Re: Looking for MOO coders!
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
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
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
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
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
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
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
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
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
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
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
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
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?
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?
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
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
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
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
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
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
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
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
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
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
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?
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