Re: I Wanna Smack Python Upside the Head

2019-02-25 Thread AudioGames . net ForumDevelopers room : manuelcortez via Audiogames-reflector


  


Re: I Wanna Smack Python Upside the Head

I wonder if a signed BGT program would pass as valid for an antivirus software. You know, if the certificate has already some reputation the executable file would inherit such reputation in smartscreen and that should work similarly in AV'S.

URL: https://forum.audiogames.net/post/414484/#p414484




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Re: I Wanna Smack Python Upside the Head

2019-02-25 Thread AudioGames . net ForumDevelopers room : manuelcortez via Audiogames-reflector


  


Re: I Wanna Smack Python Upside the Head

Hi,I have used Python for basically whatever I do and release to the public. It was not the first language I learnt, but by far is the one which I can feel more confident with over the years. I understand people arguing that C/C++ is better, faster and stuff like that, though you just need to take a look to a medium sized project to see how the complexity of mantaining the source code is evolving along with the program's code. At the end, people choose what works better for them.I can completely understand your pain about python not working in some situations and working in others. I remember having difficult times when dealing with certain features present on my system and, due to some reason noone would understand, absent from other's. So when I was building a distributable version of any project it would work in my machine, but as soon as someone else without, say, win32com, was trying it, the thing never worked. As others already suggested, I'd check the source code and take a look about how are the imports evaluated. I have noticed sometimes that makes a big difference from a non working package to another one that works perfectly fine.I consider a horrible syntax is as subjective as a beautiful one. Python is very easy to read and understand and, in case people don't like indentating, that's basically what everyone else around does for any other popular programming language, so no way.

URL: https://forum.audiogames.net/post/414474/#p414474




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Re: Another question about sounds...

2019-02-23 Thread AudioGames . net ForumDevelopers room : manuelcortez via Audiogames-reflector


  


Re: Another question about sounds...

OK, something else. Module instances are something different to object instances, that's something interesting about object oriented programming. Module instances are not important for your needs, what you are talking about is class instances. If you use the setup I posted earlier, you just need to call sound.setup somewhere in your program, and any other part of your code that imports sound, will use the same class instance, thus you will not create duplicated objects and all stuff.

URL: https://forum.audiogames.net/post/414082/#p414082




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Re: Another question about sounds...

2019-02-23 Thread AudioGames . net ForumDevelopers room : manuelcortez via Audiogames-reflector


  


Re: Another question about sounds...

I have noticed something and wanted to clarify. If you import a module 500 times that doesn't create 500 instances of said module. Modules get imported once and are further referenced later. You generally import a module in another file to preserve the namespace as clear as possible and use only modules you really will need in the file you are working on. About sound pool, I have no idea about how it is done in BGT, but you can try to do something like this in Python, that's generally how I tend to handle this:# import all stuff to handle audiosoundpool = Nonedef setup():    global soundpool    if soundpool == None:        soundpool = soundManager()        # Initialize, load sounds, etc.class soundManager(object):        """ This would be the class responsible for everything related to sound decrypting, loading, playing and so on"""Then, in the main file in the game, you just will need something like:import soundsound.setup()And for calling your sound functions in the sounddpool it'd be something like:import soundsound.soundpool.play("somefile.ogg")Of course you'll have to implement everything in the soundManager class.

URL: https://forum.audiogames.net/post/414042/#p414042




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Re: Best coding language and best resource for coding audio games?

2019-02-22 Thread AudioGames . net ForumDevelopers room : manuelcortez via Audiogames-reflector


  


Re: Best coding language and best resource for coding audio games?

Hi,I consider if she just want to code an audiogame and is new to coding the best choice would be BGT, for sure. Like it or not, Python has nothing like specific modules to do tasks related to audiogames like BGT already includes. And that is an important consideration if you're talking about coding an audiogame. Of course, everyone can argue that we have lots of libraries In python (bass, fmod, openAL for audio, SDL2, Pygame for graphics and keyboard handling and so on), but still you have to write everything to handle audio, keyboard and stuff like that by yourself, and that's something BGT already has done for newcomers. So, if what she wants to know is coding an audiogame, and don't plan to start coding other applications (like desktop apps or multiplatform games), I think BGT is more suitable to do the job easily because it was created specifically for audiogames.

URL: https://forum.audiogames.net/post/413923/#p413923




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Re: help with twitrocity?

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


  


Re: help with twitrocity?

It seems you don't have pypubsub installed. go to a command line, and just to make sure, type the following.pip uninstall pypubsubThen, the following.pip install pypubsub==3.3.0

URL: http://forum.audiogames.net/viewtopic.php?pid=303920#p303920





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Re: help with twitrocity?

2017-03-23 Thread AudioGames . net ForumDevelopers room : manuelcortez via Audiogames-reflector


  


Re: help with twitrocity?

Check the contents in the error file. Press windows R for getting the run menu, type "%tmp%" (wihtout quotation marks), then enter. Then look for a file called stderr.log. And post its contents here.

URL: http://forum.audiogames.net/viewtopic.php?pid=303706#p303706





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Re: help with twitrocity?

2017-03-21 Thread AudioGames . net ForumDevelopers room : manuelcortez via Audiogames-reflector


  


Re: help with twitrocity?

Why not using TWBlue from the nice packages we have built? 

URL: http://forum.audiogames.net/viewtopic.php?pid=303282#p303282





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Re: help with twitrocity?

2017-03-21 Thread AudioGames . net ForumDevelopers room : manuelcortez via Audiogames-reflector


  


Re: help with twitrocity?

As far as I know this is not being developed right now.

URL: http://forum.audiogames.net/viewtopic.php?pid=303232#p303232





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Re: How to create pygame menus

2015-12-23 Thread AudioGames . net ForumDevelopers room : manuelcortez via Audiogames-reflector


  


Re: How to create pygame menus

hey,Take care with pygame.key.get_pressed() this returns the state for the keyboard, but if jaws is running it will intercept the keyboard and Pygame will not work properly. However you could use an event based solution, like:...        events = pygame.event.get()        for event in events:            if event.type == pygame.KEYDOWN:                if event.key == K_UP:                    self.move()        pygame.event.pump()Hth,

URL: http://forum.audiogames.net/viewtopic.php?pid=243888#p243888





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Re: Python and accessible text

2015-11-23 Thread AudioGames . net ForumDevelopers room : manuelcortez via Audiogames-reflector


  


Re: Python and accessible text

If I understand properly, you want an option to create a text that shows up in Pygame and be read by the user. I am not working with fonts in pygame, but I think you could create a class and put methods for showing at screen (by passing the coords) and speaks (using accessibleOutput2). Btw, AccessibleOutput2 could be modified for using py3k (Christofer did some work at this respect). About the class, I think it could be something like this (note that I have no idea about how pygame shows things at screen):class text(object):    def __init__(self, text="", font=None):        super(text, self).__init__()        self.text = text        self.font = font #this is the font you will use for showing at screen.    def speak(self):        """ Speaks text using accessibleOutput2. It needs the output module."""
         output.speak(self.text)    def show(self, screenObject, coordinates=(0, 0), colour=(255, 255, 255)):        """ Shows text using the given coordinates."""        RenderedText = self.font.render(self.text, colour)        screenObject.blit(RenderedText, coordinates)About Pygame+wx I think it isn't a very good idea because when you will distribute your application as a windows executable it will increase the final size about 15 or 20 MB, I guess. Too much costs for showing texts.Hth.

URL: http://forum.audiogames.net/viewtopic.php?pid=239765#p239765





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Re: Talking about my upcomming game Tornado machine

2015-11-23 Thread AudioGames . net ForumDevelopers room : manuelcortez via Audiogames-reflector


  


Re: Talking about my upcomming game Tornado machine

Hi! I have no experience in making games and don't know BGT so much, but about the second question, I guess it would be better the game knows all weapons and objects. This approach has a disadvantage: You will need to update the client for every release to reflect any changes or new additions, and write some code for handling basic common bugs (What it will do if the server is asking the client to use a weapon that it doesn't have due  to an old client version?), but I think you could decrease the possible lag if server only will need to worry about ask the client to use an object.

URL: http://forum.audiogames.net/viewtopic.php?pid=239756#p239756





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Re: Talking about my upcomming game Tornado machine

2015-11-23 Thread AudioGames . net ForumDevelopers room : manuelcortez via Audiogames-reflector


  


Re: Talking about my upcomming game Tornado machine

Yes, it is a good idea. You could use a database for saving user  goals or whatever, and checks if the user is able  to create those objects. It could be done in the server side, in case you want to use a centralized server.

URL: http://forum.audiogames.net/viewtopic.php?pid=239777#p239777





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