Re: Let's Build an Audiogame Together in Python
Doubt it. The dev has a habit of abandoning things.
URL: https://forum.audiogames.net/post/517625/#p517625
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Re: JAWS: example of saving settings in script
Again, please check FSDN.Directly from FSDN under their "Strings" category, you find:Function: StringSegmentCount Description Retrieves a count of segments in a string. Returns Type: IntDescription: The count of segments in the stringParameters
Re: JAWS: example of saving settings in script
Yes, the functions are something like setJCFOption and getJCFOption. I don't remember their exact names and don't have JAWS installed here to check it, but that'll point you in the right direction.As far as adding things to the Settings Center,
Re: JAWS: example of saving settings in script
Yes, the functions are something like setJCFOption and getJCFOption. I don't remember their exact names and don't have JAWS installed here to check it, but that'll point you in the right direction.
URL: https://forum.audiogames.net/post/515376
Re: JAWS: example of saving settings in script
Hi,Use the ini functions in the JAWS script manager.You can find more information from FSDN: https://support.freedomscientific.com/s … ation/FSDNThe functions you want start with ini and let you read and write ini files.
URL: https://forum.aud
Re: Some node questions about audiogames
If you ever get it figured out, it would be nice to have a comprehensive guide on it. Nowadays everyone is kinda doing their own thing and knowledge-sharing is out the window. But I've always been interested in making audio games using _javascript_ e
Re: Resources to Prepare for Technical Coding Interviews
I'm not a fan of how academically driven tech interviews are nowadays, to the point where you can find common interview questions online.I've come across many recruiters who know nothing about the field but are simply well-read on que
Re: Resources to Prepare for Technical Coding Interviews
I'm not a fan of how academically driven tech interviews are nowadays, to the point where you can find common interview questions online.I've come across many recruiters who know nothing about the field but are simply well-read on que
Re: Resources to Prepare for Technical Coding Interviews
@Kaigoku nailed it. This is how interviews generally work at larger companies, though I've seen over time a more mindfulness of time and the realization that you have options, so if a company gives you something that takes a really lo
Re: What are the necessary steps to go pro?
@Ethin: I've been using SQL for at least fifteen years now and still find the no SQL alternatives to be much cleaner to read. I was able to take a UI developer and turn them into one of my main database supporters over the course of less than a mo
Re: What are the necessary steps to go pro?
@28: SQL is good for relational data but it has a high maintenance cost. Modern applications are moving away from stored procedures and database developers to more adaptable solutions as low-level details get abstracted away for the purposes of RA
Re: What are the necessary steps to go pro?
I'm in disagreement with the CS degree requirement. Most people I know who have CS degrees don't need them. If you're looking for programming alone, it's better for you to go for an applied programming degree. You'll steer clear of the theory side
Re: What are the necessary steps to go pro?
I'm in disagreement with the CS degree requirement. Most people I know who have CS degrees don't need them. If you're looking for programming alone, it's better for you to go for an applied programming degree. You'll steer clear of the theory side
Re: What are the necessary steps to go pro?
I'm in disagreement with the CS degree requirement. Most people I know who have CS degrees don't need them. If you're looking for programming alone, it's better for you to go for an applied programming degree. You'll steer clear of the theory side
Re: problem with saving my game
If you want to go for speed and size the best (yet most low-level) way to do this is to use a binary stream:BinaryWriter s = new BinaryWriter(new FileStream("path", FileMode.Create));
s.Write(variable ToWriteOut);
...
s.Close();To read
Re: Unresponsiveness of Visual Studio
I've suspected for a while now that it's got to do with UIA events not being processed as fast as they should be. It's most noticeable in Solution Explorer. You'll be fine with the designer though.
URL: https://forum.audiogames.net/post/490774/#p490774
Re: Html, _javascript_, css, php, collapsable lists/accordians?
You can do this natively in HTML5 using the details tag. I'd write an example here but not sure if PunBB's sanitation rules will filter it out. Here's a link to the information though: https://www.w3schools.com/tags/tag_summary
Re: .net question
This program will pop up a console window, so look for that window. It could be that it's throwing an error and closing the console before you have time to look at it. In this case just run the executable from your command prompt so you can see the output.You can also chec
Re: Dragonflame engine
You definitely can build programs using GUIs only. There are a lot of companies doing the "no-code" thing nowadays. So yes, it definitely can be done (Blockly proved as much.)
URL: https://forum.audiogames.net/post/479642/#p479642
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Re: .net question
Hi,Your project needs to be configured to use a version of the framework that's installed on your computer. Go into the project's properties. You can set the .NET version from there. The easiest way to reset the required .NET version is to just create a new project.
URL:
Re: .net question
Hi,Your project needs to be configured to use a version of the framework that's installed on your computer. Go into the project's properties. You can set the .NET version from there.
URL: https://forum.audiogames.net/post/479474/#p479474
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Re: Need help with finding an accessible terminal for Windows
WSL is as simple as downloading a distro from the Microsoft App Store. I choose the Ubuntu version.
URL: https://forum.audiogames.net/post/473995/#p473995
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Re: Need help with finding an accessible terminal for Windows
If I need to do something command-line heavy in Windows, I've long since accepted the fact that Linux is the better option for this. So I just install a Linux distro using Windows Linux Subsystem and now you have an emulated Linu
Re: Delay Based And Rollback Netcode In Fighting Games
Thanks for posting this. It was an informative read.I've noticed the "slight jumping around" effect that comes with rollback as implemented in TDV (though I didn't call it rollback, didn't know it even had a name until now.) It does see
Re: Back for the candy
I tried the first version. It's a lot of fun and reminds me of Bongo for the Braille N Speak for those of you old enough to have played it.Otherwise the game seemed rusty...many times the keys were not registering, and some of them like exploring north weren't working
Re: Need help with a script
The good thing about languages like Python is that your computer won't crash because you blew your stack. It's considered a safe environment to play around in since you can overflow the stack without much in the way of consequences. So don't worry about crashing
Re: A question for developers About something I want to Attempt to create
Hi,I write compilers for a living and have been doing this for over five years now. None of these compilers are released to the public since they're for our own, internal consumption. Many top level university profess
Re: Jaws keyhook
Cool, I sent you an Email.
URL: https://forum.audiogames.net/post/471375/#p471375
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Re: A question for developers About something I want to Attempt to create
Hi,I write compilers for a living and have been doing this for over five years now. None of these compilers are released to the public since they're for our own, internal consumption. Many top level university profess
Re: Jaws keyhook
Yup. I don't know if they ever got forum mail up and running again but you can do that, or just PM me your Email address and let me know you've done this. I'll email you.
URL: https://forum.audiogames.net/post/471250/#p471250
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Re: Jaws keyhook
You're welcome!
URL: https://forum.audiogames.net/post/471148/#p471148
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Re: Jaws keyhook
@nuno69: I don't remember now how I compiled this information, but a full working example of JAWS and COM can be found by looking at TDV's screen-reader interface. It's written in C#. I don't know what language you're using but the same concepts will apply:https://raw.githu
Re: Jaws keyhook
Do you mean disabling the JAWS keyboard hook? If so, you can do this using the JAWS COM or jfwapi.dll. You need to make sure it re-enables when your program exits or you'll end up leaving users with a frozen screen-reader. So be sure to re-enable it even if your program ter
Re: How to use a synthesizer speak library in c#
https://raw.githubusercontent.com/munaw … iSpeech.cs/* This source is provided under the GNU AGPLv3 license. You are free to modify and distribute this source and any containing work (such as sound files) provided that:
* - You make availabl
Re: The problem of choosing the first programming language
Since we're talking mostly potential for employment here, these are the languages I use most often in the real world:Node: Getting started is simply a matter of of installing NodeJS with the Express package and you have a fully func
Re: The problem of choosing the first programming language
Since we're talking mostly potential for employment here, these are the languages I use most often in the real world:Node: Getting started is simply a matter of of installing NodeJS with the Express package and you have a fully func
Re: The problem of choosing the first programming language
Since we're talking mostly potential for employment here, these are the languages I use most often in the real-world:Node: Getting started is simply a matter of of installing NodeJS with the Express package and you have a fully func
Re: The Rpg Tools Pack, a small set of Bgt Includes.
@redfox: No, the example's fine. But you can extend your example to say this:Create an array of length n
for i from 0 to theArray.length - 1
theArray[i] = i+1
endForThis is much better and more flexible than simply hard-coding the numbe
Re: Logically coding logical AI's that do logical things?
These are great questions and @magurp244 has covered most of what I was going to write on this subject. With respect to AStar, I've found it to be the most useful and actually employ it in TDV quite successfully.Since we're talking a
Re: The Rpg Tools Pack, a small set of Bgt Includes.
Cool but since it's open source I'd recommend you to host it on a standard repo like Github, instead of moving it to Google drive.Also I hope the 1 to 10 example was just an example and not how most BGT games are actually written when wan
Re: Learning Lua, worth it and where?
Yes, learning a new programming language is always worth it. You never know when you'll need it especially with today's fast-pace technology market.
URL: https://forum.audiogames.net/post/462278/#p462278
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Re: python traceback displaying error help please!
Hi,You can use the try...except pattern:try:
Some code that might cause an error
except Exception as e:
Do something with the error object eSo, using this pattern you can write exception messages to a file or pop them up in a dialog for
Re: How big of a deal are 32-bit builds?
@Nolan: not a stupid question at all. The dll you load depends on what you're compiling for. If you compile for 64-bit then load the 64-bit dll.In managed languages like .NET where you have an "Any CPU" option, you need to write indirection into your
Re: How big of a deal are 32-bit builds?
Agreed re: stick to 64-bit. It took the market a long time to catch up, and part of that is as Ethin said: some companies simply refuse to compile exclusively on 64-bit. This is because they're afraid of breaking compatibility when their fears are ge
Re: How big of a deal are 32-bit builds?
Agreed re: stick to 64-bit. It took the market a long time to catch up, and part of that is as Ethin said: some companies simply refuse to compile exclusively on 64-bit. This is because they're afraid of breaking compatibility when their fears are ge
Re: Keeping Track of a game's storyline/objectivs
Hi,That's just an example conditional and yes it is entirely game-dependent. In reality your code will look something like this if you were to implement the example above. Let's assume that you want the user to go next to coordinates(50, 40)
Re: Keeping Track of a game's storyline/objectivs
Hi,That's just an example conditional and yes it is entirely game-dependent. In reality your code will look something like this if you were to implement the example above. Let's assume that you want the user to go next to coordinates(50, 40)
Re: Audo saving your game in BGT?
@Ethin replied. Can you pm me your Email address? I guess the mods got rid of "send forum mail" somewhere along the lines.
URL: https://forum.audiogames.net/post/461009/#p461009
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Re: Audo saving your game in BGT?
@Ethin: replied.
URL: https://forum.audiogames.net/post/460896/#p460896
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Re: Audo saving your game in BGT?
@Ethin: it's great to see such a mature response. You're right (from what I remember of you long ago when you first started popping up on the forum) that an Ethin of a few years ago wouldn't have responded like that. Keep it up; you've come a long way.
URL
Re: Where to begin?
Hi,The most effective way to get help is to come with a concrete question. When you say that you don't know where to begin, what exactly is tripping you up? Do you need help understanding programming fundamentals? Do you need a language suggestion? If yes to either of th
Re: Empirically setting a screen reader delay
Ok. That definitely won't work for something like TDV. The user experience will be greatly disrupted if the player was asked to press ENTER after every status message.
URL: https://forum.audiogames.net/post/460733/#p460733
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Re: Audo saving your game in BGT?
All of us in the tech field know at least one Computer Scientist or soon-to-be Computer Scientist who has a tendency to (knowingly) provide information to OP that will be useless to OP given their coding level, just to make themselves look smart. They're li
Re: Audo saving your game in BGT?
Many languages provide the ability to save and load data natively. The generalization here is to do the reverse in the load function of your save function. If the first piece of data you write in your save function is a four-byte float, then the first thing
Re: Empirically setting a screen reader delay
@Rastislav Kiss: Thanks for this information; it's very helpful! You're correct that we'd have to run some reliable tests to really see how fool-proof this method is.bgt lover wrote:However, if you feel like you need screen readers in your game,
Re: Empirically setting a screen reader delay
bgt lover wrote:However, if you feel like you need screen readers in your game, the manamon solution is the best there is.What exactly is the Manamon solution? Some elaboration would be helpful here.As for confining the player to SAPI, I prefer
Re: Empirically setting a screen reader delay
@Ethin: he doesn't need a mutex on counter. I'm assuming that code is its own function in which case there is no sharing of state there. You don't need to make counter reside in global scope for this. So the code is thread-safe.As for the first
Re: Empirically setting a screen reader delay
Thanks everyone for your suggestions. It seems like some of you have gotten it to work reliably for determining if a screen reader is speaking, though I'm getting pretty accurate timings with the solution I've currently got, especially once I wr
Re: Empirically setting a screen reader delay
Ok. I see now what this program does. How would you go from here (just getting volume) to determining if the screen reader is speaking? Do the volume levels change when something is streaming? After a quick glance it seems like it's only a volum
Re: Empirically setting a screen reader delay
@7: Thanks for this code, though as @8 mentioned, this would only work if no other sounds were playing.To achieve the words-per-minute count, I do exactly what Lone Wolf did:1. Have the screen reader speak something.2. The user presses ENTER aft
Re: Empirically setting a screen reader delay
@7: Thanks for this code, though as @8 mentioned, this would only work if no other sounds were playing.To achieve the words-per-minute count, I do exactly what Lone Wolf did:1. Have the screen reader speak something.2. The user presses ENTER aft
Re: Keeping Track of a game's storyline/objectivs
You can simplify this problem by using a finite state machine. This is usually achieved using enums.Let's take your coordinates example. Logic like this will work just fine:if state == waitingForDesiredCoords and coords == desiredCoords then
Re: Keeping Track of a game's storyline/objectivs
You can simplify this problem by using a finite state machine. This is usually achieved using enums.Let's take your coordinates example. Logic like this will work just fine:if state == waitingForDesiredCoords and coords == desiredCoords then
Re: Empirically setting a screen reader delay
It'll be interesting to see how synthesizers not sanctioned through official channels support this since we can't guarantee any kind of regular updates from this type of software.
URL: https://forum.audiogames.net/post/460253/#p460253
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Re: Empirically setting a screen reader delay
Awesome, thanks for the input. No, the NVDA dlls don't provide this functionality (it doesn't look like they've been updated for about ten years.) So hopefully this functionality will be merged into the dlls soon.
URL: https://forum.audiogames.
Empirically setting a screen reader delay
Some screen-reader APIs, like NVDA, provide no way to tell when the screen-reader has finished speaking. I finally sat down and thought about this with regards to TDV and screen-reader support: how can we provide a halt mechanism for these screen-re
Re: New BPCSharedComponent.dll
As you'll see if you check out the change log, it already uses NuGet to download the SharpDX libraries...I have no desire to put the actual BPCSharedComponent.dll up on NuGet because if the fact that it's a specialized library, and honestly, it's easy enough t
Re: New BPCSharedComponent.dll
If by "save" you mean protect your code against reverse-engineering, I wouldn't bother with any sort of protection against reverse-engineering if I were you. I make an argument against this sort of practice on my Treasure Hunt GitHub. Keep in mind that the too
Re: New BPCSharedComponent.dll
@kianoosh You're welcome! I'm glad it worked @nathon Python bytecode can also be decompiled easily. I recently produced full working source from the game Oh Shit, just to prove to myself it can be done. All I had was the OhShit.exe executable the developer rel
Re: New BPCSharedComponent.dll
@kianoosh, you'll get this error if you hook the keyboard before you bring your main window to the foreground. Try .show() before you use DInputInit.@Ethin, many things are still using Python 2 so I doubt it's going away any time soon, even if it will be remov
Re: New BPCSharedComponent.dll
@kianoosh, you should pass the pointer to the main game form.Are you getting any error messages?In Python you never had to worry about encoding and decoding to bytes and to string and it's one of my major stickers with the language. I hate that practically eve
Re: New BPCSharedComponent.dll
Python 3 introduces a lot of boilerplate code and takes away from the Python philosophy of "it just works." All this with no real gain in performance (in fact, it's the reverse due to its many still-existing compatibility issues.) Python 2 any day over Python
Re: New BPCSharedComponent.dll
Hi,If you download the source and build the BPCSharedComponent package, it'll pull in all the dlls it needs. I'm using NuGet to get SharpDX, so just build the BPCSharedComponent project and you'll be good to go. You don't need to download the binaries
URL: h
Re: New BPCSharedComponent.dll
Hi,Make sure the sound is in mono. Other than that, I can't see anything wrong with your implementation.
URL: http://forum.audiogames.net/post/398029/#p398029
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Re: JAWS: Announcing Indent On A New Line
@Ethin, I doubt it's hard-coded in NVDA, since once you turn tab announcements on it works beautifully no matter what editor you're in. For JAWS, it'll be simple enough to count the number of tabs from the left edge of the line and speak that using
JAWS: Announcing Indent On A New Line
I sent a message to the JAWS Email list recently about this, but my correspondence with FS itself suggests that this feature is unavailable (!)JAWSList wrote:In NVDA, you are able to set an option that will tell you how many tabs a line is indented by.
Re: how shall I use Intelli Sense?
I'm using NVDA, and it announces suggestions automatically. When I press up and down arrow, the screen reader is speaking the suggestion to me.So there's nothing special you have to do.
URL: http://forum.audiogames.net/post/397437/#p397437
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Re: New BPCSharedComponent.dll
I've released TDV 2.24 which includes the new BPCSharedComponent.dll. You can get it here: https://github.com/munawarb/Three-D-Vel … ponent.dllDeveloper documentation is a work in progress but most of the methods are self-explanatory. I'm writing xml comments
Re: New BPCSharedComponent.dll
No.
URL: http://forum.audiogames.net/post/397121/#p397121
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Re: New BPCSharedComponent.dll
Hi @sanslash332, I used to use XAudio for Ogg Vorbis playback but have been wanting to move away from it for a long time because XNA is deprecated by Microsoft. So the DLL uses DirectSound and DirectSound3D and does not use XAudio at all.
URL: http://forum.au
Re: New BPCSharedComponent.dll
I do plan to document it at some point. A lot of the methods already have documentation but a whole host of them don't.It won't work with BGT even if someone tried. It's a .NET dll and links against other .NET assemblies like SharpDX.
URL: http://forum.audiog
Re: New BPCSharedComponent.dll
I do plan to document it at some point. A lot of the methods already have documentation but a whole host of them don't.
URL: http://forum.audiogames.net/post/396831/#p396831
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New BPCSharedComponent.dll
There were a few people using the DLL packaged with TDV called BPCSharedComponent.dll.This DLL gives you DirectSound and DirectSound3d, as well as Ogg Vorbis playback and DirectInput support. I'm writing here to let you know I've made significant changes to the DL
Re: c sharp, good or bad for a verry newb guy?
Yes, there is a wealth of information on C-Sharp because it's such a mainstreamed language. Microsoft themselves have overhauled much of their documentation as of late.This tutorial looks good: https://www.tutorialspoint.com/csharp/
URL: http:
Re: a huge python error. please help!
My first guess is that the dll is malformed or there's an architecture conflict. Have you tried posting an issue on the related GitHub for this?
URL: http://forum.audiogames.net/post/396443/#p396443
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Re: sound and music looping
Since you say it only happens on longer sounds, my guess is that the developer is reloading the data into memory every time they want to loop the clip, instead of using the memory already allocated.
URL: http://forum.audiogames.net/viewtopic.php?pid=358727#p3587
Re: requesting some hints and libraries-Csharp
The System.NET namespace is pretty powerful, but also low level. There are many reasons why your program might crash. You could get a time-out exception, a read/write error, etc. The good thing about managed languages is that they will give you
Re: BGT, same string in multiple use, problem.
If you're saying that you're trying to print the file contents using alert() and not seeing file contents, it looks like you're not actually printing the file contents itself.I'm assuming name just holds the name of the file, but notice then th
Re: someone fix up the tentitive joystick support in this menux class
I think even 200 milliseconds is too long. The idea is that you want your loop to spin fast enough to where it's virtually impossible for user input to not register. Even with 200 millisecond wait times, you're still only
Re: someone fix up the tentitive joystick support in this menux class
So, having your input loop wait 300 MS is good, and it certainly solves the problem. But it shouldn't be considered as a permanent fix. The reason is that what if someone presses the D-Pad while the loop is blocked in the
Re: someone fix up the tentitive joystick support in this menux class
So, having your input loop wait 300 MS is good, and it certainly solves the problem. But it shouldn't be considered as a permanent fix. The reason is that what if someone presses the D-Pad while the loop is blocked in the
Re: someone fix up the tentitive joystick support in this menux class
You can do exactly what we've covered in the last thread on this subject. Sometimes with development it's a good idea to think outside the box.Asking for tips is fine, but asking someone to do it for you won't help you le
Re: just about had it with joystick implementation errors
No problem; I'll explain a bit more.Since people are saying that your game doesn't use FPS (frames per second,) I'm assuming enemies are moved using timers, and that you're handling keys in a keyDown event. Now, if you look at the te
Re: just about had it with joystick implementation errors
There are many ways to prevent the rapid-fire problem. One way is to keep track of two things in every frame: what keys were pressed in that frame, and what keys weren't pressed in that frame.Specific keys would be mapped to generic
Re: just about had it with joystick implementation errors
Several things to check when you get identifier not declared errors:Do you have to initialize the Joystick object? I'm not sure what language this is, but it many OOP languages you must allocate heap memory for an object before using
Re: Questions about game in C#. Game window, 3D and menu
I agree with you on this. I think DirectX itself gives you much more control and I like how it handles multimedia a lot better than other things, even better than XNA. But MonoGame is the worst of them all, which is why even though I
Re: Questions about game in C#. Game window, 3D and menu
MonoGame is just a Visual Studio add-on; you don't need Mono Studio for it as far as I remember. It's one reason I liked working with MonoGame back in my university days: I could use the tools I was already familiar with.When you inst
Re: Questions about game in C#. Game window, 3D and menu
You're welcome re: the game. As for the source code, the way TDV is designed, this wouldn't be a good entry point for you. Try looking in Common.cs in the main method. You will see the form being created from there.The actual code for
Re: Questions about game in C#. Game window, 3D and menu
Hi,I coded Three-D Velocity in C# and you can check its source code here: http://github.com/munawarb/Three-D-VelocityIt will give you an idea where to start.A brief answer to your questions:To create a window, create a Windows Forms A
Re: Questions about game in C#. Game window, 3D and menu
You're welcome re: the game. As for the source code, the way TDV is designed, this wouldn't be a good entry point for you. Try looking in Common.cs in the main method. You will see the form being created from there.The actual code for
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