Re: Looking for MOO coders!

2018-01-31 Thread AudioGames . net ForumDevelopers room : Jason SW via Audiogames-reflector


  


Re: Looking for MOO coders!

Hi,I've had years of experience coding in MOO, and I've even compiled my own custom version of LambdaMOO. I'd be glad to help however I can. Just let me know.

URL: http://forum.audiogames.net/viewtopic.php?pid=350352#p350352





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: getting nvda speak full sentinces in bgt

2017-12-31 Thread AudioGames . net ForumDevelopers room : Jason SW via Audiogames-reflector


  


Re: getting nvda speak full sentinces in bgt

Alright, all of my topics on the BGT forum should now have working Dropbox links, so feel free to download.

URL: http://forum.audiogames.net/viewtopic.php?pid=344818#p344818





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: getting nvda speak full sentinces in bgt

2017-12-31 Thread AudioGames . net ForumDevelopers room : Jason SW via Audiogames-reflector


  


Re: getting nvda speak full sentinces in bgt

Oops, it looks like I forgot to update my Dropbox links on the BGT forum. I'll do that now.I'm Coderunner on the BGT forums.

URL: http://forum.audiogames.net/viewtopic.php?pid=344807#p344807





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: questions about bgt

2017-03-18 Thread AudioGames . net ForumDevelopers room : Jason SW via Audiogames-reflector


  


Re: questions about bgt

It does have both int64 and uint64. However... After some testing, I found that they don't actually act like they should! Maybe the AngelScript engine has support for them, but since BGT was never compiled for 64 bit machines, it can't actually use them.Int64 just acts like a regular int, and uint64 acts like a regular uint.

URL: http://forum.audiogames.net/viewtopic.php?pid=302813#p302813





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: questions about bgt

2017-03-18 Thread AudioGames . net ForumDevelopers room : Jason SW via Audiogames-reflector


  


Re: questions about bgt

It does have both int64 and uint64. However... They don't actually act like they should! Maybe the AngelScript engine has support for them, but since BGT was never compiled for 64 bit machines, it can't actually use them.Int64 just acts like a regular int, and uint64 acts like a regular uint.

URL: http://forum.audiogames.net/viewtopic.php?pid=302813#p302813





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: questions about bgt

2017-03-18 Thread AudioGames . net ForumDevelopers room : Jason SW via Audiogames-reflector


  


Re: questions about bgt

BGT does have a type definition for int64. I know because I've used it.

URL: http://forum.audiogames.net/viewtopic.php?pid=302773#p302773





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Starting out with creating a mud

2017-03-18 Thread AudioGames . net ForumDevelopers room : Jason SW via Audiogames-reflector


  


Re: Starting out with creating a mud

I looked at the LambdaMOO source on SourceForge and Github, and the latest version in both cases is 1.8.3, so if there is a 1.9.4, it's probably unofficial. The source hasn't been touched in years. At this point, I wonder if the main project is just dead.

URL: http://forum.audiogames.net/viewtopic.php?pid=302771#p302771





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Starting out with creating a mud

2017-03-17 Thread AudioGames . net ForumDevelopers room : Jason SW via Audiogames-reflector


  


Re: Starting out with creating a mud

There are also forks of LambdaMOO.One called GammaMOO, which can be found at http://luke.dashjr.org/programs/gammamoo, and another server called Stunt, which has a home at http://stunt.io.

URL: http://forum.audiogames.net/viewtopic.php?pid=302646#p302646





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Starting out with creating a mud

2017-03-17 Thread AudioGames . net ForumDevelopers room : Jason SW via Audiogames-reflector


  


Re: Starting out with creating a mud

There are also development versions 1.8.2 and 1.8.3. IIRC, you can find them at:http://lambda.moo.mud.org

URL: http://forum.audiogames.net/viewtopic.php?pid=302645#p302645





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Starting out with creating a mud

2017-03-17 Thread AudioGames . net ForumDevelopers room : Jason SW via Audiogames-reflector


  


Re: Starting out with creating a mud

There are also forks of LambdaMOO.One called GammaMOO, which (last time I checked) can be found on Launchpad, and another server called Stunt, which has a home at http://stunt.io.

URL: http://forum.audiogames.net/viewtopic.php?pid=302646#p302646





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Starting out with creating a mud

2017-03-13 Thread AudioGames . net ForumDevelopers room : Jason SW via Audiogames-reflector


  


Re: Starting out with creating a mud

If you need any MUSHClient help, let me know.There's a tab in general preferences where you can set plugins to be automatically loaded, so you can have the reader plugin automatically loaded into every world you open in MUSHClient.

URL: http://forum.audiogames.net/viewtopic.php?pid=301925#p301925





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Starting out with creating a mud

2017-03-13 Thread AudioGames . net ForumDevelopers room : Jason SW via Audiogames-reflector


  


Re: Starting out with creating a mud

Another solution would be to use MUSHClient, with the MUSHReader plugin installed.You can get MUSHReader from http://allinaccess.com/mc

URL: http://forum.audiogames.net/viewtopic.php?pid=301910#p301910





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Starting out with creating a mud

2017-03-13 Thread AudioGames . net ForumDevelopers room : Jason SW via Audiogames-reflector


  


Re: Starting out with creating a mud

I'd say MOO is probably the easiest to start with, since there's no C/C++ coding involved, unless you want to extend the server.A similar option would be an LP codebase, though LP is more complex than MOO.I had the idea to start my own MUD codebase consisting of a small binary written in C or C++ which would only handle sockets, and have the rest of it written in a language like Python or Lua, but I haven't actually worked on it.

URL: http://forum.audiogames.net/viewtopic.php?pid=301904#p301904





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Where to find .dat creator for sounds in bgt?

2017-02-21 Thread AudioGames . net ForumDevelopers room : Jason SW via Audiogames-reflector


  


Re: Where to find .dat creator for sounds in bgt?

You should be able to get the files out of the pack file, even if it is encrypted, since (IIRC) the pack file itself isn't encrypted, just the files inside it.

URL: http://forum.audiogames.net/viewtopic.php?pid=298767#p298767





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: What programming language using to develop the games?

2017-02-19 Thread AudioGames . net ForumDevelopers room : Jason SW via Audiogames-reflector


  


Re: What programming language using to develop the games?

It's only impossible if you allow it to be impossible. I'm not saying it'll be easy, but I think it could be done.

URL: http://forum.audiogames.net/viewtopic.php?pid=298399#p298399





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Delay Game for screen reader to finish speaking with accessible_output

2017-01-03 Thread AudioGames . net ForumDevelopers room : Jason SW via Audiogames-reflector


  


Re: Delay Game for screen reader to finish speaking with accessible_output

Honestly, I think the best method you're currently going to find is the one that Manamon uses. Basically, speak a sentence or short block of text, then wait for the user to press enter before continuing. This does mean more keypresses for the user, but until the screen reader manufacturers give us a way to tell when their products are talking, I don't think you'll find a better solution.

URL: http://forum.audiogames.net/viewtopic.php?pid=292172#p292172





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Advice onUsing multiple screenreaders in a BGT script

2016-12-26 Thread AudioGames . net ForumDevelopers room : Jason SW via Audiogames-reflector


  


Re: Advice onUsing multiple screenreaders in a BGT script

You could also check out my speech manager class. I wrote it to simplify speaking text with BGT.http://www.blastbay.com/forum/viewtopic.php?id=1505

URL: http://forum.audiogames.net/viewtopic.php?pid=291053#p291053





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Entertaining project cost estimator

2016-12-19 Thread AudioGames . net ForumDevelopers room : Jason SW via Audiogames-reflector


  


Re: Entertaining project cost estimator

Estimate: $458,893,924,742*You could hire a team to make it for that price.Or you could make it yourself in about 9177878.0 years

URL: http://forum.audiogames.net/viewtopic.php?pid=290208#p290208





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Entertaining project cost estimator

2016-12-19 Thread AudioGames . net ForumDevelopers room : Jason SW via Audiogames-reflector


  


Re: Entertaining project cost estimator

Bah. Looks like I'd need about $288K for my RPG with fighting/platforming elements, hours of campaign material, branching paths and other stuff. Oh well...Haha, nice site.

URL: http://forum.audiogames.net/viewtopic.php?pid=290186#p290186





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: the menuX class

2014-11-10 Thread AudioGames . net ForumDevelopers room : Jason SW via Audiogames-reflector


  


Re: the menuX class

Excerpts from the Gotcha source, with some extra comments added:In include/init.bgt:void game_init(){...menu.allow_escape = true;menu.wrap_x = true;menu.wrap_y = false;menu.max_pan = 10;menu.set_callback(menu_checks, );menu.open_path = lib.sound_path + /menu_open. + lib.default_extension;menu.close_path = lib.sound_path + /menu_close. + lib.default_extension;menu.move_path = lib.sound_path + /step1. + lib.default_extension;menu.wrap_path = lib.sound_path + /step2. + lib.default_extension;...menu.set_tts_object(speech.sapi);menu.set_speech_mode(speech.mode);...} // game_initIn include/menus.bgt:void main_menu(){string menu_position=start;...while (true){...menu.reset(false);menu.resize(5,1); // Five menu options along the X axis (Horizontal m
 enu.)/*Note here that add_item_2d and add_item_tts_2d can take x and y coordinates after the option name, though they are optional. If left out, the methods will use the next available option object.If youre not going to use horizontal menus, you dont need to call resize.*/menu.add_item_tts_2d(Start game, start);menu.add_item_tts_2d(Load game, load);menu.add_item_tts_2d(Test speakers, test);menu.add_item_tts_2d(Options, options);menu.add_item_tts_2d(Exit, exit);menu_position = menu.run_extended(Main menu. Use left/right arrow keys to select an option, enter to activate., true, menu_position, true);// run/run_extended return err if an error occurs, or esc if the escape key is pressed.speech.stop();if (menu_position == err){<
 br />log.fatal(main_menu, Failed to run menu.);} // ifelse if (menu_position == start){start_game();} // else ifelse if (menu_position == load){load_game();} // else ifelse if (menu_position == test){test_speakers();} // else ifelse if (menu_position == options){options_menu();} // else ifelse{exit_game();} // else} // while} // main_menuExcerpts from the Giftanum source (So far unreleased version):In include/menus.bgt:void main_menu(){string menu_position;menu.open_path = s/023;menu.close_path = s/022;menu.move_path = s/006;menu_position = start;...while (true){...menu.reset(false);menu.add_item_tts_1d(Start game, star
 t);menu.add_item_tts_1d(Load game, load);menu.add_item_tts_1d(View scoreboards, view);menu.add_item_tts_1d(Test speakers, test);menu.add_item_tts_1d(Options, options);menu.add_item_tts_1d(Exit, exit);menu_position = menu.run_extended(Main menu. Use arrow keys to select an option, enter to activate., true, menu_position, true);speech.stop();if (menu_position == err){log.fatal(main_menu, Failed to run menu.);} // ifelse if (menu_position == start){difficulty_menu();} // else ifelse if (menu_position == load){load_game();} // else ifelse if (menu_position == view){scoreboard_menu();} // else ifelse if (menu_position == test){test_speakers();} // else ifelse if (menu_position == options){options_menu();} // else ifelse{exit_game();} // else} // while} // main_menuI hope these examples help you.

URL: http://forum.audiogames.net/viewtopic.php?pid=194530#p194530




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: the menuX class

2014-11-10 Thread AudioGames . net ForumDevelopers room : Jason SW via Audiogames-reflector


  


Re: the menuX class

Excerpts from the Gotcha source, with some extra comments added:In include/init.bgt:void game_init()
{
...
menu.allow_escape = true;
menu.wrap_x = true;
menu.wrap_y = false;
menu.max_pan = 10;
menu.set_callback(menu_checks, );
menu.open_path = lib.sound_path + /menu_open. + lib.default_extension;
menu.close_path = lib.sound_path + /menu_close. + lib.default_extension;
menu.move_path = lib.sound_path + /step1. + lib.default_extension;
menu.wrap_path = lib.sound_path + /step2. + lib.default_extension;
...
menu.set_tts_object(speech.sapi);
menu.set_speech_mode(speech.mode);
...
} // game_initIn include/menus.bgt:void main_menu()
{
string menu_position=start;

...
while (true)
{
...
menu.reset(false);
menu.resize(5,1); // Five menu options along the X axis (Horizontal menu.)
/*
Note here that add_item_2d and add_item_tts_2d can take x and y coordinates after the option name, though they are optional. If left out, the methods will use the next available option object.
If youre not going to use horizontal menus, you dont need to call resize.
*/
menu.add_item_tts_2d(Start game, start);
menu.add_item_tts_2d(Load game, load);
menu.add_item_tts_2d(Test speakers, test);
menu.add_item_tts_2d(Options, options);
menu.add_item_tts_2d(Exit, exit);
menu_position = menu.run_extended(Main menu. Use left/right arrow keys to select an option, enter to activate., true, menu_position, true);
// run/run_extended return err if an error occurs, or esc if the escape key is pressed.
speech.stop();
if (menu_position == err)
{
log.fatal(main_menu, Failed to run menu.);
} // if
else if (menu_position == start)
{
start_game();
} // else if
else if (menu_position == load)
{
load_game();
} // else if
else if (menu_position == test)
{
test_speakers();
} // else if
else if (menu_position == options)
{
options_menu();
} // else if
else
{
exit_game();
} // else
} // while
} // main_menuExcerpts from the Giftanum source (So far unreleased version):In include/menus.bgt:void main_menu()
{
string menu_position;

menu.open_path = s/023;
menu.close_path = s/022;
menu.move_path = s/006;
menu_position = start;
...
while (true)
{
...
menu.reset(false);
menu.add_item_tts_1d(Start game, start);
menu.add_item_tts_1d(Load game, load);
menu.add_item_tts_1d(View scoreboards, view);
menu.add_item_tts_1d(Test speakers, test);
menu.add_item_tts_1d(Options, options);
menu.add_item_tts_1d(Exit, exit);
menu_position = menu.run_extended(Main menu. Use arrow keys to select an option, enter to activate., true, menu_position, true);
speech.stop();
if (menu_position == err)
{
log.fatal(main_menu, Failed to run menu.);
} // if
else if (menu_position == start)
{
difficulty_menu();
} // else if
else if (menu_position == load)
{
load_game();
} // else if
else if (menu_position == view)
{
scoreboard_menu();
} // else if
else if (menu_position == test)
{
test_speakers();
} // else if
else if (menu_position == options)
{
options_menu();
} // else if
else
{
exit_game();
} // else
} // while
} // main_menuI hope these examples help you.

URL: http://forum.audiogames.net/viewtopic.php?pid=194530#p194530




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: the menuX class

2014-11-09 Thread AudioGames . net ForumDevelopers room : Jason SW via Audiogames-reflector


  


Re: the menuX class

http://www.blastbay.com/forum/viewtopic.php?id=1557

URL: http://forum.audiogames.net/viewtopic.php?pid=194425#p194425




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Hooking Speech Manager class into Dynamic Menu

2014-11-06 Thread AudioGames . net ForumDevelopers room : Jason SW via Audiogames-reflector


  


Re: Hooking Speech Manager class into Dynamic Menu

Hi,Add_item_tts works for SAPI and for screen readers. Calling add_item is for playing sounds only.HTH

URL: http://forum.audiogames.net/viewtopic.php?pid=194132#p194132




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Hooking Speech Manager class into Dynamic Menu

2014-11-06 Thread AudioGames . net ForumDevelopers room : Jason SW via Audiogames-reflector


  


Re: Hooking Speech Manager class into Dynamic Menu

Hi,Add_item_tts works for SAPI and for screen readers. Calling add_item is for playing sounds only.If the menu is using SAPI instead of your screen reader, then BGT probably failed to find the required libraries.Try setting:speech.lib_directory = ;Before the call to init, if any.HTH

URL: http://forum.audiogames.net/viewtopic.php?pid=194132#p194132




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Hooking Speech Manager class into Dynamic Menu

2014-11-06 Thread AudioGames . net ForumDevelopers room : Jason SW via Audiogames-reflector


  


Re: Hooking Speech Manager class into Dynamic Menu

Hi,No, you dont have to, but I set it up so by default, the manager tells BGT to look in the lib directory, for my own convenience, if not necessarily for the convenience of others. To prevent this, use:speech.lib_directory = ;Let me know if that works.

URL: http://forum.audiogames.net/viewtopic.php?pid=194141#p194141




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: where can i get an easy file packer?

2014-10-08 Thread AudioGames . net ForumDevelopers room : Jason SW via Audiogames-reflector


  


Re: where can i get an easy file packer?

We have.http://forum.audiogames.net/viewtopic.php?id=13721

URL: http://forum.audiogames.net/viewtopic.php?pid=191537#p191537




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector