853/#p601853




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Re: Just wanted to provide an update on Max-Lib

2020-06-02 Thread AudioGames . net ForumDevelopers room : Alan via Audiogames-reflector


  


Re: Just wanted to provide an update on Max-Lib

First of all, all my support and thanks for your project. Projects like this can help the blind gamers community a lot: new games, more developers...However, to be clear, I feel really confused by sentences like: the mainstream game industry wants to take control of the accessibility gaming. Really? As I stated on another thread, we, as a community, have almost no real value as consumer's. The last of us 2, the last guess joining this party, will sell millions of copies, as the first installment on th series did, and of all that money, how much will come from blind or accessibility interested users? 1000 dollars around the world? 5000, maybe? The problem we have as blind gamers is exactly the oposite: nobody has comercial interesd on us, we are not the target.So, in my case, each and every step towards a more accessible game experience is more than welcome. When a mainstream developer tries to make a game more visually impaired friendly, far from thinking: oh, no, they want to take control of our community! I'd say: thanks and we are here to help if necessary, good job!Just my thoughts 

URL: https://forum.audiogames.net/post/536377/#p536377




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Re: Let's make an audio game engine!

2020-05-01 Thread AudioGames . net ForumDevelopers room : Alan via Audiogames-reflector


  


Re: Let's make an audio game engine!

VERY interesting topic and discussion. In any case, from my point of view, a little thing like bgt is simple and restrained by its own limitations, so it makes sense as a starting point for newcommers to the coding world, but a complete engine from scratch? What is the point? In my case, my main language is c sharp, so if I decide to make a game I'd use monogame or any stable game engine, there is no chance that someone with poor knowledge in c sharp could use a whole engine and create a successful game, so using a kind of amateur engine would result in even more difficulties. Engines are hard to master because there is not a simple way to make things work. I mean, when mono game, or any other engine was designed, their developers tried to make it as simple as possible, but you can't simplify much more some complex things.Hope it makes sense, excuse my english.

URL: https://forum.audiogames.net/post/524737/#p524737




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Re: Gauging interest in another 3d audio project

2020-03-30 Thread AudioGames . net ForumDevelopers room : Alan via Audiogames-reflector


  


Re: Gauging interest in another 3d audio project

Really interested here, thanks for your work¡

URL: https://forum.audiogames.net/post/514196/#p514196




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Re: C# When to use boxing?

2020-01-08 Thread AudioGames . net ForumDevelopers room : Alan via Audiogames-reflector


  


Re: C# When to use boxing?

Hey!Just one more thing: sometimes boxing can be confused with polimorphism, both concepts share the same sintax usually, so if you create a class that implements two interfaces, iupdateable and ipositionable, you can use this class like its own, like an iupdateable or like an ipositionable item. In this case, you use the same sintax: ipositionable pos = (ipositionable) myPolimorphicObject1;Hope it helps.

URL: https://forum.audiogames.net/post/491270/#p491270




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Re: C# When to use boxing?

2020-01-07 Thread AudioGames . net ForumDevelopers room : Alan via Audiogames-reflector


  


Re: C# When to use boxing?

Hi there,Boxing and unboxing are fully supported in c sharp. It is not used so often as before but still useful.Imagine you have developed a system that can store objects, for serialization or whatever reason, and you want to store two things: an instance of the class gameobject and an integer. No problem, your system can handle the first one because it's a class instance, ence an object, but you cannot do the same with an integer like: int num = 30, unless you apply boxing. so, box num into an object and you are ready to go, any function that accepts an object as a parameter will work with your boxed num.hope it helps, excuse my english and my mobile keyboard, please 

URL: https://forum.audiogames.net/post/491152/#p491152




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Re: Survey of cross-platform spatial audio libraries

2019-12-18 Thread AudioGames . net ForumDevelopers room : Alan via Audiogames-reflector


  


Re: Survey of cross-platform spatial audio libraries

Hey, folcs:any of those options has a wrapper for fython? Thanks in advance.

URL: https://forum.audiogames.net/post/486691/#p486691




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Re: Lucia - OpenSource AudioGame engine written in Python

2019-10-22 Thread AudioGames . net ForumDevelopers room : Alan via Audiogames-reflector


  


Re: Lucia - OpenSource AudioGame engine written in Python

@89 thanks I only used python for survival before and decided to give it a try, comming from c sharp, and sometimes 'i don't understand the pythonic way of life, imports and other stuff.JUST curious: are do the examples have bugs like that? or it's because I am doing something wrong?Solved and working, but curious.,

URL: https://forum.audiogames.net/post/470058/#p470058




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Re: Lucia - OpenSource AudioGame engine written in Python

2019-10-22 Thread AudioGames . net ForumDevelopers room : Alan via Audiogames-reflector


  


Re: Lucia - OpenSource AudioGame engine written in Python

Hi there,I cannot run some examples. I installed the package, but when I run the 3d audio example the output is:E:\python\lucia-master\examples\3d>py bass_example.py                                                                   Traceback (most recent call last):                                                                                        File "bass_example.py", line 16, in                                                                               player = lucia.utils.rotation.Vector()                                                                              AttributeError: module 'lucia' has no attribute 'utils'                                                                  What am I doing wrong?Thanks for that great job, testing seruosly for future projects!

URL: https://forum.audiogames.net/post/469980/#p469980




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Re: High Level C# 3D Sound Libraries

2019-01-05 Thread AudioGames . net ForumDevelopers room : Alan via Audiogames-reflector


  


Re: High Level C# 3D Sound Libraries

For simple 3d sound, not to be confused with binaural sound, you can use monoGame or SFML.

URL: http://forum.audiogames.net/post/403306/#p403306




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Re: An fps game written in python3. Feel free to use it!

2018-11-07 Thread AudioGames . net ForumDevelopers room : Alan via Audiogames-reflector


  


Re: An fps game written in python3. Feel free to use it!

Morning,I finally got it runing. I changed universalSpeech2 by universal speech, for some reason when trying to install the library from the continuum repository gives me pywin32 errors and reinstalling pywin32 doesn't solve anything.After that, I changed line 18 of fps.py cause my system has problems with the default window size, so  now it is:window=pyglet.window.Window(800, 600, resizable=False, fullscreen=True, caption="FPS thing")Just in case it's helpful for anyone.I'm testing your amazing job and considering using it for a project I have in mind, so I can include some fps features into my rpg .Thanks!

URL: http://forum.audiogames.net/post/391868/#p391868




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Re: Need help about looping functions in pyglet

2018-11-07 Thread AudioGames . net ForumDevelopers room : Alan via Audiogames-reflector


  


Re: Need help about looping functions in pyglet

Just a sidenote: Magurp244 explained it clearly as always  but I would suggest, from my experience, that using a physics library will make your life much easier if you are developing a complex game. As an example, instead of moving the bullet manually each timestep, you set the bullet's velocity and orientation then the engine will update everything for you.It's not for everybody but consider it. My main programing language is c#, but I am sure there will be good python physics engines out there.

URL: http://forum.audiogames.net/post/391637/#p391637




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Re: An fps game written in python3. Feel free to use it!

2018-11-06 Thread AudioGames . net ForumDevelopers room : Alan via Audiogames-reflector


  


Re: An fps game written in python3. Feel free to use it!

Sorry, I have edited post 33, adding the  exact error I am getting when installing accessible_output2, basically:Processing dependencies for accessible-output2==0.13Searching for libloaderReading https://pypi.python.org/simple/libloader/Couldn't find index page for 'libloader' (maybe misspelled?)Scanning index of all packages (this may take a while)Reading https://pypi.python.org/simple/No local packages or working download links found for libloadererror: Could not find suitable distribution for Requirement.parse('libloader')Just in case... Uninstalling and installing again (8 times hehe) pywin32 doesn't seem to fix anything Thanks in advance.

URL: http://forum.audiogames.net/post/391632/#p391632




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Re: problem installing AGK

2018-10-30 Thread AudioGames . net ForumDevelopers room : Alan via Audiogames-reflector


  


Re: problem installing AGK

Hi there,I am asuming AGK is for App Game kit... Is it accessible? I downloaded it some time ago but never understoot how to compile using the command line or use the AGK editor.Any tips?

URL: http://forum.audiogames.net/post/389292/#p389292




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Re: Platformer audio cues list

2015-09-18 Thread AudioGames . net ForumDevelopers room : Alan via Audiogames-reflector


  


Re: Platformer audio cues list

Hi there,Very interesting topic, but there is a question (maybe more philosophical than practical) I'd like to share.Sik said (sorry, I don't know how to use quotations on this forum):And yeah, my problem with blind-friendly platformers is that they simplify the design in order to make it easier to cram in everything. I completely refuseto do that, I'm being stubborn here.Here, the keyword is resolution: hearing and seeing are different senses, each one useful for a different kind of situations, and hearing has evolved to bring mankind the resolution their ears cannot. Sight offers much more positional location information, so, I fear you cannot create the same experience using only audio. In the best case, with an excellent sound cue representation, you would design a very complex game which, compared to an equivalent videogame, would take much more efford to master.Ok, you'd design a fully accessible Sonic 3 experience, 
 but a player would need 3 months to master their skills for the level 12, while a sightted kid could do it in a couple of days.And here is another "philosophical" question: why? I'm not wondering "why is it much harder"? It's much harder  cause seeing is specially useful to collect information about what's around you; but a second reason is simple: you are translating, and any translation sacrifices information. A videogame is primarily a video based game, and a platformer is a great example of that. You can add a lot of extra helpers to make it easier to navigate and use, but it's nothing but an  addition, on the backend, you are creating a videogame which includes helpers.Audiogames have a short history, and there are only a few complex tittles, basically, we haven't experimented enougth to create our own formulas and we try to make versions of our favorite videogames for the blind.How is a game designed fr
 om the scratch to act like a platformer using only audio? I have no idea (not sure if it is doable), but in my opinion there are two ways:1. Simplify a regular visual platformer to make it easy to translate to audio.or 2: try new aproaches, even aproaches that aren't realistic at all (mario or sonic play in a world that is visually entertaining, but it's not realistic at all). I think it's important to remember that you are trying to create entertaining challenges, not a simulation environment, so the question is not: how can I make this platform accessible? but: what kind of challenge could I implement in a world of sounds?Have a nice day, topics like that are  always welcome.

URL: http://forum.audiogames.net/viewtopic.php?pid=232099#p232099




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Re: Platformer audio cues list

2015-09-18 Thread AudioGames . net ForumDevelopers room : Alan via Audiogames-reflector


  


Re: Platformer audio cues list

Hi there,Very interesting topic, but there is a question (maybe more philosophical than practical) I'd like to share.Sik said (sorry, I don't know how to use quotations on this forum):And yeah, my problem with blind-friendly platformers is that they simplify the design in order to make it easier to cram in everything. I completely refuseto do that, I'm being stubborn here.Here, the keyword is resolution: hearing and seeing are different senses, each one useful for a different kind of situations, and hearing has evolved to bring mankin the resolution their ears cannot. Sight offers much more positional location information, so, I fear you cannot create the same experience using only audio. In the best case, with an excellent sound que representation, you would design a very complex game which, compared to an equivalent videogame, would take much more efford to master.Ok, you'd design a fully accessible Sonic 3 experience, b
 ut a player would need 3 months to master their skills for the level 12, while a sightted kid could do it in a couple of days.And here is another "philosophical" question: why? I'm not wondering "why is it much harder"? It's much harder  cause seeing is specially useful to collect information about what's around you; but a second reason is simple: you are translating, and any translation sacrifices information. A videogame is primarily a video based game, and a platformer is a great example of that. You can add a lot of extra helpers to make it easier to navigate and use, but it's nothing but an  addition, on the backend, you are creating a videogame which includes helpers.Audiogames have a short history, and there are only a few complex tittles, basically, we haven't experimented enougth to create our own formulas and we try to make versions of our favorite videogames for the blind.How is a game designed fro
 m the scratch to act like a platformer using only audio? I have no idea (not sure if it is doable), but in my opinion there are two ways:1. Simplify a regular visual platformer to make it easy to translate to audio.or 2: try new aproaches, even aproaches that aren't realistic at all (mario or sonic play in a world that is visually entertaining, but it's not realistic at all). I think it's important to remember that you are trying to create entertaining challenges, not a simulation environment, so the question is not: how can I make this platform accessible? but: what kind of challenge could I implement in a world of sounds?Have a nice day, topics like that are  always welcome.

URL: http://forum.audiogames.net/viewtopic.php?pid=232099#p232099




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Re: Learning Python

2015-09-06 Thread AudioGames . net ForumDevelopers room : Alan via Audiogames-reflector


  


Re: Learning Python

@TJ.BreitenfeldtIt's important to take some previous notes about how your program will work once finished before starting. If you don't, you will rewrite and rewrite code again. Example:1. There will be a main menu.2. THis menu will contain elements.3. You can select each element and then something happens.It could feel ridiculous, but if you didn't,... Example:Oh, I have 4 different kinds of menus, each has its own features, but now I'd like to log all the activity, so... let's code our menus again.Wait, I have implemented the logging feature, but now each menu element returns a string that is added to the log, and I'd like to make my program easy translatable, so I need that each element returns an integer that then is converted to a string according to the choosen language... Let's rewrite all again! Etc.There are a lot of ways to organize your code, depending on your needs. A basic understanding of some of the most common design paterns would help you too. Take a look at the infamous Gang of Four book (GoF), or google for gang of four paterns:http://www.gofpatterns.com/design-patte … nefits.phpBasically, a patern is an organization model for your code that works with any programing language. For example, the observer paterns (also known as event driven patern) implements a messaging sistem whitch allows you objects, functions or whatever, sending messages to other members, such like: hey there! I'm X and someone has just killed me. Or: hey, server, an user instance has send a message to chatroom X... But it's being a boring and long post, time to leave.Hope this helps.

URL: http://forum.audiogames.net/viewtopic.php?pid=230682#p230682




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Re: Is learning visual basic worth it?

2015-09-04 Thread AudioGames . net ForumDevelopers room : Alan via Audiogames-reflector


  


Re: Is learning visual basic worth it?

Just curious, all of those libraries provide accessible GUIs? I mean, controls working well using a screen reader. Years ago, I tried some of them (though I cannot remember whitch ones) and usually I was not able to interact properly with the reated windows controls, due the fact that they wasn't using windows apis.

URL: http://forum.audiogames.net/viewtopic.php?pid=230568#p230568




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Re: Learning Python

2015-09-03 Thread AudioGames . net ForumDevelopers room : Alan via Audiogames-reflector


  


Re: Learning Python

Hi there,Magurp244 has been faster than me ) He answered while I tried to understand python syntax a bit... His code is much more advanced and object oriented, but for a quick revision of your own code, take a look to the following:from random import randrangedef generateNumbers():    result = [randrange(1, 7), randrange(1, 7)]    return resultgoal = 25;score1 = 0;score2 = 0turn = 0;while True == True:    dice = generateNumbers()    print ("Press enter to roll...");    roll = input();    while roll == "":        print ("You rolled:");        for i in dice:            print (i);        turn += 1;        break;    if (turn % 2 == 0):        score2 = score2 + dice[0] + dice[1]    else:        score1 = score1 + dice[0] + dice[1];    print("player 1's score is: %d \nPlayers 2 score is: %d" %(score1, score2));    if (score1 >= goal):        print ("Congratulations! you won");        break;    if (score2 >= goal):        print("Sorry, you loose!");        break;It's my first attempt to code in python, using python 3.4, so don't expect much... Oh, and really I don't understand some of those breaks... but it runs Talking about global variables, I cannot fi
 gure out why someone prevent you from using global variables. In fact, some variables you used (score, turn...) are global variables. It's specially hard to avoid their use working under a non object oriented paradigm as you did in your example, you will need a place to store and share information sooner or later.

URL: http://forum.audiogames.net/viewtopic.php?pid=230378#p230378




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Re: Royalty Free SFX from Psionic Games

2015-09-03 Thread AudioGames . net ForumDevelopers room : Alan via Audiogames-reflector


  


Re: Royalty Free SFX from Psionic Games

Thanks for the information! Downloading...

URL: http://forum.audiogames.net/viewtopic.php?pid=230486#p230486




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Re: Is learning visual basic worth it?

2015-09-03 Thread AudioGames . net ForumDevelopers room : Alan via Audiogames-reflector


  


Re: Is learning visual basic worth it?

Interesting, first contact with pure basic... THanks.

URL: http://forum.audiogames.net/viewtopic.php?pid=230488#p230488




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Re: Is learning visual basic worth it?

2015-09-02 Thread AudioGames . net ForumDevelopers room : Alan via Audiogames-reflector


  


Re: Is learning visual basic worth it?

I there!Well, I am curious and like to experiment, so, after reading this discusion, I wondered: why so many people recommens python and not visual basic?It's a language that depens on iddentation, and last night I had a nightmare about debugging 1000 lines trying to figure out how many spaces and tabs are on each line So, let's give visual basic a try.The results? In 15-20 minutes I finished a rendering window (without using windows forms), a  basic gameloop, whitch accepts keyboard input, so if you press M, it shows a message from a string variable, and if you press C, the game closes.It took 15-20 minutes (with pauses to research how to declare variables and include refferences, etc), and there are no more than 20-30 lines.Note: I used sfml (an external media library), and tried to minimize .net framework elements.It's my
  first experience with visual basic, so, my opinion is that you can use it to make games easily (though intelli-sense works much better with c#). If you know a bit of basic, even the old one, go ahead, it's easy and your way will be much more easy with all that previous knowledge.Some advantages:Visual basic has a good readability, no {}, no semicolons, and statements use some english words instead.Fast and easy integration with .net framework (now open source).A free accessible ide (visual studio community 2013, or 2015, though it still have some accessibility bugs).Fast and easy windows form designer, etc.I can post the  code here if anyone is interested. If someone could repeat the experiment using python we could compare results.Have a nice day!

URL: http://forum.audiogames.net/viewtopic.php?pid=230203#p230203




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Re: Is learning visual basic worth it?

2015-09-02 Thread AudioGames . net ForumDevelopers room : Alan via Audiogames-reflector


  


Re: Is learning visual basic worth it?

I there!Well, I am curious and like to experiment, so, after reading this discusion, I wondered: why so many people recommens python and not visual basic? Let's give it a try.The results? In 15-20 minutes I finished a rendering window (without using windows forms), a  basic gameloop, whitch accepts keyboard input, so if you press M, it shows a message from a string variable, and if you press C, the game closes.It took 15-20 minutes (with pauses to research how to declare variables and include refferences, etc), and there are no more than 20-30 lines.It's my first experience with visual basic, so, my opinion is that you can use it to make games easily (though intelli-sense works much better with c#). If you know a bit of basic, even the old one, go ahead, it's easy and your way will be much more easy with all that previous knowledge.I can post the  code here if anyone is interested. If someone could repeat the experiment u
 sing python we could compare results.Have a nice day!

URL: http://forum.audiogames.net/viewtopic.php?pid=230203#p230203




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Re: Is learning visual basic worth it?

2015-09-02 Thread AudioGames . net ForumDevelopers room : Alan via Audiogames-reflector


  


Re: Is learning visual basic worth it?

Good job, magurp244, those comparisons are so useful (at least for me).Thanks

URL: http://forum.audiogames.net/viewtopic.php?pid=230305#p230305




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Re: Is learning visual basic worth it?

2015-09-02 Thread AudioGames . net ForumDevelopers room : Alan via Audiogames-reflector


  


Re: Is learning visual basic worth it?

Hi there,Sorry, Steve, but as I said, visual basic is totally new for me and I have no time to code examples (anyway, my examples will not be more useful, my visual basic knowledge is near to 0).THis is what I tried yesterday:1. CCreates and shows a window.2. Subscribe two methods to their events, and each method is declared below.3. WHen you press m: displays a message.4. when you press c, the application closes.Please, note that this code could be buggy and probably a real visual basic developer will never forget me for doing this... thing.You need references to sfml library on your project in order to make it work:Imports SFML.SystemImports SFML.WindowModule MainModule    Dim MainWindow As New Window(SFML.Window.VideoMode.DesktopMode, "Hello, world")    Sub Main()        AddHandler MainWindow.KeyPressed, AddressOf OnKeyPressedEvent
 p;       AddHandler MainWindow.Closed, AddressOf OnClosedEvent        MainWindow.Display()        While True            MainWindow.DispatchEvents()        End While    End Sub    Public Sub OnClosedEvent(source As Object, e As EventArgs)        MainWindow.Close()    End Sub    Public Sub OnKeyPressedEvent(source As Object, e As KeyEventArgs)        Select Case e.Code            Case Keyboard.Key.M                MsgBox("Hello, world, again!")            Case Keyboard.Key.C                CloseWindow()        End Select    End Su
 bEnd Module

URL: http://forum.audiogames.net/viewtopic.php?pid=230266#p230266




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Re: Learning Programming, Where Shall I Begin?

2015-09-02 Thread AudioGames . net ForumDevelopers room : Alan via Audiogames-reflector


  


Re: Learning Programming, Where Shall I Begin?

Hi, Tiffany,Well, bgt manual provides a short compilation of all concepts you will use in any programing language (specially oriented object programing languages). Set your screen reader to anounce all punctuation marks and be patient!If you need clarification, just post here your doubts.Learning any language (even programing languages) is not a linear process, but an exponential one. The more you understand, the faster you learn, so you could need two weeks to understand the first chapter, but only another to understand the second, and just three days to apply what you learned on the third one As usual, all solved enigms seems too easy once solved.

URL: http://forum.audiogames.net/viewtopic.php?pid=230219#p230219




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Re: Visual Studio 2015 released

2015-08-03 Thread AudioGames . net ForumDevelopers room : Alan via Audiogames-reflector


  


Re: Visual Studio 2015 released

@Victorious, thanks for your information! Hope it will be solved soon.Just a question: how do you report bugs and track their status? I usually work with Visual Studio but I have no idea how to do that.@Ethin, the point is that in previous versions you can turn line numbers on and off, thats why we said its a bug. Now, Visual Studio anounces line numbers even if you choose not to show them in options/editor prefferences.Its a interesting feature when debugging, but a bit annoying when writing code.Have a nice day!

URL: http://forum.audiogames.net/viewtopic.php?pid=226353#p226353




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for those who asked for a mud client code

2015-05-11 Thread AudioGames . net ForumDevelopers room : Alan via Audiogames-reflector


  


for those who asked for a mud client code

Nights!This evening Ive just bored, so I wrote a small, simplest mud client in c# and .net. There is a text box for the output, another for the input, and a button to connect (by default to alteraeon.com, I havent played muds for a long time, and it was the first one I remembered). I supose its not visually friendly, but its readable with a screen reader. feel free to modify, reuse code, ask anything, or whatever.Minimum functions as follows:-Use the connect button to connect to the server-Press enter to send text to the server.-Navigate to the other textbox to read output.I used visual Studio 2013 Community to code and compile.And its all. Download all the sample (including a compiled version and source code) from:https://www.dropbox.com/s/s9j7ncmuvyd5q … 1.zip?dl=1The compiled version is in mudclient1/bin/debug/mudclient1.exe, or somewhat... If you are just curious, you can read the main code with some comments belowIf you find bugs and possible improvements, just take that as your next exercise! No idea if I will improve it anymore And now, some code:using System.Net.Sockets;using System;using System.Collections.Generic;using System.ComponentModel;using System.Data;using System.Drawing;using System.Linq;using System.Text;using System.Threading.Tasks;using System.Windows.Forms;namespace mudclient1{ public partial classForm1 : Form{// Fields neededprivate NetworkStream stream;  private TcpClient tcpClient = new TcpClient();  private Timer MainTimer;//Constructorpublic Form1(){  InitializeComponent();  // creates a new instance of the timer class and setts its interval property  // this timers receives data and refreshes the screen  MainTimer = new Timer();  MainTimer.Interval = 1600;  // the event for the timer  MainTimer.Tick += MainTimer_Tick; }// This method writes to the networkstreamprivate void WriteIn(string input){  byte[] writeBuffer;  input += Environment.NewLine;  if (stream.CanWrite)  {writeBuffer = System.Text.Encoding.ASCII.GetBytes(input);stream.Write(writeBuffer, 0, writeBuffer.Length);  }}// This one reads from the network streamprivate string ReadOut(){  if (stream.CanRead)  {byte[] myReadBuffer = new byte[1024];StringBuilder myCompleteMessage = new StringBuilder();int numberOfBytesRead = 0;// Incoming message may be larger than the buffer size. do{  numberOfBytesRead = stream.Read(myReadBuffer, 0, myReadBuffer.Length);myCompleteMessage.AppendFormat({0}, Encoding.ASCII.GetString(myReadBuffer, 0, numberOfBytesRead));}while (stream.DataAvailable);   return myCompleteMessage.ToString();  }  else  {   return Error: Cannot read from the network stream.;  }}// This method connects to the server void Connect() {  if (tcpClient.Connected)  {MessageBox.Show(You are already conected to the server.);return;  }  try  {// Initialize TCPClient object and connect  tcpClient.Connect(alteraeon.com, 3000);//  Initialize networkStream and set timeout propertystream = tcpClient.GetStream();stream.ReadTimeout = 2000;// writes received data to the screenWriteLine(ReadOut());// lets launch our timerMainTimer.Start();  }// catching exceptions  catch (SocketException ex)  {WriteLine(Socket Error: + ex.Message);  }  catch (Exception ex)  {WriteLine(ERROR: + ex.Message); } }// This method prints text to the screen  private void WriteLine(string text){  screenTextBox.Text += text;}// event fired when the button is activatedprivate void button1_Click(object sender, EventArgs e){  Connect();  }// this event checks if enter key is pressed and sends data from the text box to the serverprivate void inputTextBocx_KeyDown(object sender, KeyEventArgs e){  if (e.KeyCode == Keys.Enter)  {  WriteIn (inputTextBocx.Text);// lets clear the text box and prevent any other actioninputTextBocx.Clear();e.SuppressKeyPress = true;  }  }// method fired for each tick of the timerprivate void MainTimer_Tick(object sender, EventArgs e){  // if there is data available  if (stream.DataAvailable)  {WriteLine(ReadOut());  }}  }}

URL: http://forum.audiogames.net/viewtopic.php?pid=215890#p215890




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Re: dotnet mud client: Can it be achieved?

2015-04-25 Thread AudioGames . net ForumDevelopers room : Alan via Audiogames-reflector


  


Re: dotnet mud client: Can it be achieved?

As said before, your problem is impossible to solve this way. So, just a tip: try connecting your client to a telnet server on your own computer, and check what are send and receibed in both server and client. Youll see exactly whats wrong, and where the data is going to.Good luck.

URL: http://forum.audiogames.net/viewtopic.php?pid=213668#p213668




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Re: dotnet mud client: Can it be achieved?

2015-04-22 Thread AudioGames . net ForumDevelopers room : Alan via Audiogames-reflector


  


Re: dotnet mud client: Can it be achieved?

Good morning,As Ethin said, its possible, and its not hard at all (at least some basic features. In fact a mud client its a kind of telnet client).But we cannot help without much more details. No idea how are you dealing with tcp input/output... The problem could be in your output method or in your receibe data loop or whatever...Try to isolate the problem or show us some code.Good luck!

URL: http://forum.audiogames.net/viewtopic.php?pid=213216#p213216




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Re: The Android Developer Studio (ADS) Discussion Topic

2015-04-07 Thread AudioGames . net ForumDevelopers room : Alan via Audiogames-reflector


  


Re: The Android Developer Studio (ADS) Discussion Topic

Hi there,It sounds just great. I havent a modern Android device to test your project right now, but Im interested, so Im sending you a pm as soon as I have one... And Id love to see this project runing on Windows or OSX if possible... Good luck and keep us informed!

URL: http://forum.audiogames.net/viewtopic.php?pid=211304#p211304




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Re: BGT confusion

2015-03-23 Thread AudioGames . net ForumDevelopers room : Alan via Audiogames-reflector


  


Re: BGT confusion

Good morning,First of all, you can disable scape key for your menu changing this line:admiral_menu.allow_escape = false;And I think your second menu doesnt redirect the player to the first one. Try something like:else if(orderchoice==8) {fleetmenu();}When your second function returns, the game has no more instructions to follow, so It closes.Hope this helps.

URL: http://forum.audiogames.net/viewtopic.php?pid=209512#p209512




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Re: please help cod

2015-03-06 Thread AudioGames . net ForumDevelopers room : Alan via Audiogames-reflector


  


Re: please help cod

Please, give more detailed information about this error. Is it a compiling error? In that case, what is the error message?If not, tell us more about what is going wrong with your code 

URL: http://forum.audiogames.net/viewtopic.php?pid=207577#p207577




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Re: Heat Engine, a game engine for BGT games

2015-03-05 Thread AudioGames . net ForumDevelopers room : Alan via Audiogames-reflector


  


Re: Heat Engine, a game engine for BGT games

Well, about the chm file, its enought to start developing, though some parts of the engine arent docummented yet, it isnt? Like preparing the game, in which you talk about map files but dont details much more...And other minor things in the engine arent still documented. Anyways, some finished projects never have been documented, so, great starting point.If you want, choose a class or an interface for me and I post it here when finished. Or show here any incomplete class, etc..Good job.

URL: http://forum.audiogames.net/viewtopic.php?pid=207505#p207505




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Re: Heat Engine, a game engine for BGT games

2015-03-05 Thread AudioGames . net ForumDevelopers room : Alan via Audiogames-reflector


  


Re: Heat Engine, a game engine for BGT games

Hello,I have downloaded the chm file and Im reading.Genroa, where do you discus about the engine? Tell me what to do and Ill start working. Have you started coding that inventory class? If not, Ill do. Or any other thing needed.Contact me at: alan.jdv(at)gmail.com, or alan.escola in skype.

URL: http://forum.audiogames.net/viewtopic.php?pid=207487#p207487




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Re: suggestions on how to deal with destruction of a class?

2015-03-05 Thread AudioGames . net ForumDevelopers room : Alan via Audiogames-reflector


  


Re: suggestions on how to deal with destruction of a class?

Hi there,I fully agree, Genroa. A lot of people cannot develop cause they are reinventing the wheel again and again.Hum, curious, Camlorn saying we dont need more basis... But he is developing another audio library. Wait, wait, I see an incoming 500 words long post about what is and what is not a base...I mean any technology which make game developing easier, .We dont need new languages, absolutely not, but audio libraries and game classes and game components made for audiogames design may accelerate game creation exponentially.Most game engines (virtually all of them) are made with visual design in mind, so they are hard to deal with.Some use ides in witch you build a game project (like Unity), some use complex classes that make difficult to separate audio from graffical elements (like irrlicht/Irrklang).Templates, classes and engines are just what many developers are waiting for.Unfortunatelly, audio was not
  the most important part of a traditional game (take a look at any review of any new generation console, a lot of information about its graffical capabilities, nothing about sound). Designing visual games is easier than ever, but the audio part remains almost the same.Pygame, for example, has not 3d audio at all. And yes, you can add another library, or create your own, but Id like to add only a library to my projects and get out-of-the-box game classes, game components, math methods, high level audio management, physics, user input, etc, etc.Mainstream industry has its own priorities, and each audiogame developer writes code for his own use, so, yes, we need more bases and more sharing.Alternatively, we need an slave army of camlorn clones to solve all our questions, but I think we are nearer to the first option... lol!Just my opinion.

URL: http://forum.audiogames.net/viewtopic.php?pid=207472#p207472




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Re: suggestions on how to deal with destruction of a class?

2015-03-01 Thread AudioGames . net ForumDevelopers room : Alan via Audiogames-reflector


  


Re: suggestions on how to deal with destruction of a class?

Hi!I didnt know BGT has dictionaries. Just curious, Genroa and Camlorn, what do you want to store in each dictionary value? Key = object refference, and value? Do you mean an unique id generated when creating a new instance of an enemy?Thanks.

URL: http://forum.audiogames.net/viewtopic.php?pid=207008#p207008




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Re: moving in formation?

2015-03-01 Thread AudioGames . net ForumDevelopers room : Alan via Audiogames-reflector


  


Re: moving in formation?

Good morning:Well, you can actually calculate the center of your formation, using the fartest unit to the left, the fartest unit to the right (plus) the fartest unit above and the fartest unit below. But, if I understand, you want to mantain this formation, so, the center is not enought. Imagine your formation includes 5 or 6 units, then some of those units are not used to calculate the center and you lose their relative positions.I suggest storing relative positions in a class or structure, Formation, and provide it with methods to move them and transform them.Please, be aware tat I write this code here without testing in bgt, and I havent used bgt for a long time, so take it like a kind of roadmap.In this example I use a vector/point class to store x and y coordinates , like:class Vector2d{double X;double Y;}Add some fields to your unit class:Class Unit{Vector2d Position;V
 ector2d FormationRelativeCoordinates;}Now, create a formation class.Class Formation{Vector2d Center;Member[] Members;//Constructorpublic Formation(double xCentercoordinate, double yCenterCoordinate){Center.X= xCenterCoordinate;Center.Y= yCenterCoordinate;//Add code to initialize members array}}Each time you add a unit to the formation, you should calculate its relative coordinates and store it for each unit, you can implement a method for your unit class like:void AddToTheFormation(Formation formationParam){this.FormationRelativeCoordinates.X = this.Position.X - formationParam.Center.X;this.FormationRelativeCoordinates.Y = this.Position.Y - formationParam.Center.Y;}Finally, you can move your whole formation to another point implementing the corresponding method for your formation class:void Move (Vector2d newCoordinates){this.Center
  = newCoordinates;//a loop foreach unit in our array, cannot remember sintax for bgt but like:For (int counter = 0; counter = Members.length(); counter++){Members[counter].Position.X = this.Center.X + Members[counter].FormationRelativeCoordinates.X;Members[counter].Position.Y = this.Center.Y + Members[counter].FormationRelativeCoordinates.Y;}}This way you can easyly implement zoom in and zoom out for your formation, scaling like:void Scaling (double scalingFactor){//another loop foreach unit in our array, cannot remember sintax for bgt but like:For (int counter = 0; counter = Members.length(); counter++){Members[counter].Position.X =scalingFactor * (this.Center.X + Members[counter].FormationRelativeCoordinates.X);Members[counter].Position.Y = scalingFactor * (this.Center.Y + Members[counter].FormationRelativeCoordinates.Y);}}Hope this helps
 .

URL: http://forum.audiogames.net/viewtopic.php?pid=206911#p206911




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Re: suggestions on how to deal with destruction of a class?

2015-02-27 Thread AudioGames . net ForumDevelopers room : Alan via Audiogames-reflector


  


Re: suggestions on how to deal with destruction of a class?

Hi there,So, do you mean you determine if an enemy is dead seting its position vector = null?Id recommend another aproach: store all enemies in an array of enemy references, this way, you can easyly iterate the whole array and perform updating, and you can dispose with:Enemies[2] = null;The main game class for your game is a good place to include array members to regiser and unregister enemies, players, etc.Hope Ive understood your question.

URL: http://forum.audiogames.net/viewtopic.php?pid=206630#p206630




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Re: How to produce professional recordings for games?

2015-02-27 Thread AudioGames . net ForumDevelopers room : Alan via Audiogames-reflector


  


Re: How to produce professional recordings for games?

Yes, you and your microphone have to be inside your brand new blanckets barricade.A simple test: clap your hands just where you are going to speak, if you hear an echo from any corner of your room, you need more protection all around. Minimizing echo and reverb is your goal.

URL: http://forum.audiogames.net/viewtopic.php?pid=206516#p206516




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Re: How to produce professional recordings for games?

2015-02-26 Thread AudioGames . net ForumDevelopers room : Alan via Audiogames-reflector


  


Re: How to produce professional recordings for games?

Hi there,In my experience, as a musizian and singer, your recorder is not so important. Any recording device or software should be able to record high quality. You need a good microphone (depending on your needs: podcasting, singing...), and a good place for your studio. This is, no background noise (far enought from your computer, far enought from a Tv or from an open window), and, finally, a room with no echo or reverb. Some elements, like soffas, curtains, etc, can help a lot).A smaller room is better than a bigger one.In most cases, its virtually impossible to build a profesional sound studio at home. Simply prepare your room the best as you can, adjust volume to not recording too many background sounds, and use a software solution, like SondForge, audacity, GoldWave (for windows) or similar to clean your recording. Applying filters is a more complicated task, and requires some practice, just experiment. Be careful not to clean the sound t
 oo much or it will sound a little mechanical.Hope this helps.

URL: http://forum.audiogames.net/viewtopic.php?pid=206461#p206461




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Re: Want To Learn Programming

2015-02-16 Thread AudioGames . net ForumDevelopers room : Alan via Audiogames-reflector


  


Re: Want To Learn Programming

@camlornExcuse my english, as you noticed for sure its not my first language and some ideas are hard to explain for me, so maybe I expressed my point so bad.I know, c# is not popular in this comunitiy (I supose you mean adiogames?), but I think its not for the visual studio, its cause a lot of people says: its not accessible! use the command line!In my opinion, you can do with visual studio all what you can do with command line, but you cannot do with command line all what visual studio offers. This is a briev list of what I use every day in visual studio, only for those features, I code 50% faster than without the IDE:IntelliSense (fully accessible for the most parts, using jaws or nvda): write For, press tab a couple of times and you have your loop ready to use: the same for the most common snippets.Code completion, generally speaking, mantains your code without misstakes, and keeps consistency (variable nam
 es, formating, etc).Just type the name of a class, add a dot, and you obtain a menu with each property, field or method, that you can select with arrows and accept with another keypress. And finally,when you select a method, or you type it, you are presented with context help that gives you information about the parameters and a briev description.A simple debugging line by line could help a lot, following code execution that you can read in your code editor.The integrated IDE allows you to creatte folders and add resources (dlls, sounds, images) in a windows classical tree view, an invalable feature to mantain big projects.Adding new pakage libraries, lets say Mono Game, canot be easier: navigate to the corresponding menu, open the nuGet tool, select your pakage and press install.And what about windows forms? Select and add controls to a form with some key presses, edit their properties (text, etc), show a list of their events and write c
 ode for each one...Sure, there are developers who use command line tools, but... how many?Please, if some of those features are abailable for python, Id like to know, I want to experiment with it (python is a powerful language, acording to profesionals).Maybe Im lossing some great advantage of writing code in notepad, but I dont know a faster way to create a couple of windows, write some algoritms and compyle than visual studio. THe same for a game (using XNA, certainly you have to install it before...)Thanks for your time!

URL: http://forum.audiogames.net/viewtopic.php?pid=205037#p205037




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Re: Want To Learn Programming

2015-02-16 Thread AudioGames . net ForumDevelopers room : Alan via Audiogames-reflector


  


Re: Want To Learn Programming

Hi there, and thanks for your information.I use visual Studio 2013, with both Jaws and NVDA. Im not a profesional developer, obviously, but I have some experience programing for personal purposes: scripting, some criptography games, tools for audio editing, a couple of engines to search and download files from file sharing services, plus contributions to standart visual amateur games, ETC.My workflow is as follows: once my application is ready, I ask a sighted friend to format and arrange controls on the forms I made. Its not perfect, but again, doing it by command line dont solve tthe problem.Autocompletion and intelliSense works well for me, no workaronds needed... Looking variable values certainly are not accessible friendly, but, well, notepad dont let you anything simmilar .You have o learn some keystrokes, but no more than 6
  (toolbars and contextual menus will save the day)..; on the other hand, you will not need anymore commands for compyling, lists and more lists of properties, fields, classes, etc, etc, cause you can select dinamically from the corresponding menu, and intellisense remembers recent selections...I am not saying Im not able to memorise new keywords, as Sherlock Holmes said: Sometimes I have to delete something!. Lol.The reasons that made me interested in Python are: cross platform capabilities, its numerical computing performance and pure curiosity...However, c# or any .net, in my opinion, are fully usable to develop windows forms applications and simple games (VIsual Studio 2013 and Jaws 16 or NVDA). Its fast, secure and free. Anyways, I understand python its a much better option to develop powerful tools and port them to other platforms.@TwardI completelly agree, I admit, its nothing but a personal prefer
 ence. What Im trying to say its that a lot of people think there is no alternative, and fortunately, its not te case. It was when I started programing: or notepad or nothing!(Ah, thanks for your great games).I have to finish a translation to c# of the language tutorial included in BGT... One day... And maybe some podcast demonstrating howtos in C# and Visual Studio, if someone interested.Excuse this long, long post. Nevermore!

URL: http://forum.audiogames.net/viewtopic.php?pid=205075#p205075




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Re: Want To Learn Programming

2015-02-15 Thread AudioGames . net ForumDevelopers room : Alan via Audiogames-reflector


  


Re: Want To Learn Programming

Hi there,Its not my intention to start a proselitist party here... just some ideas that could be interesting for you:Why python? If you are interested in developing games, Its not exactly the most popular language. Obviously, its not a popularity matter, but you will find examples and more examples in other languages.The same if you want to develop a windows form application. Its important cause first steps of any learning way are not specially fun, and (in my opinion), starting with a higher level language (any .net, maybe), make things easier and more entertaining, as you can creatte windows forms applications the easy way, experiment with sounds and capture keyboard events just out of the box, etc.I know, some folks think that the easiest way to learn is the good old command line style, but in my opinion its not necessary: there are free ides to develop in c# or visual basic.net, fully accessible, and, for someone who work
 ed all of his life with grafical user interfaces, much easier to understand: select a button control, add it to your project, press enter, add your code like:messageBox.Show(Hello world);, and you have a full application runing in 20 seconds, with window, a button, and and action that happens when you press this button. There are a lot of sites explaining each little keyword of the language, and more examples than you will ever need, ready to copy, paste and compyle.And modern integrated development environments are, nowadays, essential to creatte modern applications (and they incorporate tools and more tools to help you).Ok, its not essential, you always can start a fire by rubbing two sticks, but...

URL: http://forum.audiogames.net/viewtopic.php?pid=204990#p204990




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Re: How can I use screen reader apies in .net?

2015-02-09 Thread AudioGames . net ForumDevelopers room : Alan via Audiogames-reflector


  


Re: How can I use screen reader apies in .net?

@Truecraig, absolutely amazing!Its exactly what I was looking for. My aproach works but yours is much more complete and profesional .Thank you very much!P.S: are there important changes in a newer release of UniversalScreenReaderapi? I could try to update the wraper if necesary...Im sure this kind of things make all easier for any visually impaired programer (for testing purposes, for example), and a common question in mailing lists, etc...Good job.

URL: http://forum.audiogames.net/viewtopic.php?pid=204172#p204172




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Re: can you help me solve this error please?

2015-01-26 Thread AudioGames . net ForumDevelopers room : Alan via Audiogames-reflector


  


Re: can you help me solve this error please?

Hi,You are missing {} surrounding the key code. Try it as:HotKeySet({ESC}, backtomenu)

URL: http://forum.audiogames.net/viewtopic.php?pid=202417#p202417




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Re: can you help me solve this error please?

2015-01-25 Thread AudioGames . net ForumDevelopers room : Alan via Audiogames-reflector


  


Re: can you help me solve this error please?

Hi,Sorry, I can not test your code, but I could suggest some points:1. What about this loop, just before hotkeysets?While 1 ;a loopWEndHow do you exit this loop? It will be runing forever without an exiting point, so your program never executes the code for seting hotkeys. Or maybe I am loosing something...2. If its a bug, just move the corresponding callings to hotkeyset before the loop, or place it in the loop, inside a conditional statement to ensure that it will be executet only the first time.3. If not, place here and there some messageboxes to debug your code and detect exactly if hotkeyset() is never executed, plus others inside a target function (a(), for example). this way you can determine if the function does its work when you press the corresponding key.No more ideas here, hope this helps.

URL: http://forum.audiogames.net/viewtopic.php?pid=202315#p202315




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Re: can you help me solve this error please?

2015-01-25 Thread AudioGames . net ForumDevelopers room : Alan via Audiogames-reflector


  


Re: can you help me solve this error please?

Hi,Sorry, I can not test your code, but I could suggest some points:1. What about this loop, just before hotkeysets?While 1 ;a loopWEndHow do you exit this loop? It will be runing forever without an exiting point, so your program never executes the code for seting hotkeys. Or maybe I am loosing something...2. If its a bug, just locate the corresponding callings to hotkeyset before the loop, or place it in the loop, inside a conditional statement to ensure that it will be executet only the first time.3. If not, place here and there some messageboxes to debug your code and detect exactly if hotkeyset() is never executed, plus others inside a target function (a(), for example). this way you can determine if the function does its work when you press the corresponding key.No more ideas here, hope this helps.

URL: http://forum.audiogames.net/viewtopic.php?pid=202315#p202315




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Re: can you help me solve this error please?

2015-01-23 Thread AudioGames . net ForumDevelopers room : Alan via Audiogames-reflector


  


Re: can you help me solve this error please?

Hi there,I havent autoit3 installed anymore, so I cannot test it, but I think this is the answer, from the documentation page:It is recommended to use lower-case keys/characters (e.g. b and not B) when setting hotkeys to avoid errors as with some keyboard layouts upper and lower case keys may be mapped differently.Plus it could be a little confusing... I suggest you to try with something like:HotKeySet(a, a_function)func a_function() SoundPlay(sounds\a.wav)EndFuncHope this helps.

URL: http://forum.audiogames.net/viewtopic.php?pid=202058#p202058




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Re: How can I use screen reader apies in .net?

2015-01-21 Thread AudioGames . net ForumDevelopers room : Alan via Audiogames-reflector


  


Re: How can I use screen reader apies in .net?

Hi, @camlornThank you very much for your help, its runing perfectly now.I paste my code below, could be interesting for someone://First, add the corresponding using:using System.Runtime.InteropServices;// Then declare the class:public class screenreader  {//use this directive to inport the file located on the same folder of your executable[DllImport(UniversalSpeech.dll, CharSet = CharSet.Auto)]//now, the function itself, inported from UniversalSpeech.dll public static extern IntPtr speechSay(string text, bool value);//your code, etc}//last but not least, you can call this method anywhere like that o say a string:screenreader.speechSay(Hello, world, true);  It doesnt use more powerful capabilities on the universalSpeech library, but you can inport any other functi
 on just the same way.Have a nice day,Alan.

URL: http://forum.audiogames.net/viewtopic.php?pid=201852#p201852




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How can I use screen reader apies in .net?

2015-01-21 Thread AudioGames . net ForumDevelopers room : Alan via Audiogames-reflector


  


How can I use screen reader apies in .net?

Hi all,I tried using universal speech, created by Quentin C, and JFW dll from a c# project in visual studio, and I cannot make them run.Does someone know how to set up a project to use functions like SayString and make Jaws or NVDA speak some text?A simple exampe would be apreciated.Thanks in advance:Alan

URL: http://forum.audiogames.net/viewtopic.php?pid=201802#p201802




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