Re: Blog post: Why does BGT get bashed?

2018-01-16 Thread AudioGames . net ForumDevelopers room : guilevi via Audiogames-reflector


  


Re: Blog post: Why does BGT get bashed?

@CAE My biggest problem is that the audiogaming industry is already a few years or even decades behind. I am of the opinion that, if we have the option to use something newer, better, and more supported, it should be taken. Yes, BGT may be a decent way to make a few first projects, but we are limiting ourselves. Not everyone needs what other languages may offer, but many people who make more complex games find themselves wanting feature X that is not practical to implement with BGT. Once again I will say that I do not think JS is the only right approach, just as I think that BGT is not the most horrible one. If it has achieved this popularity it must mean it is good in some way. I am simply trying to outline its many issues and the reasons why I would definitely consider at least taking a look at other options. I am liking the JS approach more and more, and I do understand that right now it is quite a mess to set up, especially on Windows. If people agree with me, however, I am willing to write an article and possibly a few scripts to make this process much easier and faster.

URL: http://forum.audiogames.net/viewtopic.php?pid=347904#p347904





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Re: Blog post: Why does BGT get bashed?

2018-01-14 Thread AudioGames . net ForumDevelopers room : guilevi via Audiogames-reflector


  


Re: Blog post: Why does BGT get bashed?

@10 you are absolutely right about Electron. I definitely didn't compare that part of the two, I just find it somewhat funny that BGT is supposedly compiled and generates 800kb executables.As for your other point, BGT may be a starting point right now, yes, but part of what I aim for is for the process to create games in something else to become much more straightforward. Again, as I said at the end of my post, BGT is by far not the worst we have, and yes, I agree that you don't need much more for simple games. But I don't think it should be much more than that, a starting point to introduce you to basic concepts and let you move on to other things. I think we, as developers, should, in a way, strive to show our users the capabilities that current technologies have when they may make playing experience more enjoyable, and yes, I realize this last sentence may possibly ge me more bashing than the whole entire post. 

URL: http://forum.audiogames.net/viewtopic.php?pid=347543#p347543





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Re: Blog post: Why does BGT get bashed?

2018-01-13 Thread AudioGames . net ForumDevelopers room : guilevi via Audiogames-reflector


  


Re: Blog post: Why does BGT get bashed?

The fact is that a lot of BGT developers do not know anything else and don't know what they do not have, which makes sense but limits them. This trend of BGT pseudo-fps games would indeed benefit from 3D audio and the LAV BGT implementation, as I understand, is unstable at best. WebAudio does not require a server. Again, look at both Dark Defender and Cyclepath. You said it, JS is not what it once was and many qeople who have used it for a while complain about problems that have been gone for a while. You could just as well defend that since Lightech Games and L-Works games worked well, BGT is unnecessary and VB6 works perfectly well. The setup for a JS-based project is somewhat complicated for the first time, for now, because nobody has cared to try using it and making it better for everybody else. You are right, a game sucks no matter which language it's made in, but that is because you are going on the premise that what we'll do im port games. The average BGT programmer, as seen in post 3, knows what BGT offers them and little more. We're used to a quick but limited support. Obviously as you said, some things are bells and whistles, but 1, sometimes bells and whistles make games all the more innovative, and 2, the lack of bells and whistles aimed toward game development in the Blastbay *game* toolkit is part of what I mentioned.

URL: http://forum.audiogames.net/viewtopic.php?pid=347334#p347334





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Blog post: Why does BGT get bashed?

2018-01-12 Thread AudioGames . net ForumDevelopers room : guilevi via Audiogames-reflector


  


Blog post: Why does BGT get bashed?

Earlier today, I wrote a post outlining my reasoning for why I think BGT is not a suitable audiogame development environment, trying to write as objectively as possible and proposing an alternative. There has been a lot of unfounded bashing of BGT lately, and I don't think that is fair without propper factual backing. Here is my take on the matter:https://guilevi.wordpress.com/2018/01/1 … new-tools/Thank you for reading, and please leave your thoughts here or in the comments!

URL: http://forum.audiogames.net/viewtopic.php?pid=347196#p347196





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Re: What was the first game you ever made?

2016-05-14 Thread AudioGames . net ForumDevelopers room : guilevi via Audiogames-reflector


  


Re: What was the first game you ever made?

@Aprone that's interesting. I never really thought your games started out as graphic-only. Do you keep the graphics around on all of your titles though, like the last one you released?My first actual game was a MOO which never got released to the public because of... The typical problems that moo brings with it when people are dumb and decide to get into all kinds of crap, which is what I pretty much did  few years ago. Later I looked into BGT, and I remember my first game was a space invaders ish sort of thing, with only one enemy, which had an interesting health system and some kind of bonus thingy, I think, I honestly can't remember very well. The first audiogame I ever released is probably Town of Peril, although as you all know, that was originally just a clone of Danger City. The code ended up being so bloated and made so little sense even to me that I ended up just dropping it. I learned two things from that project, which may not work for others but d
 efinitely worked for me: 1, use functions, classes and different files when possible, but without exageration, and 2, acronyms and other cryptic variable names are a bad idea if you plan to work on a game long-term. When you go to add a new feature, and you see a line full of declarations with lots of acronyms and no comments, and you have to go looking through the whole code to see where each variable is... yeah. Don't.

URL: http://forum.audiogames.net/viewtopic.php?pid=260466#p260466





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Re: looking for volunteers to test a roguelike for both visually impaired

2015-10-23 Thread AudioGames . net ForumDevelopers room : guilevi via Audiogames-reflector


  


Re: looking for volunteers to test a roguelike for both visually impaired

Hello,I do believe I was one of the people who volunteered a few months ago when you asked on a Spanish mailing list. I remember back then I couldn't get java Access Bridge to work, so I couldn't read what the game was sending out. If you want me to, I can try again. This sounds like a quite interesting game idea.

URL: http://forum.audiogames.net/viewtopic.php?pid=235851#p235851





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Re: C/C++ Standard Library, available for multiple programming languages

2015-10-18 Thread AudioGames . net ForumDevelopers room : guilevi via Audiogames-reflector


  


Re: C/C++ Standard Library, available for multiple programming languages

I don't see why you would want to port the standard library to those programming languages. Most if not all of those functions can be accessed either via the programming language in question's standard library, or by some extension that is quite easy to get, since if they're in the C standard library, there's a 99% chance that they're available if they're so essential. What will be this wrapper's advantages?

URL: http://forum.audiogames.net/viewtopic.php?pid=235265#p235265





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Re: BGT ToneSynth noise channels, macros and other stuff

2014-10-08 Thread AudioGames . net ForumDevelopers room : guilevi via Audiogames-reflector


  


Re: BGT ToneSynth noise channels, macros and other stuff

Hi,@CAE, I know most of these changes wouldnt be worth it to implement, but Im posting the full list out here anyway so if philip sees this and feels it would, here they are. Sighted people can use trackers which we of course cant take advantage of. Ive tried a few sid trackers myself and theeyre not accessible at all.

URL: http://forum.audiogames.net/viewtopic.php?pid=191522#p191522




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BGT ToneSynth noise channels, macros and other stuff

2014-10-07 Thread AudioGames . net ForumDevelopers room : guilevi via Audiogames-reflector


  


BGT ToneSynth noise channels, macros and other stuff

Hi there,Lately Ive been looking at many ways of writing chiptune music. I have found a few alternatives as stated in my topic in the off-topic room, but the only one that I managed to get to work was MCK, a way to convert MML (Music Macro Language) into music files for the nintendo entertainment system. The only problem with this method is that it seems to require a 16 bit system, although windows xp doesnt work, so my only other possibility is to have a windows 98 machine running so I can convert the MML files after writing them since editing with supernova under 98 is incredibly obnoxious. This means I have to do loads of transfers between the machines because the nes player that I use doesnt work under 98 either. The compiler is also pretty slow. That, combined with the lag the virtual machine has, makes writing nes music a very hard task, requiring a lot of work which could be saved... with bgt.Surprisingly enough, the bgt soundtrack object
 s philosophy is mostly the same as the MML/MCK one. The syntax is almost exactly the same, they both use a channel system, but they have a few differences which really make the change impossible. I will try to detail them here so if Philip happens to read this or someone passese this on to him these features might get added in a future small update.1. Noise channels: This is perhaps my greatest problem right now. Noise channels are used in lots of chiptune tracks to simulate drums in a very rudimentary fassion. Theyre also incredibly useful when making 8bit sound effects. This would be a great addition to the tone synth class for people like me who dont mind scripting chiptune.2. Samples (DPCM): The nes had a channel for DPCM samples, which were basically recorded wave samples or something like that that you could insert into the track. This was another way of making drums, way more realistic than the noise one. With bgt you cant add samples to a song i
 n any way.3. Macros: MML has a very useful feature called macros. Theyre basically sequences of different atributes that can either loop or just affect the beginning of a note. You have different macros for arpegiator, volume, vibrato, etc. The attack parameter in the soundtrack object, for example, could be achieved in mml by making a volume macro that would ramp the volume up when a note starts: @EV0={ 0 1 3 5 7 }4. Square wave duty: As most of you already know, square waves can have different duties (12.5%, 25%, 50% and 75%) which make the soudn of the instrument completely change. It would be extremely useful to have that in square instrument tracks since it would allow for more instrument making, and if we ever have an duty macro, that would help a lot too.5. Pitchbending in soudntrack objects: One of the many reasons I didnt switch to bgt for chiptune making is this one. You cant do pitchbends in the soudntrack because you have no control on
  the current note whatsoever.6. Easier way to make tuplets in soundtracks: Right now you have to actually calculate the length of the note which is kind of hard for me. MML uses a pair of delimiters with the notes inbetween them and then a number after the closing delimiter signifying the length of those notes. SO to do an eighth note tripplet you do {CDE}8 or someothing like that, I honestly cant remember if it was braces or brackets off the top of my head.Well, I think thats it. If anyone would be so kind as to pass this on to Philip if he doesnt really check this forum, I would greatly appreciate it. Im sure all of us chiptune lovers out there will love this. Hell, this might even make bgt an interesting tool for sighted people who also love chipmusic.Thanks in advance!

URL: http://forum.audiogames.net/viewtopic.php?pid=191481#p191481




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Re: BGT ToneSynth noise channels, macros and other stuff

2014-10-07 Thread AudioGames . net ForumDevelopers room : guilevi via Audiogames-reflector


  


Re: BGT ToneSynth noise channels, macros and other stuff

Hi,@camlorn like I said in my other chiptune topic, there arent any good chiptune soundfonts out there. Therere a few which work for most stuff but each one has a problem that makes it unusable at one point or another.

URL: http://forum.audiogames.net/viewtopic.php?pid=191496#p191496




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