Re: Inspecting Elements with Chrome

2021-03-10 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: Inspecting Elements with Chrome

Why -1? -1 disables tab indexing.The easiest way I've found so far is to use firefox. Hit f12, Input the substring of the element you want to find into the search element box then enter. Chrome has the same feature, but it's somewhat confusing to me.

URL: https://forum.audiogames.net/post/621900/#p621900




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Re: Inspecting Elements with Chrome

2021-03-10 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: Inspecting Elements with Chrome

Why -1? -1 disables tab indexing.The easiest way I've found so far is to use firefox. Hit f12, Input the substring of the element you want to find then enter. Chrome has the same feature, but it's somewhat confusing to me.

URL: https://forum.audiogames.net/post/621900/#p621900




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Re: Just released: C library to generate mazes

2021-02-18 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: Just released: C library to generate mazes

I've been having a plan experimenting with a loguelike game. Thanks for releasing what I just wanted.

URL: https://forum.audiogames.net/post/616748/#p616748




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Re: Any tips for using Wireshark?

2020-12-18 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: Any tips for using Wireshark?

I recommend using tshark. It's wireshark's commandline interface.

URL: https://forum.audiogames.net/post/599985/#p599985




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Re: HSP: If key pressed?

2020-11-29 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: HSP: If key pressed?

You need to use getkey, but you must manually implement one-time key triggering. Without that, it returns 1 whenever the key is down.a=0a_hold=0repeatawait 16getkey a,65if a==0:a_hold=0if a==1:if a_hold==0:{    a_hold=1    //do something}loopIf you want to manage multiple keys, use a 2d array.KeyCodes are same as win32 key code enums.

URL: https://forum.audiogames.net/post/593749/#p593749




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Re: HSP: Enter commands

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


  


Re: HSP: Enter commands

It internally uses ShellExecuteEx. So there must be something inside the hsp interpreter preventing params from being passed correctly.

URL: https://forum.audiogames.net/post/574006/#p574006




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Re: HSP: Enter commands

2020-09-24 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: HSP: Enter commands

It works. I just said cmd /c since the OP said he wanted to interact with cmd.

URL: https://forum.audiogames.net/post/573766/#p573766




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Re: HSP: Enter commands

2020-09-24 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: HSP: Enter commands

cmd /cor if you just want to launch mp3,exec "audio.mp3",16

URL: https://forum.audiogames.net/post/573704/#p573704




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Re: HSP: Enter commands

2020-09-24 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: HSP: Enter commands

cmd /c

URL: https://forum.audiogames.net/post/573704/#p573704




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Re: Tool: Decompiling Hot Soup Processor Games

2020-09-16 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: Tool: Decompiling Hot Soup Processor Games

Theoretically speaking, making text games is equal to a whole bunch of variable substitutions. So, if it were open sourced, all we need to do would be changing the variable names. But unfortunately not. I don't even know if the developer is active somewhere on the internet.

URL: https://forum.audiogames.net/post/571211/#p571211




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Re: Tool: Decompiling Hot Soup Processor Games

2020-09-07 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: Tool: Decompiling Hot Soup Processor Games

Yes. This is the official one, so you don't have to worry. You'll be able to focus on translating alternative magic, but the amount of text is massive.Oh wait, if you dump the original source and translated version into separate branches on a git repository, you can directly translate the game and even maintain the translation while perfectly keeping up-to-date with the latest official version? Nice.

URL: https://forum.audiogames.net/post/568339/#p568339




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Re: Tool: Decompiling Hot Soup Processor Games

2020-09-07 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: Tool: Decompiling Hot Soup Processor Games

Yes. This is the official one, so you don't have to worry. You'll be able to focus on translating alternative magic, but the amount of text is massive.Oh wait, if you dump the original source and translated version into separate branches on a git repository, you can directly translate the game and even maintain the translation? Nice.

URL: https://forum.audiogames.net/post/568339/#p568339




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Re: Tool: Decompiling Hot Soup Processor Games

2020-09-07 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: Tool: Decompiling Hot Soup Processor Games

Yes. This is the official one, so you don't have to worry. You'll be able to focus on translating alternative magic, but the amount of text is massive.

URL: https://forum.audiogames.net/post/568339/#p568339




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Re: Tool: Decompiling Hot Soup Processor Games

2020-09-07 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: Tool: Decompiling Hot Soup Processor Games

https://hirotaka2014.sakura.ne.jp/mh040 … 119src.lzh

URL: https://forum.audiogames.net/post/568309/#p568309




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Re: nuitka issue. did any one know how to fix it?

2020-07-30 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: nuitka issue. did any one know how to fix it?

I'm also the one who got excited about Nuitka, but noticed that it was not stable yet. IIRC, the last version I tested was 0.6.x.

URL: https://forum.audiogames.net/post/557018/#p557018




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Re: How do I tag an edit field in hsp?

2020-05-29 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: How do I tag an edit field in hsp?

statictext

URL: https://forum.audiogames.net/post/534771/#p534771




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Re: Deserialize JSON to C++ vector

2020-05-11 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: Deserialize JSON to C++ vector

picojson

URL: https://forum.audiogames.net/post/528187/#p528187




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Re: Accessibility Issues with WXPython 32bit

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


  


Re: Accessibility Issues with WXPython 32bit

Weird... I haven't had any problems.

URL: https://forum.audiogames.net/post/520490/#p520490




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Re: Accessibility Issues with WXPython 32bit

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


  


Re: Accessibility Issues with WXPython 32bit

@9 Would you mind elaborating what they specifically did and broke accessibility since 4.0.3? I'm using one of the 4.1.0a snapshot versions and curious what were more accessible in 4.0.3. To be honest, I do not have any accessibility issues except the calendar control is not readable.

URL: https://forum.audiogames.net/post/520461/#p520461




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Re: HSP documentation in English?

2020-03-31 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: HSP documentation in English?

I won't recommend it.It's very good to sketch small apps or make some personal tasks easier.1) Window handling is automatic and placing objects is the easiest as far as I know. (Positioning isn't auto)2) Many libraries are built-in. 3) Calling dll functions is much easier than Python.4) one-touch exe conversion.But it's only applicable when the user has full access to Japanese resources without having to spend extra time understanding them. Trying HSP with translation, directionless experiments or any other extra task is simply a waste of time in my humble opinion, especially if the following disadvantages considered.1) It's slower than Python.2) It doesn't have proper local variable support.3) Its OOP support is almost nonexistent.4) It doesn't support dll callbacks.5) It doesn't provide struct support, meaning that we have to manually construct them.6) It doesn't have reliable dynamic array.7) Dictionary type is not supported.8) It has implicit type conversion rules and they're really hard and annoying.9) It's still impossible to develop accessible products on other platforms.10) some built-in libraries do not have required specs for audio game development E.G. socket.11) It doesn't teach you usable programming knowledge for your future career (applicable when you're trying to be a professional engineer / programmer).

URL: https://forum.audiogames.net/post/514318/#p514318




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Re: HSP documentation in English?

2020-03-31 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: HSP documentation in English?

I won't recommend it.It's very good to sketch small apps or make some personal tasks easier.1) Window handling is automatic and placing objects is the easiest as far as I know. (Positioning isn't auto)2) Many libraries are built-in. 3) Calling dll functions is much easier than Python.4) one-touch exe conversion.But it's only applicable when the user has full access to Japanese resources without having to spend extra time understanding them. Trying HSP with translation, directionless experiments or any other extra task is simply a waste of time in my humble opinion, especially if the following disadvantages considered.1) It's slower than Python.2) It doesn't have proper local variable support.3) Its OOP support is almost nonexistent.4) It doesn't support dll callbacks.5) It doesn't provide struct support, meaning that we have to manually construct them.6) It doesn't have reliable dynamic array.7) Dictionary type is not supported.8) It has implicit type conversion rules and they're really hard and annoying.9) It's still impossible to develop accessible products on other platforms.10) some built-in libraries do not have required specs for audio game development E.G. socket.

URL: https://forum.audiogames.net/post/514318/#p514318




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Re: HSP documentation in English?

2020-03-30 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: HSP documentation in English?

The example above is inaccessible.accessible version:sdim ret,3for i,99,0,-1ret+=""+i+" Bottle(s) of beer on the wall, "+i+" bottle(s) of beer.\n"ret+="You take one down\n"j=i-1ret+=""+j+" bottle(s) of beer on the wall.\n"nextscreen 0,1200,800pos 0,0objsize 600listbox n,750,retobjsel statstop

URL: https://forum.audiogames.net/post/513980/#p513980




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Re: Some node questions about audiogames

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


  


Re: Some node questions about audiogames

1) Make a directory2) run the followingnpm init3) run the followingnpm install howler --savenpm install webpack --savenpm install electron --saveNote: Oriol uses Percel, but I tried both and preferred Webpack.4) Write an html so that it is loaded via Electron.5) Attach script with unique name in the html.6) make js folder and put your js there.7) Set up webpack so that the build result is written to the unique name you set in the html.8) Read Howler reference for audio, add packages as new features / libraries are required, don't forget to add --save when npm installing.9) Then, it's same as developing web pages!Tips:If you have JS errors, you can press ctrl+shift+i in your electron window. The development console is less accessible than Chrome though; many buttons are unlabeled.I think this info is enough to get started.The reason I didn't use Percel was that it didn't trigger AddEventListener callbacks for some reason. Many sources say that placing the function into window. namespace solves the problem, but it didn't work here. Switching to Webpack solved everything like a charm, so I stopped pursuing.

URL: https://forum.audiogames.net/post/513442/#p513442




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Re: Some node questions about audiogames

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


  


Re: Some node questions about audiogames

1) Make a directory2) run the followingnpm init3) run the followingnpm install howler --savenpm install webpack --savenpm install electron --saveNote: Oriol uses Percel, but I tried both and preferred Webpack.4) Write an html so that it is loaded via Electron.5) Attach script with unique name in the html.6) make js folder and put your js there.7) Set up webpack so that the build result is written to the unique name you set in the html.8) Read Howler reference for audio, add packages as new features / libraries are required, don't forget to add --save when npm installing.9) Then, it's same as developing web pages!Tips:If you have JS errors, you can press ctrl+shift+i in your electron window. The development console is less accessible than Chrome though; many buttons are unlabeled.I think this info is enough to get started.

URL: https://forum.audiogames.net/post/513442/#p513442




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Re: Some node questions about audiogames

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


  


Re: Some node questions about audiogames

1) Make a directory2) run the followingnpm init3) run the followingnpm install howler --savenpm install webpack --savenpm install electron --saveNote: Oriol uses Percel, but I tried both and preferred Webpack.4) Write an html so that it is loaded via Electron.5) Attach script with unique name in the html.6) make js folder and put your js there.7) Set up webpack so that the build result is written to the unique name you set in the html.9) Read Howler reference for audio, add packages as new features / libraries are required, don't forget to add --save when npm installing.8) Then, it's same as developing web pages!Tips:If you have JS errors, you can press ctrl+shift+i in your electron window. The development console is less accessible than Chrome though; many buttons are unlabeled.I think this info is enough to get started.

URL: https://forum.audiogames.net/post/513442/#p513442




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Re: Regular Expression: Match X, Not Y

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


  


Re: Regular _expression_: Match X, Not Y

Ian's one looks much simpler and smarter. I am always curious about what your primary job / expertise is. I can learn from you a lot.

URL: https://forum.audiogames.net/post/513271/#p513271




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Re: Regular Expression: Match X, Not Y

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


  


Re: Regular _expression_: Match X, Not Y

^(?!.*The ball hits).*(?=you).*$

URL: https://forum.audiogames.net/post/513216/#p513216




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Re: unity and accessibility

2020-03-24 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: unity and accessibility

I also wrote a small accessibility editor extension. Please check it out and use whatever code in there.https://github.com/yncat/unity-access

URL: https://forum.audiogames.net/post/512006/#p512006




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Re: What are the necessary steps to go pro?

2020-03-20 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: What are the necessary steps to go pro?

As for frontend, although it's unlikely that we do full frontend development, learning things that make web services inaccessible for screen readers does help, in my opinion. These are like undescrived images, css-stiled empty i or span nodes, css-styled custom checkbox and other form controls, ETC ETC. At the same time, learn how to patch them without altering the layout; you can actually fix a lot of stuff with WAI-ARIA and alt. While W3c normally recommends using standard tags and selecting WAI-ARIA as a kind of the final choice, I would do it if it will quickly change things. Learn React, View or whatever you're going to use at your company, and you'll be able to make their products accessible. However, this assumes that we do it as subtasks; we basically have to focus on non-frontend. I'm doing server side using Ruby on Rails, but when I find something inaccessible while debugging the service, I quickly patch it if it's possible and throw a PR.

URL: https://forum.audiogames.net/post/510695/#p510695




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Re: What are the necessary steps to go pro?

2020-03-20 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: What are the necessary steps to go pro?

As for frontend, although it's unlikely that we do full frontend development, learning things that make web services inaccessible for screen readers does help, in my opinion. These are like undescrived images, css-stiled empty i or span nodes, css-styled custom checkbox and other form controls, ETC ETC. At the same time, learn how to patch them without altering the layout; you can actually fix a lot of stuff with WAI-ARIA and alt. While W3c normally recommends using standard tags and use WAI-ARIA as a kind of the final choice, I would do it if it will quickly change things. Learn React, View or whatever you're going to use at your company, and you'll be able to make their products accessible. However, this assumes that we do it as subtasks; we basically have to focus on non-frontend. I'm doing server side using Ruby on Rails, but when I find something inaccessible while debugging the service, I quickly patch it if it's possible and throw a PR.

URL: https://forum.audiogames.net/post/510695/#p510695




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Re: What are the necessary steps to go pro?

2020-03-20 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: What are the necessary steps to go pro?

As for frontend, although it's unlikely that we do full frontend development, learning things that make web services inaccessible for screen readers does help, in my opinion. These are like undescrived images, css-stiled empty i or span nodes, css-styled custom checkbox and other form controls, ETC ETC. At the same time, learn how to patch them without altering the layout; you can actually a lot of stuff with WAI-ARIA and alt. Learn React, View or whatever you're going to use at your company, and you'll be able to make their products accessible. However, this assumes that we do it as subtasks; we basically have to focus on non-frontend. I'm doing server side using Ruby on Rails, but when I find something inaccessible while debugging the service, I quickly patch it if it's possible and throw a PR.

URL: https://forum.audiogames.net/post/510695/#p510695




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Re: Docker usage

2020-02-18 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: Docker usage

As one of the examples, let me explain my situation.The service I'm working on at my company is separated into multiple microservices as well as the main program. They made a series of docker containers by which required microservices could be ran with a single docker-compose command. I decided to work on VM with Vagrant since I had to monitor docker-compose, rails server, npm watch and other asynchronous workers. If someone wants to build an docker based web server or db, docker for windows would just be fine as Hijacker pointed out that it's fully compatible.

URL: https://forum.audiogames.net/post/502436/#p502436




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Re: Docker usage

2020-02-17 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: Docker usage

Please ignore me if this doesn't apply to your current situation, but I recommend running VM and using docker, docker-compose or whatever on top of that. Most of the information we can get by googling  are written for unix-based systems. You might have to translate it for your own environment or you might experience compatibility issues. I don't know how compatible docker for Windows is, so this might be something we don't have to worry at all though.Also, I would like to add that I have never experienced vagrant's bugs. It is working just fine. VSCode is accessible for remote use. I use Teraterm for terminal and connecting GNU Screen to handle multiple tabs.

URL: https://forum.audiogames.net/post/502360/#p502360




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Re: Docker usage

2020-02-17 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: Docker usage

Please ignore me if this doesn't apply to your current situation, but I recommend running VM and using docker, docker-compose or whatever on top of that. Most of the information we can get by googling  are written for unix-based systems. You might have to translate it for your own environment or you might experience compatibility issues. I don't know how compatible docker for Windows is, so this might be something we don't have to worry at all though.

URL: https://forum.audiogames.net/post/502360/#p502360




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Re: Solved: Link Based Collapsable Lists

2020-01-31 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: Solved: Link Based Collapsable Lists

I haven't implemented this myself, but here's what I quickly came up with:1) hiding text can be done by display:none. Give some class definitions to your css so that contents can be hidden/shown by just modifying the class name.2) aria-expanded is what you're looking for.3) If you're going to show the page to sited people, you might want to use css templates or something similar. I think some css templates provide colapsable lists. I don't know about a11y for that approach; you may need to add aria-expanded properly.

URL: https://forum.audiogames.net/post/497520/#p497520




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Re: Solved: Link Based Collapsable Lists

2020-01-31 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: Solved: Link Based Collapsable Lists

I'm sincerely sorry, I ment aria-expanded, not aria-hidden. I quickly wrote the previous post before going to bed and forgot to preview.aria-expanded="true" adds "expanded" narration for screen reader. aria-expanded="false" adds colapsed.aria-hidden hides the element from screen reader, but it is not visually hidden. Use display:none instead.

URL: https://forum.audiogames.net/post/497628/#p497628




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Re: Link Based Collapsable Lists

2020-01-31 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: Link Based Collapsable Lists

I haven't implemented this myself, but here's what I quickly came up with:1) hiding text can be done by display:none. Give some class definitions to your css so that contents can be hidden/shown by just modifying the class name.2) aria-hidden is what you're looking for.3) If you're going to show the page to sited people, you might want to use css templates or something similar. I think some css templates provide colapsable lists. I don't know about a11y for that approach; you may need to add aria-hidden properly.

URL: https://forum.audiogames.net/post/497520/#p497520




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

2020-01-31 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


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

You can search for extensions by pressing ctrl+shift+x. But you might want to remember that you need to install extensions when you're connected to the remote session. If you don't do so, the extension you install will only be available for the local mode.For example, if you want to use php lint for your project in the VM, you must install it when you're connected to the VM via VS Code.I see you understand my explanation so far which isn't so detailed. So I believe this somewhat makes sense to you.

URL: https://forum.audiogames.net/post/497511/#p497511




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

2020-01-31 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


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

You can search for extensions by pressing ctrl+shift+x. But you might want to remember that you need to install extensions when you're connected to the remote session. If you don't do so, the extension you install will only be available for the local mode.For example, if you want to use php lint, you must install it when you're connected to the VM via VS Code.I see you understand my explanation so far which isn't so detailed. So I believe this somewhat makes sense to you.

URL: https://forum.audiogames.net/post/497511/#p497511




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

2020-01-27 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


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

As I suggested, try using VSCode.If you already have your key pair, copy your public key to /home/vagrant/.ssh/id_rsa.pub and run ssh-copy-id ~/.ssh/id_rsa.pubto register.Then, take note the IP address to the VM (in most cases, 192.168.33.10-ish thing). Usually, it is clearly written in the vagrantfile.Finally, run VSCode. Press ctrl+shift+p, type ssh, select ssh configuration and hit enter. Set your details including your private key and IP address. Once done, ctrl+shift+p again and run connect to remote folder. Select the setting you've just done. If everything is set correctly, you can brows through your VM only with VSCode.

URL: https://forum.audiogames.net/post/496532/#p496532




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

2020-01-27 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


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

As I suggested, try using VSCode.If you already have your key pair, copy your public key to /home/vagrant/.ssh/id_rsa.pub and run ssh-copy-id ~/.ssh/id_rsa.pubto register.Then, take note the IP address to the VM (in most cases, 192.168.33.10-ish thing). Usually, it is clearly written in the vagrantfile.Finally, run VSCode. Press ctrl+shift+p, type ssh, select ssh configuration and hit enter. Set your details including your private key and IP address. Once done, ctrl+shift+p again and run connect to remote folder. Select the setting you've just done. If everything is set correct, you can brows through your VM only with VSCode.

URL: https://forum.audiogames.net/post/496532/#p496532




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

2020-01-27 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


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

As I suggested, try using VSCode.If you already have your key pair, copy your public key to /home/vagrant/.ssh/id_rsa.pub and run ssh-copy-id ~/.ssh/id_rsa.pubto register.Then, take note the IP address to the VM (in most cases, 192.168.33.10-ish thing). Finally, run VSCode. Press ctrl+shift+p, type ssh, select ssh configuration and hit enter. Set your details including your private key and IP address. Once done, ctrl+shift+p again and run connect to remote folder. Select the setting you've just done. If everything is set correct, you can brows through your VM only with VSCode.

URL: https://forum.audiogames.net/post/496532/#p496532




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

2020-01-26 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


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

It might be related to the box you're using. Maybe, try using ubuntu-trusty64 or ubuntu-bionic64? They're what I've successfully run so far.

URL: https://forum.audiogames.net/post/496006/#p496006




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

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


  


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

You can edit your code on remote using Visual Studio Code. Here's what I do in the company I'm working at:1) Run an Ubuntu VM on Windows10. I'm using vagrant + virtualbox.2) On the VM, do basic ssh configuration so that I can ssh into it using my own private key.3) Run vscode on Windows and set up remote ssh feature so that I can connect to the VM I just created.4) Write some code.5) Use teraterm as our shell, connect it to the VM and run commands as usual.I have never faced limitations in this method; apt-get works, gcc compiles, networking works (need to configure in vagrantfile though), Ruby on Rails works, just like the real Ubuntu machine. Also, the same approach can be used for AWS remote instances, so we can do lots of things.Either way, you need to learn unix-based system.

URL: https://forum.audiogames.net/post/495597/#p495597




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

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


  


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

You can edit your code on remote using Visual Studio Code. Here's what I do in the company I'm working at:1) Run an Ubuntu VM on Windows10. I'm using vagrant + virtualbox.2) On the VM, do basic ssh configuration so that I can ssh into it using my own private key.3) Run vscode on Windows and set up remote ssh feature so that I can connect to the VM I just created.4) Write some code.5) Use teraterm as our shell, connect it to the VM and run commands as usual.Either way, you need to learn unix-based system.

URL: https://forum.audiogames.net/post/495597/#p495597




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Re: Please help me! Simple notepad with C++

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


  


Re: Please help me! Simple notepad with C++

@7Would you mind elaborating this? From my experience with wxPython, I know that it starts buggy and irritating as soon as trying to change background / text colours or associating icons (I even injected a bit of C++ code, subclassed the window and handled what wxPython couldn't!!), but I didn't find anything messy at the basic point. Does it totally change with pure C++? I still assume that wxPython is a simple wrapper for wxWidgets...Btw, I totally do not understand "don't use constructors". What the? So, does it mean string a="Can't I be used?";Is not accepted because string::string(const char*) is internally called? I admit that my point of view is a little bit distorted, but I seriously do not understand the constraints from the teacher, textbook or whatever.

URL: https://forum.audiogames.net/post/493176/#p493176




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Re: Please help me! Simple notepad with C++

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


  


Re: Please help me! Simple notepad with C++

@7Would you mind elaborating this? From my experience with wxPython, I know that it starts buggy and irritating as soon as trying to change background / text colours or associating icons (I even injected a bit of C++ code, subclassed the window and handled what wxPython couldn't!!), but I didn't find anything messy at the basic point. Does it totally change with pure C++? I still assume that wxPython is a simple wrapper for wxWidgets...Btw, I totally do not understand "don't use constructors". What the? So, does it mean what I think it does, string a="Can't I be used?";Is not accepted because string::string(const char*) is internally called? I admit that my point of view is a little bit distorted, but I seriously do not understand the constraints from the teacher, textbook or whatever.

URL: https://forum.audiogames.net/post/493176/#p493176




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Re: Please help me! Simple notepad with C++

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


  


Re: Please help me! Simple notepad with C++

@7Would you mind elaborating this? From my experience with wxPython, I know that it starts buggy and irritating as soon as trying to change background / text colours or associating icons (I even injected a bit of C++ code, subclassed the window and handled what wxPython couldn't!!), but I didn't find anything messy at the basic point. Does it totally change with pure C++? I still assume that wxPython is a simple wrapper for wxWidgets...

URL: https://forum.audiogames.net/post/493176/#p493176




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Re: Please help me! Simple notepad with C++

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


  


Re: Please help me! Simple notepad with C++

@7Would you mind elaborating this? From my experience with wxPython, I know that it starts buggy and irritating as soon as trying to change background / text colours or associating icons (I even injected a bit of C++ code, subclassed the window and handled what wxPython couldn't!!), but I didn't found anything messy at the basic point. Does it totally change with pure C++? I still assume that wxPython is a simple wrapper for wxWidgets...

URL: https://forum.audiogames.net/post/493176/#p493176




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Re: Survey of cross-platform spatial audio libraries

2019-12-17 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: Survey of cross-platform spatial audio libraries

I thought Steamaudio also had low-level API. You can get processed bit stream and feed it to your audio backend, IIRC.

URL: https://forum.audiogames.net/post/486373/#p486373




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Re: HSP: Midi volume

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


  


Re: HSP: Midi volume

Please refer to MCI specifications or win32 MIDI API. HSP doesn't support it as a built-in function.

URL: https://forum.audiogames.net/post/460128/#p460128




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Re: Python, passing objects?

2019-08-25 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: Python, passing objects?

Primitives are value-passed and objects are reference-passed. You need to explicitly call copy function in order to duplicate an object. So, as for your question, no.

URL: https://forum.audiogames.net/post/457597/#p457597




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Re: An issue

2019-08-20 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: An issue

You might want to ask for a teaching assistant who can help you. I finished my network management classes by doing so. My assistant read the routing diagram and IP addresses, then I routed as instructed using my computer console. If you're unable to read wireshark outputs and controlling it, you could tell your assistant to do blah blah blah and listen to the output.

URL: https://forum.audiogames.net/post/456859/#p456859




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Re: HSP: Internet connection and error1.

2019-08-14 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: HSP: Internet connection and error1.

You should read the reference and check errors as instructed.

URL: https://forum.audiogames.net/post/455410/#p455410




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Re: HSP: How to perform action after close something opened by exec?

2019-07-16 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: HSP: How to perform action after close something opened by exec?

#uselib "kernel32"#func global CreateProcessA "CreateProcessA" sptr,sptr,sptr,sptr,sptr,sptr,sptr,sptr,sptr,sptr#func global CloseHandle "CloseHandle" sptr#func global WaitForSingleObject "WaitForSingleObject" sptr,sptr#module mod_execwait#deffunc exec_wait str _path, local _startupinfo, local _processinfosdim _startupinfo,100dim _processinfo,4wpoke _startupinfo,0,68CreateProcessA 0,_path,0,0,0,0,0,0,varptr(_startupinfo),varptr(_processinfo)if stat=0:return 0CloseHandle _processinfo.1WaitForSingleObject _processinfo.0,$CloseHandle _processinfo.0return 1#global

URL: https://forum.audiogames.net/post/449364/#p449364




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Re: INdentation is killing me off

2019-07-03 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: INdentation is killing me off

def multiply(*args):    result = 1    for i in args:        result *= i    #end for multiply    print(result)#end def multiply#global scopen1 = input("Fill the first number ")n2 = input("Secondary number: ")multiply(n1, n2)

URL: https://forum.audiogames.net/post/445779/#p445779




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Re: a problem with git

2019-06-19 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: a problem with git

Get the URLs of the submodules, manually download as zip and place them to the main twblue repository.

URL: https://forum.audiogames.net/post/442872/#p442872




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Re: a problem with git

2019-06-19 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: a problem with git

Get the URL of the submodules, manually download as zip and place them to the main twblue repository.

URL: https://forum.audiogames.net/post/442872/#p442872




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Re: How the hell do you use Visual Studio efficiently!

2019-05-24 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: How the hell do you use Visual Studio efficiently!

I haven't tried the output window setting, but that might make things easier.I'm not going to use the editor in VS, so it's OK if I could only view errors easily. That being said, I guess googling commands for the developer command prompt will eventually be faster.

URL: https://forum.audiogames.net/post/436105/#p436105




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Re: How the hell do you use Visual Studio efficiently!

2019-05-20 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: How the hell do you use Visual Studio efficiently!

Yeah, I found that it was readable using object nav, but it's more troublesome than reading the log file. Maybe I should be a CUI master. Thanks.

URL: https://forum.audiogames.net/post/434949/#p434949




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Re: How the hell do you use Visual Studio efficiently!

2019-05-14 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: How the hell do you use Visual Studio efficiently!

When I try arrowing in the first text area, NVDA always says blank. But there must be something I don't know because I do know that a number of blind programmers using VS for their jobs.

URL: https://forum.audiogames.net/post/433614/#p433614




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How the hell do you use Visual Studio efficiently!

2019-05-14 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


How the hell do you use Visual Studio efficiently!

Hi.So, I've been kinda forced to use VS. If this isn't something worth trying, I'll google a lot and switch to the developer command prompt.After running "Build solution", how do I read errors / warnings? It shows the number of errors with some kind of filter screen, but I don't see anything valuable there. How do I do this? I'm using vs2017 with NVDA. Please help!Currently I always read debug/mySolution.log to see errors, but I can't do that over and over and over again because I'd probably sabotage and sleep due to too much frustration.

URL: https://forum.audiogames.net/post/433601/#p433601




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How the hell do you use Visual Studio efficiently!

2019-05-14 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


How the hell do you use Visual Studio efficiently!

Hi.So, I've been kinda forced to use VS. If this isn't something worth trying, I'll google a lot and switch to the developer command prompt.After running "Build solution", how do I read errors / warnings? It shows the number of errors with some kind of filter screen, but I don't see anything valuable there. How do I do this? I'm using vs2017 with NVDA. Please help!Currently I always read debug/mySolution.log to see errors, but I can't do that over and over and over again because I'd probably smash my keyboard or sabotage and sleep due to too much frustration.

URL: https://forum.audiogames.net/post/433601/#p433601




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How the hell do you use Visual Studio efficiently!

2019-05-14 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


How the hell do you use Visual Studio efficiently!

Hi.So, I've been kinda forced to use VS. If this isn't something worth trying, I'll google a lot and switch to the developer command prompt.After running "Build solution", how do I read errors / warnings? It shows the number of errors with some kind of filter screen, but I don't see anything valuable there. How do I do this? I'm using vs2017 with NVDA. Please help!

URL: https://forum.audiogames.net/post/433601/#p433601




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Re: FMOD with Resonance Audio in Csharp

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


  


Re: FMOD with Resonance Audio in Csharp

FMOD_DSP_PARAMETER_3DATTRIBUTES is what you need for that. It should be set using FMOD_DSP_SetParameterData.

URL: https://forum.audiogames.net/post/427377/#p427377




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Re: Interest in an Open Source MIDI File Reading Library?

2019-03-15 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: Interest in an Open Source MIDI File Reading Library?

Yes, I definitely do. I quickly dreamed of doing funny audio editing with my midi keyboard. The input might be from a file only though. Anyway, Yes.

URL: https://forum.audiogames.net/post/418873/#p418873




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Re: Using php.

2019-03-08 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: Using php.

You just need the php interpreter. The built in http server works for learning purposes if you still won't use databases.

URL: https://forum.audiogames.net/post/417262/#p417262




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Re: Seeking for a volunteer!

2019-03-01 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: Seeking for a volunteer!

I thought it should belong here because it was development-related, but yeah. Agreed.

URL: https://forum.audiogames.net/post/415410/#p415410




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Re: Seeking for a volunteer!

2019-02-28 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: Seeking for a volunteer!

Another difficulty recording voices is too much room echo like in a basement. I don't care much about screams, but honestly, I(d like to ensure a decent quality as specifically for naratives. I probably can spend 10 or 20 and hire a freelancer though, I think it'd be cooler if this title were completely community based.

URL: https://forum.audiogames.net/post/415062/#p415062




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Re: Seeking for a volunteer!

2019-02-27 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: Seeking for a volunteer!

Another difficulty recording voices is too much room echo like in a basement. I don't care much about screams, but honestly, I(d like to ensure a decent quality as specifically for naratives. I probably can spend 10 or 20 backs and hire a freelancer though, I think it'd be cooler if this title were completely community based.

URL: https://forum.audiogames.net/post/415062/#p415062




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Seeking for a volunteer!

2019-02-27 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Seeking for a volunteer!

Hi.I'm rewriting Screaming Strike with Python and it's 70% done.I'm also adding a bunch of new features / scoring system to the game and I'm currently looking for a volunteer who can record some short voice clips. If you are willing to help me, please let me know. You can email me of course, but it's absolutely OK if you just record and post the audio file here.If I receive multiple entries, I'm going to include all voices in the release version of the game. However, I might have to exclude your entry if noises are audible in your clips or other quality-related problems are found.Here are the details.--I want you to record the names of bonus items in the game. They're as follows:Slow downShrinkBlurredMegaton punchBoostPenetrationdestructionextra lifeI need these names in 2 emotions: pleased and sad. the "pleased" clip is played when you got a good item or avoided a nasty item. The "sad" clip is played when you avoided a good item or got a nasty item.So, in summary, I want you to record these:pleased Slow downpleased Shrinkpleased Blurredpleased Megaton punchpleased Boostpleased Penetrationpleased destructionpleased extra lifesad Slow downsad Shrinksad Blurredsad Megaton punchsad Boostsad Penetrationsad destructionSad extra lifeOh, I decided to remove "bonus points" from the list on purpose; you won't get bonus points from items.--

URL: https://forum.audiogames.net/post/415053/#p415053




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Seeking for a volunteer!

2019-02-27 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Seeking for a volunteer!

Hi.I'm rewriting Screaming Strike with Python and it's 70% done.I'm also adding a bunch of new features / scoring system to the game and I'm currently looking for a volunteer who can record some short voice clips. If you are willing to help me, please let me know. You can email me of course, but it's absolutely OK if you just record and post the audio file here.If I receive multiple entries, I'm going to include all voices in the release version of the game. However, I might have to exclude your entry if noises are audible in your clips or other quality-related problems are found.Here are the details.--I want you to record the names of bonus items in the game. They're as follows:Slow downShrinkBlurredMegaton punchBoostPenetrationdestructionI need these names in 2 emotions: pleased and sad. the "pleased" clip is played when you got a good item or avoided a nasty item. The "sad" clip is played when you avoided a good item or got a nasty item.So, in summary, I want you to record these:pleased Slow downpleased Shrinkpleased Blurredpleased Megaton punchpleased Boostpleased Penetrationpleased destructionsad Slow downsad Shrinksad Blurredsad Megaton punchsad Boostsad Penetrationsad destructionOh, I decided to remove "bonus points" from the list on purpose; you won't get bonus points from items.--

URL: https://forum.audiogames.net/post/415053/#p415053




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Seeking for a volunteer!

2019-02-27 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Seeking for a volunteer!

Hi.I'm rewriting Screaming Strike with Python and it's 70% done.I'm also adding a bunch of new features / scoring system to the game and I'm currently looking for a volunteer who can record some short voice clips. If you are willing to help me, please let me know. You can email me of course, but it's absolutely OK if you just record and post the audio file here.If I receive multiple entries, I'm going to include all voices in the release version of the game. However, I might have to exclude your entry if noises are audible in your clips or other quality-related problems are found.Here are the details.--I want you to record the names of bonus items in the game. They're as follows:Slow downShrinkBlurredMegaton punchBoostPenetrationdestructionI need these names in 2 emotions: pleased and sad. the "pleased" clip is played when you got a good item or avoided a nasty item. The "sad" clip is played when you avoided a good item or got a nasty item.So, in summary, I want you to record these:pleased Slow downpleased Shrinkpleased Blurredpleased Megaton punchpleased Boostpleased Penetrationpleased destructionsad Slow downsad Shrinksad Blurredsad Megaton punchsad Boostsad Penetrationsad destruction--

URL: https://forum.audiogames.net/post/415053/#p415053




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Seeking for a volunteer!

2019-02-27 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Seeking for a volunteer!

Hi.I'm rewriting Screaming Strike with Python and it's 70% done.I'm also adding a bunch of new features / scoring system to the game and I'm currently looking for a volunteer who can record some short voice clips. If you are willing to help me, please let me know. You can email me of course, but it's absolutely OK if you just record and post the audio file here.If I receive multiple entries, I'm going to include all voices in the release version of the game. However, I might have to exclude your entry if noises are audible in your clips or other quality-related problems are found.Here are the details.--ght have to exclude your I want you to record the names of bonus items in the game. They're as follows:Slow downShrinkBlurredMegaton punchBoostPenetrationdestructionI need these names in 2 emotions: pleased and sad. the "pleased" clip is played when you got a good item or avoided a nasty item. The "sad" clip is played when you avoided a good item or got a nasty item.So, in summary, I want you to record these:pleased Slow downpleased Shrinkpleased Blurredpleased Megaton punchpleased Boostpleased Penetrationpleased destructionsad Slow downsad Shrinksad Blurredsad Megaton punchsad Boostsad Penetrationsad destruction--

URL: https://forum.audiogames.net/post/415053/#p415053




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Re: Python audiogame setup?

2019-02-16 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: Python audiogame setup?

@2Oh, can pygame and wx be combined? I thought I had to choose one to use. Thanks!

URL: https://forum.audiogames.net/post/412244/#p412244




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Python audiogame setup?

2019-02-16 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Python audiogame setup?

Hi.I'm pretty sure that ohShit and TGTR use almost same sets of libraries. TGTR is confirmed that it works on macs, too.I really liked the single-executable, cross-platform installation.Can Stebo, Liam or anyone list the major libraries they use?Things I was able to detect are:pygamepybass (may be a different wrapper, but dunno)accessible_output2(I thought it couldn't be compiled with 3.7, dunno)pyInstaller

URL: https://forum.audiogames.net/post/412142/#p412142




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Re: Looking for impulse responses of dungeons / castles

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


  


Re: Looking for impulse responses of dungeons / castles

I've checked your email! Thanks!!

URL: https://forum.audiogames.net/post/411243/#p411243




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Re: Looking for impulse responses of dungeons / castles

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


  


Re: Looking for impulse responses of dungeons / castles

What I'm looking for aren't the "real sounds". Impulse responses are used to simulate accoustic reverves, and I haven't encountered IR's in Freesound. But thanks for your help, some of the atmospheres you posted may be usable as background ambiences.

URL: https://forum.audiogames.net/post/411192/#p411192




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Looking for impulse responses of dungeons / castles

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


  


Looking for impulse responses of dungeons / castles

Hi.Can anyone recommend me some impulse responses recorded in castles or dungeons? IR libraries, individual files, what you have recorded yourself, everything is welcomed if it's leagal. If it's paid, I'd appreciate if you could past the URL where I can buy it, or just its name so that I can google.I found this, but it was a kinda bundled IR in a software plugin which was expensive and most likely inaccessible. Sad.

URL: https://forum.audiogames.net/post/411045/#p411045




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Looking for impulse responses of dungeons / castles

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


  


Looking for impulse responses of dungeons / castles

Hi.Can anyone recommend me some impulse responses recorded in castles or dungeons? IR libraries, individual files, what you have recorded yourself, everything is welcomed if it's leagal. If it's paid, I'd appreciate if you could past the URL where I can buy it, or just its name so that I can google.I found this, but it was a kinda bundled IR in a software plugin which is expensive and most likely inaccessible. Sad.

URL: https://forum.audiogames.net/post/411045/#p411045




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Looking for impulse responses of dungeons / castles

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


  


Looking for impulse responses of dungeons / castles

Hi.Can anyone recommend me some impulse responses recorded in castles or dungeons? IR libraries, individual files, what you have recorded yourself, everything is welcomed if it's leagal. If it's paid, I'd appreciate if you could past the URL where I can buy it, or just its name so that I can google.

URL: https://forum.audiogames.net/post/411045/#p411045




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Re: how to set up raspberry pi out of the box blind

2019-01-30 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: how to set up raspberry pi out of the box blind

Oh, this topic is a helpful one to me! I can now try to unbox and setup my pi which is lying on one of the shelves in my room for about 2 years!

URL: https://forum.audiogames.net/post/408449/#p408449




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Re: Unity accessibility for the blind and visually impaired

2019-01-19 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: Unity accessibility for the blind and visually impaired

Btw, what are the reasons you want to use mainstream game engines? Mobile support? VR audio? Collaboration with sited game developers? Other?

URL: https://forum.audiogames.net/post/406385/#p406385




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Re: 2733 HQSFX from freesound! Remember to give the artists propper credit

2019-01-16 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: 2733 HQSFX from freesound! Remember to give the artists propper credit

Got it working. Thank you and Carter.

URL: https://forum.audiogames.net/post/405823/#p405823




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Re: 5.8GB of game related SFX from freesound... Remember to give credit!

2019-01-16 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: 5.8GB of game related SFX from freesound... Remember to give credit!

Oops? That doesn't seem to work.

URL: https://forum.audiogames.net/post/405818/#p405818




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Re: Unity accessibility for the blind and visually impaired

2019-01-15 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: Unity accessibility for the blind and visually impaired

I was able to make the error log and compilation status speak, but those inaccessible dialogs are ... you know.

URL: https://forum.audiogames.net/post/405605/#p405605




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Re: 5.8GB of game related SFX from freesound... Remember to give credit!

2019-01-15 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: 5.8GB of game related SFX from freesound... Remember to give credit!

Oh, I somehow missed it. Can you host it again somewhere?

URL: https://forum.audiogames.net/post/405604/#p405604




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Re: hateful rant on arrays

2018-12-24 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: hateful rant on arrays

Assuming you're only inclementing / declementing by 1,if(--counter==-1) counter=0;orif(++counter==menuArray.length) counter=menuArray.length-1;

URL: http://forum.audiogames.net/post/400656/#p400656




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Re: dll related question

2018-03-17 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: dll related question

1 Install msys22 Install gcc on your msys23 if you want, edit your system environment variable so that you can directly use gcc on your command prompt4 gcc -shared socket.c -o socket.dll

URL: http://forum.audiogames.net/viewtopic.php?pid=355924#p355924





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Re: make unity 3d accessible

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


  


Re: make unity 3d accessible

When it comes to actually developing games with unity, simply making the scripting part accessible is not enough as I tried developing one with a friend of mine. For example, if you want to make a bullet and have multiple of them scattered around, you have to make the bullet a prefab. This can't be done without dragging and dropping. Although it is theoretically possible to make multiple bullets by creating a game object and attaching your bullet script every time one is launched, that eventually ruins one of the strongest points that the game engine offers and perhaps it starts completely pointless to use Unity. Cross platform? Python or Electron already exist, speaking of Audiogame development. I admit that it'd be super great if we could use Unity though.

URL: http://forum.audiogames.net/viewtopic.php?pid=354454#p354454





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Re: make unity 3d accessible

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


  


Re: make unity 3d accessible

When it comes to actually developing games with unity, simply making the scripting part accessible is not enough as I tried developing one with a friend of mine. For example, if you want to make a bullet and have multiple of them scattered around, you have to make the bullet a prefab. This can't be done without dragging and dropping. Although it is theoretically possible to make multiple bullets by creating a game object and attaching your bullet script every time one is launched, but that eventually ruins one of the strongest point that the game engine offers and perhaps it starts completely pointless to use Unity. Cross platform? Python or Electron already exist, speaking of Audiogame development. I admit that it'd be super great if we could use Unity though.

URL: http://forum.audiogames.net/viewtopic.php?pid=354454#p354454





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Re: Let's learn HSP together!

2018-02-07 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: Let's learn HSP together!

These answers are from my 10 years of experience and heavily viased, but here goes.1: what advantages/disadvantages does this script language have?Advantages:Simple syntaxExtremely simple to handle window controls E.G. edit control, list box and other *supported* partsHas powerful libraries (3D physics, 3D graphic, networking, database, mathematical, regular _expression_, and even the compiler engine itself)Is able to syncronize with C/C++ dlls and COM controlsDisadvantages:Does not support Windows's native character code (UTF-16, also known as wide chars)does not support dynamic arrays (precisely it does, but ridiculously slow).Does not support dictionaryDoes not support callback functionDoes not support object-oriented theoryDoes not support float (Only double is available in script)All variables are globalHas a namespacing feature, but it's buggyExtremely hard to implement non-supported window widgets such as radiobuttons or tab sheetsString processing is very slowIt's cross platform, but there are some limitations meaning that it cannot perform everything that it can on WindowsReference and all associated resources are in Japanese (Not a problem for me because I'm a native speaker though).2: does this thing support dll?Absolutely it does, but callback functions cannot be used.3: does this thing support physics system?Yes.4: does this thing support jason handling and stuff? Yes, but the API is somewhat complicated.

URL: http://forum.audiogames.net/viewtopic.php?pid=351312#p351312





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Re: BGT dilemma

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


  


Re: BGT dilemma

Yeah.Ideally it should be encapsulated into a static object or whatever, but lots of people seem to find it difficult to utilize classes.

URL: http://forum.audiogames.net/viewtopic.php?pid=350913#p350913





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Re: unity game engine not accessible with screen reader?

2017-12-21 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: unity game engine not accessible with screen reader?

I'm using Unity at university with my own editor accessibility extension. It basically works, but I cannot really recommend using it because it sometimes stops which needs deep debugging and the Unity engine tries to compile the extension everytime it initiates the compilation process even if the extension script itself is never changed, which causes lots of problems like errors that were caused during the time that the accessibility scripts being compiled are never reported without myself checking the internal log file which cannot be opened without completely closing Unity.

URL: http://forum.audiogames.net/viewtopic.php?pid=343113#p343113





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Re: Audio-Only Game Prototype

2017-11-20 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: Audio-Only Game Prototype

Seems like the game has a kind of field boundary, but it continues playing the footsteps even your movement is blocked internally? Also, the third piece seems to be placed into an unreachable space as far as I tried.

URL: http://forum.audiogames.net/viewtopic.php?pid=339281#p339281





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Re: Audio-Only Game Prototype

2017-11-19 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: Audio-Only Game Prototype

Could you please compress the folder and executable into one solid archive like zip? People who don't have their google drive storage will have much less problems if you could.

URL: http://forum.audiogames.net/viewtopic.php?pid=339255#p339255





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Re: Audio-Only Game Prototype

2017-11-19 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: Audio-Only Game Prototype

Assuming you are using the Unity engine, you need to include the data folder generated when the build finished. The file you uploaded is just the Unity executable and cannot be launched.

URL: http://forum.audiogames.net/viewtopic.php?pid=339200#p339200





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Re: What is the most accessible way to develop iOS apps?

2017-10-29 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: What is the most accessible way to develop iOS apps?

That may be the easiest way if Swift will fit my preference. How do you usually edit the program? Do you use an accessible text editor on Mac? I thought Emacs on Mac wasn't accessible at all and textEdit didn't seem to be appropriate for coding when I tried at University.

URL: http://forum.audiogames.net/viewtopic.php?pid=335774#p335774





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Re: What is the most accessible way to develop iOS apps?

2017-10-28 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


Re: What is the most accessible way to develop iOS apps?

@2Thanks. Have you actually tried using this? Just curious.@3I know about the apple developers payment. It will absolutely be sad if Apple will reject the completed app unreasonabley, just like when it happened for Audio Game Hub.

URL: http://forum.audiogames.net/viewtopic.php?pid=335580#p335580





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What is the most accessible way to develop iOS apps?

2017-10-26 Thread AudioGames . net ForumDevelopers room : nyanchan via Audiogames-reflector


  


What is the most accessible way to develop iOS apps?

Hi.As developers may already know, there are lots of approaches for making iOS native applications such as Visual studio + Xamarin, Swift, Objective C, with Xcode as a prerequisite. Although it is also possible to develop browser or custom interpreter based applications using Electron, Python or other cross-platform scripting languages, I'm not talking about them at the moment.What is the most accessible environment to develop iOS native apps for completely-blind coders? It should be able to call iOS API's directly since we do have to deal with voiceover labeling or push notification controls in the future.I do understand that I first have to buy a mac computer of course, but I still haven't. So I don't know much about Xcode accessibility and how much it is easy or difficult to write codes on mac.I can write C/C++ pretty well and know that xcode can somehow generate arm64 machine language out of it, but I don't get much information about using it on iOS for some reason. My knowledge is a kinda scattered at the moment. Please tell me how are you coding iOS applications if there's anyone who does it here.

URL: http://forum.audiogames.net/viewtopic.php?pid=335313#p335313





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