Re: dev's becomeing one

2021-03-15 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: dev's becomeing one

Agreed with Camlorn on this one. My experience of Undead Assault was that, since it was the beginning of covid times when it came back, I played it like 6 hours a day for 3 days and then stopped entirely. I could not tell you how the popularity dropped after that, because I have not clicked on the game executable since 4 days after it was released again.Undead Assault also only requires 4 people and can be played with just yourself. Battle Royale with 4 people would be boring. Games for sighted people literally have rounds with 50 to 100 players, and to even have a chance of making that feasible without a dedicated marketing guy to continuously drum up interest or whatever, you'd have to make the maps like 10x smaller and have rounds with 10 people. I don't even have 9 other friends that I could get together at the same time to test that kind of concept if I did make it.

URL: https://forum.audiogames.net/post/622942/#p622942




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Re: dev's becomeing one

2021-03-15 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: dev's becomeing one

Agreed with Camlorn on this one. My experience of Undead Assault was that, since it was the beginning of covid times when it came back, I played it like 6 hours a day for 3 days and then stopped entirely. I could not tell you how the popularity dropped after that, because I have not clicked on the game executable since 4 days after it was released again.

URL: https://forum.audiogames.net/post/622942/#p622942




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Re: dev's becomeing one

2021-03-14 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: dev's becomeing one

Among Us is only 4 players at a time, so i guess it would be cool. The problem with some multiplayer round-based concepts though, such as battle royale, is that they are too large to be feasible with the playerbase they would pull in. I wanted to make a battle royale game but it would be pointless anyways without aggressive marketing to get more than 30 people on consistently.

URL: https://forum.audiogames.net/post/622749/#p622749




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Re: List of Ways to Make AudioGames

2021-03-12 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: List of Ways to Make AudioGames

Yes, the lower level of AHC is C# with Monogame. The higher level is _javascript_/Typescript, tangentially similar to how Tactical Battle scripting works if I had to guess. I'm fairly sure the playroom is C++, and the RSGames windows client is Python. Neither of those show any obvious signs of using any public audiogame engine though. Scarlet Shells is Pure Basic according to the developer (oops I just realized you already included PB in the list). I think shift+backtick or however it's spelled wrote a game engine in _javascript_, but it might only deal with audio synthesis. He's made a few games with it though. Some of them are on Github.

URL: https://forum.audiogames.net/post/622289/#p622289




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Re: List of Ways to Make AudioGames

2021-03-12 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: List of Ways to Make AudioGames

Yes, the lower level of AHC is C# with Monogame. The higher level is _javascript_/Typescript, tangentially similar to how Tactical Battle scripting works if I had to guess. I'm fairly sure the playroom is C++, and the RSGames windows client is Python. Neither of those show any obvious signs of using any public audiogame engine though. Scarlet Shells is Pure Basic according to the developer (oops I just realized you alreayd included PB in the list). I think shift+backtick or however it's spelled wrote a game engine in _javascript_, but it might only deal with audio synthesis. He's made a few games with it though. Some of them are on Github.

URL: https://forum.audiogames.net/post/622289/#p622289




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Re: List of Ways to Make AudioGames

2021-03-12 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: List of Ways to Make AudioGames

Yes, the lower level of AHC is C# with Monogame. The higher level is _javascript_/Typescript, tangentially similar to how Tactical Battle scripting works if I had to guess. I'm fairly sure the playroom is C++, and the RSGames windows client is Python. Neither of those obviously use any public audiogame engine though. Scarlet Shells is Pure Basic according to the developer. I think shift+backtick or however it's spelled wrote a game engine in _javascript_, but it might only deal with audio synthesis. He's made a few games with it though. Some of them are on Github.

URL: https://forum.audiogames.net/post/622289/#p622289




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Re: List of Ways to Make AudioGames

2021-03-12 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: List of Ways to Make AudioGames

Yes, the lower level of AHC is C# with Monogame. The higher level is _javascript_/Typescript, tangentially similar to how Tactical Battle scripting works if I had to guess. I'm fairly sure the playroom is C++, and the RSGames windows client is Python. Scarlet Shells is Pure Basic according to the developer. I think shift+backtick or however it's spelled wrote a game engine in _javascript_, but it might only deal with audio synthesis. He's made a few games with it though. Some of them are on Github.

URL: https://forum.audiogames.net/post/622289/#p622289




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Re: List of Ways to Make AudioGames

2021-03-12 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: List of Ways to Make AudioGames

You got all of the popular ways, I think.  Most programmers around here are new and will follow the trends. The current trend is Python, with a _javascript_ presence sneakily growing over the past two years which will explode when somebody makes beginner-friendly tooling and documentation. I give it another year. Other than that, the more experienced people will do what they're going to do - I know people who work in Golang now building their own engines and others who still work in BGT because of legacy projects. But the most comprehensive tooling right now (not comprehensive enough but it's something I guess) is Python with Lucia.

URL: https://forum.audiogames.net/post/622266/#p622266




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Re: List of Ways to Make AudioGames

2021-03-12 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: List of Ways to Make AudioGames

You got all of the popular ways, I think.  Most programmers around here are new and will follow the trends. The current trend is Python, with a _javascript_ presence sneakily growing over the past two years which will explode when somebody makes beginner-friendly tooling and documentation. I give it another year. Other than that, the more experienced people will do what they're going to do - I have friends who work in Golang now and others who still work in BGT. But the most comprehensive tooling right now (not comprehensive enough) is Python with Lucia.

URL: https://forum.audiogames.net/post/622266/#p622266




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Re: where can I learn python? the basics.

2021-03-01 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: where can I learn python? the basics.

I understand where that comes from, but that is also bad practice. You can still use the terminal and still save your work, you should be executing all your scripts from the terminal with `python 

Re: where can I learn python? the basics.

2021-03-01 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: where can I learn python? the basics.

If you don't know how to use the terminal, you're gonna have a bad time. Please know how to use the terminal.

URL: https://forum.audiogames.net/post/619308/#p619308




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Re: where can I learn python? the basics.

2021-03-01 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: where can I learn python? the basics.

So... I'm going to say that if you don't know anything, you shouldn't be at the point where you're importing Lucia yet but I don't think you're going to listen to me. Learning with the specific goal of making audiogames probably won't go well. Good luck.

URL: https://forum.audiogames.net/post/619285/#p619285




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Re: where can I learn python? the basics.

2021-03-01 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: where can I learn python? the basics.

I would stay away from suggesting resources written by people here because thousands (or millions) of people have learned fine with books written by professionals. They might help you to make audiogames which is something you can't find in other places and thus appear good to teenagers seeking instant gratification, but any core concepts will likely be explained much better in books. That might just be me, but I would also vote for the suggestions in post 2 and 4. Don't have experience with the videos in post 3.

URL: https://forum.audiogames.net/post/619274/#p619274




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Re: where can I learn python? the basics.

2021-03-01 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: where can I learn python? the basics.

I would stay away from suggesting resources written by blind people because thousands (or millions) of people have learned fine with books written by professionals. That might just be me, but I would also vote for the suggestions in post 2 and 4. Don't have experience with the videos in post 3.

URL: https://forum.audiogames.net/post/619274/#p619274




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Re: Extended PEMDAS.

2021-02-27 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: Extended PEMDAS.

I feel like the easiest way to do this would be to just do the dice calculations first, replace them with numbers and do the equation as normal in that case. I don't know the regex off the top of my head for this, but you could make a regex that singles out a number, then a D, then another number. Parse that, do the dice randomization, then substitute the number for the original string you singled out.

URL: https://forum.audiogames.net/post/618847/#p618847




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Re: Heat Engine, a game engine for BGT games

2021-02-27 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: Heat Engine, a game engine for BGT games

I would probably agree that Haily has a tendency to be unnecessarily inflammatory, but I don't care enough to find more examples. Those examples work I guess, but there might be worse. Also, I might agree about the personal attack thing in the last example.

URL: https://forum.audiogames.net/post/618824/#p618824




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Re: Heat Engine, a game engine for BGT games

2021-02-27 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: Heat Engine, a game engine for BGT games

Yes you're right, your opinion isn't original at all which is why it didn't need to be in this topic. It was already a very accessible opinion.

URL: https://forum.audiogames.net/post/618737/#p618737




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Re: Heat Engine, a game engine for BGT games

2021-02-26 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: Heat Engine, a game engine for BGT games

The exchange was handled badly on both sides. Zarvox came into a topic and said something pointless and obvious. Haily snapped in an unwarranted way. I think neither of them broke rules, but just from kind of an etiquette standpoint they were both slightly in the wrong IMO

URL: https://forum.audiogames.net/post/618649/#p618649




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Re: Heat Engine, a game engine for BGT games

2021-02-26 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: Heat Engine, a game engine for BGT games

So in fairness, 119 has a valid point. Nobody asked for it and it's kind of obvious, but still valid in some ways IMO. Also in fairness, the open-source audiogame libraries in Python suck.

URL: https://forum.audiogames.net/post/618626/#p618626




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Re: Suggestions for Wayfar 1444 relaunch welcome

2021-02-26 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: Suggestions for Wayfar 1444 relaunch welcome

I feel like this might be one of those applications where you're actually probably not going to hit any meaningful limitations with Pythohn, because it's just text. Python can handle concurrent connections as well (at least unless your mud somehow becomes popular and you get over 100 or something), so I don't really see what else would be the problem.Regarding muds with more than 50 concurrents on average, I honestly can't think of many. Alter Aeon, Miriani (and other similar space moos for whatever weird reason), and Hellmoo might get 50 on a really good day not counting the 15-20 admins on constantly. AA and the space MOOs have high blind populations as well. Feel free to enlighten me on some others. Also I'm curious what the modern codebase you're talking about that's doing well is.

URL: https://forum.audiogames.net/post/618510/#p618510




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Re: Suggestions for Wayfar 1444 relaunch welcome

2021-02-26 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: Suggestions for Wayfar 1444 relaunch welcome

I feel like this might be one of those applications where you're actually probably not going to hit any meaningful limitations with Pythohn, because it's just text. Python can handle concurrent connections as well (at least unless your mud somehow becomes popular and you get over 100 or something), so I don't really see what else would be the problem.Regarding muds with more than 50 concurrents on average, I honestly can't think of many. Alter Aeon, Miriani (and other similar space moos for whatever weird reason), and Hellmoo might get 50 on a really good day not counting the 15-20 admins on constantly. Feel free to enlighten me on some others. Also I'm curious what the modern codebase you're talking about that's doing well is.

URL: https://forum.audiogames.net/post/618510/#p618510




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Re: Suggestions for Wayfar 1444 relaunch welcome

2021-02-26 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: Suggestions for Wayfar 1444 relaunch welcome

I feel like this might be one of those applications where you're actually probably not going to hit any meaningful limitations with Pythohn, because it's just text. Python can handle concurrent connections as well, so I don't really see what else would be the problem.Regarding muds with more than 50 concurrents on average, I honestly can't think of many. Alter Aeon, Miriani (and other similar space moos for whatever weird reason), and Hellmoo might get 50 on a really good day not counting the 15-20 admins on constantly. Feel free to enlighten me on some others. Also I'm curious what the modern codebase you're talking about that's doing well is.

URL: https://forum.audiogames.net/post/618510/#p618510




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Re: Heat Engine, a game engine for BGT games

2021-02-26 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: Heat Engine, a game engine for BGT games

If this thing was actually developed further, it would be cool. It's better than Mason's spaghetti code, and I think Mason's spaghetti code is a terrible way to teach beginners honestly. But it wasn't.

URL: https://forum.audiogames.net/post/618473/#p618473




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Re: Suggestions for Wayfar 1444 relaunch welcome

2021-02-26 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: Suggestions for Wayfar 1444 relaunch welcome

So modern MOO version control probably looks like a dev port with code that automatically checks a github repository for updates to files and integrates them if there are any. Testing can then be done, and then the same process can be manually triggered on the main game so that the code gets implemented. The files in version control would likely share similar formatting to MOO object dumps. I feel like there are probably issues I'm missing with this approach because I haven't worked with MOO in a while to know the specifics of what would go wrong, but I'm not going to actually implement the system to see. It would be an interesting experiment for anybody that would start a new project in MOO these days I guess. The most recent thing I can think of that was started in MOO is Chatmud.

URL: https://forum.audiogames.net/post/618447/#p618447




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Re: Suggestions for Wayfar 1444 relaunch welcome

2021-02-25 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: Suggestions for Wayfar 1444 relaunch welcome

So... The codebase is pretty archaic, and virtual exits didn't occur to them at that time. Every exit is an object, so 2 rooms with one linking exit is 4 objects. That makes up a significant chunk of it. Then there are various NPCs and monsters. Then there are all the players and their vehicles and containers and etc. Most containers can be virtualized IIRC, but I think unique items are unable to be. Other than that I'm not sure, there are probably a load of objects that could be cleaned up but aren't because people are too lazy to look through 300-400k lines of code and figure out where something isn't getting cleaned up properly etc.

URL: https://forum.audiogames.net/post/618293/#p618293




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Re: Increasing Typing Stability.

2021-02-25 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: Increasing Typing Stability.

My typing speed on a mechanical is such that it doesn't even really matter if I slow down to avoid errors. When I type as fast as I can and never backspace and make a bunch of really annoying errors, my speed is 130 or 135 wpm. When I slow it down to 110, I'm pretty much completely fine. 135 is so fast that my mind can barely keep up anyways. On a keyboard that's not mechanical, I can type at about 110 and still make one or two errors per minute that I don't immediately catch as I'm typing and can therefore fix on the spot.

URL: https://forum.audiogames.net/post/618248/#p618248




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Re: Increasing Typing Stability.

2021-02-25 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: Increasing Typing Stability.

My typing speed is such that it doesn't even really matter if I slow down to avoid errors. When I type as fast as I can and never backspace and make like a ton of really annoying errors, my speed is like 135 or 140 wpm. When I slow it down to 110, I'm pretty much completely fine. 135 is so fast that my mind can barely keep up anyways. On a keyboard that's not mechanical, I can type at about 110 and still make one or two errors per minute that I don't immediately catch as I'm typing and can therefore fix on the spot.

URL: https://forum.audiogames.net/post/618248/#p618248




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Re: Increasing Typing Stability.

2021-02-25 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: Increasing Typing Stability.

My typing speed is such that it doesn't even really matter if I slow down to avoid errors. When I type as fast as I can and never backspace and make like a ton of really annoying errors, my speed is like 135 or 140 wpm. When I slow it down to 110, I'm pretty much completely fine. 135 is so fast that my mind can barely keep up anyways.

URL: https://forum.audiogames.net/post/618248/#p618248




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Re: Increasing Typing Stability.

2021-02-23 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: Increasing Typing Stability.

I have a mechanical and sometimes still do it, but it actually got better immediately after getting the mechanical.

URL: https://forum.audiogames.net/post/617704/#p617704




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Re: bgt: string to dictionary?

2021-02-23 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: bgt: string to dictionary?

So for a little bit more of a helpful and detailed response than in post 3, there's code floating around to do this. I wrote something to do it, for example. I think Scrolling Battles might have another algorithm which was either written by Mason or Sam, and it's probably duplicated across some other of Mason's games. So it is possible, and as others have said much easier if you don't need the string to be (easily) digestible by humans. I agree the question isn't silly, but I don't care to hunt down code that does it. Any code that you do find though will be primarily used to deal with configuration files. So in Scrolling Battles, I think you'd look in the sections for loading custom characters (or whatever custom elements that game had, might not have been characters).Edit: This is mine, but I completely disown it and won't spend too much time helping with it because it's awful and I don't work in BGT anymore. Also I don't think it uses dictionaries in favor of parallel lists, but the concept is the same.https://raw.githubusercontent.com/carte … d_data.bgt

URL: https://forum.audiogames.net/post/617685/#p617685




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Re: bgt: string to dictionary?

2021-02-23 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: bgt: string to dictionary?

So for a little bit more of a helpful and detailed response than in post 3, there's code floating around to do this. I wrote something to do it, for example. I think Scrolling Battles might have another algorithm which was either written by Mason or Sam, and it's probably duplicated across some other of Mason's games. So it is possible, and as others have said much easier if you don't need the string to be (easily) digestible by humans. I agree the question isn't silly, but I don't care to hunt down code that does it. Any code that you do find though will be primarily used to deal with configuration files. So in Scrolling Battles, I think you'd look in the sections for loading custom characters (or whatever custom elements that game had, might not have been characters).Edit: This is mine, but I completely disown it and won't spend too much time helping with it because it's awful and I don't work in BGT anymore.https://raw.githubusercontent.com/carte … d_data.bgt

URL: https://forum.audiogames.net/post/617685/#p617685




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Re: bgt: string to dictionary?

2021-02-23 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: bgt: string to dictionary?

So for a little bit more of a helpful and detailed response than in post 3, there's code floating around to do this. I wrote something to do it, for example. I think Scrolling Battles might have another algorithm which was either written by Mason or Sam, and it's probably duplicated across some other of Mason's games. So it is possible, and as others have said much easier if you don't need the string to be (easily) digestible by humans. I agree the question isn't silly, but I don't care to hunt down code that does it. Any code that you do find though will be primarily used to deal with configuration files. So in Scrolling Battles, I think you'd look in the sections for loading custom characters (or whatever custom elements that game had, might not have been characters).

URL: https://forum.audiogames.net/post/617685/#p617685




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Re: bgt: string to dictionary?

2021-02-23 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: bgt: string to dictionary?

So for a little bit more of a helpful and detailed response than in post 3, there's code floating around to do this. I wrote something to do it, for example. I think Scrolling Battles might have another algorithm which was either written by Mason or Sam, and it's probably duplicated across some other of Mason's games. So it is possible, and as others have said much easier if you don't need the string to be (easily) digestible by humans. I agree the question isn't silly, but I don't care to hunt down code that does it. Any code that you do find though will be primarily used to deal with configuration files. So in Scrolling Battles, I think you'd look in the sections for loading custom characters or whatever.

URL: https://forum.audiogames.net/post/617685/#p617685




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Re: bgt: string to dictionary?

2021-02-23 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: bgt: string to dictionary?

Apply the rule of BGT here: Thou must reinvent the wheel.

URL: https://forum.audiogames.net/post/617664/#p617664




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Re: Suggestions for Wayfar 1444 relaunch welcome

2021-02-23 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: Suggestions for Wayfar 1444 relaunch welcome

Note that the version of the MOO code open-sourced by Hellmoo (Hellcore) is... terrible. They never designed it originally to be corified I think, so some critical objects are missing or mislabeled in the code so they reference other object numbers. The server code is also open-sourced, but Toaststunt is better for modern development. It's one of those things where if you're not a beginner, it'd just be better to develop your own stuff and if you are a beginner, you won't be able to do anything with it anyways. Ethin isn't a beginner, and I'm definitely not saying you should open-source everything (might be a security risk etc) but just as an addendum for anybody else who might want to look into it.

URL: https://forum.audiogames.net/post/617653/#p617653




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Re: Suggestions for Wayfar 1444 relaunch welcome

2021-02-21 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: Suggestions for Wayfar 1444 relaunch welcome

As with some others, I'd have to start playing again to say. I was much younger when I played Wayfar. I think this news will be very popular here; a thread about muds rarely goes by without some kind of mention of the game.

URL: https://forum.audiogames.net/post/617258/#p617258




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Re: An Opportunity May Be Just Around The Corner...

2021-02-07 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: An Opportunity May Be Just Around The Corner...

MOO is fine for the project they are currently working on. A mud is something you can pretty much do in any way you want, starting from using MOO and ending at literally writing everything in C++ yourself.

URL: https://forum.audiogames.net/post/613488/#p613488




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Re: Flow chart as a blind person?

2021-01-19 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: Flow chart as a blind person?

I used PlantUML for the UML part of a Computer Science course. Seems to work good.

URL: https://forum.audiogames.net/post/607947/#p607947




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Re: discord bot won't play audio from keybase, but does on local drive

2021-01-17 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: discord bot won't play audio from keybase, but does on local drive

It would be hard to debug this without the code for the bot itself or at least the code for the functions you're using in this situation.

URL: https://forum.audiogames.net/post/607473/#p607473




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Re: Game Dev Internship at GameStreamX

2021-01-07 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: Game Dev Internship at GameStreamX

I think the point of posting this here is that there are some sighted devs who use Unity. But most of them are busy with their own games, so... Yeah I don't get it.

URL: https://forum.audiogames.net/post/605024/#p605024




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Re: An Opportunity May Be Just Around The Corner...

2020-12-29 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: An Opportunity May Be Just Around The Corner...

I understand that you don't want to go into many details, but I feel like you'll get more bites if you at least say what languages we should be experienced in. If it hasn't been started at all yet and the language is negotiable, a basic descriptor of the game type would be useful. E.G. if it should be a mud, MOO might be a good starting point, just as an example that I know you will understand. There are many ways to solve any problem if the project hasn't already begun (IE MOO is not the only way to create a mud) but I feel like different people like to work on different types of games, and some of them might not apply without knowing some of that basic information.

URL: https://forum.audiogames.net/post/602892/#p602892




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Re: Need help with decoding and understanding bgt's network implementation

2020-12-19 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: Need help with decoding and understanding bgt's network implementation

Also all of the people I know who might be able to help with this (there aren't many of them) are busy and/or probably won't spend the time to do it because nobody who is serious about development cares about BGT anymore anyways.

URL: https://forum.audiogames.net/post/600185/#p600185




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Re: Why do You like pure basic?

2020-12-10 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: Why do You like pure basic?

@29 This is wrong.

URL: https://forum.audiogames.net/post/597329/#p597329




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Re: BlindSight -- In Development Game

2020-11-29 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: BlindSight -- In Development Game

Same as #2 and #3 about not having a Mac.@2Room description wrote:Share code, talk to other developers, try early alphas and projects not ready for new releases.This is an early alpha, probably not ready for new release. It also would probably benefit more from the type of nuanced feedback that developers are apt to give than the feedback that people looking for new games to play would give, which would probably be more along the lines of "r this game is too simple!"

URL: https://forum.audiogames.net/post/593804/#p593804




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Re: BlindSight -- In Development Game

2020-11-29 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: BlindSight -- In Development Game

Same as #2 and #3 about not having a Mac.@2Room description wrote:Share code, talk to other developers, try early alphas and projects not ready for new releases.This is an early alpha, probably not ready for new release. It also would probably benefit more from the type of nuanced feedback that developers are apt to give than the feedback that people looking for new games to play would give, which would probably be more along the lines of "r this game is too simple!"

URL: https://forum.audiogames.net/post/593804/#p593804




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Re: what is the easyest programming language to learn as a beginner

2020-11-18 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: what is the easyest programming language to learn as a beginner

@5 Because of its distribution versatility and good audio libraries. _javascript_ can run on literally anything as long as its recent. The shift may be put off for a while by Synthizer and other libraries that Camlorn might develop that have Python bindings right out the gate, but I still predict that it will expand greatly in the coming years. It will expand even more if somebody comes up with a way to make security viable.

URL: https://forum.audiogames.net/post/590907/#p590907




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Re: what is the easyest programming language to learn as a beginner

2020-11-18 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: what is the easyest programming language to learn as a beginner

Yes, if you're interested in making games with a path of least resistance, Python is the best right now. I predict a hard shift to _javascript_ in the next year, but we'll see.

URL: https://forum.audiogames.net/post/590891/#p590891




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Re: can i install node.js in my system?

2020-11-15 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: can i install node.js in my system?

@5 Chocolatey does the same thing, and is more known.

URL: https://forum.audiogames.net/post/590020/#p590020




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Re: What's the most accessible platform?

2020-11-10 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: What's the most accessible platform?

@11 & @12Yes, adding sounds in the browser is trivial. With your web client, you can do that. A webpage is far from the worst way to experience a game, but there are many mudders who might feel more comfortable in the environment that they already play other games in.As for sounds in Telnet, there may be standardized protocols for mud clients (MSP, etc). But I think what people are referring to is writing custom soundpacks for VIPMud or Mushclient.

URL: https://forum.audiogames.net/post/588524/#p588524




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Re: What's the most accessible platform?

2020-11-10 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: What's the most accessible platform?

Yeah if you're going to do an aria live region with a textbox, you might as well have that be the frontend to a telnet interface that can be connected to via mud clients as well. No real downside as I see it.

URL: https://forum.audiogames.net/post/588411/#p588411




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Re: how to let a python class accept more than 1 instent going?

2020-11-08 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: how to let a python class accept more than 1 instent going?

I don't understand what you're trying to do.

URL: https://forum.audiogames.net/post/587841/#p587841




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Re: py installer, Is it safe?

2020-11-06 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: py installer, Is it safe?

Also more breakable than Cython.

URL: https://forum.audiogames.net/post/587121/#p587121




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Re: py installer, Is it safe?

2020-11-05 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: py installer, Is it safe?

@12 I could make a script that could decompile your entire project, given a pyinstaller directory, in one click. Such a thing probably exists, and it would basically just be gluing together existing tools. If you don't protect your executables at all, it's like a few cmd commands, not counting the repetitive commands you use to decode every .pyc file that you need. So sure it's not one click, but someone who knows the very basics of python and cmd could feasibly do it in 5 minutes, counting a few minutes of research.

URL: https://forum.audiogames.net/post/586884/#p586884




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Re: py installer, Is it safe?

2020-11-05 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: py installer, Is it safe?

@12 I could make a script that could decompile your entire project, given a pyinstaller directory, in one click. Such a thing probably exists, and it would basically just be gluing together existing tools. If you don't protect your executables at all, it's like a few cmd commands, not counting the repetitive commands you use to decode every .pyc file that you need. So sure it's not one click, but someone who knows hte very basics of python and cmd could do it in 5 minutes.

URL: https://forum.audiogames.net/post/586884/#p586884




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Re: py installer, Is it safe?

2020-11-05 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: py installer, Is it safe?

@6 The NVG launcher (the small executable that launches another one) is not intended at all for executable protections. We have our own internal methods of protection in NVG which include Cythonizing. The launcher is simply to clean up the directory structure.@8, it would certainly be difficult. You might be able to create a human-readable representation if you read hundreds of KB of Angelscript code and figure out the decryption method for the bytecode section of executables generated by BGT, but I don't think anybody is going to do that.

URL: https://forum.audiogames.net/post/586861/#p586861




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Re: py installer, Is it safe?

2020-11-05 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: py installer, Is it safe?

@5 The NVG launcher (the small executable that launches another one) is not intended at all for executable protections. We have our own internal methods of protection in NVG which include Cythonizing. The launcher is simply to clean up the directory structure.

URL: https://forum.audiogames.net/post/586861/#p586861




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Re: why are developers moving towards python?

2020-10-31 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: why are developers moving towards python?

Something something doesn't matter something something audiogames don't need speed anyways something something.

URL: https://forum.audiogames.net/post/584989/#p584989




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Re: How do you build Your web sites/projects?

2020-10-29 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: How do you build Your web sites/projects?

I just write HTML in notepad2.

URL: https://forum.audiogames.net/post/584472/#p584472




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Re: learning bgt with open source games

2020-10-25 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: learning bgt with open source games

It's just a trend for lots of new programmers in general, but it's exacerbated by BGT not teaching you the good practices that other programming books will teach you.

URL: https://forum.audiogames.net/post/583152/#p583152




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Re: learning bgt with open source games

2020-10-23 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: learning bgt with open source games

The extra crap didn't help, but he made the valid point that Mason's projects suck and optimally shouldn't be used. But there are really none better. *shrugs*

URL: https://forum.audiogames.net/post/582639/#p582639




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Re: learning bgt with open source games

2020-10-23 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: learning bgt with open source games

I don't know where to get them anymore so if someone links them I'll have a look, but as I remember they also kind of suck and are also pretty simple.

URL: https://forum.audiogames.net/post/582616/#p582616




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Re: learning bgt with open source games

2020-10-23 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: learning bgt with open source games

People have already suggested Masons opensource projects, but others have helped more by saying don't use those because they suck. Back when I was learning BGT, Mason's projects were not opensource, so I did things my own way. They ended up similarly messy, but I think it was for the better that I wrote my own shitty code and realized it was shitty.

URL: https://forum.audiogames.net/post/582584/#p582584




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Re: Twython/tweepy assistance

2020-10-16 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: Twython/tweepy assistance

Carter is correct. Another possibility is that it was a temporary malfunction of the Twitter API, although this is assuming you haven't tried since. Last night, Twitter API was having issues for several hours.

URL: https://forum.audiogames.net/post/580681/#p580681




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Re: could someone make me a visitor counter?

2020-10-12 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: could someone make me a visitor counter?

PHP is a hot mess of terribleness, but for small things like this I would recommend having a beginner or intermediate knowledge of it.

URL: https://forum.audiogames.net/post/579619/#p579619




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Re: could someone make me a visitor counter?

2020-10-11 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: could someone make me a visitor counter?

Technically if you change .html to .php and nothing else, assuming of course that you don't have hyperlinking that will break, your sight should still work... I think the person at least understands that PHP is a different language. But my question to OP is, how much will this pay?

URL: https://forum.audiogames.net/post/579552/#p579552




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Re: CMD how to list all files from a folder with one exception

2020-10-11 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: CMD how to list all files from a folder with one exception

Our answers put you more on the right track to figuring this issue out. I'm not writing an exact command string for you.

URL: https://forum.audiogames.net/post/579297/#p579297




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Re: CMD how to list all files from a folder with one exception

2020-10-10 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: CMD how to list all files from a folder with one exception

See the findstr utility.Edit: Ninjaed.

URL: https://forum.audiogames.net/post/579097/#p579097




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Re: why do most people choose python?

2020-10-08 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: why do most people choose python?

I think the thing with DRM is that people want to make the barrier as high as possible. Instead of having caution tape, they would like a six-foot wooden fence, if you will. If you just compile with pyinstaller and call it a day, any scriptkitty in this community can reverse engineer your game and rip out your registration, because "how do i decompile python exe and get source code" is not a difficult query to come up with, and not a difficult one to get an answer too either. People generally want their DRM to be at such a level where someone like TSP would have to spend a while fucking with it, or whatever. But if anything, C# is even worse for that. So is _javascript_, unless you are like Discord and make lots of use of native modules effectively writing all your code in C++ anyways.

URL: https://forum.audiogames.net/post/578564/#p578564




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Re: why do most people choose python?

2020-10-08 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: why do most people choose python?

As post 7 said, it was mostly just a couple people going "hmm, let me try python for a while." And then a bunch of other people jumped on the bandwagon and game toolkits, both open and closed source, got built. Now everyone uses it because of Lucia.

URL: https://forum.audiogames.net/post/578528/#p578528




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Re: Rpg with out coding? That's possible?

2020-09-29 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: Rpg with out coding? That's possible?

@21This issue would be solved by collaboration, as it was with AHC. With AHC there was an engine programmer, a writer, and a sound designer. Not all games are created by one person, that's just specific to the audiogames community.  Also the developers of Sable say that it's only the prototype that's in BGT. Whether they'll ever complete a rewrite, I don't know.

URL: https://forum.audiogames.net/post/575343/#p575343




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Re: Rpg with out coding? That's possible?

2020-09-27 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: Rpg with out coding? That's possible?

@18Yes, the STW scripting language is codenamed RTig. I haven't talked with Sam in detail about exactly how it works, but it probably doesn't follow the conventions for how interpreters are usually written. But it works and doesn't seem to slow the performance of the server, which is really all that matters considering he's the only one maintaining the code. I wanted to take up this challenge as well, but then I stopped using BGT. Who knows how far I would've gotten with it a few years ago.Also I'm not sure if theoretically you could write a whole game in it. I don't know how advanced the looping structures are, and you'd have to bind a whole bunch more functions, and I don't know if it has any semblance of feature-complete OOP, etc. It's primarily used on STW to define custom uses for items and special map events.

URL: https://forum.audiogames.net/post/574893/#p574893




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Re: Rpg with out coding? That's possible?

2020-09-27 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: Rpg with out coding? That's possible?

Without coding? Sure when something like Sable gets released. Your game will be quite generic though.

URL: https://forum.audiogames.net/post/574764/#p574764




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Re: using ECI Eloquence programmatically?

2020-09-23 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: using ECI Eloquence programmatically?

Yeah as I said, the NVDA addon is on GH but it would be illegal to distribute the ECI libs directly. It's assumed that you can figure out where to get them.

URL: https://forum.audiogames.net/post/573380/#p573380




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Re: using ECI Eloquence programmatically?

2020-09-22 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: using ECI Eloquence programmatically?

The IBMTTS wrapper is probably not illegal in itself. That is on Github. The use of ECI in your project would be, though.

URL: https://forum.audiogames.net/post/573030/#p573030




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Re: using ECI Eloquence programmatically?

2020-09-21 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: using ECI Eloquence programmatically?

You're not giving any links, but this is still probably against forum rules.

URL: https://forum.audiogames.net/post/572852/#p572852




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Re: how to create a python application that looks like web application?

2020-09-18 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: how to create a python application that looks like web application?

I imagine you could probably run a flask (or Jango or whatever I guess) server on a port and maybe write a JS bridge that forwards everything on to that and compile that as an electron app, but I haven't considered all the ramifications of that and is it even worth it to you? I guess you'd be getting rid of most of the work with Node, but your frontend would still need to be jS...

URL: https://forum.audiogames.net/post/571831/#p571831




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Re: a simple way to learn BGT

2020-09-09 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: a simple way to learn BGT

The world doesn't work that way, programming doesn't work that way, and BGT doesn't work that way. In fact, BGT actually has a very clear manual in my opinion, and there are very few communities that will help you with anything related to BGT at all anymore. The interest of many programmers in this community has shifted away from BGT, with many of those actively discouraging use of it because it's abandonware. So no, there's no shortcut to learn BGT more convenient than the manual itself.

URL: https://forum.audiogames.net/post/569102/#p569102




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Re: Why do people still use bgt?

2020-08-21 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: Why do people still use bgt?

@31:As was proven in another topic back in the day, Aaron Baker has an updated version of BGT. Honestly I'd put money on him having the source code as well but that's really beside the point of this topic. The point is that Aaron can make BGT do whatever he wants now, and Manamon2 is really not outside the scope of the public build of BGT anyways. Updated Angelscript libs would just add new features that were probably useful in the development of Manamon2 (anonymous functions, error handling, implicit casting, whatever). The feature that trims SAPI speech so that there aren't weird delays with some voices probably was not coded in the scripting language either, was probably coded in C++.So is Aaron's use of BGT for Manamon2 lazy? No, I don't think so, and I think there are other developers who can do cool things with it as well. Obviously there's Pragma who was mentioned before, but Sam Tupy immediately comes to mind as well. He no longer starts new projects in BGT either, but some of the things that he's doing in current ones are really stretching the boundaries of BGT. But they work anyways, and I would not say that coding your own scripting language constitutes laziness either. My opinion on BGT still remains the same. Use it if it works within the boundaries of what you are creating.

URL: https://forum.audiogames.net/post/563385/#p563385




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Re: !!!In the attention of all audio game developers***

2020-08-17 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: !!!In the attention of all audio game developers***

This is easier in some languages than others. Python for example has gettext which is more seemless than some other solutions. In Crazy Party which is a BGT game, the translation situation is... less seemless than gettext. With a clunky translation system, you'd either have to start writing the game with that goal in mind or do a ton of extra work to convert it. Kinda like accessibility.

URL: https://forum.audiogames.net/post/562290/#p562290




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Re: JavaScript Problems

2020-08-04 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: _javascript_ Problems

@5: Yeah that will be an issue with numbers that are not single-digit. _javascript_ is too permissive IMO, and that can cause strange behaviors:"2" < "4" => true
"3" > "1" => true
"11" < "3" => true
"16" > "3" => falseThe reason for this is that string comparisons work by comparing the first characters of both strings, then moving on to the second if they are equal, and doing the same thing until an unequal character is found.

URL: https://forum.audiogames.net/post/558203/#p558203




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Re: a question abowt python 3

2020-07-29 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: a question abowt python 3

I don't even think there is a purpose in using the launcher anymore, unless you need to run legacy Python 2 code. Looking through the abstract of PEP 397, the launcher is intended to be associated in Windows Explorer with .py files instead of a specific python version, so that Unix-style indicators can be used in python scripts to indicate the Python version to launch. So if you need multiple Python versions for whatever reason, it might be worth it. Otherwise, probably not.

URL: https://forum.audiogames.net/post/556637/#p556637




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Re: Accessible coding boot camps for the blind

2020-07-26 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: Accessible coding boot camps for the blind

Yes, it's generally a good idea to be specific when you are asking questions so that unnecessary clarifications don't need to be requested.As for what you want, Codecademy has a bunch of courses for a bunch of different things. It really depends though on what programming language you want to learn what the best resources are.

URL: https://forum.audiogames.net/post/555920/#p555920




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Re: Accessible coding boot camps for the blind

2020-07-26 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: Accessible coding boot camps for the blind

How was 2 not helpful? If a website was what you were looking for, you should have said that, not that Camlorn's post was unhelpful because he didn't know what you meant. Your first post didn't really give a whole ton of details.

URL: https://forum.audiogames.net/post/555875/#p555875




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Re: Free cPanel Alternatives.

2020-07-24 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: Free cPanel Alternatives.

@32, You would know better than I about their customer service then. And I suppose if I'm being fair I wouldn't peg QS-hosting as a blind-specific service if I didn't see the Teamtalk hosting. Maybe it is something I would look into if I wanted to get managed web hosting, but I'd probably get a VPS or dedicated instance for the increased freedoms.

URL: https://forum.audiogames.net/post/555289/#p555289




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Re: Free cPanel Alternatives.

2020-07-24 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: Free cPanel Alternatives.

@30:Sorry, but you've done nothing to indicate suitable maturity for your age that would make me think that you should be handling the data of others. Yeah, I guess you can look at it as me trying to get your customers to leave you, just like I would warn people about using Blind Extra or whatever that addon was. I have no direct experience with you, but it's more typical for someone younger to suddenly turn on someone that made them mad and maybe accidentally leak the source code to something they hosted with you, or whatever.I'm just saying there are professional alternatives that look a hell of a lot better than your service. It's not just your age. QS-hosting, for example, has a better website presentation than you. That's one of those blind-specific hosts that I probably wouldn't go with because there are better deals out there for web hosting, but the web presence makes me more likely to think they are a professional business. In casual contexts such as this forum, I don't think good English should be enforced and that bad English should be pointed out, but this is a professional context, not a casual one.As for your MySQL port, the point is not at all that you have MySQL installed. It's that the port is open and so can be accessed externally. This shows that you don't really have any idea how to manage a server.I like how you also just glossed over the points we made about what actual hackers would do.

URL: https://forum.audiogames.net/post/555277/#p555277




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Re: Free cPanel Alternatives.

2020-07-24 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: Free cPanel Alternatives.

@30:Sorry, but you've done nothing to indicate suitable maturity for your age that would make me think that you should be handling the data of others. Yeah, I guess you can look at it as me trying to get your customers to leave you, just like I would warn people about using Blind Extra or whatever that addon was. I have no direct experience with you, but it's more typical for someone younger to suddenly turn on someone that made them mad and maybe accidentally leak the source code to something they hosted with you, or whatever.I'm just saying there are professional alternatives that look a hell of a lot better than your service. QS-hosting, for example, has a better website presentation than you. That's one of those blind-specific hosts that I probably wouldn't go with because there are better deals out there for web hosting, but the web presence makes me more likely to think they are a professional business. In casual contexts such as this forum, I don't think good English should be enforced and that bad English should be pointed out, but this is a professional context, not a casual one.As for your MySQL port, the point is not at all that you have MySQL installed. It's that the port is open and so can be accessed externally. This shows that you don't really have any idea how to manage a server.

URL: https://forum.audiogames.net/post/555277/#p555277




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Re: Free cPanel Alternatives.

2020-07-24 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: Free cPanel Alternatives.

So, there's a whole list of reasons not to host your stuff with Simter starting with the fact he's like 14 and probably shouldn't be handling the data of others. The problem with hosting with one of these small blind-specific things is that they have far more of a reason to want to fuck you over at some point in the future. I'd rather host with a big company.Also Simpter, someone hacking you and messaging you on TT is a laughable example of a hack. A real hacker, someone with some brains, would delete all your files and never tell you who they are because... why would they? Or they'll do something worse like put a backdoor in your system so they can continue seeing everything your clients are storing for months or years in the future. Maybe they would blackmail you or your clients with this information, or like Camlorn said you might be welcomed with open arms into a botnet. And if what 25 says is true about your MySQL port... 

URL: https://forum.audiogames.net/post/555161/#p555161




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Re: Audio game jam - No Video Jam starts August 14

2020-07-22 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: Audio game jam - No Video Jam starts August 14

I'll be developing.

URL: https://forum.audiogames.net/post/554694/#p554694




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Re: serializeing in python?

2020-07-21 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: serializeing in python?

@11: I could give you the stuff I wrote to do this, but there is really no advantage to using it at all, unless you must retain cross-compatibility with BGT saves for whatever reason. I just wrote it as a curiosity myself, I don't actually use it.

URL: https://forum.audiogames.net/post/554485/#p554485




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Re: Audio game jam

2020-07-16 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: Audio game jam

Discord is accessible now. I wouldn't be opposed to maybe joining a team, but I'm not sure yet.

URL: https://forum.audiogames.net/post/553040/#p553040




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Re: Audio game jam

2020-07-15 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: Audio game jam

Until September 8th, I have pretty much nothing to do. My summer is pretty much empty. So yeah the week of the 11th is fine for me as well.

URL: https://forum.audiogames.net/post/552817/#p552817




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Re: Audio game jam

2020-07-15 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: Audio game jam

@9 You can host your source code however you want. I'd probably host mine on GitHub as well, but in terms of releases, nah.

URL: https://forum.audiogames.net/post/552778/#p552778




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Re: Audio game jam

2020-07-15 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: Audio game jam

I haven't really released anything since 2015, but this could be fun given that my school doesn't start until September 8th, so I'd have that whole week to work.

URL: https://forum.audiogames.net/post/552744/#p552744




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Re: serializeing in python?

2020-07-15 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: serializeing in python?

Yeah so about the BGT serialization format, I spent a couple hours figuring that out because I was bored. Note that to truly protect data you should encrypt it, so just like Carter figuring out the pack file specification I see nothing wrong with this. Basic format is:Key in base64Null (\x00)Type notation (\x01 through \x04 where \x01 represents int, \x02 represents float, etc)Value (with strings it's also encoded in base64 but not for other types)Another nullThis took only a little while to figure out with the file open in the Python REPL. Nothing fancy. I did this months ago so I might be foggy on the details. This isn't really giving you an alternative, just explaining why BGT serialization is exactly like Pickle in that anyone can edit it. So that is to say that Pickle is effectively the same as BGT serialization, encrypt it if you don't want people looking at the saves. But Camlorn also makes good points about Pickle, and you can find articles proving his point about code execution if you look around.

URL: https://forum.audiogames.net/post/552681/#p552681




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Re: serializeing in python?

2020-07-15 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: serializeing in python?

Yeah so about the BGT serialization format, I spent a couple hours figuring that out because I was bored. Note that to truly protect data you should encrypt it, so just like Carter figuring out the pack file specification I see nothing wrong with this. Basic format is:Key in base64Null (\x00)Type notation (\x01 through \x04 where \x01 represents int, \x02 represents float, etc)Value (with strings it's also encoded in base64 but not for other types)Another nullThis took only a little while to figure out with the file open in the Python REPL. Nothing fancy. I did this months ago so I might be foggy on the details. This isn't really giving you an alternative, just explaining why BGT serialization is exactly like Pickle in that anyone can edit it.

URL: https://forum.audiogames.net/post/552681/#p552681




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Re: recieving client's name in socket in python

2020-07-10 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: recieving client's name in socket in python

Basically, the flow will most likely go something like this:Client 1 sends a command with a message and the name of a player to send to. Example: "/pm client2 Dude, if you don't give me my stuff back I'll kill you." This is assuming private messages work in the same way as they do in most preexisting audiogames, with a slash command.Server receives that message, searches the players to find the one with the name client2. Then it sends a formatted message to the IP associated with client2. Example: "Private message from Client1: Dude, if you don't give me my stuff back I'll kill you."Client2 receives that formatted string and speaks it.How you store the mapping of player names to IP addresses is up to you and there are probably different ways to do it depending on how complex your game is. Whether it be stored in a dict or in a Player class, it doesn't really matter.

URL: https://forum.audiogames.net/post/550751/#p550751




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Re: recieving client's name in socket in python

2020-07-10 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: recieving client's name in socket in python

Basically, the flow will most likely go something like this:Client 1 sends a command with a message and the name of a player to send to. Example: "/pm client2 Dude, if you don't give me my stuff back I'll kill you." This is assuming private messages work in the same way as they do in most preexisting audiogames, with a slash command.Server receives that message, searches the players to find the one with the name client2. Then it sends a formatted message to the IP associated with client2. Example: "Private message from Client1: Dude, if you don't give me my stuff back I'll kill you."Client2 receives that formatted string and speaks it.

URL: https://forum.audiogames.net/post/550751/#p550751




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Re: accessible_output2 to a audio file in python

2020-07-07 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: accessible_output2 to a audio file in python

If you're absolutely sure you're using SAPI, I think you can access the com object and do it from there. As Camlorn said though, none of the screenreader libraries can do this on Windows, and I'm not sure about those that are specific to Mac or Linux.

URL: https://forum.audiogames.net/post/549596/#p549596




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Re: Python library for Windows media player

2020-06-29 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: Python library for Windows media player

What do you even want? Something to control a running Windows Media Player instance, like how there are libraries to control browser instances? Something to embed into an application which functions like Windows Media Player?

URL: https://forum.audiogames.net/post/546934/#p546934




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Re: how does this work, and what do you recomend?

2020-06-28 Thread AudioGames . net ForumDevelopers room : Lucas1853 via Audiogames-reflector


  


Re: how does this work, and what do you recomend?

Yeah so there's the element of this guy saying he's going to work with stolen code, and also the element of him skipping far past his level. Also agreed with 27 in that compared to Stack Overflow this place is tame.

URL: https://forum.audiogames.net/post/546837/#p546837




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