Re: What's the most accessible platform?

2020-11-14 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: What's the most accessible platform?

An option you could do is have the text of what is spoken show above the edit field, and just have three options for speech: stop, faster, and change voice.Then if users want to read back the text, they can get out of the edit field and read the log of what happened with their own screen reader.You could either have the whole game use this method of speech, or you can just have this for parts of the game, like combat, where there is a need for timed sound effects.What I always do is have speech bubbles, where users need to press enter to go to the next screen. Then I play the sound effect, when that sound is done, I fill the aria live region.

URL: https://forum.audiogames.net/post/589748/#p589748




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Re: What's the most accessible platform?

2020-11-13 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: What's the most accessible platform?

There is an amazing API for this in the browser:https://developer.mozilla.org/en-US/doc … Speech_APIThat should do what you want.If you want to use the user's screen reader, have the user press a button when their screen reader has finished saying a config phrase, and count how long it takes for them to say that phrase. then you can get an estimate of how fast each letter or vowel was spoken if you want to do that. You could also just ask the screen reader user if they want fast medium or slow, and figure the time based off that.Code factory has some WASM synths you can embed into your page as well:https://codefactoryglobal.com/speech-technology/There is also ESpeak.js:https://github.com/kripken/speak.js/Hope this helps.

URL: https://forum.audiogames.net/post/589600/#p589600




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Re: What's the most accessible platform?

2020-11-12 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: What's the most accessible platform?

A nice tool to abstract the Audio API away and get what you're wanting done is:https://github.com/rserota/wadGetting the ability to run past commands may take some work. You may be able to have a textarea and evaluate the command that is on the line where the user presses enter, then if the user is not at the last line, copy the current command to the last tline, or if the user is at the last line, let the user's action insert the newline character.I think Evennia doesn't even do that, it just has a text input that clears when you press enter. Then maybe as you press up arrow, it will go through a history of commands you did by changing the value of the input text box.

URL: https://forum.audiogames.net/post/589281/#p589281




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Re: syngen, audio game and synthesis library for the web

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


  


Re: syngen, audio game and synthesis library for the web

@shiftBacktick I sent you a PM.

URL: https://forum.audiogames.net/post/588519/#p588519




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Re: android develupment, a more than a complete newbie

2020-11-09 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: android develupment, a more than a complete newbie

I would always recommend progressive web apps, as they are supported on every platform with a browser.Xamarin (C# and _javascript_), Flutter (Java?), React Native (_javascript_ and maybe the native code), godot (python, C#, C++, Rust, Kotlin...), and progressive web apps (_javascript_) can easily work on multiple platforms, so I would recommend picking your flavor and running with it.

URL: https://forum.audiogames.net/post/588298/#p588298




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Re: What's the most accessible platform?

2020-11-09 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: What's the most accessible platform?

Evennia's browser interface is pretty good:http://www.evennia.com/But yes, a textbox and aria live region would be the main pieces of what you would need. This would have the advantage of being accessible on mobile devices as well.

URL: https://forum.audiogames.net/post/588291/#p588291




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Re: Job Opening for JavaScript Developer to Build Apps for Blind Users

2020-11-04 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: Job Opening for _javascript_ Developer to Build Apps for Blind Users

Please note in your resume if you have experience with screen readers or developing audio games, this is where that information will be very useful.

URL: https://forum.audiogames.net/post/586553/#p586553




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Re: syngen, audio game and synthesis library for the web

2020-11-03 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: syngen, audio game and synthesis library for the web

I didn't know about these! Can you do a build and upload the games to gh-pages so I don't need to download a file and run npm install?Also, what's different about sygnen than something like:https://github.com/rserota/wad

URL: https://forum.audiogames.net/post/586288/#p586288




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Re: Stumped Making a Mod

2020-11-03 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: Stumped Making a Mod

Are you able to print what you want the speak function to say? Do you have access to a console or some kind of UI element that will let you know if the functions are actually running?It sounds like the code in your mod directory is not running the speak functions.

URL: https://forum.audiogames.net/post/586281/#p586281




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Job Opening for JavaScript Developer to Build Apps for Blind Users

2020-11-03 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Job Opening for _javascript_ Developer to Build Apps for Blind Users

Hello,The Smith-Kettlewell Eye Research Institute is looking for a full-stack Node _javascript_ developer to primarily build apps for blind individuals:https://www.indeed.com/job/full-stack-n … be54ef6ea0(They mension experience with building audio games as a prefered skill).The lab that is hiring is the Coughlan Lab:https://www.ski.org/lab/coughlan-labYou can see the papers and projects the lab is doing at the above link.The Smith-Kettlewell Eye Research Institute (SKERI) is a nonprofit research institute that focuses on blindness and visual impairments. SKERI researchers work on several areas, but the Coughlan Lab is focused on building tools to help blind people become more independent.Please apply on Indeed, and send any questions to:j...@ski.org

URL: https://forum.audiogames.net/post/586136/#p586136




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Re: anyone using Node for back end web development?

2020-10-15 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: anyone using Node for back end web development?

What is your server going to do?Python is famous for having great linguistic and machine learning libraries like NLTK or Tensorflow that you would probably need to analyze the legal documents and provide answers to questions users pose to a chatbot. This gets kind of advanced though, but if that's where you are headed, python gives you the best bang for your time.If you want to rapidly turn out apps without switching languages, Node is fantastic. You can get overwhelmed quickly though. I would not use Node for any major amount of processing. It's a little more verbose than python, and the standard library is terrible. There are a million ways to do something in _javascript_, and this really slows down learning and production.I would actually recommend Flask, as it will get you up and running with an easy to understand server quickly. When you're ready for working on your actual server, Django would probably be better, as it builds a lot of boilerplate for you, but it hides what's going on in the background, whereas Flask doesn't.

URL: https://forum.audiogames.net/post/580379/#p580379




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

2020-09-25 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


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

Brython is pretty good. You will need to learn HTML, and the basics of _javascript_, but if you don't want to learn ES6 (latest version of _javascript_), then Brython can do a lot. It's also slightly easier to read than _javascript_.Another thing you can do, if you really want, is investigate the web assembly versions of python:https://stackoverflow.com/questions/447 … ebassemblybut if you're a newbie, then Brython is what you want.To learn _javascript_, do the tutorials at Free Code Camp:https://www.freecodecamp.org/

URL: https://forum.audiogames.net/post/574266/#p574266




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Re: What about making open source games accessible?

2020-09-25 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: What about making open source games accessible?

I think the first step would be to find a mainstream open-source game that is almost accessible mechanics-wise, and or that you're super passionate about, then you should learn the language the game is coded in, then you should learn how to use the engine the game is coded in. At that point, you can evaluate if it's worth the trouble.It's going to take a lot of work, major rebuilding of the game, and lots of time. But you can do it if you put your mind to it! We need more mainstream games to be made accessible.

URL: https://forum.audiogames.net/post/574264/#p574264




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Re: best accessible IDE

2020-07-13 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: best accessible IDE

Does anyone have any videos or tutorials on how to really use VS Code? I tried it a while back, but the interface was so terrible and full of  that I just went back to EdSharp. But I would like an editor that is a little more functional than EdSharp, as EdSharp is not an IDE.

URL: https://forum.audiogames.net/post/552136/#p552136




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Re: best accessible IDE

2020-07-13 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: best accessible IDE

Does anyone have any videos or tutorials on how to really use VS Code? I tried it a while back, but the interface was so terrible and full of  that I just went back to EdSharp. But I would like an editor that is a little more up to date than EdSharp.

URL: https://forum.audiogames.net/post/552136/#p552136




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Re: You know you program way too much when.....

2020-07-08 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: You know you program way too much when.

46. Whenever you say "if", you speak in programming language. "If you.talk() equals this.sentence, and target.person != programmer, person.notComprehend(). Else if person is programmer... they still don't understand."47. youFindItEasierToWriteReallyLongFunctionAndVariableNames rather_than_writing_comments48. You always write - instead of * before lists in word so you can paste anything into markdown files.49. Your text editor is the first thing you open when your computer starts.50. You can talk in code easier than you can speak English51. When someone asks you to correct their documents, you focus mostly on the missing letters, words or punctuation52. Your screen reader is always set to all punctuation53. Your calculator is your python console

URL: https://forum.audiogames.net/post/550185/#p550185




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Re: SwipePoker - HTML5 Canvas with Aria Test

2020-06-30 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: SwipePoker - HTML5 Canvas with Aria Test

I would recommend triggering the speech after the help music. So when the intro music finishes, play the speech. Otherwise, it's really hard to hear the screen reader.I would like a hint of what to do during the first round, for example, I didn't understand that I could only go in one direction until about 3 rounds after trying the game. I also didn't hear the h for help, and when I had all my cards, I didn't know what to do, so I just started pressing buttons.

URL: https://forum.audiogames.net/post/547248/#p547248




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Re: What are your experiences with WŠL2 on Windows?

2020-06-09 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: What are your experiences with WŠL2 on Windows?

If you have NVDA, you can use the virtual review addon to get the text from WSL. I love WSL, and use it whenever I need to SSH, curl, or do anything that requires Linux. I used to have a partition for Ubuntu on my system, but that was just too much work. There are a few things that don't really work with WSL, like GUI applications, but other than that, it's amazing.

URL: https://forum.audiogames.net/post/539254/#p539254




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Re: Question For Audiogame Developers Using Node.js

2020-04-18 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: Question For Audiogame Developers Using Node.js

BTW, Node is the server that you run as well as the build process. The browser is the user interface. This means you work with both node and the browser whenever you build a _javascript_ application that is not hello world. I have never seen any kind of OpenGL interface for Node, like pygame, that is not browser based.You need to use something like Webpack to bundle your app and rebuild it as you develop. Then you can make it a progressive web app or an electron app.

URL: https://forum.audiogames.net/post/520703/#p520703




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Re: Question For Audiogame Developers Using Node.js

2020-04-18 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: Question For Audiogame Developers Using Node.js

Node is backend and browser is frontend. I would recommend using something like Babylon:https://www.babylonjs.com/or Phaser:https://phaser.io/You could also role your own engine pretty easy using setTimeout and something like Web Audio Daw:https://www.npmjs.com/package/web-audio-dawand flatten:https://www.npmjs.com/package/flatten-jsYou first need to use HTML and probably a little Aria to make a button or something the user can focus on to send their keystrokes to your engine. Then you need aria live regions to interface with the screen reader. You can then use something like the above to move the player and play sounds.

URL: https://forum.audiogames.net/post/520700/#p520700




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Re: Accessible markdown Editor for Documentation

2020-04-03 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: Accessible markdown Editor for Documentation

EdSharp is the Markdown Editor I use. I also use word and turn off the auto features or type f* and hit enter to make sure I have something like:* Cheese* OrangesAnother pretty accessible editor is Stackedit.Not an editor, but a tool for generating great documentation is Kupper.You can also write markdown in a static site generator like Gatsby.You can also build sites on Github using Jekyll.I use pandoc and love it. You can add multiple files in one command using pandoc and have them compile to 1 document on Windows.

URL: https://forum.audiogames.net/post/515850/#p515850




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Re: frontend web development

2020-04-03 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: frontend web development

1. Use WordPress or the default themes for whatever you are building. This will get things 90% there and will work to make your site not look bad.2. Use a UI library like Vaadin that has default styling. You will need to sit next to someone with the CSS for your site open and go through each page to make sure it looks good.3. Use something like Bootstrap CSS and then have a sighted person sit next to you and let you know what to do to make it look better.Once you have an idea of what components people like, then you can plug and play those pieces of the UI into future sites, but you always need to have a sighted person look at the interface to see how it looks. I equate CSS to a more complex version of aria. You never want to use aria without having a screen reader user test it.

URL: https://forum.audiogames.net/post/515846/#p515846




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Re: code habbits

2020-03-05 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: code habbits

Are you ready?Whenever I make test data, I always use Fred, Joe, sally, Sam, and Jan (Have to have the same number of men as women names LOL).Then in dict data, I will do:{name: "Fred", age: 42, food: "oranges"}I always start with oranges on the food, then I digress to pizza, cheese, and pasta.Whenever I have to write filler text, I always just do a stream out of my head that looks something like:"maha fo coamba ca da mila foly fuishama magama blug mug ug"In _javascript_, for some reason I like using alerts more than console.log, because I feel like it is more responsive.

URL: https://forum.audiogames.net/post/506574/#p506574




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Re: progressive web apps?

2020-02-27 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: progressive web apps?

https://pwa-starter-kit.polymer-project.org/setup

URL: https://forum.audiogames.net/post/504752/#p504752




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Re: Gauging interest in another 3d audio project

2020-02-20 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: Gauging interest in another 3d audio project

There is no solid cross-platform python audio library that has 3D audio functions. If you get your library posted on the Python Audio Library page, you should be able to reach people outside the blindness community.I would also like to see nice handling for sound generation and adding together multiple synths. If it would then be possible to compile it to WASM, then that would be really cool, as you could reach users on the web as well as people using python.

URL: https://forum.audiogames.net/post/503087/#p503087




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Re: Help me, how can I continue on development when this happens

2020-01-24 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: Help me, how can I continue on development when this happens

I use WSL and a text editor EdSharp. I'm able to run servers, pull code, run CMake builds, ssh, and do just about everything. I use Node and python, so not PhP, so there may be some differences. I also use ODrive or Git to pull files into my windows machine. Since you can visit your Windows machine from WSL, I just run everything from Linux and type in my Windows text editor.Creating bash scripts is not hard. Node has the ability to run scripts when you start the server, I'm sure PHP has the same ability.

URL: https://forum.audiogames.net/post/495621/#p495621




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Re: Announce: alpha version of my Godot Accessibility plugin now available

2020-01-20 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: Announce: alpha version of my Godot Accessibility plugin now available

From what I understand, the development environment is different than the compiled code, so the two should have different behaviors. If that's not the case, and Godot allows you to build projects in the browser, I'm going to be very impressed.I would have a simple spk function made available to the user that either sends the message to the screen reader, or to the TTS:spk(text: string, screenReader: bool, voiceObject: object)That way, you can have a game that uses TTS only, a game that uses the screen reader only, or a game that uses both.In my experience, players really prefer their own screen reader if they get the chance.

URL: https://forum.audiogames.net/post/494487/#p494487




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Re: Large map arrays in Python?

2020-01-16 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: Large map arrays in Python?

That's perfectly fine, until you get into wanting to represent a complex set of cubes, or a shape that is not a cube.For example:[[1,1], [4,1], [4,4],[10,4], [10,10], [1,10]]Would require 2 blocks to show, whereas I just have one polygon.Your method would be faster though, and is what you would get as a bounding box for the above polygon. The initial script would filter using the bounding box, then if you have a lot of complex shapes, then a second function would check to see what polygon you're in using a point in polygon function.Are you saying that you have a gig of those rectangles? That's quite a few rectangles, why so many? Can you split them into chunks?

URL: https://forum.audiogames.net/post/493456/#p493456




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Re: Announce: alpha version of my Godot Accessibility plugin now available

2020-01-16 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: Announce: alpha version of my Godot Accessibility plugin now available

If you made a _javascript_ wrapper for the Web Speech API, then you should have access to the dom. All you would need to do is insert the following element into the dom before any speech is said, so onload:Then the speak function would just set the innerHTML to be the text that is spoken. This interfaces with pretty much all screen readers out of the box.The web is a fantastic platform, as you can test it on Linux and know that it works on any other platform with a browser. If they have a progressive web app option, then people can install the game from the website and it will act just like an installed app.I, for one, would play your game, without a second thought, if all I needed to do was click a link and not need to install anything. I could just wait for the game to load, and begin playing. If I liked it, then I could install it, either through the progressive web app, or the executable.

URL: https://forum.audiogames.net/post/493453/#p493453




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Re: Large map arrays in Python?

2020-01-15 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: Large map arrays in Python?

For polygons, you don't need a list of tiles, you need a list of polygons.Your point in polygon function or collision detection function should return a list of polygons that your current point hit. This will allow you to see all the polygons your character will be on so you can check for walls.Your list should not be that big. 4 polygons for the walls around the area, and whatever objects you have inside your room.There are two methods to do this:Easy method:1. Make sure everything in your polygon list is at least one square thick, such as [[1,1], [2,1], [2,5], [1,5]].2. Just check a single point in polygon check, and only move the character in 1 point increments. This, like from [1,1] to [2,1]3. Your point in polygon function will return a list, and you can decide how to handle that list outside the collision detection code.More difficult method:1. Have your list of polygons, lines, or points. Start out by doing a point in polygon detection at the player's current position. Save that list of polygons.2. Use a collision detection algorithm using a segment or a rectangle in the size of the step, so if you are going from [1,1] to [2,1], your segment would be [[1,1],[2,1]].3. The polygons returned from this collision detection function are the polygons in between point A and point B.4. Do a point in polygon detection at the new pos, [2,1]5. Filter out the polygons between your old point and your new point, these are the polygons you exited.6. Filter out the polygons in your segment collision detection that are in either of the point lists. What is left are polygons that you crossed over.7. So now you have polygons at the new point, polygons at the old point, and polygons that you crossed over. Now you can run any checks for walls or doors.This last method works for lines like [[1,1][1,5]] acting as a wall when your step size can be any length.

URL: https://forum.audiogames.net/post/493238/#p493238




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Re: Announce: alpha version of my Godot Accessibility plugin now available

2020-01-15 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: Announce: alpha version of my Godot Accessibility plugin now available

This looks amazing, I have never heard of Godot, but if you can do so much with it, then there is hope!Have you considered adding an element to the DOM that is an aria-live region? This would allow you to interface with any screen reader that supports aria on the web exported games.

URL: https://forum.audiogames.net/post/493234/#p493234




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Re: Large map arrays in Python?

2020-01-14 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: Large map arrays in Python?

Using polygons allows you to only do checks on the number of objects you have. For example, if you have 500 buildings with 5 walls, a door, and a floor, you will have only 3500 polygons. I think this could be the number of polygons in Swamp.To do checks, look at this answer.Here are some other links:2D:https://pypi.org/project/collision/https://shapely.readthedocs.io/en/stable/manual.html3D:https://stackoverflow.com/questions/175 … 3d-objectsPyODE is also very well-known for physics, but it has colision detection:http://pyode.sourceforge.net/Panda 3D is the best all-around engine for anything game related in python, especially if you want to use 3D objects:https://docs.panda3d.org/1.10/python/pr … tion/indexIf you have a bounding box attribute of a polygon, then you can do a very quick check to see if the player has hit any of the polygons, and get a list of polygons in the hearing distance of the player. You can make a bounding box around the player and use that as the collision detection object for the hearing distance.Only storing polygons will also reduce the size of your file from 1 GB to maybe 1 MB, and it will allow an unlimited sized map, as all you need to do to change the distance from one polygon to the other is change a couple numbers.

URL: https://forum.audiogames.net/post/492925/#p492925




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Re: mud programming?

2020-01-09 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: mud programming?

The builder's Academy is great:https://www.tbamud.com/I like Evennia:https://github.com/evennia/evenniaBut really, any open-source mud engine will work. I would create a mud on an existing host like TBA, save your descriptions and designs in text files or word files, then when you're ready to get players, download Evennia or another Mud engine, upload it to a server, then you can quickly build the same environment you did in TBA.

URL: https://forum.audiogames.net/post/491704/#p491704




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Re: Some JSON stuff

2020-01-07 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: Some JSON stuff

If you can do it in a string or number, then you can do it in JSON. I would look for string operations in C#. If you can print it to the console, then you can put it into a JSON string.

URL: https://forum.audiogames.net/post/491238/#p491238




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Re: The creation of complex maps

2020-01-02 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: The creation of complex maps

@Rastislav, your approach for compressing maps sounds interesting. How do you do slanted shapes? I see maybe a minor savings in size from polygons, but polygons are still more standard. For example, a rectangle with a chunk taken out of one corner would be 10 numbers in your block method, but only 12 numbers in a polygon. Maybe if you load hundreds of thousands of complex shapes will you see any savings.Here is the contrast between the two:block method:[[1,1,4,4,1],[1,4,10,10,1]]Polygon:[[1,1], [4,1], [4,4],[10,4], [10,10], [1,10]]@magurp244, do you think you could have an option for creating polygons and exporting them as JSON with attributes?

URL: https://forum.audiogames.net/post/490157/#p490157




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Re: The creation of complex maps

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


  


Re: The creation of complex maps

What would be your feature list for a map creation tool?Maps are literally polygons with a collision detection algorithm for the user. JSON is a common output format for maps, normally Geojson. You can currently write JSON by hand, but it is rather tedious. It helps if you have a viewer that can parse your data so you can see what you have written.@CAE_Jones, what editors do you recommend that work with a screen reader?

URL: https://forum.audiogames.net/post/489942/#p489942




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Re: AudioGame Collaboration: Should We Do It?

2019-12-29 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: AudioGame Collaboration: Should We Do It?

- You could make a version of Candy Crush.- You could make an adventure game with objects in each room that you can interact with, and there could be little mini games. For example, if you are a knight at a tournament, you can do jousting, where you need to raise your shield and position your lance and horse correctly. There could also be detailed entities in each scene that anyone can add depth to. For example, talking to a merchant could yield details on their life. It would allow multiple levels of coding knowledge.- You could make a text adventure game with sounds. Like World of Legends or the Waists, but with sounds.- You could make an educational type of game with different minigames demonstrating different science or physics concepts. For example, if the game was showing Bernoulli's principle, you could have Romans making a set of pipes down to the city from a mountain lake, and they can't make the water flow too fast into each house.- You could make an arcade setup, where you are some person walking around and accessing different games people have made, and collecting points or achievements from each game.

URL: https://forum.audiogames.net/post/489413/#p489413




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Re: Is there a better Windows terminal?

2019-12-24 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: Is there a better Windows terminal?

There is a fantastic addon called Vertual Review:https://addons.nvda-project.org/addons/ … on.en.htmlIt allows you to arrow through the console output as if it was in a text file. I find it good for copying and pasting stuff.

URL: https://forum.audiogames.net/post/488201/#p488201




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Re: Survey of cross-platform spatial audio libraries

2019-12-19 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: Survey of cross-platform spatial audio libraries

Panda 3D is the best audio library I've seen. I think it either uses its own sound engine, or uses Base, but cross-platform sound is not something that is easy to get.You could do something with brython though, and use the browser as your platform.

URL: https://forum.audiogames.net/post/486957/#p486957




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

2019-12-14 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


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

Note: The summary element is not supported in Edge/Internet Explorer.

URL: https://forum.audiogames.net/post/485613/#p485613




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

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


  


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

If you're interested, I'm working on reactifying AccDC, so you can do something like:This is some country music.This is a rock bandWhich is significantly less coding than existing approaches. If you're interested, star the project, fork the project, and open issues. Also ask me any questions you may have. To use the react components, clone the accdc-react repo from github, erase everything from src/index.js, and type the below code and save. Then open a command line in the accdc-react directory and type: "npm start".import React, { Component } from 'react';import Accordion from './react-wrapped-components/Accordion'import AccordionGroup from './react-wrapped-components/AccordionGroup'function App(){  return(          This is some country music.      This is a rock band      )}ReactDOM.render(, document.getElementById('BootstrapHomeTabList'));

URL: https://forum.audiogames.net/post/485164/#p485164




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

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


  


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

If you're interested, I'm working on reactifying AccDC, so you can do something like:This is some country music.This is a rock bandWhich is significantly less coding than existing approaches. If you're interested, star the project, fork the project, and open issues. Also ask me any questions you may have. To use the react components, clone the accdc-react repo from github, erase everything from src/index.js, and type:import React, { Component, useState } from 'react';import { Accordion, AccordionGroup, Tab, TabList, Modal } from './packageIndex'function TriggerElement(props){    return {props.children}}function ReactComponentsIntro(){  return(These components are wrapped using JSX and provide a syntactically shorter method of creating an interface. These components are scoped at the top of the npm package, so typing:import { Tab, TabList } from 'bootstrap-react'Will import any of the below components. This page was built using react components as well, and it can be found at:src/App.js  )}function AccordionContent(){    return(                                    Item1                    This is item2                    )}function TabContent(){    return(                            This is country music                This is rock music                This is clasical                )}function ModalContent(){    const [ nameText, setNameText ] = useState("")    const [ passwordText, setPasswordText ] = useState("")    return(                                    Accessible Modal                                                A modal control displays information or interactive content that            must be dismissed before further interaction with the background            page can occur.                                                                                          Username:                                                                                      data-first="true"                                    data-focusfirst="true"                                    type="text"                                    id="uname"                                    name="uname"                                    _onChange_={ev=>setNameText(ev.target.value)}                                    value={nameText}                                />                                                                                        Password:                                setPasswordText(ev.target.value)} value={passwordText} />                                                                                                The modal is optimized for screen reader and keyboard only users:                                Activate the triggering element to open the modal.                          Screen reader users will be confined within the modal content, and              will not be able to see the background page content.                              (Confirmed in both Windows platform and iOS touch screen devices                using JAWS, NVDA, and VoiceOver)                                                    Keyboard focus is automatically restricted to active elements              within the modal, which is handled using HTML5 attributes within              the first and last focusable elements within the markup.                                    )}class App extends Component {    render(){        return(                                                                                                                        )    }}ReactDOM.render(, document.getElementById('BootstrapHomeTabList'));

URL: https://forum.audiogames.net/post/485164/#p485164




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

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


  


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

You should check out ACCDC and the components.It sounds like you are looking for either a menu or an accordion.Accordions are actually extremely simple.1. Have a page where you insert a button with an id and aria-expanded="false"2. Under that button have an empty div for the content and an id on the div.3. Have a script that is attached to the onclick event for that button. In this function, get the value of aria-expanded. If it is true, then remove all content from the div and make aria-expanded false. Else, make aria-expanded true and put the content in the div.Here is another site that has a fantastic tutorial for accordions.

URL: https://forum.audiogames.net/post/485160/#p485160




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Re: Chrom inspect, How to use it?

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


  


Re: Chrom inspect, How to use it?

1. Select the element you wish to inspect.2. hit applications and arrow down to inspect and hit enter, and your cursor will be on the element3. Hit ctrl+c to copy the selected element, or press the up and down arrow to move through the tree, or left and right arrow to expand or collapse the tree.I use the inspector when I want to figure out why some element is acting as it does with the current state of the webpage. CTRL+u only shows the initial state of the HTML webpage.

URL: https://forum.audiogames.net/post/485156/#p485156




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Re: Chrom inspect, How to use it?

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


  


Re: Chrom inspect, How to use it?

1. Select the element you wish to inspect.2. hit ctrl+shift+i, and your cursor will be on the element3. Hit ctrl+c to copy the selected element, or press the up and down arrow to move through the tree, or left and right arrow to expand or collapse the tree.I use the inspector when I want to figure out why some element is acting as it does with the current state of the webpage. CTRL+u only shows the initial state of the HTML webpage.

URL: https://forum.audiogames.net/post/485156/#p485156




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Re: Seeking Programmers To Assist with Second Life viewer

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


  


Re: Seeking Programmers To Assist with Second Life viewer

I'm astounded that clothing objects do not have a name attribute so you can hear info like "Red hat with palm palms".I also find it strange that one could not do a virtual view, similar to AHC's map view, to see chairs that are empty, or press a button to hear where chairs are in relationship to you.How is VR support? I wonder how the accessibility client works with VR controllers?

URL: https://forum.audiogames.net/post/484367/#p484367




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Re: free hosting?

2019-11-15 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: free hosting?

Here are some places with free hosting I think:https://hostadvice.com/hosting-services … a-hosting/

URL: https://forum.audiogames.net/post/477002/#p477002




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Re: Blastbay Studios Open Source Libraries

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


  


Re: Blastbay Studios Open Source Libraries

Yes, but libraries for stuff like making an object sound as if it is behind a door, or managing large sets of objects and map types is something that could be made in C++ and converted to WASM with Emscripten. Here are a list of libraries that have been converted to WASM:https://github.com/emscripten-portsIf we had something similar to bgt, or someone built a toolkit for brython or something to interact with web audio and other tools needed for audio games, you could get rid of the terrible syntax _javascript_ has.But a C++ developer could write entire games and websites in C++ using the emscripten.h file.Wasm is an incredible tool, and I would like to see some projects with it from experienced developers.

URL: https://forum.audiogames.net/post/472226/#p472226




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Re: Blastbay Studios Open Source Libraries

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


  


Re: Blastbay Studios Open Source Libraries

@philip_bennefall, it would be very interesting to combine some of these libraries into web assembly.I think if there was a BGT-like system for the web, it would cover all platforms. The two problems I see with the web are the difficulty with obfuscation, the amount of setup required to do anything, and the amount of _javascript_ required to do anything useful. Once you get good at _javascript_, it's not such a big deal to write functional code, but for someone just getting started, asynchronous code and the functional paradigm are not always the most intuitive.If you consider the web as your sandbox, it's a pretty big sandbox, and there's trillions of dollars being spent to increase the functionality of that sandbox each year. WebXR is coming out in December, for example, and the fact that a universal web speech api and web audio api already exist, that work on IOS, Android, Windows, OSX, and Linux, make the web such a cross-platform solution.I would love to see libraries for audio games compiled to wasm for people to import into their js code.

URL: https://forum.audiogames.net/post/471187/#p471187




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Re: Prototyping game for blind players and need feedback

2019-10-21 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: Prototyping game for blind players and need feedback

No, don't do real-time combat if you don't want to do it.It's fine without real-time combat, but it took a couple seconds for me to realize it wasn't real-time.

URL: https://forum.audiogames.net/post/469959/#p469959




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Re: Prototyping game for blind players and need feedback

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


  


Re: Prototyping game for blind players and need feedback

You can name the rooms whatever you like, just allow me to press n, w, s, e... to move through them. Follow the conventions in MUDs for it.I don't think anyone has ever made a game with boops for health, but if you are not going to make real-time combat, you don't need to worry about it.A good example of real-time combat is Materia Magica.You will need to use multi-threading to capture the STDIN from the player while the main thread is running the combat. I don't know if there is a good way to capture user input in real-time without using multi-threading.

URL: https://forum.audiogames.net/post/467415/#p467415




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Re: Prototyping game for blind players and need feedback

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


  


Re: Prototyping game for blind players and need feedback

type "help" to get commands."stairs" is what you type to use the stairs."use box" is what you type to use the box, although you need to be at a table first.Remember, muting the console screen from the audio mixer works like magic.I emailed Nightblade, so hopefully he'll read it. The github link is the download.

URL: https://forum.audiogames.net/post/467260/#p467260




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Re: Prototyping game for blind players and need feedback

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


  


Re: Prototyping game for blind players and need feedback

This is great, I love the idea! I went ahead and muted the audio by right-clicking on the sound mixer in my ssystem tray, then finding the prototype, then clicking mute.NVDA reads the console perfectly.I would allow people to turn on the speech by typing speech or something.I am not a fan of the animal rooms, I prefer n, w, e, s, u, d... My brain isn't wired to visualize the different room names like this.I would slow down the combat, put like 3 seconds between each round, that way I have time to read and make some kind of choice about what is going on.The sounds would allow me to get some idea of how much health I have. Just convert my full health to an octave and use a short, half a second sine wave for my health and a short half a second sawtooth wave for the mob's health every round.For me writing text games, the sounds were always the most difficult part, and the multithreaded interactions during combat. If you can solve both of those, then you have yourself a fantastic text gaming engine.I would make the description of the room as follows:You are in the Eagle room on floor 2F.This room contains the following 2 monsters:1 Slimes, 1 Goblins,This room connects to The Fish room, The Goat room,  and The Hamster room, . You see stairs leading down.You see a workbench here. You can use it to build things.Your command?That way I can jump to where I want to see the info without needing to listen to everything. For example, if I want the mobs, I go to line 3. For exits, I go to line 4.Also be careful of the text splitting in the middle of the line.When you finish, it would be nice to have the console exit or go back to a main menu.Yes, I like it@ The next version I would post in new releases.

URL: https://forum.audiogames.net/post/466979/#p466979




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Re: What is sound and how is it represented?

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


  


Re: What is sound and how is it represented?

Do some research on speech recognition, there are lots of tutorials on it:https://www.endpoint.com/blog/2019/01/0 … tensorflowOnce you start with that, you can branch out to other types of sound. The above descriptions are great if you want to really understand what is going on, but that tutorial will get you going with training your model on sound files.

URL: https://forum.audiogames.net/post/466970/#p466970




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Re: No flaming: a question for la esquela.

2019-10-06 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: No flaming: a question for la esquela.

Sorry, didn't read all of the other posts due to the arguing.Carrying your miniature bag, and sweeping and mopping wouldn't be too difficult.Use an Arduino with 2 servos for the wheels, and just do a simple robot car design.This could carry a small bag. Second, you could add in the design street sweepers use for the broom, and use a ultrasound sensor to figure out how close the wall is. Then you can program it to go strait with the broom in front until it reaches a wall, then stop, do something to move the dirt into a dustpan that is under the robot, then turn around and repeat.It probably won't work very well, but it would be fun and fit the project.You will need a couple hundred dollars to spend on parts though, but everything is reusable in future projects.Here is a fantastic site for blind people building with Arduino:http://blarbl.blogspot.com/I would look at:http://blarbl.blogspot.com/2017/08/meet … hield.htmlfor the Grove shield, which is incredible, and:http://blarbl.blogspot.com/2016/01/ardu … s.html?m=1Which is how to upload sketches to your board.If you are in the bay area, join:https://www.meetup.com/Blind-Arduino-Monthly-Meetup/Otherwise email Josh or I about questions you have after following the above guides.Developing with Arduino is not hard, it just takes a bit of yak shaving.Huge hint:For every starter project, just replace the buzzer from the Grove starter kit with the LED. They use similar code to get working, although the buzzer is way more functional, you can play music with it, whereas the LED just shows digital on off states, or analogue step states.

URL: https://forum.audiogames.net/post/466578/#p466578




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Re: Future of programming?

2019-10-02 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: Future of programming?

It's coding as much as using the GDE is coding. It just gives people an introduction to variables and if statements and loops. Quorum is much better if you know a teacher who is teaching Scratch.

URL: https://forum.audiogames.net/post/465747/#p465747




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Re: Future of programming?

2019-10-01 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: Future of programming?

You need a linux shell if you want to run python or node. I don't know if it is accessible. It probably isn't nice. But I'm not brave enough to try it LOL.

URL: https://forum.audiogames.net/post/465593/#p465593




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Re: Create a game map?

2019-10-01 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: Create a game map?

Hello,You don't iterate through tiles, you iterate through polygons. That way you can create a world that is endless and if you only have 1 object, then you're only looping through that one object.Look at:https://github.com/frastlin/PyAudioGame … ui/grid.pyThe Grid class is self-contained and is what you are looking for. It's extremely fast and can hold thousands of objects.

URL: https://forum.audiogames.net/post/465592/#p465592




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Re: The problem of choosing the first programming language

2019-09-30 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: The problem of choosing the first programming language

In my work as a coder, I use _javascript_, python, and C++, but mostly _javascript_ and python every day.If you want to be the most effective coder and leverage your time with producing full-stack apps, you can't beat _javascript_. Do a PWA with a Node backend and you have everything you need.For speed of coding, you can't beat python. It's just so fast to write basic applications in python, you can get a simple model for machine learning trained in very few lines of code.I have found that being able to work equally well in _javascript_ and python has made me very employable.Start with one and learn the other as you progress. They are very similar, but I would say that python is better for learning, as in _javascript_ you have several versions of the language that can be used in the same app. To loop through a list in _javascript_, I can think of 3 ways that are completely valid for a simple for loop, whereas in python there are two, and for i in list is used most of the time.But it is completely subjective and the above fits all your criteria, so do what I did and learn python first, then learn _javascript_.

URL: https://forum.audiogames.net/post/465448/#p465448




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Re: Future of programming?

2019-09-30 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: Future of programming?

Web is the new platform for most things. Progressive web apps, Electron, React Native or Native Script, are incredible. I've never figured out a good way to code on your phone. Personally, I wouldn't mind, but I need a keyboard and screen reader that I'm very good with, and for me, IOS doesn't cut it.Here is a Linux Shell that should work on IOS:http://osxdaily.com/2018/12/11/ish-linux-shell-ios/Using something like the Raspberry PI is also very easy to program with.In general though, you program on your powerful and fast laptop, then test on your slow IPhone. Perhaps when XR becomes much better, then we'll get coding environments in XR that will be faster than existing ides, but I don't see it happening any time soon.I see us creating computers that can allow us to design an app and it just takes that design and builds the app without us writing code coming out first.

URL: https://forum.audiogames.net/post/465445/#p465445




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Re: free hosting?

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


  


Re: free hosting?

Of course, all websites run code 24/7. What kind of code? _javascript_ code that is run on the visitor's machine is Github.If you're trying to run any kind of code, then Google Cloud has a free hosting level.pythonanywhere.com allows you to have one python server.

URL: https://forum.audiogames.net/post/465035/#p465035




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Re: Create a game map?

2019-09-27 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: Create a game map?

Look for a point in polygon algorithm in your language of choice, and just use polygons.Python:https://pypi.org/project/collision/_javascript_:https://www.npmjs.com/package/flatten-jsFor 3D objects, you'll want something like Panda3D or BabylonJS.

URL: https://forum.audiogames.net/post/464848/#p464848




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Re: free hosting?

2019-09-27 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: free hosting?

what do you want to do?Here are the solid options:github.com allows you to make a free static site and store code files.Google Cloud has a free hosting level.pythonanywhere.com allows you to have one python server.Heroku has a free level.Google sites is free and accessible, but only allows you to use their template.wordpress.com gives you a free wordpress site.AWS is pennies if you are just testing stuff, otherwise it's $6 a month.I use A2 hosting which is also around $3 a month for pretty much any small site.Mega gives 50 GB of free storage.Google Drive gives 15 GB of free storage.Github allows releases to be unlimited in size, although each file needs to be less than 2 GB.Let me know what you're trying to do and I can probably figure out a solution, but Github is really amazing.

URL: https://forum.audiogames.net/post/464845/#p464845




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Re: Prototyping game for blind players and need feedback

2019-09-25 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: Prototyping game for blind players and need feedback

I like it, but I don't know if I like the "you typed X" before everything. I think it's great for demos, but if I was playing the game, I would not like it much.I can use my screen reader for any console applications, and all screen readers work with consoles.I don't know if you have a good sound library that's cross-platform, but some sounds for health, like a set of pitches for health, would be useful.World of Legends (Which can be found in the audiogames.net archive) is another game like this.I love these games and wish there were more.accessible_output and Tolk are good libraries you can use to access SAPI or other screen readers without learning the SAPI APIs.ctrl is the shut up key if you are making interaction with SAPI.I like games that have lists of options, like:1. go to the forest2. Use an item3. Go to the lake...Because then I don't need to learn new syntax.

URL: https://forum.audiogames.net/post/464440/#p464440




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Re: looking to create a game

2019-07-21 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: looking to create a game

Read other topics on here, such as:Python TutorialsGDE Game MakerThenSable may be coming out soon.

URL: https://forum.audiogames.net/post/450222/#p450222




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Re: JS, HTML, and logging?

2019-07-21 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: JS, HTML, and logging?

philip_bennefall is correct, you should use an array:const li = ["red","blue","green"]console.log(li.reverse().join("\n")This will make the list reversed, so latest is at the top, then the join function will add a newline in between each entry.Then when you get a new item, just do li.push("new Item")

URL: https://forum.audiogames.net/post/450218/#p450218




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Re: Discussing Blind Accessibility Specifications

2019-07-18 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: Discussing Blind Accessibility Specifications

I just saw this, it is a set of specifications or "wishes" that games should do to be accessible:https://www.specialeffect.org.uk/access … -wish-list

URL: https://forum.audiogames.net/post/449632/#p449632




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Re: coding resources for children.

2019-07-15 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: coding resources for children.

LOL, here is what you are looking for:Quorum Hour of Code for Children. Quorum is an inclusive programming language that was built with novice screen reader user coders in mind, but has full graphics support for building games and apps. They have a web coding environment, so you don't need to install anything to start.Swift Playground for IPad has games built for kids that teach programming skills. The app is completely accessible with Voice Over, and is built for both sighted and blind kids to use.If the teacher is running a programming class in the U.S. and it is in a public K-12 institution, then they are required by law to make the content accessible to the child. The best way for them to do that, is to use either of the above two resources, which have the advantage of being accessible, but are also built for sighted kids to have lots of fun.

URL: https://forum.audiogames.net/post/448987/#p448987




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Re: Discussing Blind Accessibility Specifications

2019-07-14 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: Discussing Blind Accessibility Specifications

I think it should be like that post on heuristics I linked to above. There is a brief description and then a link to more detailed examples. WCAG is also formatted in this way.Higher-level concepts followed by code and sound examples.

URL: https://forum.audiogames.net/post/448774/#p448774




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Re: Discussing Blind Accessibility Specifications

2019-07-14 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: Discussing Blind Accessibility Specifications

I think a github repo would be the best. You can give people who are willing to significantly contribute access to the repo without approval, then if people want to debate particular aspects, like the sounds, they can open an issue with a proposal for what should be there instead.Then the contribution list can just be a list of Github names or audiogames.net names.Do you want me to make the repo or do you want to?

URL: https://forum.audiogames.net/post/448773/#p448773




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Re: Discussing Blind Accessibility Specifications

2019-07-12 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: Discussing Blind Accessibility Specifications

BTW, this maybe should go under developer's room or game discussion.

URL: https://forum.audiogames.net/post/448352/#p448352




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Re: Discussing Blind Accessibility Specifications

2019-07-12 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: Discussing Blind Accessibility Specifications

Eventually this should be its own repo, but for now, it can dovetail on another project.I have broken down Audio Game interfaces in my master's thesis.What it comes down to though, is following established user experience heuristics, such as Jakob Nielsen's 10 heuristics.We just need to give ideas on how each area relates to games and what is normally done. Each of these areas should be debated and commented on. Here is my initial set of thoughts:Visibility of system statusIn audio games, there are several system status messages that should be conveyed:1.    Is the game running. This can be done through music or environmental sounds, such as the guards shouting outside the safezone in Swamp.2.    When the user first logs in, there should be some recognition that something happened. This is done through a status message, such as the message in Swamp or Survive the Wild.3.    When the user is moving, there should be some kind of feedback. This is often done through footstep sounds, such as in Swamp, or engine sounds, such as in Cyclepath.4.    Barriers. There needs to be something that tells the user they can't go in a direction. Adventure at C does this very well by repeatedly making a sound when the user hits a wall. The problem with Adventure at C, is that new users may not understand that the knocking sound is actually hitting a wall and not a footstep (I showed adventure at C in a workshop and someone spent 5 minutes running into the first wall in the tutorial level). Swamp makes one hit sound, and the footsteps stop. People who don't know they should be hearing footsteps don't realize they can't move, they just think the game is broken. So I have used a "uh" sound coupled with another sound and every person I have shown the interface to seems to get that is a hit sound, especially if they are told once that is a hit sound.5.    Pressing keys, such as "h", to hear your health and "g" to get items on the ground. Messages are read through the text to speech.Match between system and the real worldSounds should be as close to the real-world as possible. Mario is a famous example where the sounds were too abstract for people to understand without playing the game. Yes, the themes were very distinct, but it did not make sense without playing the game. In A Hero's Call, there is the sound of water when you get near water, there are the sounds of fires if there is a camp fire. They use auditory Icons (sounds that are of real objects) to represent a data point, like a camp fire, in the game world. Sounds that are just beeps and buzzes are OK, but they take a while to understand. A good example is the navigation system in A Hero's Call. Doors have a particular sound that take a little while to understand, but it is very unobtrusive, not like the doors in Manamon, that sound like doors, but I don't want to stand by a door and listen to it for more than a couple minutes.User control and freedomMenus and dialogues should not be super hard to exit out of. Menus have existing conventions, such as up and down arrow keys to move through items, enter to select an item, and escape to go back in the menu. Dialogues need a way for you to repeat the message, go forward through the messages, and preferably go back through the messages (escape is also used to close messages). The game itself has a menu where you can save, load a game, pause, and that is gotten to by pressing escape.Also, for speech, I have found that players prefer to use their own screen reader most of the time, rather than the system voices. There should always be a self-voicing feature, but screen reader access should be an option.Consistency and standardsThe second chapter of my thesis and this ICAD paper talk all about conventions within audio games and each interface type. For tree interfaces (or menus), up and down arrow is used to move through items (except in some games that use left and right arrows), escape exits out of the menu or goes back, enter selects an item, there is often first-letter navigation, page up and page down jump by 5-10 items, and home and end jump to the top and bottom of the menu. There is also something (either a voice saying "top of menu" or a sound that plays, and the top item repeated, so you know you're at the top or bottom of the menu.Each interface has its own conventions, and these should be followed.Error preventionMany developers think that hitting a wall in an audio game is an error, and this is not necessarily the case. Games like Entombed and Swamp, make wall hitting part of the experience. A Hero's Call and Manamon do a great job in warning users before they hit a wall, that there is a wall coming up.For lava, or something of that nature that users should not step on, there is a warning of generally two steps that means "danger". Adventure at C and the Gate do this very well.Also, important messages should not go away in a button masher if you press a 

Re: List of resources for programmers, developers, and more

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


  


Re: List of resources for programmers, developers, and more

This is great!I think you should add a list of text editors and IDES that are easy to use with a screen reader, such as visual studio, EdSharp, Notepad++...Also, Java and _javascript_ should not be in the same section, they are not the same thing at all.There should be a heading for Web development that has _javascript_ and maybe Node (although node is not strictly for web development).A fantastic _javascript_ tutorial is Free Code Camp.Also, Learn Python the Hard Way is a very good tutorial.

URL: https://forum.audiogames.net/post/448242/#p448242




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Re: An fps game written in python3. Feel free to use it!

2019-06-10 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: An fps game written in python3. Feel free to use it!

BTW, kianoosh, we should combine forces, I did a very similar thing in pyaudiogame, using pygame (although it would be very easy to switch to pyglet).For Accessible_output2, I went ahead and just included it as a single folder in my code. I re-wrote the import statements, and that keeps people from having a problem with all the dependencies. Since accessible_output2 has not been updated in quite a while, I felt safe in doing this.

URL: https://forum.audiogames.net/post/440020/#p440020




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Re: An fps game written in python3. Feel free to use it!

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


  


Re: An fps game written in python3. Feel free to use it!

Thank you for movement.py, it is very helpful!The code could do with a few more docstrings and comments though, although I was able to find what I needed.

URL: https://forum.audiogames.net/post/440016/#p440016




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Re: I need help with my graduation final project

2019-05-23 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: I need help with my graduation final project

Yes, and here is a description of a more complex mission.The Aprone video is from a 3rd person perspective and the above recordings are from a first-person perspective.

URL: https://forum.audiogames.net/post/435802/#p435802




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Re: I need help with my graduation final project

2019-05-23 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: I need help with my graduation final project

Note that Beacons are amazing and completely an advantage when navigating new areas. This is why so many games use them.

URL: https://forum.audiogames.net/post/435779/#p435779




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Re: I need help with my graduation final project

2019-05-23 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: I need help with my graduation final project

I think this is a perfect time to do an experiment. I don't think anyone has ever compared guided navigation vs fre navigation in Audio Games.My theory is that actually navigation without a personal guide is less accurate and more general, as depth perception in audio is not the best. If I wanted to run out of a building that is on fire, for example, I would be hitting a lot of walls and trailing them as I would do in real-life. I think a guide would reduce my cognitive load and I would be focusing completely on the guide or beacon rather than the surroundings. It would be faster and more accurate, but I would not build a mental model of where I am going.Swamp does have beacons that are very useful, but they only tell you the direction from your current location. If you are in the back of a building, the beacon doesn't let you know where to go. The Beacon in A Hero's Call, on the other hand, does tell you exactly where to go. I found that I was very fast navigating in A Hero's Call, but I often times wished for more constant feedback from the beacon because sometimes I would overshoot the destination I wanted to go to while the beacon was in between indicators.I also like repeated bump sounds against walls or obstacles, as sometimes in Swamp I will hit a wall and need to listen for my footsteps to know if I'm running. When there are other players or zombies around, I sometimes can't tell who's footsteps I'm hearing.I've seen some research on this problem, I haven't done any reading on it though. Bruce Walker has some papers: Navigation Performance With a Virtual Auditory Display: Effects of Beacon Sound, Capture Radius, and Practice. Cognitive load of navigating without vision when guided by virtual sound versus spatial language - by Roberta L. Klatzky.These papers suggest that a beeping beacon is faster than one in A Hero's Call that says "Northwest" or the one in A Blind Legend.

URL: https://forum.audiogames.net/post/435778/#p435778




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Re: I need help with my graduation final project

2019-05-22 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: I need help with my graduation final project

As for Swamp, I think you should really spend some TLC with that interface as it is the next iteration after that in Shades of Doom. I use the forward radar a lot to navigate and I use beacons a lot. I also really love the ability Swamp gives you to remap all your key commands.The radar is an amazing feature and I think it would be fascinating to compare both the earcons present in AHC with the radar in Swamp, and the beacons in AHC with the beacons in Swamp, as they are very different, but still give you the information you need.I think in Swamp, you should at least get to map 3, participate in several of the different missions and really get to know that interface, as it allows for so much possibility. In AHC, I think you should at least finish the game once.Researching interfaces means that you feel comfortable using each interface and can give an objective view of each interface and their pros and cons.For example, neither Swamp or AHC show curves in any way and I was told Audio Quake shows curves, so I am attempting to play Audio Quake so I can really understand what they did.

URL: https://forum.audiogames.net/post/435524/#p435524




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Re: I need help with my graduation final project

2019-05-22 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: I need help with my graduation final project

Hello, currently I would say the best navigation solution for a first-person interface is A Hero's Call. They utilize a combination of grid and first-person which allows for rapid navigation and planning around different routes. Default is first-person which can be accessed through several modes inputs (mouse and arrow keys), then if you press m, the map or grid shows up. I really don't like A Blind Legend as there is no exploration or complexity in navigation as one would see in Swamp or A Hero's Call. I have a paper that goes into brief detail:B. Biggs, L. Yusim, and P. Coppin, “The audio game laboratory: Building maps from games,” 2018 [Online]. Available: http://icad2018.icad.org/wp-content/upl … per_51.pdfIf you give me your email, I can send you my Master's thesis as well as a new paper I'm publishing in ICAD 2019 that go into an analysis of audio game interfaces and the features of each interface. In general though, games like AHC are much easier to navigate than something like Swamp that don't allow for a grid view.I'd also like to know how you are defining "first-person" (let me know before you read my papers, as I would like to have a different perspective).

URL: https://forum.audiogames.net/post/435521/#p435521




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Re: A useable looking audio game engine in Python

2019-04-25 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: A useable looking audio game engine in Python

@ogomez92https://developer.mozilla.org/en-US/doc … reamSource@keithwipf1Look at pygame.mixer.pre_init, your pre_init may need to be changed.

URL: https://forum.audiogames.net/post/429273/#p429273




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Re: A useable looking audio game engine in Python

2019-04-18 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: A useable looking audio game engine in Python

Rust was just labeled as the most loved language for 4 years in a row by Stackoverflow, so I really want to try it out and see if I like it better than python.Since it can be compiled to web assembly by default, I really really want to try it now.The browser has more funding behind it than any other system out there and is gaining functionality at a prestigious rate. You can do just about anything in the browser currently, including full VR and AR experiences, IoT applications, connection to console controllers, touchscreen support, an audio API that is one of the best I have ever seen, an amazing web speech API, an amazing UI widget library (through HTML and Aria), full keyboard and mouse support, completely cross-platform, extremely easy to connect to a server, long-term storage, off-line support, works with every screen reader, is inexpensive, and the biggest tech companies in the world (Facebook, Google, Amazon, Netflix, Microsoft, Apple...) are investing trillions into their browser and web-based technologies.There is still a small place for native applications, but with React Native, or Electron, it's hard to say what is a native or web-based application anymore.

URL: https://forum.audiogames.net/post/427645/#p427645




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Re: A useable looking audio game engine in Python

2019-04-17 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: A useable looking audio game engine in Python

Good news for this project:pyodidewas just announced and this means python is coming to the web very very soon. You can actually use python for basic stuff already, similar to Brython, but pygame has an open issue, and once that is implemented, this library will be in the browser.Although to be frank, there is no reason to use pygame if the browser APIs are available, as the web audio API is incredible, aria live regions work with all modern screen readers, and the web speech API is really easy to use. Other than that, the only major thing that you need is a main loop and everything works perfectly for audio games.As Liam has pointed out to me though on other occasions, developing in the browser means that any client-side code is free for any person to modify or copy, so games like cyclepath could only be donation based projects or patrion, because it's extremely easy to copy new code and give it away for free. Runescape charges people to access new content from the server, and this allows them to charge subscriptions, but bots spam that place like you never believe.Regardless, personally all my development, unless I'm working on an older project, will be in the browser, and as Piodide gets better, I will probably be moving this library to the browser, as I am 10 times more productive in python than I am in _javascript_, just because of the language.

URL: https://forum.audiogames.net/post/427402/#p427402




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Re: Modules to help build Audio Games in the browser

2019-04-16 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: Modules to help build Audio Games in the browser

Hello Ghorthalon, how did you provide status messages for loading the external audio resources for the different maps?I'm having a problem where not all my audio resources are loading in the production build and I'm wondering how you managed to monitor all the uploads? Also, how did you list out all your assets? did you have a big file with all the imported audio files, one big audio file with a js file that had sound sprites, or what did you find to be most effective?Edit:I found your library:https://github.com/Ghorthalon/agk-sound … r/index.jsand see that you had a callback for every sound. I'm guessing that you had an object that had all the sounds in that level and a bool saying if the sound was loaded, then you just got the number of objects with loaded sounds and compared that with the total number of sounds every 500 ms to get the progress bar.I really wonder how much faster loading a single sprite source is vs a ton of smaller audio files. If it is really that much faster, then it would really be useful to have a sound sprite generator that has you upload all your sounds, then outputs a list of the sprite starting and ending points, the sound file's name as the sprite name,and a single audio file with all your sounds combined.Here is a discussion on the topic:https://www.reddit.com/r/gamedev/commen … le_images/

URL: https://forum.audiogames.net/post/427210/#p427210




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Re: A useable looking audio game engine in Python

2019-04-16 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: A useable looking audio game engine in Python

The pyaudiogame mixer module had an overhaul in December. pygame supports pan through the volume method where the first argument is the left channel and the second argument is the right channel. That pans. Pyaudiogame has a listener object that can move around the map and the sound objects can be positioned in space to sound around the listener object.pyaudiogame.mixer.set_listener(x=1,y=1, o=90)If you are looking for something like a side-scroller, you can just use the X coordinate and you'll have all the panning taken care of.To set a sound's position, you can either pass the starting pos in when you make the sound or set the pos after the sound is created:sound1 = pyaudiogame.mixer.Sound("my_sound.ogg", position=(5, 1))Then if you want the sound to move 1 square to the left, or down on the x coordinate, do:sound1.move_pos(x=-1)Then to set the pos back to it's starting position, do:sound1.set_pos(x=5, y=1)Hope this helps.

URL: https://forum.audiogames.net/post/427214/#p427214




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Re: Modules to help build Audio Games in the browser

2019-04-16 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: Modules to help build Audio Games in the browser

Hello Ghorthalon, how did you provide status messages for loading the external audio resources for the different maps?I'm having a problem where not all my audio resources are loading in the production build and I'm wondering how you managed to monitor all the uploads? Also, how did you list out all your assets? did you have a big file with all the imported audio files, one big audio file with a js file that had sound sprites, or what did you find to be most effective?

URL: https://forum.audiogames.net/post/427210/#p427210




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Re: A useable looking audio game engine in Python

2019-04-16 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: A useable looking audio game engine in Python

pyaudiogame is similar to create-react-app for audio games in python and is not even an engine, but more of a library of scripts that I wrote to help develop games. If you know anything about pygame, then this library will just be boilerplate.Originally, the project was meant to be a very good library for building audio games, but I felt as if my coding experience was not good enough at that point to really make it work.I have recently updated many of the modules to be more robust, but I would still consider the set of scripts to be in alpha. The code is pretty well commented, but I haven't had the time to rewrite the documentation and API to show the new grid and audio system.The cool things are that this system has a grid module that allows you to make maps like in Tactical battle and Super Egg Hunt in almost no code, and there is basic 3D audio support using only pygame's mixer module.So at this moment, I would say to look at this as a set of scripts that you can plug and play into your projects.I'm using it in a project of mine, so have been making updates to it and will keep making updates to it as I build new helper scripts for my projects. There is an email list and the github, so if you have questions or pull requests, I'll look at them, but my time is very limited, so I don't know how responsive I'll be.

URL: https://forum.audiogames.net/post/427194/#p427194




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Job Opening for Unity Audio Game Developer

2018-11-23 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Job Opening for Unity Audio Game Developer

Hello,There is a job opening for a game developer:https://www.indeedjobs.com/objective-ed … iXOmo4J1RgThe company will be making games with a particular initial focus on Audio Games.The company is founded by the developer of Blindfold games.

URL: http://forum.audiogames.net/post/394691/#p394691




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Job Opening for Unity Audio Game Developer

2018-11-23 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Job Opening for Unity Audio Game Developer

Hello,There is a job opening for a game developer:https://www.indeedjobs.com/objective-ed … iXOmo4J1RgThe company will be making games with a particular initial focus on Audio Games.

URL: http://forum.audiogames.net/post/394691/#p394691




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Re: make unity 3d accessible

2018-03-10 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: make unity 3d accessible

I believe you can create prefabs in unity with this script:https://answers.unity.com/questions/863 … -to-a.htmlThe problem with monogame is they don't have HTML5 support yet.

URL: http://forum.audiogames.net/viewtopic.php?pid=355135#p355135





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Re: Audiogames In JavaScript?

2018-03-04 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: Audiogames In _javascript_?

The problem is that I don't have the time to actually build very good games. I want to help other people build games on the web, but I'm not sure how to do that. Reading these comments hints to me that there needs to be less complexity around tools. As a sighted developer, Unity is pretty much the tool. We don't have anything like that for audio games.What needs to happen with Unity is a blind person partnering with a Unity expert to finish building the tools in the accessible Unity template so they can make a game. The Unity expert needs to be very well-versed in how scripting Unity itself works. I was working with Michelle, the maker of Crafting Kingdom, but I haven't been able to get a hold of her for a while. I'm also not developing unity games at the moment.The problem with Unity games are that they only use canvas in the web browser, so if you wanted to build something that had any real elements, then it wouldn't work.So until this team of developers really spends some TLC making tools for blind developers to develop in Unity, then it is not going to be the most accessible. Right now you could probably build a sidescroller in Unity using C#.The existing tools are to use whatever libraries you can get in python:https://wiki.python.org/moin/Audio/may be another resource.Or use brython with sono or WAD. The webaudio interface is not going to change any time soon and you really have some great functionality in Brython, even though it is a transpiler.

URL: http://forum.audiogames.net/viewtopic.php?pid=354476#p354476





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Re: Audiogames In JavaScript?

2018-03-02 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: Audiogames In _javascript_?

You are going to get a biased response from this thread. As someone who has developed in both python and _javascript_, the cross platform abilities of _javascript_ are unparalleled. The eas of learning in python are unparalleled.I just built a project that required sound generation using python, and the only sound library I could think of that allowed this was libaudioverse. I developed this project, then realized my teammate only had a mac, so was never able to run my script. For most things though, python is pretty good for cross-platform development. But compared to _javascript_, there is no comparison.If you are in a rush and want to get a game out, I would say that the browser is the way to go. If you know a little python, then using something like Brython is your best bet. In _javascript_, the best way to do things is to research for a little while (like maybe a week), on tools that you like, then once you have made your choice, stick with it and don't change unless there is a very good reason to. There are over 475,000 _javascript_ libraries, and to keep from being overwhelmed, you need to limit yourself to the libraries that you have chosen. You can literally spend all your time looking at libraries, so in _javascript_, find one and stick with it. It is difficult to go wrong with libraries in _javascript_, so just find something that feels good to you.For example, use sono for audio and use the ticker system in pyaudiogame along with brython. Then get an account on Amazon S3 or Github to host your webpage. That's all you need to do to start developing python in the web browser. There needs to be a tutorial for this, and I'll put it on my list of things to do.Here is what I think should happen:There should be something called webaudiogame that functions like create-react-app. The goal would be for someone to type something like:webaudiogame python appNameand a dir called appName would be created with everything needed to develop audio games in brython. All one would need to do is enter the app dir, and type npm start to run the app in their web browser. There will be a tutorial on how to deploy to S3 or Github, and maybe even a tutorial on python using brython later on. The initial src folder will have some code that will show how to capture keyboard input, schedule events, manage sounds, and save.The webpack server will have hot module reloading and the included packages will be, either sono or WAD (debate please), then some libraries that make saving and queueing events easy. Then a script to allow one to package their code in an executable, probably using Electron.This would allow people to quickly develop audio games in the browser without spending lots of time looking for libraries.What are your thoughts?I can start this kind of thing, but as you see from pyaudiogame and the accessible Unity Template, I'm not good at maintaining or extending projects past the basics. So if I should spend the time creating something like this, then there should be some other contributors who can write tutorials, use the package, and write new modules.

URL: http://forum.audiogames.net/viewtopic.php?pid=354295#p354295





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Re: Availability of Unity and Unreal engine

2018-03-02 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: Availability of Unity and Unreal engine

Check out my project at:https://github.com/frastlin/Screenreade … tyTemplate

URL: http://forum.audiogames.net/viewtopic.php?pid=354296#p354296





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Re: Audiogames In JavaScript?

2018-02-28 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: Audiogames In _javascript_?

Yes, this is the beauty and terrible thing about _javascript_. No one tells you what you should do, instead they allow people to build the best libraries and share them on npm. This allows for incredible freedom, but extreme complexity and it leads to developer burnout quicker than in other languages.You have the same problems of serialization, event management, and sound generation  in any language other than BGT. _javascript_ is used everywhere. It is the Most popular language in the world, just because it is the only language of the web (other than the very new web assembly).projects that are newbie friendly have a cli tool that creates everything you need to develop with that project. This is what needs to happen with audio games.

URL: http://forum.audiogames.net/viewtopic.php?pid=354139#p354139





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Re: How can blinds handle CSS withouth sighted help?

2018-02-28 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: How can blinds handle CSS withouth sighted help?

(I think the official slang term is blindies).I have been searching this problem for a while, and have come to the realization that just as a sighted developer can't build a good interface for a screen reader without testing it with a screen reader, a blind programmer can't develop custom CSS widgets.Bootstrap is perfect for blind people, so is using widgets from a toolkit like AccDC.The developer of AccDC is blind and he partnered with a sighted graphics designer to build the CSS for the widgets in the technical style guide.I have tried making nice interfaces using CSS, but it doesn't work very well. We just don't have the technology yet to allow us to position and understand color shading without vision. I am working on this problem in my masters degree, so hopefully soon we will have a solution!For now, using CSS from a sighted person is the best method.

URL: http://forum.audiogames.net/viewtopic.php?pid=354095#p354095





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Re: Audiogames In JavaScript?

2018-02-28 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: Audiogames In _javascript_?

Ghorthalon, I would like to see your Node environment. Have you used any of the existing engines like Phaser?It would be nice if someone created something like create-react-app for audio games that allows for easy packaging, easy deploying on a server, and has all the things one needs to create audio games, like a sound library, event management, scene management, serialization, and everything else one needs to create a Swamp online. Also maybe some massive compression tools to help minify the assets. It would also be cool to start a repo of procedurally generated sounds, which would be significantly smaller than sound files. I don't think Sono allows for manipulation of oscillators, but WAD does and it also allows for using 3D Audio.For normal user Interfaces, AccDC has fantastic accessible widgets and it is basically JQuery with a ton of widgets. I could see someone create a Castaways using this data grid that both blind and sighted players could play.Also, there is a very nice implementation of python in the web browser which can use WAD, Sono and any _javascript_ library, you just import it using python syntax.(there are compilers that can make your code incredibly small, but I think Brython is just super fast and easy to use).Frankly, developing Audio Games in the web browser should be easier than anything else, so it's just getting past these first few hurtles before it will become super easy. Also, there needs to be a learn _javascript_ the hard way so people can quickly get up and running with _javascript_.

URL: http://forum.audiogames.net/viewtopic.php?pid=354093#p354093





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Re: Audio games in the Web Browser

2017-12-16 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: Audio games in the Web Browser

I found Wad right after I posted that issue. I don't think it would be too difficult to write a wrapper for something like Sono to create oscillators, but I haven't spent the time reading through the web audio docs to figure out how it works. Wad was enough for me at the moment .

URL: http://forum.audiogames.net/viewtopic.php?pid=342388#p342388





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Re: Audio games in the Web Browser

2017-12-01 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: Audio games in the Web Browser

BTW, you access the listener object by accessing the audio context. In WAD it is Wad.context.listener. I haven't spent much time with it, so don't know too much about what all the params mean.

URL: http://forum.audiogames.net/viewtopic.php?pid=340631#p340631





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Re: Audio games in the Web Browser

2017-12-01 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: Audio games in the Web Browser

Yes, with oscillators you just generate the sounds in the web browser on the spot. Here are some examples:http://webaudio.prototyping.bbc.co.uk/gunfire/gunshotshttps://www.leshylabs.com/apps/sfMaker/old Nintendo soundsThe theory is that you can generate any sound by adding together oscillators in different combinations. This is how screen reader synthesizers were created before we had companies like Ivona putting real voices into synths.The problem is that making a single sound is incredibly difficult and there are little to no resources on how to generate sounds with oscillators. Practically speaking, unless you use raw oscillators a lot (like me), the promise of procedurally generated sound is still far off. But the ability for everyone to listen to a sound effect generated by their web browser makes this a field that will see some innovation very soon, just because generating sounds is so much faster than loading them.

URL: http://forum.audiogames.net/viewtopic.php?pid=340630#p340630





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Re: Audio games in the Web Browser

2017-11-27 Thread AudioGames . net ForumDevelopers room : frastlin via Audiogames-reflector


  


Re: Audio games in the Web Browser

Sono doesn't allow for advanced control of oscillators which is needed if you don't want to have the user download a ton of sounds. The problem is that making a sound is not a walk in the park.I'm going to open an issue on web audio daw to ask about setting the position of the listener. I do have a script that sets positioning quite well with just stereo, but I would rather use the 3D panning.

URL: http://forum.audiogames.net/viewtopic.php?pid=340152#p340152





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