Re: problem with Note function mush client

2021-03-06 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: problem with Note function mush client

If you have omit from output checked in the edit trigger dialog, you must switch the send to combo box to script after omit, otherwise it will run twice. Not sure why that is.

URL: https://forum.audiogames.net/post/620595/#p620595




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

2021-02-06 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


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

I mean it's a tough situation because you don't want to get people's hopes up because this community doesn't have the best reputation when it comes to patience, so I do understand the premise for the vaguery. Still, I sent them an email and also got nothing, and that's off the forum, I think they could have at least said something in the emails.

URL: https://forum.audiogames.net/post/613351/#p613351




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

2021-02-06 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


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

I mean it's a tough situation because you don't want to get people's hopes up because this community doesn't have the best reputation when it comes to patience, so I do understand the premice for the vaguery.

URL: https://forum.audiogames.net/post/613351/#p613351




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

2021-02-06 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


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

I really don't know what game you're making, so I don't know if moo would be the optimal language for it. The most concerning limitations of Moo and related plans are:1. low popularity = lack of external libaries: other languages that are more popular have more developers working on external libraries such as physics, string hashing, encryption, multithreading, machine learning, etc. Depending on what you want to make, a moo programmer might have to code or port in that functionality by hand, which could take a lot of time that could otherwise be spent on programming the actual game mechanics.2. Slowness of moo code: Moo code is fairly slow because the moo server has to compile the code each time it runs. Compare this to an already compiled program in c or c++, which doesn't have this overhead. This is probably not something worth concerning yourself about because there is a dearth of blind low level programmers available anyway, and an even smaller  number of them have enough free time because they are already employed. Python, Java and BGT aren't low level languages, because they run in an interpreter. Neither is _javascript_, which uses the browser or Electron as its interpreter. I mention it here because if  you want to add functionality tot he moo server, you are going to need to know c to do it.3. external client: the game server can be coded in moo, but the external client will still need to be coded in some other language; moo is only a server language. Mud clients such as Mushclient connect to the server and send and receive information to and from the moo server. RS games also runs on moo, and the RS games client provides a front-end interface which handles the sending and receiving of data and presents it in a user friendly form. Any language that supports socket connections should work for this.4. imprecise timing: because of the way that moo works, its timing functions are notoriously imprecise, at least from what I have experienced coding on ChatMUD. Since the moo server isn't multithreaded, all the various code that everyone runs has to wait its turn to execute. Even though a piece of code might take just a few ms to execute, multiply this by 20 or 40 or 100 and you could have a delay of 300 ms before a line of your code actually runs in some extreme circumstances. If your game is played in realtime, I would strongly recommend against using moo.

URL: https://forum.audiogames.net/post/613249/#p613249




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Re: Need a sound designer? Listen up!

2021-01-21 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: Need a sound designer? Listen up!

thanks, I updated the first post.

URL: https://forum.audiogames.net/post/608441/#p608441




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Re: Sound designer looking for something to do

2020-12-23 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: Sound designer looking for something to do

that is often just not that feasible. ITs better to have a demo reel ready so you can just send it right out to people.

URL: https://forum.audiogames.net/post/601449/#p601449




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Re: Sound designer looking for something to do

2020-12-23 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: Sound designer looking for something to do

I created a topic for sound designers looking for work to post demos. https://forum.audiogames.net/post/601428/#p601428If you have demos to show off, post them in that topic. And if you don't have one and are looking for work, your first bit of work can be to make a demo and post it!

URL: https://forum.audiogames.net/post/601429/#p601429




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Need a sound designer? Listen up!

2020-12-23 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Need a sound designer? Listen up!

Hey. After seeing a few topics like this I decided to make one for sound designers to post their demos, along with contact info in case someone wants to get in touch with them to negotiate sound effects for games. I would appreciate it if the admins stickied this topic. Please try to keep clutter out of this topic, or maybe I can try and keep the first post updated with a list of designers with post numbers for their contact info. I will begin with my own demo, which is a bit old so it doesn't have some of my later work, but still illustrative enough of my talents from then. Contact me on sleepio1 at hotmail dot com.https://www.dropbox.com/s/xtclmoniuvpm8gd/demo.mp3?dl=1Music was not designed by me; I got it from a royalty free music library.

URL: https://forum.audiogames.net/post/601428/#p601428




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Re: Sandbox MUD

2020-12-05 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: Sandbox MUD

I tried to click the web interface link in Brave and it just didn't work, but my main question is how does this differ from something like ChatMUD which also has custom building and programming support, besides the idea of a custom scripting language?

URL: https://forum.audiogames.net/post/595650/#p595650




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Re: WeSoundEffects is givin away 25 GB of sound effects for free

2020-07-03 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: WeSoundEffects is givin away 25 GB of sound effects for free

That list of companies looks a lot like the companies that resell through sonis.com I wonder if the sonis.com gdc game audio bundle 2020 is the same as this.

URL: https://forum.audiogames.net/post/548199/#p548199




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Re: making classes inside of classes in bgt

2020-04-23 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: making classes inside of classes in bgt

Hijacker's suggestion is the clearest implementation for sure. So to build off of what he wrote, you would do something likeplayer p1;type type_fire;void set_up_types() {type_fire.name="fire";}p1.type[0].name=type_fire.name; // allows for easier translation if you plan to do thatp1.type[0].level=0; //

URL: https://forum.audiogames.net/post/521984/#p521984




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Re: John Studio offers beneficial cooperation

2019-12-16 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: John Studio offers beneficial cooperation

this kid is just rofl

URL: https://forum.audiogames.net/post/486062/#p486062




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Re: Lucia - OpenSource AudioGame engine written in Python

2019-11-27 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: Lucia - OpenSource AudioGame engine written in Python

I attempted to run the example in the 3d folder called bass_example.py and got this error: Traceback (most recent call last):  File "bass_example.py", line 16, in     player = lucia.utils.rotation.Vector()AttributeError: module 'lucia' has no attribute 'utils'But when I went to c:\python 37-32\lib\site packages\lucia there was a utils folder in it. I tried renaming the lucia folder there to see if it would error when trying to find lucia, but it didn't, so I'm not sure where else it could be looking to import packages. An ideas?

URL: https://forum.audiogames.net/post/480552/#p480552




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Re: Lucia - OpenSource AudioGame engine written in Python

2019-10-26 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: Lucia - OpenSource AudioGame engine written in Python

@defender I agree he was a bit fiery but he does have a legit point. It does matter a great deal.In the cartesian system you have north at 0 dg, east at 90, south at 180 and west at 270, and the angles go clockwise as you can probably imagine.But in the unit circle system, you have east at 0 degrees, then you go counter clockwise to north at 90, west at 180 and soth at 270. This is because of the way the vectors work out. Since the x component of a vector is r*cosine theta, the y component is r*sine theta, and the unit circle has a radius of 1 unit, the vector of length 1 and at angle 0 degrees is at coordinates (1, 0) which is to the east on a coordinate plane. And for anyone doing newtonian physics, this is standard. It's also the conventional way to handle 3d coordinate space physics, because you can just extend the vectors to a third component. In the cartesian system, there isn't really a possibility of a third component without a lot of mathematical acrobatics and people wouldn't understand what was going on anyway.ANd by the way this is also why in swamp, facing 0 degrees is east, because Aprone is using vector physics there. It's probably prudent to only use the cartesian system when reporting directions to the player, as in leave all the calculations in the unit circle system so that you and others can understand the calculations later when they try and actually picture the way the vectors are facing, because yes it does work out.I find this explanation a lot more understandable than the idea of right and left handed coordinate systems, because Ethin didn't really explain about how you convert the angle into the coordinates which was a big confuser for me when I tried to read it, and I even knew the material.

URL: https://forum.audiogames.net/post/470754/#p470754




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Re: Lucia - OpenSource AudioGame engine written in Python

2019-10-23 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: Lucia - OpenSource AudioGame engine written in Python

I wonder if there's a way to only use the audio components of lucia without using the event processing engine and all that. Probably not though, it seems to be all one single package unlike something like the audio game kit where you can just import the modules you care about.

URL: https://forum.audiogames.net/post/470308/#p470308




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Re: Lucia - OpenSource AudioGame engine written in Python

2019-10-15 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: Lucia - OpenSource AudioGame engine written in Python

yeah, I tried using libaudioverse but ran into a crash with the dll that I can't debug. It was a null pointer access, always the most annoying to deal with, so I am looking for a replacement.

URL: https://forum.audiogames.net/post/468676/#p468676




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Re: Lucia - OpenSource AudioGame engine written in Python

2019-10-15 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: Lucia - OpenSource AudioGame engine written in Python

Hoping you work on expanding the openAl support. I saw that there was minimal work done on it, just enough that someone could use hrtf with it and use the sound pool. I hope you add support for all the reverb options and other effects it has, or at least expose those functions to the backend.

URL: https://forum.audiogames.net/post/468631/#p468631




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Re: Lucia framework?

2019-10-14 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: Lucia framework?

what does the framework use for audio? Is it just sound_lib or is it something else?

URL: https://forum.audiogames.net/post/468397/#p468397




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Re: Ok bgt, what the hell?

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


  


Re: Ok bgt, what the hell?

no he's using a sound_pool, presumably that object is p. You probably shouldn't have the loop play in the constructor though, that just seems like a bad idea, make it play later.

URL: https://forum.audiogames.net/post/466961/#p466961




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Re: My guides for Python

2019-08-17 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: My guides for Python

Oh man, if only I'd known about that before! I made all the python 3 modifications myself, took about 3 hours of work for me. Oops. Well no worries. I also got the sound positioning in 2d functions to work with behind pitch decreases, but I guess he already fixed that himself too.Edit: Turns out he did not. I might do some work on it myself and upload it eventually. I want to experiment with the eax effects available in bass, as well as the libaudioverse wrapper.

URL: https://forum.audiogames.net/post/456107/#p456107




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Re: My guides for Python

2019-08-17 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: My guides for Python

Oh man, if only I'd known about that before! I made all the python 3 modifications myself, took about 3 hours of work for me. Oops. Well no worries. I also got the sound positioning in 2d functions to work with behind pitch decreases, but I guess he already fixed that himself too.

URL: https://forum.audiogames.net/post/456107/#p456107




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Re: My guides for Python

2019-08-17 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: My guides for Python

Oh man, if only I'd known about that before! I made all the python 3 modifications myself, took about 3 hours of work for me. Oops. Well no worries.

URL: https://forum.audiogames.net/post/456107/#p456107




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Re: My guides for Python

2019-08-17 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: My guides for Python

https://github.com/masonasons/AGKrequires a good bit of modification to actually get working, but it does work. I have yet to test out the 3d audio components though.

URL: https://forum.audiogames.net/post/456081/#p456081




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Re: My guides for Python

2019-08-16 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: My guides for Python

Thanks americranian that did solve the problem. Interestingly enough I had a similar problem when I was trying to use Masonason's Audio Game Kit, and it was trying to initialize the sound library. In the __init__.py file it had:import soundimport sound_positioningimport sound3dNow, there were files called sound.py, sound_positioning.py, and sound3d.py just like the import statements said, but it still gave that error. I wonder if this is some new change with python 3.7 or something? I just don't know. Or maybe the have  to be made into .pyc files?Edit: It seems like if you want to import files from the same folder and they aren't like, the base  file you're running it from you have to use from . such likefrom . import soundand then it will at least get past that.And yeah this masonasons audio game kit looks pretty neat. I can upload the zip file with all the code changes I had to make to an upload site of choice. It has examples and stuff too. He also built a rapper around the keyboard input which makes it a lot easier to use, so you don't have to poll for events yourself anymore, and he also has a libaudioverse wrapper though I am not sure how reliable that is. He's also got sound-lib wrapped in case you want to just use non-3d sound. All really nice stuff.

URL: https://forum.audiogames.net/post/455836/#p455836




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Re: My guides for Python

2019-08-16 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: My guides for Python

Thanks americranian that did solve the problem. Interestingly enough I had a similar problem when I was trying to use Masonason's Audio Game Kit, and it was trying to initialize the sound library. In the __init__.py file it had:import soundimport sound_positioningimport sound3dNow, there were files called sound.py, sound_positioning.py, and sound3d.py just like the import statements said, but it still gave that error. I wonder if this is some new change with python 3.7 or something? I just don't know. Or maybe the have  to be made into .pyc files?Edit: It seems like if you want to import files from the same folder and they aren't like, the base  file you're running it from you have to use from . such likefrom . import soundand then it will at least get past that.

URL: https://forum.audiogames.net/post/455836/#p455836




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Re: My guides for Python

2019-08-16 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: My guides for Python

Thanks americranian that did solve the problem. Interestingly enough I had a similar problem when I was trying to use Masonason's Audio Game Kit, and it was trying to initialize the sound library. In the __init__.py file it had:import soundimport sound_positioningimport sound3dNow, there were files called sound.py, sound_positioning.py, and sound3d.py just like the import statements said, but it still gave that error. I wonder if this is some new change with python 3.7 or something? I just don't know. Or maybe the have  to be made into .pyc files?

URL: https://forum.audiogames.net/post/455836/#p455836




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Re: My guides for Python

2019-08-16 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: My guides for Python

Collecting pybass  ERROR: Could not find a version that satisfies the requirement pybass (from versions: none)ERROR: No matching distribution found for pybassTraceback (most recent call last):  File "stuff.py", line 1, in     import sound  File "C:\Users\sleep\Documents\python\sound.py", line 5, in     import sound_lib  File "C:\Users\sleep\Documents\python\sound_lib\__init__.py", line 1, in     from . import external, effects, channel, listener, main, music, recording, stream, encoder, input, config  File "C:\Users\sleep\Documents\python\sound_lib\encoder.py", line 1, in     from sound_lib.external import pybass, pybassenc  File "C:\Users\sleep\Documents\python\sound_lib\external\pybassenc.py", line 6, in     import pybassModuleNotFoundError: No module named 'pybass'

URL: https://forum.audiogames.net/post/455798/#p455798




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Re: My guides for Python

2019-08-15 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: My guides for Python

hey, I tried to follow your guide but couldn't get sound_lib working. I put sound.py into my game directory and then sound_lib folder as well, then my script has import sound. But then I get an error that says there is no module called pybass. I didn't do any modifications. The sound_lib/external folder does have the pybass.py file.

URL: https://forum.audiogames.net/post/455702/#p455702




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Re: GDE Game Development

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


  


Re: GDE Game Development

why dd you limit it to only 16 sounds? That seems like a low amount fo ranything more than a fairly linear game. I know you're trying to downsize this into a console, but surely it would have enough memory for like 32 sound slots? Even 32 sound slots would be a huge improvement. Questions:Besides the tick event for each object, are there other ways to measure time? Can you put decimal numbers for the tick? Having atimer granularity of 1 second is pretty bad; preferably you would allow at the worst, a 0.1 second granularity. More preferably it could time all the way to the millisecond.Random number generation: is there any way to generate a random number? What about playing random sounds for the same event? I didn't see any references to that in the tutorials and that's something that everyone likes to have. I did see random local variables but I'm not sure how they work.Variable names vs literals: I am unsure whether there is a way to concatenate variable names and string literals. Does it just do a simple search and replace routine when evaluating that stufff? A clear example would be nice.Strict or loose typing: The only variables I have seen are number variables, but of course there are other kinds of variables. Does your game support dfloating point variables and strings? Are there ways we can do more complex arithmetic than just the arithmetic operations (which you would have to string together with some difficulty in order to do complex formulas)?

URL: https://forum.audiogames.net/post/448217/#p448217




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Re: GDE Game Development

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


  


Re: GDE Game Development

why dd you limit it to only 16 sounds? That seems like a low amount fo ranything more than a fairly linear game. I know you're trying to downsize this into a console, but surely it would have enough memory for like 32 sound slots? Even 32 sound slots would be a huge improvement. Questions:Besides the tick event for each object, are there other ways to measure time? Can you put decimal numbers for the tick? Having atimer granularity of 1 second is pretty bad; preferably you would allow at the worst, a 0.1 second granularity. More preferably it could time all the way to the millisecond.Random number generation: is there any way to generate a random number? What about playing random sounds for the same event? I didn't see any references to that in the tutorials and that's something that everyone likes to have. Variable names vs literals: I am unsure whether there is a way to concatenate variable names and string literals. Does it just do a simple search and replace routine when evaluating that stufff? A clear example would be nice.Strict or loose typing: The only variables I have seen are number variables, but of course there are other kinds of variables. Does your game support dfloating point variables and strings? Are there ways we can do more complex arithmetic than just the arithmetic operations (which you would have to string together with some difficulty in order to do complex formulas)?

URL: https://forum.audiogames.net/post/448217/#p448217




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Re: GDE Game Development

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


  


Re: GDE Game Development

it was openAl, everything works now. Thanks!

URL: https://forum.audiogames.net/post/448200/#p448200




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Re: GDE Game Development

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


  


Re: GDE Game Development

WHEN I clicked the run option in the GDE, I got this message.Unhandled exception has occurred in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click Quit, the application will close immediately.The type initializer for 'Sonus_GDE.Debug_Data' threw an exception.Details Continue QuitSee the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box.** Exception Text **System.TypeInitializationException: The type initializer for 'Sonus_GDE.Debug_Data'   at OpenTK.Audio.AudioContext.CreateContext(String device, Int32 freq, Int32 refre   at OpenTK.Audio.AudioContext..ctor()   at Sonus_GDE.Debug_Data..cctor() in C:\Users\Aaron\Dropbox\GDE\Sonus GD   --- End of inner exception stack trace ---   at Sonus_GDE.Debug_Data.Init()   at Sonus_GDE.Form_DebugMode.Form_DebugMode_Load(Object sender, EventI clicked continue but i am stuck in a thing called debug mode and have to quit it.

URL: https://forum.audiogames.net/post/448195/#p448195




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Re: Developing a new social network for the blind and visually impaired

2019-06-14 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: Developing a new social network for the blind and visually impaired

All this discussion is moot until we see him actually start writing something, even if it's a php backend. My guess is that he will give up quickly like Ethin said in one of the earlier posts here because, if you look at all the other topiocs he has started, you will see that he just has random ideas that go nowhere. I can't recall ever seeing him present us a single line of code, much less a functional application. But anyone can dream. But I agree that a dating web site would not be successful. People just need to go out and seize opportunities to meet people. Online won't do that stuff for them, especially since a lot of people have inflated views of themselves, which they then put in their profiles, which the online algorithms use to match the people up. Those algorithms are far from ideal. SO it's propogating the error of the people overestimating their good qualities and downplaying their bad at least twice over and probably more.

URL: https://forum.audiogames.net/post/441665/#p441665




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Re: Looking for feedback on rpg I'm making

2018-03-07 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: Looking for feedback on rpg I'm making

Would be nice to hvea a command to snap to your nearest cardinal direction so we could move in straight lines better. Also, the turning is slow when using the keyboard. Would also be nice to have the left control to attack, so that you could play totally from the keyboard.

URL: http://forum.audiogames.net/viewtopic.php?pid=354826#p354826





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Re: getting nvda speak full sentinces in bgt

2018-01-07 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: getting nvda speak full sentinces in bgt

You can get my modified version of jason's speech manager here. I used this in grave of redemption. It has a speech delay function so that users can set it up to fit whatever voice rate they use. This eliminates the need to press enter in most cases, if you so desire.https://www.dropbox.com/s/9r35x5tv4v016 … r.bgt?dl=0

URL: http://forum.audiogames.net/viewtopic.php?pid=346394#p346394





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Re: Inferos Prototype

2017-11-21 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: Inferos Prototype

When I extracted the data folder and the EXE and tried to run the game, I got the following error:The code execution cannot proceed because UnityPlayer.dll was not found. Reinstalling the program may fix this problem.

URL: http://forum.audiogames.net/viewtopic.php?pid=339487#p339487





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Re: Welcoming feedback on our Audiogamejam entry, "Shepard's Crazy Stairs"

2017-10-19 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: Welcoming feedback on our Audiogamejam entry, "Shepard's Crazy Stairs"

How far can you move left to right I mean

URL: http://forum.audiogames.net/viewtopic.php?pid=334266#p334266





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Re: Let's Build an RPG!

2017-09-24 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: Let's Build an RPG!

[ a-t ] jade one other programmer I would highly recommend is Cae Jones. His coding skills are really, really good, and I think coding this wouldn't be too much of a problem for him. Just something I thought about, and a person who everyone else has neglected. He's made some really, really intricate games, and having someone to help him organize his myriad ideas seems like just the ticket to helping him to build a blockbuster. He's easy to work with and expedient as well.

URL: http://forum.audiogames.net/viewtopic.php?pid=330745#p330745





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Re: Let's Build an RPG!

2017-09-22 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: Let's Build an RPG!

So I think you mainly want the game assets to be packed in order so that they can't be individually accessed, but packing the assets doesn't protect them, just as zipping up a bunch of files into a .zip doesn't protect them. They need to be encrypted inside the pack or otherwise someone can use a pack extracter and just access the files easily.

URL: http://forum.audiogames.net/viewtopic.php?pid=330532#p330532





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Re: Let's Build an RPG!

2017-09-22 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: Let's Build an RPG!

Btw jade, I have thought about sound design for your game and I've only ever designed for free projects including my own. When I design for someone else's project, it's a little harder for me to keep up the drive and the motivation, but that seems to be  because they lacked one or more of the following:Self motivation: If the project sponsor (the person woh cares the most about the project), loses motivation, he brings the entire team down with him, nothing gets done, which leads to an even greater demotivation.Visible progress being made: This is a big problem with young developers who have to juggle school and homework and stuff. progress often happens in spurts followed by long times of inactivity. Those inactive times can really lead to no productivity at all. A way to hold everyone accountable to this progress is to create a sort of checklist of the various tasks everyone has to do, so they can check it off, to show that things are still happe
 ning, and give a sort of scope about how much work still needs to be done. Which leads me to ...An accurate and detailed description of requirements. It looks like you have a much better idea than most people do. Including I, who for most of the time I was developing games, just added random ideas as I felt like it. That turned into all my games being unfinished when I swamped myself with too many ideas. In our system analysis classes we talk about feature creep, where the business wants the programmers to add way too much stuff that is not necessarily needed for now. It's better to roll out a version of the product with a solid feature set that is decided at the beginning. That also means that the checklist of things to do doesn't change much, which means that the programmer and asset creators don't waste time creating assets and code that don't actually get used, or have to scramble to add something last minute.Communication and affirmation: This 
 has not actually been a problem with too many people I've worked with because the quality of my work speaks for itself. It's important though that not only the project sponsor, but also others on the team, stay in communication with each other, so that they are all working toward the same goal. For the prospective 3 man team you mentioned (head designer, program, and sound creator), the communication roles might be something likeHead designer: communicate with programmer about the interface he has coded. Communicate with sound designer about the message the audio is conveying. Asking for at least placeholder sounds until the particular feature is finalized.Programmer: Communicate with designer about the various algorithms used, the efficiency of such algorithms and possible performance bottlenecks, and the amount of time it will take to have a certain feature coded to specification. TO the sound designer, ensure that the sounds are of the correct type; sample r
 ate; decide on an encryption scheme, make sure that sounds are synchronized to what's happening in the game (for example, making too long of a game assets loading sound might just cause unnecessary memory utilization)Sound maker: to the head designer, indicate what sort of possibilities for various sounds he has, and of course provide placeholder files. Audio overload seems to be an issue that people seem to neglect, especially the younger sound designers, so it's important that listeners aren't hit by a wall of sound, no matter how impressive it is, and a compromise must be made somewhere if this occurs. To the programmer, the least amount of communication is necessary, as hopefully the head designer has screened all the sound assets before they reach the programmer and approves of them, thus the programmer only needs to implement them into the code.With all that said, I would be interested in sound designing for your game, if you believe that you are a 
 good shepherd of your project. Because that's really what it boils down to. I have an extensive sound collection, and almost nine years of experience doing this stuff for both myself and for others, and I am very punctual about responding to communications. But I will also temper this with the fact that I am in school, and the schoolwork is laborious, I am easily distracted by other games, sleep, reading, and other similar pursuits. Anything to keep my brain active and doing different things. Because doing the same thing over and over is anathema to me. But that is what you are getting. You can check out some of mywork such as in the grave of redemption concept demo (2014), the Demon Wars Cycle tactical battle map pack (2014-2016), Battle Zone demo 2 (2015),  or the empire mud soundpack (present day).PS. quality Voice acting is very difficulty to get hold of in this community. So you will almost certainly have to go on to a website that specializes in voice actors a
 nd hire a few from there which will actually add a good amount to the price. You'll want to make sure that 

Re: Let's Build an RPG!

2017-09-22 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: Let's Build an RPG!

Btw jade, I have thought about sound design for your game and I've only ever designed for free projects including my own. When I design for someone else's project, it's a little harder for me to keep up the drive and the motivation, but that seems to be  because they lacked one or more of the following:Self motivation: If the project sponsor (the person woh cares the most about the project), loses motivation, he brings the entire team down with him, nothing gets done, which leads to an even greater demotivation.Visible progress being made: This is a big problem with young developers who have to juggle school and homework and stuff. progress often happens in spurts followed by long times of inactivity. Those inactive times can really lead to no productivity at all. A way to hold everyone accountable to this progress is to create a sort of checklist of the various tasks everyone has to do, so they can check it off, to show that things are still happe
 ning, and give a sort of scope about how much work still needs to be done. Which leads me to ...An accurate and detailed description of requirements. It looks like you have a much better idea than most people do. Including I, who for most of the time I was developing games, just added random ideas as I felt like it. That turned into all my games being unfinished when I swamped myself with too many ideas. In our system analysis classes we talk about feature creep, where the business wants the programmers to add way too much stuff that is not necessarily needed for now. It's better to roll out a version of the product with a solid feature set that is decided at the beginning. That also means that the checklist of things to do doesn't change much, which means that the programmer and asset creators don't waste time creating assets and code that don't actually get used, or have to scramble to add something last minute.Communication and affirmation: This 
 has not actually been a problem with too many people I've worked with because the quality of my work speaks for itself. It's important though that not only the project sponsor, but also others on the team, stay in communication with each other, so that they are all working toward the same goal. For the prospective 3 man team you mentioned (head designer, program, and sound creator), the communication roles might be something likeHead designer: communicate with programmer about the interface he has coded. Communicate with sound designer about the message the audio is conveying. Asking for at least placeholder sounds until the particular feature is finalized.Programmer: Communicate with designer about the various algorithms used, the efficiency of such algorithms and possible performance bottlenecks, and the amount of time it will take to have a certain feature coded to specification. TO the sound designer, ensure that the sounds are of the correct type; sample r
 ate; decide on an encryption scheme, make sure that sounds are synchronized to what's happening in the game (for example, making too long of a game assets loading sound might just cause unnecessary memory utilization)Sound maker: to the head designer, indicate what sort of possibilities for various sounds he has, and of course provide placeholder files. Audio overload seems to be an issue that people seem to neglect, especially the younger sound designers, so it's important that listeners aren't hit by a wall of sound, no matter how impressive it is, and a compromise must be made somewhere if this occurs. To the programmer, the least amount of communication is necessary, as hopefully the head designer has screened all the sound assets before they reach the programmer and approves of them, thus the programmer only needs to implement them into the code.With all that said, I would be interested in sound designing for your game, if you believe that you are a 
 good shepherd of your project. Because that's really what it boils down to. I have an extensive sound collection, and almost nine years of experience doing this stuff for both myself and for others, and I am very punctual about responding to communications. But I will also temper this with the fact that I am in school, and the schoolwork is laborious, I am easily distracted by other games, sleep, reading, and other similar pursuits. Anything to keep my brain active and doing different things. Because doing the same thing over and over is anathema to me. But that is what you are getting. You can check out some of mywork such as in the grave of redemption concept demo (2014), the Demon Wars Cycle tactical battle map pack (2014-2016), Battle Zone demo 2 (2015),  or the empire mud soundpack (present day).

URL: http://forum.audiogames.net/viewtopic.php?pid=330515#p330515





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Re: Let's Build an RPG!

2017-09-22 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: Let's Build an RPG!

I think he's also talking about protecting the game assets like sound designs, level maps and such. You'll want to use an encryption scheme like AES-128  to do this. Where this comes in on the programming side is making sure that people can't just grab the encryption key. A lot of BGT games have had their sounds hacked into, because the way that bgt deals with sound encryption is that the programmer sets the decryption key that he will use for all his sound files, and then BGT uses this key to decrypt future sounds that have to be loaded. But where does BGT store that key? In memory of course. So if you can get a memory string scanner, the key is right there in memory. So there has to be a more secure way.

URL: http://forum.audiogames.net/viewtopic.php?pid=330479#p330479





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Re: Psycho Strike sounds

2017-03-24 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: Psycho Strike sounds

Let kids be kids

URL: http://forum.audiogames.net/viewtopic.php?pid=303912#p303912





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Re: Delay Game for screen reader to finish speaking with accessible_output

2017-01-04 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: Delay Game for screen reader to finish speaking with accessible_output

You can ask the user to set their speech delay with a sample line of text.When the line of text is finished, the user hits the spacebar to let the application know that's how long it took the text to speak. Then this time is divided by the length of text to get an approximation for the average time per character. You will need to then refine this text length: make a formula for defining character length, for example you will want to add some amount of extra length for pauses in punctuation and remove length for doubled letters that don't actually  make the word longer, such as dd, sh and wh.You will also want to nullify addition of length for spaces and punctuation that does not pause the speech such as - or _ in order to get high accuracy. Then you will probably want to also make a way for it to decide how long numbers are, since a single number is equivalent to a full word of some number of characters if it were to be written as text. Then once your text length ha
 s been calculated, multiply it by the time it takes to speak a single character and wait that long.

URL: http://forum.audiogames.net/viewtopic.php?pid=292337#p292337





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Re: Audio Game Kit for Python

2016-11-17 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: Audio Game Kit for Python

It would be cool if you could make a small game that included the audio game kit just so we could have a template to ensure we had all the dependencies in the right places.

URL: http://forum.audiogames.net/viewtopic.php?pid=286198#p286198





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Re: new whatsapp-group is created for bgt programmers

2016-09-19 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: new whatsapp-group is created for bgt programmers

Add me (replace the letters with the coresponding numbers) +1k0amuxo0f1

URL: http://forum.audiogames.net/viewtopic.php?pid=279660#p279660





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Re: Where can I get some of the sounds used in Marina break or similar?

2016-07-20 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: Where can I get some of the sounds used in Marina break or similar?

He recorded the sounds himself, I am pretty sure he is selling that lib for a very reasonable price, I think it might be like $50 for it. Definitely worth getting if you like those sounds.

URL: http://forum.audiogames.net/viewtopic.php?pid=268957#p268957





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Re: Is anyone going to try Quorum?

2016-05-13 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: Is anyone going to try Quorum?

Well does the 3d sound use hrtf or is it surround sound/ If the former then you would hear it through your headphones but if it were the latter you would only hear the 3d sound with surround headphones or a 5.1 speaker setup.

URL: http://forum.audiogames.net/viewtopic.php?pid=260329#p260329





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Re: Is anyone going to try Quorum?

2016-05-10 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: Is anyone going to try Quorum?

Yeah if it doesn't have an executable compiler it will really put me off using it because I still don't know howt o compile java code and even when you do, the source code is still viewable if you unzip the jar files.

URL: http://forum.audiogames.net/viewtopic.php?pid=260091#p260091





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Re: Oriol Gómez bgt contest: One day, one hit

2016-04-04 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: Oriol Gómez bgt contest: One day, one hit

mistyped your username it should be there now.

URL: http://forum.audiogames.net/viewtopic.php?pid=256019#p256019





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Re: Oriol Gómez bgt contest: One day, one hit

2016-04-04 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: Oriol Gómez bgt contest: One day, one hit

Yep, I sent you a private message on the forum. I don't have access to my casual email from school.

URL: http://forum.audiogames.net/viewtopic.php?pid=256016#p256016





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Re: Oriol Gómez bgt contest: One day, one hit

2016-04-04 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: Oriol Gómez bgt contest: One day, one hit

you should change the coding day to a weekend day like saturday or sunday so that people actually have a better chance at having the whole day to code. Wednesday is actually pretty blank for me but it might not be for others.

URL: http://forum.audiogames.net/viewtopic.php?pid=256009#p256009





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Re: Let's code!

2016-03-14 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: Let's code!

post 47 says this folder is dead

URL: http://forum.audiogames.net/viewtopic.php?pid=253934#p253934





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Re: Can omeone code this?

2016-03-05 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: Can omeone code this?

Can? yeswill? no

URL: http://forum.audiogames.net/viewtopic.php?pid=252700#p252700





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Re: current landscape of audiogame creation tools

2016-02-21 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: current landscape of audiogame creation tools

I think the biggest limitation is there's no way to implement 3d audio/hrtf. Its dll support is kind of basic which stops a lot of dll's from being used with it.

URL: http://forum.audiogames.net/viewtopic.php?pid=251051#p251051





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Re: How to create executables from BGT created games

2016-01-29 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: How to create executables from BGT created games

I really like innoSetup for creating installers. THe customization is infinite because it has a scripting language and you can even do fancy stuff if you learn the more advanced pascal language, like adding sounds to your dialog pages like what Liam has.

URL: http://forum.audiogames.net/viewtopic.php?pid=248468#p248468





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Re: Writing a MUD soundpack. SOme tutorials, and which clien t is the best

2016-01-26 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: Writing a MUD soundpack. SOme tutorials, and which clien t is the best

agreed with all points here chi!

URL: http://forum.audiogames.net/viewtopic.php?pid=247993#p247993





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Manual casting system in bgt?

2016-01-01 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Manual casting system in bgt?

Hi, I have the following class inheritance relationshipsclass lootable {void get(player@ p) {//general code for picking up loot}}class weapon:lootable {void (get(player@ p) {lootable::get(p);//specific code for pick up  weapons}}class player {lootable@[] inventory;}Now the problem is in the weapon.get function. player only has an array of lootable objects but I ened to access weapon-specific properties from that set of objects. So somehow I need to cast the lootable type to a weapon type but I don't know how, I tried assigning the lootable object to a weapon type:weapon@ w=p.inventory[x];said "Can't implicitly convert from 'lootable' to 'weapon@'"I also triedweapon(p.inventory[x])to try and cast it that waysimilar to how you can do the followingdouble d=3.5;int i=int(d);with no luck

URL: http://forum.audiogames.net/viewtopic.php?pid=245014#p245014





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Re: determining when screen readers have stopped speaking

2015-12-30 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: determining when screen readers have stopped speaking

nah, soundRTS does that. I don't think entombed even supports NVDA.

URL: http://forum.audiogames.net/viewtopic.php?pid=244737#p244737





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Re: determining when screen readers have stopped speaking

2015-12-28 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: determining when screen readers have stopped speaking

Get tolk because that has those functions, at least for most of the major sr's including nvda and windowEyes

URL: http://forum.audiogames.net/viewtopic.php?pid=244600#p244600





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python audio game-related libraries and docs

2015-12-15 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


python audio game-related libraries and docs

Hi, I want to start messing aorund with python to make audio games, but I am unsure of where to get all the libraries I need, and where to get documentation for those libraries. For python developers out there, I'd like a list of audio/keyboard/screen reader/gui/physics libraries you use, along with documentation for them if not included, and download links, so that it's all in one place, instead of having to search all over for them. I want to move away from BGT. Thanks!

URL: http://forum.audiogames.net/viewtopic.php?pid=242911#p242911





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Re: python audio game-related libraries and docs

2015-12-15 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: python audio game-related libraries and docs

Thanks camlorn. I have another question, what do I need in order to compile my python code into an executable? I understand that this won't hide the code from people, or at least, NVDA snd SoundRTS don't have hidden code. It's just packed into a library.zip file.

URL: http://forum.audiogames.net/viewtopic.php?pid=242939#p242939





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Re: Question about class construction, variables, and handles in BGT

2015-12-09 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: Question about class construction, variables, and handles in BGT

class account {void create(string username, string password) { //this method from the server creates the account with the username and pw.//create account here}}account@[] allAccounts; //an array of account object handles. This array stores any newly created accounts as well as any accounts you would load if someone had logged in.void main () {//check if the received packet has create account in it, and if it does, then}accounts.insert_last(account); //creates a new account object in the accounts array. accounts[accounts.length()-1].create(username,password); //initializes the account in the last array slot with the user name and password that you parsed from the network request.}note: you can't make variables out of the strings you parsed from the network request, because that's just not how it works. A variable name is just arbitrary. That's why you have to create an array of account objects. plus, 
 once you have like 400 accounts, managing each one by its name would suck anyway. You could create a function that returns an account object so that you could more easily deal with them though, something likeaccount@ get_account(string username) {for(uint x=0; x

Re: Question about class construction, variables, and handles in BGT

2015-12-09 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: Question about class construction, variables, and handles in BGT

you would have to do something likeclass account {void create(string username, string password) {//create account here}}account@[] allAccounts;void main () {//check if the received packet has create account in it, and if it does, then}accounts.insert_last(account);accounts[accounts.length()-1].create(username,password);

URL: http://forum.audiogames.net/viewtopic.php?pid=241913#p241913





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Re: Question about class construction, variables, and handles in BGT

2015-12-09 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: Question about class construction, variables, and handles in BGT

I would probably put movement and firing code in the account class. I'm not even sure why you would do it the other way.

URL: http://forum.audiogames.net/viewtopic.php?pid=241989#p241989





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Re: CatTools Sound FX Library - an easy-to-use sound effects collection

2015-11-25 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: CatTools Sound FX Library - an easy-to-use sound effects collection

I would definitely learn audacity if you're going to do serious sound editing, especially if you want to get into productions like cut scenes or podcasts. You need to know how to multitrack if you want to go far in there. And the noise removal feature in aduacity is far superior to goldWave and wavePad in my opinion. I've tried all three of their noise reduction features, and Audacity does the best, by far, of keeping the stuff that matters as untarnished as possible.

URL: http://forum.audiogames.net/viewtopic.php?pid=239934#p239934





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Re: samtupy camlorn audio wrapper usage

2015-11-06 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: samtupy camlorn audio wrapper usage

I tried it out knowing that information, but thanks

URL: http://forum.audiogames.net/viewtopic.php?pid=237580#p237580





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Re: Using Sapi with BGT under Windows 8 or 10

2015-11-03 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: Using Sapi with BGT under Windows 8 or 10

The default english voices are 64-bit. Microsoft david, hazael, sira pro

URL: http://forum.audiogames.net/viewtopic.php?pid=237187#p237187





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samtupy camlorn audio wrapper usage

2015-10-27 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


samtupy camlorn audio wrapper usage

Hi, I'm looking at making a 3d game with rotation but I must be doing something odd, because as I turn, the volume of the sounds change, which I don't think it's supposed to do. The link to my test code ishttps://www.dropbox.com/s/8sqqcfhukbp81 … o.zip?dl=0keys used:up/down arrows; walk forward or backwardleft/right arrows: turn in 5 degree incrementsw: direction the zombie is from youc: your x and y coordinatesf: compass directionI think my biggest question is how to prevent this odd volume issue. I wonder how survive the wild does it, though since i haven't played the game in a while I might be misremembering and it's supposed to sound this way.

URL: http://forum.audiogames.net/viewtopic.php?pid=236370#p236370





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Re: Let's talk about audiogame development environments

2015-10-24 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: Let's talk about audiogame development environments

Does openAl soft support panning and hrtf? I know that openAl itself does. If it did, you could make a point-based map view for tb-maps, meaning to say you could view the map from the poitn of view of one of the tiles on it. This would mean that stuff to the left of the viewer was panned left and stuff to the right was panned right and behind and in front were handled as well  by hrtf. I think it could help people to plan out attack strategies/formations for complex maps. Just a thought.

URL: http://forum.audiogames.net/viewtopic.php?pid=236000#p236000





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Re: Crap ton of free audio samples, sound fonts

2015-10-15 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: Crap ton of free audio samples, sound fonts

problem with bass midi was that I could only use 2 sound fonts at a time, so if I wanted to make like a full-band kind of thing, I couldn't do it without a lot of hoop jumping. I found Coolsoft virtual midi synthwhich apparently lets you put a different soundfont into each channel, but I couldn't figure out how to do that right. Or maybe it's qws's proble; you can set each midi track to a channel, and set the bank program and volume but setting th ebank and program to different things to experiment often produced silence or weird extra notes added on to every note I played. If you guys can get either of those working with multiple sound fonts at once let me know.

URL: http://forum.audiogames.net/viewtopic.php?pid=234898#p234898





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Re: Crap ton of free audio samples, sound fonts

2015-10-15 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: Crap ton of free audio samples, sound fonts

Well I tried qws but not having much luck using multiple soundfonts, as I said. There are others, like reeper and sonar. Reeper gives you nag screens if you don't pay, but is still usable, or so I hear. Sonar costs a big wad of money. There are also music notation programs that can directly load sound fonts, like Musescore (free), which is moderately accessible to screen readers. YOu can't see the music, but you can scroll through it if I remember rightly.

URL: http://forum.audiogames.net/viewtopic.php?pid=234947#p234947





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Re: Crap ton of free audio samples, sound fonts

2015-10-15 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: Crap ton of free audio samples, sound fonts

How do you know which soundfont goes into which channel then? I kept getting the same soundfont no matter what channel I used.

URL: http://forum.audiogames.net/viewtopic.php?pid=234922#p234922





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Re: Which is easier? Coding scripts/soundpacks for VipMud or Mushclient?

2015-09-25 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: Which is easier? Coding scripts/soundpacks for VipMud or Mushclient?

I actually htink VIP mud scripting is easier if you haven't done scripting before, but if you have, LUA is definitely easier to read. Also VIP mud doesn't let  you do nearly as much as mushClient does beacuse you don't have any com integration, so you are limited to what the developer lets you do. I would probably go for lua, and you are already doing that anyway.

URL: http://forum.audiogames.net/viewtopic.php?pid=232870#p232870




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Re: Considering switching to Java, recommended resources for learning how

2015-08-07 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: Considering switching to Java, recommended resources for learning how

Hey ethin, you know that q9 action game was written in c++. There were no betas; it was just released.

URL: http://forum.audiogames.net/viewtopic.php?pid=226879#p226879




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Re: extended_menu - screen reader

2015-06-30 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: extended_menu - screen reader

dont use that thing. Its really old.

URL: http://forum.audiogames.net/viewtopic.php?pid=222127#p222127




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Re: suggestions on how to deal with destruction of a class?

2015-02-27 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: suggestions on how to deal with destruction of a class?

I dont understand what the difficult is if you meant that by putting the coordinates in class methods, the methods just returned the coordinates. If you still have a 2d array of enemies in your level class, you can just get the methods to return the proper x and y coordinates, as though they were just plain old properties as before.

URL: http://forum.audiogames.net/viewtopic.php?pid=206618#p206618




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Re: Question for bgt devs serialize an array or dictionary

2015-02-25 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: Question for bgt devs serialize an array or dictionary

Yay, for copying the example from te reference.

URL: http://forum.audiogames.net/viewtopic.php?pid=206330#p206330




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Re: Full-Fledged Audio RPG: Seeking Help

2015-02-18 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: Full-Fledged Audio RPG: Seeking Help

Yeah, you could use python for that, especially if you arent going to need heavy-duty audio.

URL: http://forum.audiogames.net/viewtopic.php?pid=205299#p205299




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Re: BGT pack stuff and custom classes and functions

2015-01-30 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: BGT pack stuff and custom classes and functions

if youre using dynamic_menu, the ad_item_tts function returns a string, which basically means you can just use the array created by find_files.

URL: http://forum.audiogames.net/viewtopic.php?pid=203030#p203030




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Re: BGT pack stuff and custom classes and functions

2015-01-27 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: BGT pack stuff and custom classes and functions

I thought the file browser returned either a file object or a string containing the file path. So you just pass that as a parameter to the browse_pack function. In the function youd ask the user for the deryption key, then youd use the list_files method to turn an array containing the files. Create a menu, create the if statements to check if the file is a sound or not, and voila.

URL: http://forum.audiogames.net/viewtopic.php?pid=202644#p202644




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Re: BGT pack stuff and custom classes and functions

2015-01-27 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: BGT pack stuff and custom classes and functions

I thought the file browser returned either a file object or a string containing the file path. So you just pass that as a parameter to the browse_pack function. In the function youd ask the user for the deryption key, then youd use the list_files method to turn an array containing the files. Create a menu, create the if statements to check if the file is a sound or not, and voila.Not sure why you would want the pack in the same file/folder browsing mode. It seems kind of impractical to meAlso you mention keeping the same file/folder structure? There is no such thing as a file/folde structure in a pack file.

URL: http://forum.audiogames.net/viewtopic.php?pid=202644#p202644




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Re: bgt question

2015-01-27 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: bgt question

yep cae, I would love to be able to put variables in interfaes. Basically I am forced to make accessor and mutator methods instead.

URL: http://forum.audiogames.net/viewtopic.php?pid=202643#p202643




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Re: bgt question

2015-01-26 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: bgt question

Yeah, actually polymorphism is explained in the bgt language tutorial. It is a beautiful thing once you figure it out. I wish bgt subported abstract classes though. They seem pretty cool, because they force you to conform to a syntax. Basically so you dont miss something when you define your subclasses. Thats what I learned about in java.

URL: http://forum.audiogames.net/viewtopic.php?pid=202505#p202505




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Re: Full-Fledged Audio RPG: Seeking Help

2015-01-26 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: Full-Fledged Audio RPG: Seeking Help

You arent going to want to program that in c++. If youvev tried c++ at all you know that there is a lot to worry aobut especially when it comes to memory management. I would use something that has an automaticacagbage collector. Maybe c sharp or python. Though both of those languages have other downsides. Really youre playing a tradeoff game. Do you want a steeper learning curve or do you want some limitations? The limitations wont really hurt you much but youll also have to fined libraries that ork with the language you chose which would be hard to do.

URL: http://forum.audiogames.net/viewtopic.php?pid=202504#p202504




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Re: I'm blind and want to develop a very complex game

2015-01-22 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: I'm blind and want to develop a very complex game

speaking of libaudioverse, will it be like a dll in c++ that you can include? Thats what I assume but I just want be sure.

URL: http://forum.audiogames.net/viewtopic.php?pid=201923#p201923




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Re: Hi, I have a very stupid math / bgt question

2015-01-20 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: Hi, I have a very stupid math / bgt question

The operator is also called the conditional operator. I actually learned about this language in the concept of java and I instantly became in love with it.

URL: http://forum.audiogames.net/viewtopic.php?pid=201736#p201736




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Re: I'm blind and want to develop a very complex game

2015-01-19 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: I'm blind and want to develop a very complex game

As camlern said, what you learn by programming in bgt will help you even when you start coding in python or another language. Bgt is a good starting point, but once you can get into bigger and better things you will be glad of having a solid base like bgt to build up your knowledge on..

URL: http://forum.audiogames.net/viewtopic.php?pid=201618#p201618




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Re: BGT - a class question

2015-01-19 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: BGT - a class question

no, I dont think you can interchange the . and the :: in bgt.

URL: http://forum.audiogames.net/viewtopic.php?pid=201617#p201617




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Re: Full-Fledged Audio RPG: Seeking Help

2015-01-17 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: Full-Fledged Audio RPG: Seeking Help

My problem with those languages is that you have to do so much work at the beginning just to get the basics of the audio game integrated. Its why I have stuck to bgt even though I know its shortcomings. Theres keyboard output and sound and sapi5 support and screen reader support and I do know some of the libraries you can use for those, at least for python. For the screen reader it accessibleOutput, for the sound its pygame I think, and for the keyboard, I think pygame controls that too. Im really not sure how well these function in practice, especially on the audio front. I know pygame only supports pan and volume ad probably like sample rate changing to simulate pitch, or maybe Im wrong? Theres no hrtf or other 3d audio components like openAl has, but I have only run into problems when trying to figure out and use oepnAl especially under c++. Also the way python does classes really confuses me after using bgt for so long and learni
 ng java. And, though I know it is good for me, I am very unhappy about having to indent. I assume, though, that I will have to indent when I program for college, so maybe its something to get used to.

URL: http://forum.audiogames.net/viewtopic.php?pid=201316#p201316




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Re: list of people who are open for collaboration/higher

2015-01-09 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: list of people who are open for collaboration/higher

Open for new projects: depends on the project.focus: mostly sound design, but also can analyze code. I have a lot of experience coding games and I know a lot of programming concepts.languages I communicate best in: EnglishEmployment Status: unemployed studentTechnical Skills: programmed in BGT (expert), LUA (good), Java, _javascript_ and C++ (theoretical knowledge only), HTML, AutoItcreative skills: sound design, game design, story and cutscene designbusiness skills: I can manage a small team. I can also excite people about new releases.projects Ive done: My games (visit my web site to download them), created various game modsother stuff that makes me special: I am not special.Best way to contact me if not through the PM button: Use the amil link. I mostly ignore PMs. I do not, however, ignore emails.

URL: http://forum.audiogames.net/viewtopic.php?pid=200443#p200443




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Re: Common_dialog help

2014-12-26 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: Common_dialog help

Well, audiogames.net fan, it would help if that include actually used bgt code. As it stands, those functions arent actually part of the bgt engine, so its not wonder bgtgets annoyed at you.

URL: http://forum.audiogames.net/viewtopic.php?pid=198582#p198582




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Re: which language to choose

2014-12-21 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: which language to choose

Hmm, well, the code would look almost the same in c plus plus, except youd have to do tons more things. If you cant think of how to create an enemy in code, perhaps you ought to read more about coding. Or perhaps you just are not made for coding. Sad, but it could be true.

URL: http://forum.audiogames.net/viewtopic.php?pid=197962#p197962




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Re: Looking for testers for a multiplayer game.

2014-11-23 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: Looking for testers for a multiplayer game.

Hi, please invite me at sleepio1 (at) hotmail (dot) com

URL: http://forum.audiogames.net/viewtopic.php?pid=195425#p195425




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Re: Help with a do loop

2014-11-15 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: Help with a do loop

You never actually gave a condition for the loop to keep running. It would go just before the final right brace in your code. The condition looks liekwhile(condition);basically the do loop will continue running while that condition evaluates to true, and the condition is checked after every execution of the loop. This means the loop will run at least 1 time.development hint: This is not a prolem in the code, but you may want to remove the if statement for option 3 and make that your while condition. This would make the program continue execution past the menu loop if option 3 was selected. Since there is, currently, nothing beyond the do while loop except the end of the main function, that should, in effect, quit your game.

URL: http://forum.audiogames.net/viewtopic.php?pid=194941#p194941




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Re: SoundRts 1.2a10

2014-11-10 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: SoundRts 1.2a10

nods, that is probably what this is. Ill still wait for the real 1.2A10 version though.

URL: http://forum.audiogames.net/viewtopic.php?pid=194487#p194487




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Re: Stuck with menu code again

2014-11-08 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: Stuck with menu code again

Yeah, the second write brace before the third option is definitely the culprit. Its closing the do-while loop that you created, but bgt expects a while statement to be there telling it what condition it should be trying to meet. Instead it sees the third if statement, so it gets mad.

URL: http://forum.audiogames.net/viewtopic.php?pid=194277#p194277




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Re: One step forward, two steps back with Speech Manager

2014-11-08 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: One step forward, two steps back with Speech Manager

I didnt use an encryption in my speech initialization call. I mean, how would messing with speech options hurt game security? It seems kind of superfluous to me, but thats just my opinion. All I know is that my speech manager works fine. You sure that the NVDA client and SA dlls are in the proper directories? Also, you should know that the keyhook is actually broken due to a recent update to Windows. So you shouldnt be using jaws to test the speech manager anyway.

URL: http://forum.audiogames.net/viewtopic.php?pid=194278#p194278




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Re: the menuX class

2014-11-08 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: the menuX class

I was talking about the henahced_menu class that Jason SW made

URL: http://forum.audiogames.net/viewtopic.php?pid=194315#p194315




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Re: the menuX class

2014-11-07 Thread AudioGames . net ForumDevelopers room : keyIsFull via Audiogames-reflector


  


Re: the menuX class

That class is really really old. would suggested using enhanced_menu, you can find it in the bgt code up for grabs forum,

URL: http://forum.audiogames.net/viewtopic.php?pid=194213#p194213




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