Re: Let's Build an Audiogame Together in Python

2020-04-09 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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




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


Re: JAWS: example of saving settings in script

2020-04-06 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 Param 1: Type: StringDescription: The string that is delimited by some character or characters.Include: RequiredParam 2: Type: StringDescription: The delimiter or set of delimiters. This string must be enclosed in quotation marks.Include: Required

URL: https://forum.audiogames.net/post/516675/#p516675




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


Re: JAWS: example of saving settings in script

2020-04-02 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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, I don't think so. The only thing I've done in the past is add things to quick settings which is the approach application-specific scripts take. But I don't remember the functions to do it now.

URL: https://forum.audiogames.net/post/515376/#p515376




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


Re: JAWS: example of saving settings in script

2020-04-02 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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/#p515376




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


Re: JAWS: example of saving settings in script

2020-04-02 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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.audiogames.net/post/515285/#p515285




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


Re: Some node questions about audiogames

2020-03-28 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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_ especially with it's single-threaded nature. It would be far simpler to do it versus in a language like .NET.So once you go through your discovery process, you should really write a guide.

URL: https://forum.audiogames.net/post/513348/#p513348




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


Re: Resources to Prepare for Technical Coding Interviews

2020-03-28 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 questions and acceptable answers (I remember one recruiter in particular by whom I was surprised when I found out they didn't know C# or JS or C++...in fact hadn't coded a day in their lives.)It goes to show how generic technical interviews have become, and I feel for this reason people are restrained from thinking outside the box. One thing that attracted me about the company I currently work at is that during the interview they didn't mention the term "data structures" or "algorithms" once. Instead they were more real-world problems, actual problems we'll end up solving down the road. They wanted to see if I had started thinking about solutions.This was in sharp contrast to interviews where anyone with a CS degree can just think back to their undergraduate careers and know how to solve the problems right away (I swear some of the interview questions I had at tech giants came directly from undergrad exam questions, and this really disappointed me back in the day when I was starting to look for viable employment.)Every tech giant knows how generic their interviews are yet you're forbidden to say during an interview "I've seen that question!"It's turned computer "scientists" into a bunch of plumbers and we've lost our creativity. All we're good for nowadays are hooking up APIs hence the term "plumber." I realized how bad that sounded when taken out of context so this is my qualifier. LOL.

URL: https://forum.audiogames.net/post/513244/#p513244




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


Re: Resources to Prepare for Technical Coding Interviews

2020-03-28 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 questions and acceptable answers (I remember one recruiter in particular by whom I was surprised when I found out they didn't know C# or JS or C++...in fact hadn't coded a day in their lives.)It goes to show how generic technical interviews have become, and I feel for this reason people are restrained from thinking outside the box. One thing that attracted me about the company I currently work at is that during the interview they didn't mention the term "data structures" or "algorithms" once. Instead they were more real-world problems, actual problems we'll end up solving down the road. They wanted to see if I had started thinking about solutions.This was in sharp contrast to interviews where anyone with a CS degree can just think back to their undergraduate careers and know how to solve the problems right away (I swear some of the interview questions I had at tech giants came directly from undergrad exam questions, and this really disappointed me back in the day when I was starting to look for viable employment.)Every tech giant knows how generic their interviews are yet you're forbidden to say during an interview "I've seen that question!"It's turned computer "scientists" into a bunch of plumbers and we've lost our creativity.

URL: https://forum.audiogames.net/post/513244/#p513244




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


Re: Resources to Prepare for Technical Coding Interviews

2020-03-26 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 long time, chances are candidates will look elsewhere.One website I've gotten great tips for interviews from is Software Clown: https://codewithoutrules.com/softwareclown/This will really help you in what to expect and contains the most variety because of this person's experience (they trump all of us writing in this thread, so it's best to take it from the pros on this one.)

URL: https://forum.audiogames.net/post/512691/#p512691




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


Re: What are the necessary steps to go pro?

2020-03-23 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 month and this has a lot to do with the no SQL alternatives because you don't need to know set theory to make effective queries. So it's a lot easier for the younger crowd to pick up and run with it. That's why I'm in favor of it. Another major advantage of newer no SQL systems is they come with pubsub natively supported, along with streams. This helps immensely in large data applications where SQL's performance tends to drop.SQL is good for data integrity as I wrote earlier, but for a lot of data crunching applications it simply can't hold up. At least MYSQL and MS SQL can't. I have heard of an SQL implementation on top of Redis but I'm yet to try it.

URL: https://forum.audiogames.net/post/511510/#p511510




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


Re: What are the necessary steps to go pro?

2020-03-22 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 RAD.CS is a great degree, but the problem is that programmers today are plumbers, and CS teaches you to engineer. So in the interest of OP's original question about money, applied programming is their quickest hassle-free path. We're talking about quick gains here, not long-term achievements. So yes, today's DB is very much relevant to OP.One of the major issues with relational databases like SQL is it's inability to adapt to the constantly changing nature of applications. Constraints are great for data integrity but they come at a maintenance cost due to migrations and requirements changing. This is what I mean when I say these traditional legacy databases don't adapt well to modern apps.We stopped using SQL solutions long ago where I work and have since been using more stream-oriented databases like Elastic Search and Redis. I was part of that push to move away from the idea that we must write complex and often times convoluted queries to achieve simple things. That's no longer required in today's programming world. Redis can do far more than just cache management; I use it now to power one of the applications I've written at my company and have seen a 30X decrease in delivery time. SQL is not good for large data applications where you need to scan millions and millions of rows, without periodically pruning the database. With many no-SQL solutions this is no longer an issue, and your queries are easy to understand JSON documents. Much simpler and less time consuming, again, for RAD.

URL: https://forum.audiogames.net/post/511132/#p511132




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


Re: What are the necessary steps to go pro?

2020-03-22 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 of things. Keep in mind CS is a degree under Mathematics, so unless you plan for a science-oriented organization, most of the knowledge you gain will be wasteful. For example, for web development, you don't need a CS degree. If you're going to be working on block chain technology, then CS is for you.Since you've started out as a hobbyist developer and are aiming to make money fast, go for applied programming. The problem with CS is you pretty much max out quickly.For languages, I'm in agreement with the general consensus here: anything _javascript_ related is worth your time. NodeJS is now very popular, and for good reason: it allows a former front-end developer to become a back-end developer quickly.SQL looks like it's being deprecated. Traditional databases are no longer able to handle the demand of modern applications (even Microsoft doesn't use SQL Server for their more recent applications, in favor of Redis and other in-memory databases.)C++ has a specialized purpose. Unless you need it, no need to learn it. We used it when working on block chains, but otherwise you tend to spend a lot of time doing things in C++ that high-level languages do for free, so it's not seen as an economically friendly language (your managers don't want you worrying about low-level stuff when all they care about are results, so RAD (rapid application development) is where it's at.) This is why Node in particular has gained so much popularity: you can spin up a server in a matter of seconds without even having to worry about tinkering with Apache configurations.In today's market, it's all about results. How fast can you get something running? And for this, applied programming is your best option.@Ethin: with respect to your job search, hang in there. Do make sure to have your Github updated and have a project readily available to showcase, preferably in a RAD language. People want to see how fast you can go from 0 to 100, not that you developed this and that algorithm because they'll say "but...it took 2 months." Remember: your time is their money.I've seen a drastic shift in hiring requirements just over the last two years and have pretty much been in the job force since the days of .NET. Back then, yes, you did get hired for your C# and database experience as I did, but that's not the case now. Things are changing much faster than they did when .NET was new. We're moving to a more hands-off approach to programming. Indeed, I think even the idea of sitting at a keyboard and hammering out code is becoming deprecated over time as we move to more low-code and no-code solutions. Remember when Visual Studio came out with their Form Designer and you no longer needed a designer to code your look and feel for you? This is where the programmers' market is heading.

URL: https://forum.audiogames.net/post/511045/#p511045




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


Re: What are the necessary steps to go pro?

2020-03-22 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 of things. Keep in mind CS is a degree under Mathematics, so unless you plan for a science-oriented organization, most of the knowledge you gain will be wasteful. For example, for web development, you don't need a CS degree. If you're going to be working on block chain technology, then CS is for you.Since you've started out as a hobbyist developer and are aiming to make money fast, go for applied programming. The problem with CS is you pretty much max out quickly.For languages, I'm in agreement with the general consensus here: anything _javascript_ related is worth your time. NodeJS is now very popular, and for good reason: it allows a former front-end developer to become a back-end developer quickly.SQL looks like it's being deprecated. Traditional databases are no longer able to handle the demand of modern applications (even Microsoft doesn't use SQL Server for their more recent applications, in favor of Redis and other in-memory databases.)C++ has a specialized purpose. Unless you need it, no need to learn it. We used it when working on block chains, but otherwise you tend to spend a lot of time doing things in C++ that high-level languages do for free, so it's not seen as an economically friendly language (your managers don't want you worrying about low-level stuff when all they care about are results, so RAD (rapid application development) is where it's at.) This is why Node in particular has gained so much popularity: you can spin up a server in a matter of seconds without even having to worry about tinkering with Apache configurations.In today's market, it's all about results. How fast can you get something running? And for this, applied programming is your best option.@Ethin: with respect to your job search, hang in there. Do make sure to have your Github updated and have a project readily available to showcase, preferably in a RAD language. People want to see how fast you can go from 0 to 100, not that you developed this and that algorithm because they'll say "but...it took 2 months." Remember: your time is their money.

URL: https://forum.audiogames.net/post/511045/#p511045




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


Re: What are the necessary steps to go pro?

2020-03-22 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 of things. Keep in mind CS is a degree under Mathematics, so unless you plan for a science-oriented organization, most of the knowledge you gain will be wasteful. For example, for web development, you don't need a CS degree. If you're going to be working on block chain technology, then CS is for you.Since you've started out as a hobbyist developer and are aiming to make money fast, go for applied programming. The problem with CS is you pretty much max out quickly.For languages, I'm in agreement with the general consensus here: anything _javascript_ related is worth your time. NodeJS is now very popular, and for good reason: it allows a former front-end developer to become a back-end developer quickly.SQL looks like it's being deprecated. Traditional databases are no longer able to handle the demand of modern applications (even Microsoft doesn't use SQL Server for their more recent applications, in favor of Redis and other in-memory databases.)C++ has a specialized purpose. Unless you need it, no need to learn it. We used it when working on block chains, but otherwise you tend to spend a lot of time doing things in C++ that high-level languages do for free, so it's not seen as an economically friendly language (your managers don't want you worrying about low-level stuff when all they care about are results, so RAD (rapid application development) is where it's at.) This is why Node in particular has gained so much popularity: you can spin up a server in a matter of seconds without even having to worry about tinkering with Apache configurations.In today's market, it's all about results. How fast can you get something running? And for this, applied programming is your best option.

URL: https://forum.audiogames.net/post/511045/#p511045




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


Re: problem with saving my game

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


  


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 the data, just use a BinaryReader in the same manner and use one of the Read*methods like ReadBoolean, ReadSingle, etc.By using binary streams you'll get fast save and load times (serialization is generally expensive) but you need to be careful to match your datatypes properly.

URL: https://forum.audiogames.net/post/490776/#p490776




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


Re: Unresponsiveness of Visual Studio

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


  


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




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


Re: Html, javascript, css, php, collapsable lists/accordians?

2019-12-13 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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.aspYou put what you want to collapse inside the details tag, and the browser renders a button that you can click to expand the content.

URL: https://forum.audiogames.net/post/485264/#p485264




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


Re: .net question

2019-11-25 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 check the output window in Visual Studio to see any error messages the debugger catches with alt ctrl o.

URL: https://forum.audiogames.net/post/479917/#p479917




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


Re: Dragonflame engine

2019-11-24 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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




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


Re: .net question

2019-11-23 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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: https://forum.audiogames.net/post/479474/#p479474




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


Re: .net question

2019-11-23 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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




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


Re: Need help with finding an accessible terminal for Windows

2019-11-07 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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




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


Re: Need help with finding an accessible terminal for Windows

2019-11-07 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 Linux.Plus, it mounts your Windows drives in /mnt, and NVDA works well with the terminal.

URL: https://forum.audiogames.net/post/473831/#p473831




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


Re: Delay Based And Rollback Netcode In Fighting Games

2019-11-06 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 seem to be the more tolerable of the two options. I think quake implemented delay since people who were on slower connections ended up slowing down the game for everyone.

URL: https://forum.audiogames.net/post/473582/#p473582




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


Re: Back for the candy

2019-11-03 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 at all.So hopefully the new version will have better key handling. I gave up on the first version because I got tired of having to press keys 2 or 3 times to get them to register.Otherwise this is a really fun game and I'd love to finish it someday.

URL: https://forum.audiogames.net/post/472329/#p472329




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


Re: Need help with a script

2019-11-02 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 your system.The def keyword defines a function. And functions return values (or nothing at all.) Functions can call themselves if they want to. All these functions get put on something called a stack. So if a function calls itself over and over, eventually you reach the limit of your stack size and Python will give an error.

URL: https://forum.audiogames.net/post/472169/#p472169




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


Re: A question for developers About something I want to Attempt to create

2019-10-31 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 professors as well (when I was going for my CS degree) would actively discourage us from trying to mainstream yet another new language. This has happened with compilers themselves, to the point where there exists a parser called YACC (Yet Another Compiler Compiler) which is widely used among people who write compilers to generate their parsers (personally I prefer writing my parsers from scratch.)So, here you must ask yourself: why?If your intention is to expand your skillset, yes, you should definitely write a compiler. But this also depends on what you want to do. Do you see yourself in a position in the future (like I did) where you will be writing grammars and later writing compilers for these grammars? If not, then there is really no need for you to embark on this goal except for the thrill of it. A phrase comes to mind here that one of the engineers I know has said to me: "Many people get CS degrees who don't really need them."Next, are you looking to mainstream your language? You mentioned a concern being if people will use your language. I would suggest that people will not, and this is mostly due to the fact that more people are now adopting Python which is pretty much as easy to learn as they come and does as much for you as can be done. So, any goal you have: "Python's done it."So, if you're going to adoption alone, no, don't write the compiler. If you're looking to expand your skills and actually see how a language is compiled, sure. But don't be disappointed when no one adopts name recognition of your language or you don't end up buying out Sun Microsystems.In other words, think far, far bigger than just the small little tantrum-infested insignificant Audiogames community. Use that scope to determine whether or not to write a compiler.

URL: https://forum.audiogames.net/post/471374/#p471374




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


Re: Jaws keyhook

2019-10-31 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


Re: Jaws keyhook

Cool, I sent you an Email.

URL: https://forum.audiogames.net/post/471375/#p471375




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


Re: A question for developers About something I want to Attempt to create

2019-10-31 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 professors as well (when I was going for my CS degree) would actively discourage us from trying to mainstream yet another new language. This has happened with compilers themselves, to the point where there exists a parser called YACC (Yet Another Compiler Compiler) which is widely used among people who write compilers to generate their parsers (personally I prefer writing my parsers from scratch.)So, here you must ask yourself: why?If your intention is to expand your skillset, yes, you should definitely write a compiler. But this also depends on what you want to do. Do you see yourself in a position in the future (like I did) where you will be writing grammars and later writing compilers for these grammars? If not, then there is really no need for you to embark on this goal except for the thrill of it. A phrase comes to mind here that one of the engineers I know has said to me: "Many people get CS degrees who don't really need them."Next, are you looking to mainstream your language? You mentioned a concern being if people will use your language. I would suggest that people will not, and this is mostly due to the fact that more people are now adopting Python which is pretty much as easy to learn as they come and does as much for you as can be done. So, any goal you have: "Python's done it."So, if you're going to adoption alone, no, don't write the compiler. If you're looking to expand your skills and actually see how a language is compiled, sure. But don't be disappointed when no one adopts name recognition of your language or you don't end up buying out Sun Microsystems.

URL: https://forum.audiogames.net/post/471374/#p471374




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


Re: Jaws keyhook

2019-10-30 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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




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


Re: Jaws keyhook

2019-10-29 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


Re: Jaws keyhook

You're welcome!

URL: https://forum.audiogames.net/post/471148/#p471148




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


Re: Jaws keyhook

2019-10-25 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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.githubusercontent.com/munaw … iSpeech.cs

URL: https://forum.audiogames.net/post/470583/#p470583




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


Re: Jaws keyhook

2019-10-24 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 terminates unexpectedly.

URL: https://forum.audiogames.net/post/470347/#p470347




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


Re: How to use a synthesizer speak library in c#

2019-10-08 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 available complete source code of modifications, even if the modifications are part of a larger project, and make the modified work available under the same license (GNU AGPLv3).
* - You include all copyright and license notices on the modified source.
* - You state which parts of this source were changed in your work
* Note that containing works (such as SharpDX) may be available under a different license.
* Copyright (C) Munawar Bijani
*/
using System;
using System.Speech.Synthesis;
using System.Runtime.InteropServices;
using System.ComponentModel;
using System.Text;
using System.Diagnostics;
using BPCSharedComponent.ExtendedAudio;
using BPCSharedComponent.Input;
using System.Threading;

namespace TDV
{
/// 
/// Output speech using a common screen reader or SAPI. Both 32-bit and 64-bit environments are supported with respect to the NVDA screen-reader.
/// 
public class SapiSpeech
{
// For the 32-bit versions, we'll keep the function names the same as in the headers.
[DllImport("nvdaControllerClient32.dll", CharSet = CharSet.Unicode)]
static extern int nvdaController_speakText(String text);
[DllImport("nvdaControllerClient32.dll", CharSet = CharSet.Unicode)]
static extern int nvdaController_cancelSpeech();
[DllImport("nvdaControllerClient32.dll", CharSet = CharSet.Unicode)]
static extern int nvdaController_testIfRunning();

// For the 64-bit counterparts, we'll use the nvdaController64 prefix.
[DllImport("nvdaControllerClient64.dll", EntryPoint = "nvdaController_speakText", CharSet = CharSet.Unicode)]
static extern int nvdaController64_speakText(String text);
[DllImport("nvdaControllerClient64.dll", EntryPoint = "nvdaController_cancelSpeech", CharSet = CharSet.Unicode)]
static extern int nvdaController64_cancelSpeech();
[DllImport("nvdaControllerClient64.dll", EntryPoint = "nvdaController_testIfRunning", CharSet = CharSet.Unicode)]
static extern int nvdaController64_testIfRunning();


/// 
/// Describes speaking methods.
/// 
public enum SpeakFlag
{
/// 
/// Start the message and immediately return.
/// 
none,
/// 
/// The thread blocks until the message finishes speaking.
/// 
noInterrupt,
/// 
/// The thread blocks until the message finishes speaking, and the currently speaking message, if any, will be flushed.
/// 
noInterruptButStop,
/// 
/// The thread blocks until a key is pressed or the message finishes speaking.
/// 
interruptable,
/// 
/// The thread blocks until a key is pressed or the message finishes speaking, and the currently speaking message, if any, will be flushed.
/// 
interruptableButStop
}

/// 
/// Defines what screen reader to use.
/// 
public enum SpeechSource
{
notSet,
SAPI,
auto
}
private static SpeechSynthesizer voice = null;
private static Stopwatch watch = new Stopwatch();
public static float screenReaderRate = 0f; // How many ms to speak one word.
private static long timeRequiredToSpeak = 0; // How many ms will be required to speak the current string of text?
private static string lastSpokenString = "";
private static Type JAWS, winEyes;
private static Object oJAWS, oWinEyes;
private static SpeechSource m_source;
public static SpeechSource source
{
get { return m_source; }
}

/// 
/// Initializes SAPI. This step is optional, but it's recommended to always have
/// SAPI initialized at least as a fallback.
/// The method also removes the JAWS keyboard hook.
/// 
private static void initialize()
{
if (voice == null)
voice = new SpeechSynthesizer();
}

/// 
/// Sets the screen reader to use.
/// 
/// The speaking source, such as SpeechSource.JAWS
public static void setSource(SpeechSource source)
{
m_source = source;
System.Diagnostics.Trace.WriteLine("Set speech source to " + source);
if (source == SpeechSource.SAPI)
initialize();
else {
initializeJAWS();
initializeWinEyes(); //if they have both JAWS and winEyes installed, load both since
 

Re: The problem of choosing the first programming language

2019-09-28 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 functional, production-ready web server. We use this so we don't have to tinker with things like Apache whose setup is sometimes a specialization in itself. Time is money, and managers don't care that it's taking a while to set up Apache because you want to do it correctly. Their only question is: when can we see something? Also, because it uses _javascript_, your front-end developers can switch to back-end development rather quickly. Just yesterday I challenged a coworker to write an endpoint in the back-end using Node. They were fearful, but ended up having their first endpoint ready in a matter of half an hour. Now they're one of my fellow back-end developers.Java: With its Springboot framework allows fast back-end setup.C++: If one was ever inclined to develop a block chain as we have done because of its low-level functionality and native compilation. Also for the granular control it offers the developer from strict memory management if one chooses, to its move semantics if one chooses to employ them.Python: For AI, using APIs like Tensorflow. Also for its wide use on microdevices such as Pi.

URL: https://forum.audiogames.net/post/464889/#p464889




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


Re: The problem of choosing the first programming language

2019-09-28 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 functional, production-ready web server. We use this so we don't have to tinker with things like Apache whose setup is sometimes a specialization in itself. Time is money, and managers don't care that it's taking a while to set up Apache because you want to do it correctly. Their only question is: when can we see something?Java: With its Springboot framework allows fast back-end setup.C++: If one was ever inclined to develop a block chain as we have done because of its low-level functionality and native compilation. Also for the granular control it offers the developer from strict memory management if one chooses, to its move semantics if one chooses to employ them.Python: For AI, using APIs like Tensorflow. Also for its wide use on microdevices such as Pi.

URL: https://forum.audiogames.net/post/464889/#p464889




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


Re: The problem of choosing the first programming language

2019-09-28 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 functional, production-ready web server. We use this so we don't have to tinker with things like Apache whose setup is sometimes a specialization in itself.Java: With its Springboot framework allows fast back-end setup.C++: If one was ever inclined to develop a block chain as we have done because of its low-level functionality and native compilation. Also for the granular control it offers the developer from strict memory management if one chooses, to its move semantics if one chooses to employ them.Python: For AI, using APIs like Tensorflow. Also for its wide use on microdevices such as Pi.

URL: https://forum.audiogames.net/post/464889/#p464889




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


Re: The Rpg Tools Pack, a small set of Bgt Includes.

2019-09-22 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 numbers 1 to 10 in your array as I'm sure you know. The problem is a lot of people just starting to code will take your hard-coded example and think that's the best way to do it, so it's a good idea to always assume that when you post an example, a lot of people will just copy and paste your solution; because of this, you should provide the most complete example possible.

URL: https://forum.audiogames.net/post/463322/#p463322




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


Re: Logically coding logical AI's that do logical things?

2019-09-22 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 about instant turns here, you can definitely use a aim-and-shoot situation for your NPCs. The trick here is you don't want your NPC to turn too quickly, so you need to set a delay or have them turn faster or slower at random. The alternative is to have them turn instantly, and since we're not using graphics here we don't need to simulate anything turning. So all you need to do is get the angle between the NPC and the player and shoot in that direction. This is simple enough to do:float X = 0f;
float Y = 0f;
X = X1 - X2;
Y = Y2 - Y1;
TheTa = Math.Atan2(-X, Y);
if (TheTa < 0)
{
TheTa = TheTa + 2f * PI;
}
return (int)((float)TheTa * 180f / PI);Now the object at x1 y1 will need to face those degrees to form a straight line to x2 y2

URL: https://forum.audiogames.net/post/463256/#p463256




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


Re: The Rpg Tools Pack, a small set of Bgt Includes.

2019-09-22 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 wanting to do something sequentially. It was painful to think that someone might actually take your example on face value and implement a hard-coded array like that, and since people are so quick to copy and paste solutions, I'd recommend to polish up your example into a loop and repost it here so that people can at least copy and paste something that's more in line of how sequential things are properly done.

URL: https://forum.audiogames.net/post/463253/#p463253




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


Re: Learning Lua, worth it and where?

2019-09-16 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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




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


Re: python traceback displaying error help please!

2019-09-14 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 GUI applications.

URL: https://forum.audiogames.net/post/461908/#p461908




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


Re: How big of a deal are 32-bit builds?

2019-09-12 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 code whose logic is like this:If I'm running on 32-bit then load the 32-bit dll, else load the 64-bit dllBefore TDV had this logic, I was using only the 32-bit dll of NVDA and it worked fine on my 64-bit system. Now, TDV loads the 64-bit dll on my 64-bit processor although it could very well use the 32-bit dll if I compiled my application for 32-bit only.So, just load appropriate to the architecture you're compiling for and you'll be fine. As Ethin said NVDA doesn't come with 64-bit binaries so it doesn't care, it's your application that cares because you're doing the right thing and compiling natively for the architecture. For example, the 64-bit version of your application won't run the 32-bit NVDA dll properly.@ogomez92: This is fine if you want to maintain compatibility with the widest range of users running legacy software. But as developers we eventually have to take responsibility and force an upgrade. We're held back by users' choice to run outdated software. It's a lot like the switch to Python 3. Many people, including myself, were resistant to Python 3 (for me up until recently.) But sooner or later you have to realize that the upgrades offer new features and improvements that the old software doesn't have.To the point about memory consumption, yup I've heard that argument too and it does have its truth, since pointers are 8 bytes on 64-bit processors. So if you allocate an array of four pointers, you'll end up using 32 bytes on a 64-bit processor and only 16 bytes on a 32-bit processor. But this is hardly a reason for not switching to 64-bit. We have more RAM nowadays so we have a lot more room for expansion.Plus, consider Ethin's example of MK. I imagine they do a lot of work with double-precision numbers because of graphics. Although, DirectX natively uses single-precision numbers in its APIs for efficiency and memory consumption (not sure about their graphics API though.)On a 32-bit processor since a double is 8 bytes it has to store it into two places (called registers) since a register is only as wide as the word size of the CPU. On a 64-bit processor it can store the double number in a single register and call it a day.

URL: https://forum.audiogames.net/post/461400/#p461400




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


Re: How big of a deal are 32-bit builds?

2019-09-11 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 generally unfounded since if you buy a system today, 99.9% of the time it will be a 64-bit system.There was a time when the excuse was "well, 32-bit plugins won't run on 64-bit applications" but what these arguments failed to consider was that even when 64-bit was in full swing, people were still building exclusively for 32-bit systems, perpetuating the problem. So the only way to really move the market forward is for us as developers to simply start dropping 32-bit support.Right now, many of us, like myself, solve the problem, by writing indirection into our code (I use 32-bit NVDA libs on 32-bit systems and 64-bit NVDA libs on 64-bit systems,) but newer applications shouldn't even worry about 32-bit support. Native 64-bit apps also benefit from better compiler optimization since there are instructions that the compiler can use that it doesn't have access to when compiled for 32-bit. A 64-bit app will run better on a 64-bit processor when compiled natively for 64-bit processors.So, you're not losing anything by compiling only for 64-bit; there's nothing a 32-bit system can give you that 64-bit can't.

URL: https://forum.audiogames.net/post/461286/#p461286




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


Re: How big of a deal are 32-bit builds?

2019-09-11 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 generally unfounded since if you buy a system today, 99.9% of the time it will be a 64-bit system.There was a time when the excuse was "well, 32-bit plugins won't run on 64-bit applications" but what these arguments failed to consider was that even when 64-bit was in full swing, people were still building exclusively for 32-bit systems, perpetuating the problem. So the only way to really move the market forward is for us as developers to simply start dropping 32-bit support.Right now, many of us, like myself, solve the problem, by writing indirection into our code (I use 32-bit NVDA libs on 32-bit systems and 64-bit NVDA libs on 64-bit systems,) but newer applications should even worry about 32-bit support. Native 64-bit apps also benefit from better compiler optimization since there are instructions that the compiler can use that it doesn't have access to when compiled for 32-bit. A 64-bit app will run better on a 64-bit processor when compiled natively for 64-bit processors.So, you're not losing anything by compiling only for 64-bit; there's nothing a 32-bit system can give you that 64-bit can't.

URL: https://forum.audiogames.net/post/461286/#p461286




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


Re: Keeping Track of a game's storyline/objectivs

2019-09-11 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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). Once they get there, they should pick up the object at those coordinates.if (state == States.desiredCoords && x == 50 && y == 40) then: {
// Do something here like advance the state. Assume the next goal is to pick up the object at 50 40:
state = States.pickUpSomething
}So, to your question of storage, x and y are just integer variables, and state is of type States.Here is the guide on Python enums: https://docs.python.org/3/library/enum.html

URL: https://forum.audiogames.net/post/461218/#p461218




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


Re: Keeping Track of a game's storyline/objectivs

2019-09-11 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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). Once they get there, they should pick up the object at those coordinates.if (state == States.desiredCoords && x == 50 && y == 40) then: {
// Do something here like advance the state. Assume the next goal is to pick up the object at 50 40:
state = States.pickUpSomething
}Here is the guide on Python enums: https://docs.python.org/3/library/enum.html

URL: https://forum.audiogames.net/post/461218/#p461218




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


Re: Audo saving your game in BGT?

2019-09-10 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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




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


Re: Audo saving your game in BGT?

2019-09-10 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


Re: Audo saving your game in BGT?

@Ethin: replied.

URL: https://forum.audiogames.net/post/460896/#p460896




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


Re: Audo saving your game in BGT?

2019-09-10 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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: https://forum.audiogames.net/post/460875/#p460875




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


Re: Where to begin?

2019-09-09 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 these, it will be helpful to us if you describe what you already know, what languages you've looked into, etc.With such a broad question, we don't even know where to begin with your question of where to begin. 

URL: https://forum.audiogames.net/post/460765/#p460765




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


Re: Empirically setting a screen reader delay

2019-09-09 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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




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


Re: Audo saving your game in BGT?

2019-09-09 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 like those all-too-familiar Computer Scientists that insist that every good programmer should have a firm grasp on Calculus. Then they proceed to frown on anyone who either finds their information too complex to grasp or one who begs someone else for a simpler solution. They fail to realize that not everyone knows as much as they know and by failing to realize this they also place themselves above everyone who neither needs nor wants the seemingly complex solution they offer, despite it being true that a simpler solution (and one easier for a new programmer to understand) exists in the language of choice. Yet they insist that one should use their more complex, difficult-to-understand, and often times unnecessary  solution (despite a simple solution being posted earlier in the thread.)Personally, I find those types of soon-to-be Computer Scientists rather annoying because they ultimately don't help anyone. Do you know the type?

URL: https://forum.audiogames.net/post/460717/#p460717




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


Re: Audo saving your game in BGT?

2019-09-09 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 you should read from the file in your load function is a four-byte float.This is a language specific question and you'll need to examine the facilities that your language of choice provides for writing and reading data from files.From post 5 it appears that BGT already handles things for you (I can't imagine they'd write BGT without including a good file saving and loading function.)But no matter the language, saving and loading are exactly what you probably thought them to be: write some data in order, then read the data in order. No need to over complicate it. You can pretty much throw away post 6 since you don't need to deal with anything at the binary level at this point so don't let that post scare you.

URL: https://forum.audiogames.net/post/460674/#p460674




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


Re: Empirically setting a screen reader delay

2019-09-09 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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, 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 to give my players choices: you can either use your completely customized voice, or use SAPI. The choice should always be left up to the player and not restricted by the game. For example, I hate it when games insist on outputting through SAPI, no matter how natural-sounding SAPI voices have become. I'm used to Eloquence and love Eloquence and my screen-reader has a highly customized voice in accordance with my slight hearing impairment. So I would much prefer the game to let me use my screen-reader. If it's to use SAPI, it might as well be self-voiced at that point. Certainly a pure SAPI solution would solve all these problems since their API is strong and offers native functionality for the things discussed in this thread, and if the player does choose to use SAPI I do fall back to the SAPI-provided functions, but "just use SAPI" isn't the solution I'm looking for here.

URL: https://forum.audiogames.net/post/460653/#p460653




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


Re: Empirically setting a screen reader delay

2019-09-09 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 to give my players choices: you can either use your completely customized voice, or use SAPI. The choice should always be left up to the player and not restricted by the game. For example, I hate it when games insist on outputting through SAPI, no matter how natural-sounding SAPI voices have become. I'm used to Eloquence and love Eloquence and my screen-reader has a highly customized voice in accordance with my slight hearing impairment. So I would much prefer the game to let me use my screen-reader. If it's to use SAPI, it might as well be self-voiced at that point. Certainly a pure SAPI solution would solve all these problems since their API is strong and offers native functionality for the things discussed in this thread, and if the player does choose to use SAPI I do fall back to the SAPI-provided functions, but "just use SAPI" isn't the solution I'm looking for here.

URL: https://forum.audiogames.net/post/460653/#p460653




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


Re: Empirically setting a screen reader delay

2019-09-08 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 point you mentioned, he can wait on a notify event that will block the thread until the screen-reader starts speaking. So the function can provide a guarantee that once the code enters the loop, the screen-reader has definitely started speaking so there's no race condition to contend with.My original point still stands though: that of timing. Even with 10 ms delay, it's theoretically still possible to incorrectly state that the screen-reader has finished speaking. Any type of delay-check-delay-check pattern on periodic data runs this type of risk, and vocals are definitely periodic data.

URL: https://forum.audiogames.net/post/460581/#p460581




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


Re: Empirically setting a screen reader delay

2019-09-08 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 wrote a function to convert numbers to words which was the biggest problem I was facing since one number like 1600 counts as one word unless it's explicitly converted into words. Of course now the issue is localization since I'm only accounting for English number to word conversions. Any ideas on this part? I've been unable to find a C# number to word conversion library and don't want to bother with writing my own complex localization code if there's a library out there that already does this.The main reason I don't think I'll be using snvol is because of the purposeful delay to check if the screen-reader is still speaking. It smells of race conditions as in this example:1. Check the volume.2. If it's 0, assume the screen-reader has just paused and wait 500 MS.3. If the volume is above 0, go to step 1.4. If not, the screen-reader is finished speaking.Assume here that after your 500 MS delay you happen to check the volume while the screen-reader has taken another pause. You will incorrectly determine that the screen-reader is finished speaking.

URL: https://forum.audiogames.net/post/460528/#p460528




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


Re: Empirically setting a screen reader delay

2019-09-08 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 volume control API.Finally, would this work on systems that don't support separate volumes, like XP? I think the independent volume control option has been available since Windows 7.

URL: https://forum.audiogames.net/post/460447/#p460447




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


Re: Empirically setting a screen reader delay

2019-09-08 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 after the screen reader is done.3. Measure this time.System.Diagnostics.Stopwatch w = System.Diagnostics.Stopwatch.StartNew();
String testString = "I really have nothing interesting to put here not even the secret to life except this really long run on sentence that is probably the most boring thing you have ever read but that will help me get an idea of how fast your screen reader is speaking.";
float wordCount = testString.Split().Length; // Use float here so we don't unintentionally perform int division below.
Common.GenerateMenu(testString, new string[] { "Ok" });
SapiSpeech.screenReaderRate = w.ElapsedMilliseconds / wordCount;The screenReaderRate field now contains the number of ms to speak one word. So when we want to delay the speech, it's simply a matter of determining how many words are in the string and multiplying it by screenReaderRate.private static void startSpeakTimerOn(String text)
{
timeRequiredToSpeak = (long)(text.Split(' ').Length * screenReaderRate);
watch.Reset();
watch.Start();
}Now the API can just wait until the elapsed time on the stopwatch exceeds the required time.Of course there's also code here to break the wait loop when the user presses a key and all that, but I've left it out for the sake of brevity.public static bool isSpeaking()
{
if (watch.IsRunning)
return watch.ElapsedMilliseconds < timeRequiredToSpeak;
return voice != null && voice.State == SynthesizerState.Speaking;
}

URL: https://forum.audiogames.net/post/460387/#p460387




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


Re: Empirically setting a screen reader delay

2019-09-08 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 after the screen reader is done.3. Measure this time.System.Diagnostics.Stopwatch w = System.Diagnostics.Stopwatch.StartNew();
String testString = "I really have nothing interesting to put here not even the secret to life except this really long run on sentence that is probably the most boring thing you have ever read but that will help me get an idea of how fast your screen reader is speaking.";
float wordCount = testString.Split().Length; // Use float here so we don't unintentionally perform int division below.
Common.GenerateMenu(testString, new string[] { "Ok" });
SapiSpeech.screenReaderRate = w.ElapsedMilliseconds / wordCount;The screenReaderRate field now contains the number of ms to speak one word. So when we want to delay the speech, it's simply a matter of determining how many words are in the string and multiplying it by screenReaderRate.private static void startSpeakTimerOn(String text)
{
timeRequiredToSpeak = (long)(text.Split(' ').Length * screenReaderRate);
watch.Reset();
watch.Start();
}Now the API can just wait until the elapsed time on the stopwatch exceeds the required time.Of course there's also code here to break the wait loop when the user presses a key and all that, but I've left it out for the sake of brevity.

URL: https://forum.audiogames.net/post/460387/#p460387




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


Re: Keeping Track of a game's storyline/objectivs

2019-09-07 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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:
  advance the state machine // This will advance the state and also play the next objective if your game requires this.No need to complicate this with bitwise operators like another poster suggested--it will be really easy to lose track of things by employing that tactic and will also make your code much more difficult to read. In the end, readable code is generally desired over code that looks cool.Here is a state example from TDV:public enum Stage
{
takingOff,
missileHit,
aboveIsland,
trainingGrounds,
airbase,
discovery,
powerPlant,
chopperFight,
juliusRadioIntercept,
radarTowers,
juliusBattle,
gameEnd
}There is a function, playNextMissionObjective, which increments the enum state by 1 since enums are internally stored as integers, so playing the next mission objective is simply:playFile("filename" + (int)stage + ".wav")So state holds the stage of the objective list the player is currently looking to achieve. For example, enum.takingOff means the player is looking to complete the taking off objective.

URL: https://forum.audiogames.net/post/460310/#p460310




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


Re: Keeping Track of a game's storyline/objectivs

2019-09-07 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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:
  advance the state machine // This will advance the state and also play the next objective if your game requires this.No need to complicate this with bitwise operators like another poster suggested--it will be really easy to lose track of things by employing that tactic and will also make your code much more difficult to read. In the end, readable code is generally desired over code that looks cool.

URL: https://forum.audiogames.net/post/460310/#p460310




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


Re: Empirically setting a screen reader delay

2019-09-07 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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




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


Re: Empirically setting a screen reader delay

2019-09-07 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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.net/post/460187/#p460187




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


Empirically setting a screen reader delay

2019-09-06 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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-readers? My mind went back to Lone Wolf from GMA which was probably the first game to ever achieve a "speech delay" as they called it: they would have the screen-reader speak a piece of text, and based on how long it would take, they could then make an educated guess as to the words-per-minute count.I've taken this approach in TDV (code which I haven't pushed yet, but will soon for anyone who would like to look at it.)While this method works rather well (surprisingly well, in fact,) it does have its flaws. For example, since it's based on empirical data, if the user changes their speech rate, the test has to be run again.Also, this method isn't 100% reliable: sometimes the game pauses too long, sometimes not enough. These variations are based on pauses in the screen-reader's speech and, although minimal with respect to the amount of error, still make the game feel like it can be refined a bit.Has anyone else had experience with setting speech delays? Or is that unless NVAccess themselves decide to write an isSpeaking function, this is the best way to estimate a pause time for NVDA?

URL: https://forum.audiogames.net/post/460068/#p460068




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


Re: New BPCSharedComponent.dll

2018-12-19 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 to build from the repo using Visual Studio, so it'll be a waste of my time with no gain because of its low actual, usable audience.

URL: http://forum.audiogames.net/post/399489/#p399489




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


Re: New BPCSharedComponent.dll

2018-12-15 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 tool I used was commercial-grade software.The tool I used to decompile OhShit.exe was Python-exe-unpacker.I couldn't get it to run on Windows, so I installed the Linux Subsystem for Windows 10 (Ubuntu) and ran the script in the subsystem, pointing it to the Windows location where OhShit.exe was stored. After the script performed a bunch of decryption and all that, I got the full source code (along with code comments, because the agreed way to write multi-line comments in Python is to use the triple quote, which just creates a string object in memory.)I had fun proceeding to decrypt the OhShit save file and hacking it.  That involved a bit more work because I had to find out how he's encrypting things.Now, I have access to the Runner without ever unlocking the achievement (yay!)

URL: http://forum.audiogames.net/post/398883/#p398883




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


Re: New BPCSharedComponent.dll

2018-12-14 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 released, and today I have full, working source code.@sanslash332 Hey, that's a really good point re: Spanish and one I never considered. Thanks for the enlightenment!@Ethin: yup, we'll go our separate ways on this one.

URL: http://forum.audiogames.net/post/398656/#p398656




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


Re: New BPCSharedComponent.dll

2018-12-13 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 removed by the organization eventually. I always saw Python as a language that's easy for beginners to grasp, but now that they have you worrying about encoding and all that, it's no longer the case.I've yet to find some convincing argument for 3 over 2. Sure, they rewrote the C libraries to make C extensions of Python cleaner than they were in Python 2 but that's about it.Overall I see no performance gains over the classic.As for security holes, I don't care about that enough because I don't use Python in professional environments anymore (different project, different language.)Just because thousands of people are using it doesn't mean I have to like it. and I don't like it. Too much effort to convert a project over to 3 with no real gain except being able to say that you're doing what the organization told you to do. But then, I'm one that's always despised the "Python way" formatting code as well (4 spaces per indent is overkill) so in the end it's my general dislike for Python altogether that's talking here. Personally I find many "Pythonic" ways of doing things nothing short of inconvenient.If I download any code that uses spaces instead of tabs the first thing I do is convert it to one tab per indent. But, man, Python developers love their spaces.

URL: http://forum.audiogames.net/post/398528/#p398528




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


Re: New BPCSharedComponent.dll

2018-12-13 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 everywhere I use a string I'll end up using .decode in some fashion or other. It's unnecessary and a waste of time. If I want to worry about all that, I'll use C++, which I deal with enough at work anyway. So I hate that Python no longer just works as it used to. It's becoming more and more of a strongly typed language-feeling the more they develop it. My code is full of b'this' and b'that' and it drives me crazy. I hate Python 3 with a passion and don't care what reasons anyone has to code in it. It reminds me of the time when there was a strong push towards using XAudio2 over DirectSound. No real benefit, but we have to do it just because Microsoft said so. In fact, the DirectX core still handles things a lot better than XNA does and is one reason I refuse to switch away from DirectX.Heck, even Learn Python The Hard Way agrees that they broke a lot of things in Python 3.

URL: http://forum.audiogames.net/post/398437/#p398437




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


Re: New BPCSharedComponent.dll

2018-12-12 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 3. I've never found a convincing argument to dump Python 2. Ever. So, if people are comfortable with Iron Python or Python 2, they shouldn't be told to switch to Python 3 "just because."

URL: http://forum.audiogames.net/post/398324/#p398324




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


Re: New BPCSharedComponent.dll

2018-12-12 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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: http://forum.audiogames.net/post/398251/#p398251




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


Re: New BPCSharedComponent.dll

2018-12-11 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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




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


Re: JAWS: Announcing Indent On A New Line

2018-12-11 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 the JAWS message voice.When I was in university, I was using Notepad++ a lot for some work I was doing at the time. I had scripted JAWS to announce tabs in Notepad++ only, and I was using it by monitoring the status line. I don't remember how but I used that information in some or other manner along with information about the current line to get tabbing information. Now that I think about it, it was rather "hacky" but it did work. I want to make my new implementation global though so that a JAWS user should be able to use it across all edit fields, not just ones that come with a useful status bar like Notepad++.

URL: http://forum.audiogames.net/post/398002/#p398002




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


JAWS: Announcing Indent On A New Line

2018-12-10 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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. Is there such a feature in JAWS? I've checked out Speech and Sound Schemes but when I use the Visual Studio (Indent) scheme in Visual Studio, I don't hear tab indications. My code uses standard tabbing where each indent is one tab (not two, 4 or 8 spaces as presented in Speech and Sound Schemes.) I see the speech and sound option for one tab is 0.125 inches. Isn't this a "dangerous" implementation since it's based on a hard-coded tab width (which of course doesn't work in VS?) It cant' be that a screen reader like this doesn't offer the ability to announce tabs, so can someone help me out here? How do I turn on tab announcements? I've recently switched back to JAWS after a few years away from it now that the pricing is more friendly and love what I'm seeing except for this one problem. How do you Python developers get JAWS to announce your tabbing if you're not using the standard "Python way" to indent your code (IE: using one tab per indent versus 4 spaces?) I figured if anyone can answer this, it's a Python developer.My question now is that since this feature doesn't exist in JAWS (again, (!)), it looks like if I want it, I'll have to script it. So, will anyone actually find this feature useful, before I embark on this project? Or should I just give up on JAWS again and stick with NVDA (don't worry, I haven't paid for JAWS yet.)

URL: http://forum.audiogames.net/post/397881/#p397881




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


Re: how shall I use Intelli Sense?

2018-12-08 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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




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


Re: New BPCSharedComponent.dll

2018-12-07 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 and plan to use a doc tool to generate some cool documentation eventually, but for now you can see the documentation in the source code.

URL: http://forum.audiogames.net/post/397352/#p397352




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


Re: New BPCSharedComponent.dll

2018-12-06 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


Re: New BPCSharedComponent.dll

No.

URL: http://forum.audiogames.net/post/397121/#p397121




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


Re: New BPCSharedComponent.dll

2018-12-05 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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.audiogames.net/post/396976/#p396976




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


Re: New BPCSharedComponent.dll

2018-12-04 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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.audiogames.net/post/396831/#p396831




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


Re: New BPCSharedComponent.dll

2018-12-04 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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




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


New BPCSharedComponent.dll

2018-12-03 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 DLL.First, it now includes a new static class, BPCSharedComponent.Input.DXInput. This class has many methods for dealing with DirectInput from the keyboard and with a joystick.Next, I rewrote major parts of the Ogg Vorbis player in BPCSharedComponent.ExtendedAudio.OggBuffer. This class now uses DirectSound and no longer uses XAudio2. This means that you no longer need XNA as a dependency for this DLL.Finally, The DLL now links against SharpDX 4.2 as opposed to 4.0.The binary version of the DLL isn't released yet since I'll be releasing it as part of the TDV binary push later on, but the new source code which you can compile is here: https://github.com/munawarb/Three-D-Vel … Component/

URL: http://forum.audiogames.net/post/396650/#p396650




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


Re: c sharp, good or bad for a verry newb guy?

2018-12-02 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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://forum.audiogames.net/post/396444/#p396444




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


Re: a huge python error. please help!

2018-12-02 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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




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


Re: sound and music looping

2018-04-08 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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#p358727




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


Re: requesting some hints and libraries-Csharp

2018-04-06 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 stack trace information: you will get the error, as well as where it occurred. So, take a look at that and see if you can get any hints from it.If nothing else, post your stack trace here and I'll try to help you debug it.

URL: http://forum.audiogames.net/viewtopic.php?pid=358474#p358474




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


Re: BGT, same string in multiple use, problem.

2018-04-02 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 that you're missing the contents variable (or whatever variable you're storing the contents in.)Don't code while you're tired 

URL: http://forum.audiogames.net/viewtopic.php?pid=357878#p357878




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


Re: someone fix up the tentitive joystick support in this menux class

2018-04-01 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 reading input five times a second.If your loop spins every 10 milliseconds, then you're reading input 100 times every second and it becomes virtually impossible to miss input.The reason in some games you have to press keys two or three times is because the wait times are too high. So, I would fix this now instead of letting it suffice for the moment as a middle ground. Because there will be people, like me, who won't hold the D-Pad down and will instead rapidly click it to move through the menu. It will interfere with usability and kill the user experience if we have to time in our heads when we need to press the D-Pad for the next input to register.

URL: http://forum.audiogames.net/viewtopic.php?pid=357840#p357840




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


Re: someone fix up the tentitive joystick support in this menux class

2018-04-01 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 wait code?If you want them to be able to scroll by holding the D-Pad down, implement a wait of maybe 10 ms, and use a timestamp to control if the menu actually moves or not. Something like this:let the constant timeBetweenScrolls = 300 mslet lastScrollTime = 0while user doesn't want to exit menu and user hasn't picked an option {  if user is not holding down on the D-Pad {    let lastScrollTime = 0  } else { // if the user is holding the down direction...    if (currentTime - lastScrollTime) >= timeBetweenScrolls {      scroll menu forward      let lastScrollTime = currentTime    } // If they've been holding down on the D-Pad long enough that we can scroll  } // if user is holding down the D-Pad  sleep 10 ms} // loopivan_soto wrote:I would not call wait if I were you.Yes, a wait of 300 milliseconds is dangerous because it blocks with no possibility of moving forward for a relatively long period of time. It's always a good idea to explain why you would discourage or encourage behaviors, so that we all can learn from one another. Just saying "don't do that" doesn't help a new software developer. The reason a 300 millisecond wait time is not good is because it will give choppy input. Humans are capable of perceiving 300 millisecond time gaps; it also means that when you press a key, you only have a 1 in three (roughly) chances of that key registering because the input loop is executing only 3 times per second.

URL: http://forum.audiogames.net/viewtopic.php?pid=357815#p357815




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


Re: someone fix up the tentitive joystick support in this menux class

2018-04-01 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 wait code?If you want them to be able to scroll by holding the D-Pad down, implement a wait of maybe 10 ms, and use a timestamp to control if the menu actually moves or not. Something like this:let the constant timeBetweenScrolls = 300 mslet lastScrollTime = 0while user doesn't want to exit menu and user hasn't picked an option {  if user is not holding down on the D-Pad {    let lastScrollTime = 0  } else { // if the user is holding the down direction...    if (currentTime - lastScrollTime) >= timeBetweenScrolls {      scroll menu forward      let lastScrollTime = currentTime    } // If they've been holding down on the D-Pad long enough that we can scroll  } // if user is holding down the D-Pad  sleep 10 ms} // loopjack wrote:You're right about figuring things out rather than having them done, and I actually fixed the problem already. Wait(300); makes a world of difference. Lol. The timer implementation would've worked except for the fact that it's just easier to have it wait a predetermined amount of milliseconds anyway. Ironically that's exactly what I was trying to tell Garrett when he was revamping the enemy system by taking out the enemy system from Scrolling Battles and adapting it from Battle Zone. Firstly, two different games, two different variable sets, two different sets of code, and a code for a game inside of a game can lead to no good. And second, I don't see how that can be satisfying, I revamped the enemy system, sure, pretty much through someone else's entire code. I totally get improving an opensource project, that's the point of code-sharing anyway. But if you really want to revamp something and have such a dedication to it, you'll learn to write your own code. Or learn off of others' code and then adapt your game to it.

URL: http://forum.audiogames.net/viewtopic.php?pid=357815#p357815




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


Re: someone fix up the tentitive joystick support in this menux class

2018-04-01 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 learn.What you have to do is think like a computer. Why is your menu scrolling continuously as you hold the joystick's D-Pad down? Because you're not telling it to stop.Think of the code that fires when you press the D-Pad as code that's running over and over and over again. You have to control that code. Check post 12 on this topic: http://forum.audiogames.net/viewtopic.php?id=24559I go into more detail there about how input is handled.

URL: http://forum.audiogames.net/viewtopic.php?pid=357699#p357699




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


Re: just about had it with joystick implementation errors

2018-03-30 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 technical implementation, this still means you have a frame rate, but we'll stay away from the implementation details here.When you hold down a key, some code that you've put in keyDown fires over and over and over in rapid succession. For our cases, how many times this code fires is our FPS. FPS generically means the times per second your game logic executes. Everything works in this way, including timers.What actually happens in a keyDown event is that for some really high value, the keyboard is polled to see what keys are pressed. This is handled by the OS's "message loop." That information, about what keys are pressed, is then passed to your application. And your application gives you access to it either by using things like DirectInput or the keyDown event.That's as far as I'll go with the input details, only to show you that this is your FPS: how many times per second you're notified that some key is held down.The reason when you use key_press you're getting only one shot is that key_press is different from keyDown. KeyPressedEvent means that the key is pressed. It will stay pressed until released. When the key is released, the keyUpEvent fires, notifying your application that this key is no longer pressed.By contrast, keyDownEvent means the key is actually being held down. Think of it like a panic mode. KeyDown is like "Key is held down! Key is held down! Key is held down!, ..." and keyPressedEvent is like "Key is pressed...we'll wait for it to be released, relax."So, keyPressedEvent is fired once per key press, no matter how long that key is held down, whereas keyDownEvent is fired as long as a key is held down.What you want to do is control the rapid-fire behavior in the keyDownEvent.This is all the pointers I can give you unless I get more information on your implementation details, and I hope it helps! What you should do is consider keyDownEvent to be your "input loop" logic and then apply my previous post on this topic.shotgunshell wrote:@kianoosh the problem is, if I change it to key pressed, the machine gun is no longer a machine gun, it's just a gun. Somewhere somehow I screwed something up, I just need to figure it out. I'm afraid I don't understand this frames per second stuff. I really should check out the language tutorial, I've never been able to get it before but I can always try again.

URL: http://forum.audiogames.net/viewtopic.php?pid=357486#p357486




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


Re: just about had it with joystick implementation errors

2018-03-30 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 actions (GameActions.fireWeapon.) Also keep track of how much time should elapse between "fires" of this weapon (preferrably by measuring it as a function of your frame rate.) Then, when the code to execute actions is executed, depending on what weapon is selected, you can calculate delta(t1, t2) where t1 and t2 note the current time and the last execution time of the action, respectively. If this delta exceeds your fire rate, fire the weapon.I've written some pseudo code here.For every frame {  Note down which keys are pressed  Note down which keys are not pressed  Based on what keys are pressed, queue some actions.  for every action {    if the action is a fire action, then {      let delta = currentTime - lastTimeWeExecutedThisAction      if delta is greater than or equal to the fire rate, fire the weapon and let lastTimeWeExecutedThisAction = currentTime, otherwise do nothing    }  }}One other thing you will have to do is if the fire action is not executed in a frame, execute it in the next frame if the fire action registers in that frame. This way, if they're holding down the fire button, then let go, then press it again, the weapon will fire.if the fire action is not registered in this frame {  let lastTimeWeExecutedThisAction = 0}This way, the next time you end up calculating delta, you'll get currentTime - 0 which will execute your fire action.One other tip I have for you is to separate out your input loop from your frame code. Otherwise, if your frame rate is something like 100 milliseconds, you'll get a problem when sometimes the buttons you press won't register. To get around this in TDV, I had my input loop running on a separate thread, and I queued actions to be consumed by the next frame. The input loop was running sufficiently fast, maybe double the speed of the frame rate, so the user input became smooth. I'm not sure if you can multithread in BGT, but it's worth a look.jack wrote:**update:** After some hard deliberation we are not revamping the enemy system. What we were trying to do turned out to be a much larger endeavor than Garrett had thought, I"m the one who came to that conclusion anyway. So, the enemy system is staying as is. IN other news, we have full joystick support, and the only bug we have is that now the spacebar repeat fires the sword and gun, like every weapon is a machinegun. Lol.

URL: http://forum.audiogames.net/viewtopic.php?pid=357421#p357421




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


Re: just about had it with joystick implementation errors

2018-03-29 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 it, like this:Joystick stick = new Joystick(...);Next, is the Joystick type correct? In C/C++ specifically, if you provide a type that doesn't exist, the identifier itself becomes undeclared. So, in C, this code will throw a compile error saying that myVar is not declared:someMadeUpOrIncorrectlySpelledType myVar;myVar = 5;This will give two errors: first, it will say that someMadeUpOrIncorrectlySpelledType could not be resolved. Then, it will say myVar is not declared.Finally, make sure you're not unintentionally leaving the scope where the identifier was declared, by accidentally inserting an extra right-brace character.This will give a compile error:{  int myVar;}myVar = 5; // myVar has gone out of scope here.

URL: http://forum.audiogames.net/viewtopic.php?pid=357291#p357291




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


Re: Questions about game in C#. Game window, 3D and menu

2018-03-26 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 used it for education, I never ported TDV over to it and always preferred to use SlimDX and later on SharpDX. Maybe it's because I never bothered to learn multimedia handling in MonoGame more than I had to (I was more interested in the AI portion of the class, since multimedia to me by then was old news,) so it could very well be that I didn't give MonoGame a chance, but my thoughts are the same in that it over complicates things.kianoosh wrote:yes but i think deeling with sounds takes so much time/It's not hard but it needs a long code for a sound to play

URL: http://forum.audiogames.net/viewtopic.php?pid=357052#p357052





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


Re: Questions about game in C#. Game window, 3D and menu

2018-03-26 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 install MonoGame, it will just create new project templates that you will select in the New Project wizard.kianoosh wrote:Hi there. Munawar, Is mono studio accessible? I mean is that a different IDE or it's the library itself. Because i've downloaded mono game but not mono studio. It means mono game library and it's extention for visual studio. Also using xact with monogame looks a pain in the ass and unity3d is inaccessible and is more pain in the ass than xact mono game. Although i have no expeirence with xact and unity3d, Just the things that i've heard

URL: http://forum.audiogames.net/viewtopic.php?pid=356959#p356959





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


Re: Questions about game in C#. Game window, 3D and menu

2018-03-26 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 the form is in the file GUI.cs.In your later post, you mention that creating the GUI is easier from code. The good thing about C# is that when you click on the controls and drop fields onto the form, it's generating code in the background. You can view the code editor by pressing F7 in your designer window. There, you will see the code Visual Studio is generating for you. You can manipulate this code how ever you like and the changes will be reflected in the designer window.Re: contacting you, certainly, I'll do that. We might not be able to chat for two weeks or more though, since I'm currently away on a business trip and don't expect to return home until mid April. But feel free to follow up on this thread and I'll do my best to help you along in the meantime.jonikster wrote:Munawar, hello!First of all, thank you for your game!Yesterday I looked at the source code, but it's very difficult for me. I could not find the source code of the form, etc.Unity is not available for us, but MonoGame is available. But I do not know if that decision is good.I do not have a good knowledge of physics and higher mathematics. For this reason, it is better for me to use libraries.If you do not mind, I'd like to talk with you when you have free time. Please share it with your contacts or write to me.My mail:john.berd...@gmail.comMy Skype:voliborThank you.

URL: http://forum.audiogames.net/viewtopic.php?pid=356538#p356538





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


Re: Questions about game in C#. Game window, 3D and menu

2018-03-26 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 the form is in the file GUI.cs.In your later post, you mention that creating the GUI is easier from code. The good thing about C# is that when you click on the controls and drop fields onto the form, it's generating code in the background. You can view the code editor by pressing F7 in your designer window. There, you will see the code Visual Studio is generating for you. You can manipulate this code how ever you like and the changes will be reflected in the designer window.Re: Mono Game Studio, yes this is a great option especially if your comfort zone is C# or this is the language you are aiming to learn. I've used Mono Game in the past and you can do some pretty cool things with it. I think it some aspects it makes things more complicated than they have to be, but then so does Unity, because they're all trying to converge on this idea of "game assets" where things have to be in the engine-specific format. Generally, it's why I prefer to code games from scratch; you're not restricted by the bounds of the engine. But, Mono Game does have some great Physics libraries you can use. I used Mono Game purely for academic reasons and by then TDV was already almost finished, so I didn't get much benefit from the gaming engine itself.Re: contacting you, certainly, I'll do that. We might not be able to chat for two weeks or more though, since I'm currently away on a business trip and don't expect to return home until mid April. But feel free to follow up on this thread and I'll do my best to help you along in the meantime.jonikster wrote:Munawar, hello!First of all, thank you for your game!Yesterday I looked at the source code, but it's very difficult for me. I could not find the source code of the form, etc.Unity is not available for us, but MonoGame is available. But I do not know if that decision is good.I do not have a good knowledge of physics and higher mathematics. For this reason, it is better for me to use libraries.If you do not mind, I'd like to talk with you when you have free time. Please share it with your contacts or write to me.My mail:john.berd...@gmail.comMy Skype:voliborThank you.

URL: http://forum.audiogames.net/viewtopic.php?pid=356538#p356538





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


Re: Questions about game in C#. Game window, 3D and menu

2018-03-26 Thread AudioGames . net ForumDevelopers room : Munawar via Audiogames-reflector


  


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 Application. In the "main" method, you will see code that has been placed there to create a form and run the "message loop." You can use the Windows Forms Designer by pressing SHIFT+F7 and then CTRL+ALT+X to launch the toolbox. In there you will see properties for your form. You can change the color in that list.You can use DirectSound 3D to rotate the soundscape. There is example code in the TDV source that will show you how to do this, in BPCSharedComponent/DSound.cs.Bullets and other projectiles are a different story. This depends on if you're using a game engine or coding from scratch. In TDV, I coded everything from scratch, so I had to write the formulae myself using reference material and knowledge from Physics. If you look in BPCSharedComponent/VectorCalculation, there are useful functions in there to calculate angles, speeds, positions according to time steps, etc. But, nowadays I wouldn't recommend coding this stuff from scratch since many Physics libraries exist that will do the hard work for you. Things like Mono Game Studio or Unity 3D are popular choices.Basically, all the questions you're asking can be answered by poking through TDV's source, especially since you want to make a 3-D game.To make a scrollable menu, I do it by putting all of my options in a String array and then changing the index of the menu up or down based on what key the user pressed. The items in the String arrays are paths to sound files that will play.So for example, when the user presses DOWN ARROW, play file at menu[0], menu[1], menu[2], etc. The trick is controlling the key input so that if they hold down an arrow, the menu won't continuously scroll. You have to get a little clever about it, but if you look in TDV/Common.cs in the generateMenu method you will see a function you can pretty much copy-and-paste into your project to get a working menu.Good luck and if you have any more questions, post here and I'll try to help as time permits.

URL: http://forum.audiogames.net/viewtopic.php?pid=356476#p356476





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


  1   2   >