Re: Strange class issue, bgt.

2019-08-01 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: Strange class issue, bgt.

Your code is very hard to read. If you'd do all the work in the spikeloop, I think the problem would be solved. I don't see the need for the spike hit me variable, either. Even better would be if you used classes way more. example: if enemies and player were subclassed from the same superclass, you could have an array of all living beings and in the spike loop you'd loop over that array and hit anyone in range. The way this would work is that you handle all keyboard input like moving, in the player class, maybe in a function like update. In the enemy class the update function could be much simpler and simply make the enemy move towards the player.

URL: https://forum.audiogames.net/post/452444/#p452444




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Re: What do you do when...

2019-07-31 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: What do you do when...

It might also be coding stile: if you can't find the cause of a crash and looking at your code is hard, maybe the design is not entirely optimal for this project. This is also why the bgt manual focuses so heavyly on proper design in the example games, if you just start coding, and later on the game design changes, it can be very hard to change your code. Basic example: you have a sidescroler. At first, you make a simple variable playerx. Later on, however, you add enemies, multiplayer play, and whatnot. Then if you had created an abstract class entity and subclassed player, npc, and onlinePlayer from that superclass you'd have smaller and manageable code. This example isn't entirely correct but I hope you get what I mean.

URL: https://forum.audiogames.net/post/452246/#p452246




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Re: how to tell bgt a music track has looped

2019-07-31 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: how to tell bgt a music track has looped

Alternatively, try this:double oldPos = -1, newPos;while(true) {newPos = s.position;if(newPos < oldPos) {// sound has looped, code goes here}oldPos = newPos;}The advantage of this code is that the sound will keep looping no matter what. So if for some reason there's a 40 ms delay in your program, the user won't notice because the sound will keep on going.

URL: https://forum.audiogames.net/post/452242/#p452242




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Re: how to make enemies automatically spawn on a map

2019-07-31 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: how to make enemies automatically spawn on a map

Do you even know what your code in post 1 does, exactly?The only reason I replied is because this for loop does not do what you think it does:first, i is initialized to 0. Then, each time the guard is executed (i <= random(2,30)) a new random number is generated. So it makes sense that this loop only executes about 5 times.This question is the somewhat more advanced version of "I know 5 * 5 = 25, what should 6 * 5 be?" please, please try the example games from the bgt manual, those are very well commented and will teach you what's going on. If you don't understand those, read the language tutorial. If you don't understand the language tutorial, although this might be harsh, stop programming.

URL: https://forum.audiogames.net/post/452241/#p452241




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Re: Cython, really secure?

2019-06-30 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: Cython, really secure?

I thought cython was purely made for speeding up code. Any obscurity you gain is a bonus and not the main goal of the project. Regardless, a version of your compiled interpreter has to be shipped with your code, otherwise it will not run. So people can still extract your modified python from the package and get at it that way. Not easy, but possible. I'd say don't worry about it too much and use some basic cython. If it's an online game, make sure never to trust anything a client sends you. Best scenario: only send the server the keystrokes you pressed, and let the server decide what it needs to do about it.

URL: https://forum.audiogames.net/post/445181/#p445181




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Re: using multiple of the same class in bgt

2019-06-24 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: using multiple of the same class in bgt

Remember, classes are just objects. So, if you want to identify them by some id, you can use arrays or maybe even better dictionaries.

URL: https://forum.audiogames.net/post/443730/#p443730




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Re: How would i go about making a BPM calculator in python?

2019-06-17 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: How would i go about making a BPM calculator in python?

@6 oops you're right, forgot to add that.

URL: https://forum.audiogames.net/post/442386/#p442386




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Re: How would i go about making a BPM calculator in python?

2019-06-16 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: How would i go about making a BPM calculator in python?

I'd do it somewhat differently:I'd record the number of presses of the space bar, get the time of the first press, and the time of the last press. Calculating the difference in time between the first and last press, if you devide the difference with the amount of times space has been pressed -1, you should get the bpm. This makes sure that an outlier won't have serious repercussions.

URL: https://forum.audiogames.net/post/442120/#p442120




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Re: Need help for handling turning with mouse, something like swamp

2019-06-16 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: Need help for handling turning with mouse, something like swamp

I don't get entirely what you're asking. But if direction is in degrees, if I understand this correctly, your code will break badly. Let's assume that the player did not move the mouse. That'll return (0, 0). then, mouse.get_rel()[0]-speed will be negative, so it will add a negative value onto the direction, which is probably not what you want. If you want to set the mouse sensitivity, something like this will work:direction += mouse.get_rel()[0]*sensitivityIf you want to turn the player further if the mouse moves faster, eg if I move 20 coordinates in 0.2 seconds the player should be turned further than if I'd move 20 coordinates in 1 second:# fps is a variable which specifies the frame ratemouseXMovement = mouse.get_rel()[0]# calculate the speed, in units per second. v = s / t wherein v the velocity, s the distance and t the time. fps is expressed as 1/t, (60 fps means one frame is 1/60 seconds). so, we get v = s/(1/fps) = s*(fps/1) = s*fpsspeed = mouseXMovement*fps# further calfulations go hereAnother approach is to use an exponential function to calculate the new direction:direction += sensitivity**mouse.get_rel()[0] # direction will increase faster with swifter movementsor another way:direction += mouse.get_rel()[0]**sensitivity # direction will increase faster with swifter movementsI have no idea which of these methods works best. You'll have to experiment.

URL: https://forum.audiogames.net/post/442016/#p442016




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Re: how do you make weapons in your inventory

2019-06-15 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: how do you make weapons in your inventory

Have a super class named item. Then add weapon, as a subclass of item containing the required variables like fireing speed. To draw weapons, if item has an abstract function declaration named use, implement this function in weapon so the player draws a weapon. Then, for hotkeys, make the player use the weapon if she has it.

URL: https://forum.audiogames.net/post/441757/#p441757




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Re: Weird python performance issue

2019-04-14 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: Weird python performance issue

well in that case there's only general advice:Maybe it's background apps performing something taxing in the background? Without more data to go on, I'd say try reinstalling Windows and seeing if the problem persists.

URL: https://forum.audiogames.net/post/426805/#p426805




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Re: dev exe toolkit version 0.1 will soon be ready

2019-04-10 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: dev exe toolkit version 0.1 will soon be ready

I'd use a command line app if all of the following things are the case:1. The app performs a non-trivial task and it isn't time-critical. eg. it updates a program, does UPNP, etc.2. There's no easy way to do this in my programming language of choice. This is subjective, but as a rule of thum if it takes 3 times longer doing whatever I need to do within my app in comparison to using a command line app, this holds. This might also hold if I have intrinsic knowledge of the command line app I'm interested in.

URL: https://forum.audiogames.net/post/425984/#p425984




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Re: dev exe toolkit version 0.1 will soon be ready

2019-04-08 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: dev exe toolkit version 0.1 will soon be ready

yes, python can do that without any other components. Using other components does make it much more simpler, if I remember correctly you have to use ctypes to interface with a C dll, then a whole lot is possible but still complicated. Also, a command line app will add overhead to whatever you're doing, it will have to start for each operation. In a fast paste game, this is not what you want. Add to this things like tolk include many wrappers already so most popular languages can use screen readers just fine. And why would I use your app which only has support from a small subset of this comunity, and not a mainstream library for my language of choice and get support from the mainstream comunity which is much larger?

URL: https://forum.audiogames.net/post/425629/#p425629




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Re: dev exe toolkit version 0.1 will soon be ready

2019-04-08 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: dev exe toolkit version 0.1 will soon be ready

Seems like reinventing the wheel to me: for downloading you've got wget, for speaking to sapi and handling clipboard and a thousand other things you've got nircmd (on the nirsoft website they only state that you're allowed to redistribute the files provided that you don't modify them, I think this doesn't exclude using it in your own app but not entirely sure).

URL: https://forum.audiogames.net/post/425551/#p425551




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Re: a solution to many questions asked here

2019-04-07 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: a solution to many questions asked here

@6:regarding google search results, I didn't mean to say that audiogames.net is excluded from google, just that it isn't very prominent in most cases. Try searching for "developing audiogames" and you'll see what I mean, we're basically not listed. Also try searching "developing audiogames site:audiogames.net", and the search results are not so fantastic (in my original post I assumed they would be better). What I ment by level beyond sheer stupidity is that if someone has read the manual and searched google, they have clearly tried somewhat to answer there own question. So in that case, posting a topic about it in my opinion is completely justified since the answer you'll get won't be "search it on google". So not searching for " site:audiogames.net" does not mean you fall in the same category as the non-googlers and people that don't read the manual, that was all I ment to say. ON the contrary, I think a FAQ is a very good idea (see site & forum feedback), made a topic about it.

URL: https://forum.audiogames.net/post/425456/#p425456




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Re: a solution to many questions asked here

2019-04-06 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: a solution to many questions asked here

Well, to be honest, if someone didn't bother reading the manual or search google, why would they read our FAQ? I do agree there should be an FAQ just to point to most resources, the same set-up as the list to get sounds topic, but we should not be trying to answer every question that can be found in a manual. If, we also add a question to the faq: "What if my question isn't listed here?" and give as answer search google, read the manual, then ask, and someone asks a question that can either be found on google or found in the manual we can just ignore it and they'll go away, hopefully. Now, however, google doesn't seem to include audiogames.net in it's search results quickly, so we end up duplicating information as soon as the older topic goes off the first page. True, you can use google to search only this site, but that might just be beyond the level of sheer stupidity.

URL: https://forum.audiogames.net/post/425323/#p425323




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Re: how do I check CPU/Memory process usage on windows with NVDA?

2019-03-28 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: how do I check CPU/Memory process usage on windows with NVDA?

Use object nav. If using a desktop: first sort by cpu, then navigate to the process with the arrows, then nvda + numpad 2. Afterwards nvda + numpad 6 to go one columb to the right and nvda + numpad 4 to go a columb to the left.Also, this probably belongs in offtopic, is not game-relatedHope this helps!

URL: https://forum.audiogames.net/post/423148/#p423148




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Re: The best code editor for Python

2019-03-27 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: The best code editor for Python

autoindent is one thing: with notepad, if you work a few levels deep, it gets annoying fast to hit tab 3 or 4 times on a newline

URL: https://forum.audiogames.net/post/422984/#p422984




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Re: is it possable to extract sounds which is in exe file?

2019-03-25 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: is it possable to extract sounds which is in exe file?

ethin, this is not about encryption as much as it is about obfescation. So if we were dealing with sensitive data like passwords, credit card numbers, etc, I'd totally agree with you. But this is about how to obfescate the key used to decript the data. Bgt uses eas256, I beleive, which has not been broaken as of yet. Yet we can decript sounds because the key is stored together with the sounds. If you obfescate sounds yourself with a complex self devised algorythm, you'll have to dig deep into the assembly code in order to decode/decript them, which is the point.

URL: https://forum.audiogames.net/post/422372/#p422372




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Re: is it possable to extract sounds which is in exe file?

2019-03-25 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: is it possable to extract sounds which is in exe file?

Python is generally considdered not the best in case of code obfescation, when you you use a program like py2exe or pyinstaller all it does is pack up the python interpreter and your script in an executable, so your script can be extracted from it easyly. This becomes harder when you build your own version of python which uses different opcodes, but python just was not designed for compyled programs, which is also apparent when you look at the size of executables generated with it. It is important to be aware of these limitations. and I already told you, the way to do it, think of your own creative sollution, implement it in code. Don't use ready-to-roll encrypt/decrypt functions, use bitweise operations, string manipulation functions, any crazy concoction of things. This doesn't completely stop people from stealing your sounds, but will make it somewhat harder.

URL: https://forum.audiogames.net/post/422273/#p422273




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Re: is it possable to extract sounds which is in exe file?

2019-03-25 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: is it possable to extract sounds which is in exe file?

actually those two questions are so very closely related; you can't stop people from doing something if you don't know how to do it yourself (in braughd terms).

URL: https://forum.audiogames.net/post/422255/#p422255




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Re: is it possable to extract sounds which is in exe file?

2019-03-25 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: is it possable to extract sounds which is in exe file?

doing it: I think you can do it with a debugger, get how the sounds are loaded. Preventing it: make sure your approach is unique. So no bgt pack files / ready-to-use libraries, think of your own protection scheme.

URL: https://forum.audiogames.net/post/45/#p45




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Re: is it possable to extract sounds which is in exe file?

2019-03-25 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: is it possable to extract sounds which is in exe file?

It is always possible to extract sounds stored in to an exe file, but it can either be very easy of harder, depending on how much time you took to obfescate them.

URL: https://forum.audiogames.net/post/422183/#p422183




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Re: Getting started with coding audiogames in Python?

2019-03-25 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: Getting started with coding audiogames in Python?

O wow. Leave it to me to write up a lengthy reply to another topic, and then post it into the wrong topic.. Never mind...

URL: https://forum.audiogames.net/post/422184/#p422184




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Re: Getting started with coding audiogames in Python?

2019-03-24 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: Getting started with coding audiogames in Python?

python's not a bad choice. Besides, you can always learn a new programming language later with much more ease after your first one. Learning C next to python might be beneficial later, since python is relatively slow compared to C. Python can import C code though (I'm simplifying this), so if you ever need super fast performance for example when coding a huge 3d map system C might help. THen again, python has a near limitless amount of libraries already made, so you might not have to code this yourself. But you should focus on learning the basics first before going on about if a language is useful for a specific task. It's better to just learn something and later discover another tool might have a few advantages and learning it afterwards, rather than obsessing over which programming language to use and not getting anywhere in the mean time.

URL: https://forum.audiogames.net/post/422070/#p422070




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Re: Can I decrypt data in Python if it was encrypted with BGT?

2019-03-20 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: Can I decrypt data in Python if it was encrypted with BGT?

Will require reverse-engineering of bgt's encryption algorithm. Not super hard to do, but why would you want to?

URL: https://forum.audiogames.net/post/420746/#p420746




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Re: 3d audio in bgt?

2019-03-20 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: 3d audio in bgt?

bgt's dll support is woefully incomplete. You're not going to find anything suitable

URL: https://forum.audiogames.net/post/420710/#p420710




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Re: The bothering mystery:

2019-03-19 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: The bothering mystery:

@6:Ah, I see what you're getting at. Yes, such a system would also work. I'd only use raytracing for larger distances, though. It seems overly complex in this case. But if you ever want to extend your game it might be worth the effort.

URL: https://forum.audiogames.net/post/420372/#p420372




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Re: The bothering mystery:

2019-03-18 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: The bothering mystery:

Without more information about your code it will be harder to give very detailed info, but I can think of two ways of representing a map:1. Have a 2d array, for each coordinate have a value indicating what tile it is / any other properties2. Have a list of objects such as walls, and write a function given values x and y which determines which object is on that square.First method is simpler and works well for small maps, second method is somewhat more complicated but especially if you have large objects it'll work better with larger maps.Now I don't remember how vgstorm games did this exactly but didn't they just scan directly to the left, directly in front, directly behind and directly to the right? if so you'll have to write a function given a min x, min y, max x, max y range which returns the coordinates of a wall if it is present and -1 otherweise with the assumption that your min coordinates are 0,0.With the first map implementation this will require a loop, with the second the function shouldn't be that different from the single value function. In fact, you don't need a single value function, just pass the same values to the min and max variables.

URL: https://forum.audiogames.net/post/420015/#p420015




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Re: Calculating relistic falling dammage?

2019-03-17 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: Calculating relistic falling dammage?

@21You're completely right, it's been too long.. Still the formulas should be correct.ANd especially with games, how would you implement getting to the correct form before landing? I have made the assumption (perhaps I should have stated it) that this would be a game similar to 2d platformer in it's mechanics and falling. Then, having predictable damage results but still them being somewhat realistic is what I'd aim for. If we start obsessing over realism the game itself can be advursly affected, we couldn't have creaking doors for example.

URL: https://forum.audiogames.net/post/419743/#p419743




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Re: Hypothetically installing MacOS in VirtualBox with sound

2019-03-16 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: Hypothetically installing MacOS in VirtualBox with sound

I think you're better off using vmware when creating a mac os vm. My attempts with virtualbox failed, audio only played at halfe the speed. Search for vm ware unlocker to allow vmware to boot mac os vms.

URL: https://forum.audiogames.net/post/419402/#p419402




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Re: Calculating relistic falling dammage?

2019-03-16 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: Calculating relistic falling dammage?

Yes. What I wrote is only speed upon impact. Obviously different surfices do more or less damage. The easiest way to define this is to have a factor for each surfice which is multiplied with the health lost. For concrete this could be 1 for example, and water 0.1 (rough estimates). If you want to have more controll over the player's air resistance for example if you have a parachute, you can use the following formula:v += 9.8/(tv*tv) * dttv is the target speed, for a parachute this might be 2 meters per secondBut generally, the more realism the more work.

URL: https://forum.audiogames.net/post/419302/#p419302




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Re: Calculating relistic falling dammage?

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


  


Re: Calculating relistic falling dammage?

The more realistic you get the more complicated things become. That said, here's my take:when any object falls down to earth, there are two forces (simplified) working on it:1. Earths gravity, causing an acceleration (speedup) of 9.8 meters per second.So if we would only have gravity, we'd end up falling faster and faster and faster with the same acceleration, 9.8 meters per second.2. The air resistance, and here it gets interesting.The air resistance is squared compared to the velocity. If you don't understand, it basically means that for small velocities the air resistance is allmost not present, but the larger the velocity, the larger the air resistance becomes, eventually balancing out gravity and making someone go down with a constant velocity (terminal velocity). Notice that when someone has a constant velocity the acceleration is 0 (Do you understand why?)According to my google efforts, the max speed for a human falling down is 53 meters per second. This will yield the following:v -= 9.8*dt; // gravity, we are falling down so negativev += 0.003488786045 * v * v * dt; // air resistance for humanAnd here dt is the time elapsed since last computation. So let's say you check movement every 5 ms it will be 0.005. You can use the elapsed value from a timer.So now you only have the impact velocity when something hits the ground. How you map it to health is dependent on your game.

URL: https://forum.audiogames.net/post/419164/#p419164




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Re: decrypting bgt stuff?

2019-03-06 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: decrypting bgt stuff?

The thing is, every design is useless if it's used too much and therefore cracked. Look at mainstream devs, every game gets cracked (except multiplayer of course, accounts and such) but people don't use them because risk of viruses and steam is easy enough. Every minute spent on security is a minute not spent on features. I wonder how much effect improved obfescation boosts game sales, but with audiogames this will be hard to track.

URL: https://forum.audiogames.net/post/416602/#p416602




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Re: decrypting bgt stuff?

2019-03-04 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: decrypting bgt stuff?

@32 I've not looked at the program, but if it works the way  I think it does it reads strings seperated by a newline from a textfile and tries them as decription keys, so it's literally 10 lines or so. I do agree with you, however that decription attempts on specific games should be kept off-forum, just general techniques. But having an actual example instead of just shouting "security! but we won't tell you how" isn't so helpful either.

URL: https://forum.audiogames.net/post/416203/#p416203




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Re: Sending SSH input to a Linux server via Bgt?

2019-03-04 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: Sending SSH input to a Linux server via Bgt?

Well technically you might be able to use an external program to do whatever needs doing, like how crazy party uses upnp. This isn't really integrating though, and bgt isn't really  extendable. (dll support is limited).

URL: https://forum.audiogames.net/post/416196/#p416196




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Re: decrypting bgt stuff?

2019-03-04 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: decrypting bgt stuff?

You could at least have used a sample bgt program to test this thing on, but yeah. strings, a program that basically prints all printable strings contained in a file + the bgt decriptor will decript all bgt stuff provided that the call to string encrypt is a string between quotes, not for example a string generated by some function like stringToUppercase or stringReverse, if I've got the names correct. Then again this does show off how easy it is to decript, and although we might not want this on the forum, keeping it strictly off-forum will give bgt a false sence of security and will move it underground.

URL: https://forum.audiogames.net/post/416184/#p416184




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Re: is there a bgt networking documentation?

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


  


Re: is there a bgt networking documentation?

yes. The bgt manual. It's not going to get more clear than that.

URL: https://forum.audiogames.net/post/415220/#p415220




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Re: Python audiogame setup?

2019-02-18 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: Python audiogame setup?

@9I strongly discourage porting over bgt libraries to an other language, like python, for one simple reason: it creates bad code. Technically it's legal python, sure, but python's feature set is just so different compared to bgt. AN example is using the network. In bgt, you read an event and with a big if/else block or a switch/case statement you handle it. In python, you can create a separate function for each event, compose the right function name from the event string, and execute. Also, in python you can do things like multithreading, so instead of having many functions that execute some kind of main_loop function you can run blocking functions in their own thread. This list is hardly exhaustive, but it's useless to port code over which would have been written differently if made in another language.

URL: https://forum.audiogames.net/post/412683/#p412683




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Re: void exit();

2019-02-15 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: void exit();

You could write a functionexit_game which does this, or do you want to ensure your game always stores it's savedata before exiting, even though it's reached the end of the main function / it returns? If so, you can't. Try to improve the controll flow (if it's called that). For example: do not call a main menu function from within your game, then functions will call eachother and create a good mess. Try to make it so that for example the main function calls a main menu function. This main menu function just keeps running the main menu in a while loop with guard choice == EXIT (EXIT is a constant). If another choice is made, for example start game, execute the relevant function. Notice that from within start game you only have to use the return statement to get back to your menu. And from your menu, hitting exit will get you back to the main function, from where you can safely exit the program. Of course, you can also exit from within the game using the exit() function, so save any data before using exit (your if-statement will simply exit the program, since in an if-statement first it's checked if the condition holds, and for that it has to call exit(), which exits the program and therefor will stop the if-statement because it was part of that program.). Did this answer your question?

URL: https://forum.audiogames.net/post/412007/#p412007




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Re: branching out from bgt your help needed

2019-02-03 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: branching out from bgt your help needed

Regarding using sound, I know libaudioverse can also be used with C++. I have never done so however.

URL: https://forum.audiogames.net/post/409228/#p409228




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Re: How to approach my programming problem?

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


  


Re: How to approach my programming problem?

O yeah also a possibility if your language supports them. The reason I suggested arrays was because I've got no knowledge of C# and every language has arrays in one form or another. Dictionaries do not exist in C.

URL: https://forum.audiogames.net/post/409111/#p409111




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Re: How to approach my programming problem?

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


  


Re: How to approach my programming problem?

No, create arrays with size 90 and loop over them

URL: https://forum.audiogames.net/post/409043/#p409043




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Re: How to approach my programming problem?

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


  


Re: How to approach my programming problem?

Yeah if it is just one char it's really just looping over the array and replacing elements. If you want to use a pattern this is slightly more complicated.

URL: https://forum.audiogames.net/post/409007/#p409007




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Re: Learning BGT

2019-01-24 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: Learning BGT

The bgt manual is one of the clearest programming introduction guides available. Keep using the code, modify the code, predict what it will do, then run it, compare results. Learning programming is not for everyone and laborious, but for me at least, there was a moment when suddenly things began to click and I understood why things were done the way they were. Also, regarding the choice of programming language, don't bother just yet. Just learn something, and if that's bgt, that's fine. Just know that in the long run you might want to switch to something like python or c# or _javascript_ (electron) or something else completely, since those are also used by mainstream developers and hence have a much wider support comunity. If you need to ask a bgt question, you need to use this forum. If you have a python question, throw it in google and it'll have been asked a hundred times and have good answers.

URL: https://forum.audiogames.net/post/407208/#p407208




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Re: skipping numbers in bgt's random generator

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


  


Re: skipping numbers in bgt's random generator

there are many, many ways to do this. Using a while loop to check for a forbidden number is one, you can also create an array with the allowed numbers, then generate a random index. You could also, in your example, generate a random number between 1 and 7, and if it is 7, increase it by one. You can modify this example yourself to remove 7 from a random number between 1 and 10.

URL: https://forum.audiogames.net/post/406316/#p406316




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Re: The right way. Choose between C# and Python for audio game development

2019-01-05 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: The right way. Choose between C# and Python for audio game development

@21Use a random number generator. If it picks 1, use python. If it picks 2, use C#. And then don't look back and become proficiant in one language instead of pondering the choice for ages

URL: http://forum.audiogames.net/post/403371/#p403371




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Re: The right way. Choose between C# and Python for audio game development

2019-01-05 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: The right way. Choose between C# and Python for audio game development

If games are slow, it can also just be badly designed. For example, if you have a machine gun which fires 80 times a second, you can either send 80 network events every second or send one on event and one off event with a timestamp and calculate things from there. If a specific game is slow you cannot conclude that every game written in that language will be slow.

URL: http://forum.audiogames.net/post/403346/#p403346




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Re: Save data without creating a file

2019-01-04 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: Save data without creating a file

Well, although technically stored in a file, you can also use the registry

URL: http://forum.audiogames.net/post/403119/#p403119




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Re: What happened of the BPCSharedComponent topic?

2018-12-21 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: What happened of the BPCSharedComponent topic?

No matter which language you use, the executable runs locally. So any form of encryption is really just obfescation, since your app will need to include the encryption key in order to actually decript the data. THe only way to eliminate this kind of cheating is to use a client-server model, wherein the server basically tells the client which sounds to play and how the menus should look. If the data is not stored locally, it can't be modified. You could reverse-engineer the server and write your own server which does whatever you want, but really who'd do that, and why?There's no wrong or right way to do something, you'll always have to except some compromise. In python, relatively easy to reverse engineer and slowness are drawbacks, and especially the second one can be worked around. Python does abstract a whole lot of things away from you though, I wouldn't want to write a gui in C.

URL: http://forum.audiogames.net/post/399973/#p399973




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Re: My problem in C

2018-10-30 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: My problem in C

You can rewrite pattern 6 like this:for(int i=n; i >= 0; i--) {for(int j = 1; j <= n; j++) {if(j > i) printf("%d ", j);else printf("-");}printf("\n");}Try figuring out the other patterns now.

URL: http://forum.audiogames.net/post/389498/#p389498




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Re: my new online engine, coded in python

2018-01-26 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: my new online engine, coded in python

here you go:https://www.dropbox.com/s/mo99hysesgcch … ne.7z?dl=1I don't know how long I will keep this in my dropbox, so people who want the file should get it quickly.

URL: http://forum.audiogames.net/viewtopic.php?pid=349468#p349468





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Re: Blog post: Why does BGT get bashed?

2018-01-15 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: Blog post: Why does BGT get bashed?

Everything is basically already here, all that's needed for bgt to be dumped for new developers is a tutorial (which actually got started by ctoth) that just walks someone threw setting up python or any other language of choice, get's the accessible tools, give a few library hints with maybe some example code, and after that to tell the programmer to use google and good luck.

URL: http://forum.audiogames.net/viewtopic.php?pid=347793#p347793





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Re: Blog post: Why does BGT get bashed?

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


  


Re: Blog post: Why does BGT get bashed?

Although most of your points are completely valid, there are just a few things to consider:1. bgt is adequate for basic audiogames. If you are a beginning programmer and want to get off the ground quickly, bgt is your best bet, at the moment, simply do to it's all in one nature. If someone would just want to get started and not do a tun of searching, bgt is the only way to go, I think, correct me if I'm wrong. There are no guides / wrappers for other programming languages which tell you how to make an audiogame with the required libraries. Something wherein you can just type sound.load(filename); and then play it. The just slightly higher learning curve might send them running to bgt.2. I find it ironic that you mention bgt's executable size as a drawback. Electron apps, if I am not mistaken, are huge.Do understand me, most of your points are correct, It's just that when someone would ask me how to start learning to code and that they wanted to create audiogames, I'd point them to bgt, simply because most of the concepts introduced in the language tutorial are general programming concepts, and those can be hard enough to grasp for a new programmer.

URL: http://forum.audiogames.net/viewtopic.php?pid=347408#p347408





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Re: Logging BGT runtime errors using linux?

2017-12-26 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: Logging BGT runtime errors using linux?

You might want to take a look at gnu screen, it makes it possible to keep terminals alive in the background, that way you don't have to fork to the background. As regards to logging, wouldn't it be easier to enable debug information for the x virtual framebuffer and log that to a file, then periodically read that file checking for strings like runtime error? If you tried something like it and have any insights, that'd be appreciated.

URL: http://forum.audiogames.net/viewtopic.php?pid=343837#p343837





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Re: Does holding sounds in memory make sense?

2017-12-26 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: Does holding sounds in memory make sense?

@lukasWhy would you destroy your preload array at all? is it to save memory? If a program doesn't use specific resources for a long time, Windows will move it's data to the page file. So is there any advantage to do it that way?

URL: http://forum.audiogames.net/viewtopic.php?pid=343836#p343836





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Re: Does holding sounds in memory make sense?

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


  


Re: Does holding sounds in memory make sense?

Especially when your game will grow, unloading and reloading sounds in quick succession is very inefficient. Therefor what I usually do (in python, bgt automatically knows when you try to load the same sound more then once, so this won't apply to bgt):Check if the sound is present in a dictionary of all sounds loaded,if present, set the libaudioverse buffer to the buffer in the dictionaryif not present, load the sound into the buffer dictionary and then set the buffer of the sound object to the buffer in the dictionary.I personally find this a good compromise between optimization and loading times, when you preload all the sounds before a game starts it will take quite a while. It will also ensure that no sounds are loaded that aren't needed, if you have multiple levels for example. The only massive disadvantage to this system is that it's not comfortable to run on external drives: if your game does not need to load data from disk for a long time, the drive may stop spinning, and when an unloaded sound is needed the drive needs to spin back up again, which is especially annoying in multiplayer games. It might be a good idea to give the users a choice in the matter (if it's a large game). If you only have a couple of sounds, just preload them all.

URL: http://forum.audiogames.net/viewtopic.php?pid=343044#p343044





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Re: using indefinite amounts of sound objects in bgt, is it possible?

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


  


Re: using indefinite amounts of sound objects in bgt, is it possible?

Either sound pool or an array of sounds. Maximum memory that bgt can handle is 2 gb, it's a 32 bit app.

URL: http://forum.audiogames.net/viewtopic.php?pid=342362#p342362





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Re: Logging BGT runtime errors using linux?

2017-12-08 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: Logging BGT runtime errors using linux?

Yeah, I get that. The runtime error wants to be sent to an x-server, using xtrace might give you the runtime error text if you dig deep enough.

URL: http://forum.audiogames.net/viewtopic.php?pid=341493#p341493





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Re: question regarding the bgt rotation package

2017-12-05 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: question regarding the bgt rotation package

I think you also have to keep in mind that bgt uses a logarithmic scale for panning and volume, so simply using aprones guide may not work.

URL: http://forum.audiogames.net/viewtopic.php?pid=341095#p341095





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Re: Logging BGT runtime errors using linux?

2017-12-04 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: Logging BGT runtime errors using linux?

Hello,I just did some searching, I might be able to give a few pointers. These are only ideas, maybe this doesn't work at all, but it is worth trying.Try intercepting the calls made to the display server with xtrace. You might also need xvfb, I have no idea, completely untested. From what I have red, you can log comunication between the x server and the app by typing:xtrace myappso this may be:xtrace wine myapp.exeHope this helps someone

URL: http://forum.audiogames.net/viewtopic.php?pid=341016#p341016





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Re: Let's Build an RPG!

2017-09-23 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: Let's Build an RPG!

Ah, thanks for clarifying. Python has encryption libraries, so it is definitely possible to make it harder to get to sounds. In regards to switching to another language, the more low-level you go, the more harder it will be to reverse-engineer the game. But using something like C++, from what I've heard and red, is not an easy task. Your best bet is probably to just use encryption in python, and use a name/key system for the game. People who will crack your game would probably not buy it either, so the time spent on securing the registration system will most likely not get you much money in return

URL: http://forum.audiogames.net/viewtopic.php?pid=330547#p330547





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Re: Let's Build an RPG!

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


  


Re: Let's Build an RPG!

Regarding obfuscation, it can be done somewhat, but keep in mind that python and all of its modules are opensource. Add to that python was never designed for hiding code, and you get a not so great language if you want to obfuscate your code. You can make it harder by compyling python yourself and changing the opcodes, but this technique will not stand up to someone who knows a bit about hacking. All you can do is make it harder for someone, not more. You should probably ask yourself the question why you need a language that obfuscates your code. If you really, really want to try and avoid piracy, you will have to spend a lot of time on something that might break later. Also worth reading is what the bgt manual has to say about the subject. It's another language, but nearly all of the same aspects apply.And about a second programmer, its possible, but it depends on whom you pick. There are many different ways of developing a program, and you'll need to find 2 peopl
 e that fit together.

URL: http://forum.audiogames.net/viewtopic.php?pid=330452#p330452





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Re: If It Ain't Broke, Don't Fix It, Or Why I've Chosen to Lern VB6

2017-07-30 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: If It Ain't Broke, Don't Fix It, Or Why I've Chosen to Lern VB6

If you want to use vb6, go right ahead. It will create audiogames just fine, we've got enough audiogames to prove that. But keep the following in mind:From the things I remember, Aprone was a software developer in the nineties (correct me if I'm wrong). vb6 was probably a widely used language at that time, so he learned it. So does it make sence for Aprone to make audiogames in vb6? absolutely. He knows the language, and it suits his needs. Why replace a tool when the one you are using is working fine?Now you are a different story. You still seam a bit uncertain about what programming language to choose. I decided to just search on google for a comparison of programming languages, the second result seemed pritty extensive:https://fusion809.github.io/comparison- … languages/Take a look at the python and visual basic entries. Apparently from this article, python is often the first language people try to learn. This means you can finds lots and lots of beginner questions conserning python. Just type your question into the google search box and you have an answer.Now as voor visual basic, apparently it's specialty is in graphical user interfface programming. That means it is probably not used as much for programming games, in the mainstream world anyway. Getting answers to your questions will be more difficult, you will probably have to ask a lot of questions here.Programming is also not as much choosing a language, as it is having a specific mindset. You must be able to devide an action into small steps the computer can execute. If you master one language, and then decide it wasn't right, you can always switch. I'm not trying to start a flamewar, I am just sharing my opinions and insights in the hope that you might find them useful.

URL: http://forum.audiogames.net/viewtopic.php?pid=321715#p321715





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Re: If It Ain't Broke, Don't Fix It, Or Why I've Chosen to Lern VB6

2017-07-29 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: If It Ain't Broke, Don't Fix It, Or Why I've Chosen to Lern VB6

The way I understand it, exploits need to be received from somewhere. So if a vulneribility in an audiogamewritten in vb6 is exploited, the attacker would need to have access to your computer and probably router as well already. If an attacker has access to your router, you're pritty screwed anyway. VB6 is pritty insecure in applications which receive lots of untrusted data from the internet for example, but when it just handles local input I don't see the problem, especially as there is other software which does not get updated every month with the latest security updates. Now I am not saying that you should actively learn vb6 at this time, mainly since it doesn't and will never have support for things like 3d audio and whatever innovations are around the corner and because the rest of the world has left it behind, so finding support will be difficult. You probably want to ask your self the question what vb6 can do for you that more modern languages can't befo
 re you start learning it.

URL: http://forum.audiogames.net/viewtopic.php?pid=321514#p321514





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Re: If It Ain't Broke, Don't Fix It, Or Why I've Chosen to Lern VB6

2017-07-28 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: If It Ain't Broke, Don't Fix It, Or Why I've Chosen to Lern VB6

I don't see how vulnerabilities in a specific language have any major effect on an audiogame. Sure, if you are writing an app that becomes popular mainstream you might want to reconsidder, but when audiogames are coded in it who would take the time to develop an exploit for a specific audiogame, and then get past a router firewall and everything? Old languages might be a bit easier to reverse engineer, but many newer programming languages can be too. Python, for example was not even made for hiding your code so it is doable to get sourcecode out of a compiled program. I am not speaking from experience here, but you probably have to write in something extremely low-level to make reverse-engineering much more difficult. That said, I really can't understand why people would go with vb6 now, since apparently you need some ancient version of Jaws to even work with it and almost noone uses it, which will make getting help from other programmers on stackoverflow etc that much h
 arder. That said, It will probably work fine once you've learned it, but a 13 year unmaintained language might not be the sollution if you can't figure out a more modern language.

URL: http://forum.audiogames.net/viewtopic.php?pid=321388#p321388





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Re: Is it worth it to develop games on BGT?

2017-06-17 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: Is it worth it to develop games on BGT?

Although bgt is not that powerful, if you only want to develop audiogames, you can learn it very quickly. Although other programming language are more powerful, if you are someone who tends to give up after a while, bgt might be better suited for you as a beginner, because you can create audiogames way quicker than when you use another programming language. IN addition, many skills across programming languages is universal. So you could use bgt to teach yourself the basics of programming, and then switch to something more powerful. If I remember correctly, learning bgt took me about 3 months, or 4, and when I decided to pick up python it took me about a week to get the basics down, and I didn't spend a whole lot of my free time on it. Ultimately the choice isn't that important. Just start learning something, and if you think it's not powerful enough (bgt) or if you get stuck or demotivated just switch. Thinking about the choice itself only takes time, time you could
  have spent learning the language itself.

URL: http://forum.audiogames.net/viewtopic.php?pid=315829#p315829





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Re: Is it worth it to develop games on BGT?

2017-06-17 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: Is it worth it to develop games on BGT?

bgt is not the only one that has the issue of a broaken keyhook, other games have it too. It would even be worth it to see what works and what doesn't, but the jaws eula states, or at least I think it does:

URL: http://forum.audiogames.net/viewtopic.php?pid=315785#p315785





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Re: Positional ambiances with Libaudioverse

2017-03-31 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: Positional ambiances with Libaudioverse

Yeah, am also going to wait for this to be implemented. It's not very useful writing code that will be hopefully implemented in a little while anyway, besides, I only know python, and probably don't have best coding practices, so it'd only slow down my sound manager if I would implement it myself.

URL: http://forum.audiogames.net/viewtopic.php?pid=304829#p304829





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Re: Python 2 or 3?

2017-03-31 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: Python 2 or 3?

Go with whatever you are comfortable with, the language are not that different in terms of sintax. And if you discover that you didn't make the right choise, you can easyly switch.

URL: http://forum.audiogames.net/viewtopic.php?pid=304809#p304809





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Re: Positional ambiances with Libaudioverse

2017-03-30 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: Positional ambiances with Libaudioverse

O, asked on the libaudioverse mailing list before I saw blademan's post. Specifically asked for cuboid sources.Maybe you could change the position of the source when the player position changes? that might also work.

URL: http://forum.audiogames.net/viewtopic.php?pid=304681#p304681





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Re: Developd audiogames on Python

2017-03-30 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: Developd audiogames on Python

I'll try to list as many advantages and disadvantages of python vs bgt, I don't have experience with c++ so I am not going to say anything about it:python, advantages:1. It's a mainstream language. It's got a large comunity. When you have a question or get a criptic error, just search google for the error or question and you will get lots of results of people having the same questions. No more posting topics here and hoping someone answers, just search and find your answer.2. Many, many libraries. If you want to do something like load maps, do complex calculations, anything of that sort, there are lots of prewritten libraries (bgt calls the includes) available. You also have 3d audio with libaudioverse and openal.3. cross-platform, make games for windows, mac and linuxdisadvantages:1. Python is a bit slower, bgt is very, very fast.2. It is harder to learn. BGT's language tutorial is absolutely fantastic. Although 
 not impossible, you have to think of what to learn next, there is not a guide how to create audiogames in python, and if there is, it's probably outdated.This might not be everything, just a few key points I could think of. I'm not going to talk about sintax, because that is very subjective.

URL: http://forum.audiogames.net/viewtopic.php?pid=304620#p304620





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Re: Hoping for Assistance with Choice Script

2017-03-26 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: Hoping for Assistance with Choice Script

Hello,If you turn on tones for indentation in nvda's document formatting settings, you can easyly hear indents when you arrow over them. This might make it a little more clear. If you have any specific questions, I'd be glad to answer them. However, I can't write as well as the people who wrote the choice script guide, so that resource is probably the best place to learn. I also red about a choice script mailing list, might be worth checking out. Choice script is pritty similar to python when it comes to indents though, so more general places like this forum should also get you the information you need.

URL: http://forum.audiogames.net/viewtopic.php?pid=304133#p304133





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Re: questions about bgt

2017-03-18 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: questions about bgt

To explain why you might want to use int8 or uint8 instead of int or uint:A bit can either be on or off, so 0 or 1. So with 1 bit, you have 2 possibilities: on or off.With 2 bits, you have 4 combinations: (0,0) (0,1) (1,0) (1,1). with 3 bits you have 8 combinations, which is also 2^3. With 4 bits you have 16 combinations, or 2^4. int8 has 8 bits, so you can do 2^8 = 256. Now I don't remember exactly, but this probably means that int8 can have values from -128 to 127. When we have 16 bits, much more combinations become available, 2^16 = 65536. But why would you ever use int8, int16 when you have int32, well, int8 or int16 will only have a small advantage when you have a very, very large number of them that need to be compared to other values. So for example, if you have a game board: it is a square 1000*1000, so it has a total of 100 squares. If 0 stands for a wall, and 1 stands for a walkable tile, and you want to make a list of all walkable tiles, it will be 
 much faster comparing the 8-bit values to 1, then to do the same for a 32 bit value. Will it make a world of difference? no. It's just a small thing you need to think about, but if you're just starting out, you can safely ignore int8, int16 and uint and come back to them later when you have learned while loops and that sort of stuff. If you already have some more experience, you should be able to understand it now.

URL: http://forum.audiogames.net/viewtopic.php?pid=302715#p302715





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Re: Playing sounds in Python

2017-03-10 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: Playing sounds in Python

You might want to look at pygame. Allthough not the most advanced library, it can do things like basic graphics, keyboard presses, joysticks and sounds. Not anything fancy in the sound area, just pan, pitch and volume I beleave.

URL: http://forum.audiogames.net/viewtopic.php?pid=301485#p301485





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Re: a programmers challenge, programmer wanted for dev team project!

2017-03-10 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: a programmers challenge, programmer wanted for dev team project!

This sounds pritty interesting. Only thing is, I don't have any big games under my belt, so I don't meat the criteria.and map related every programming language should have libraries for maps, so that won't be a problem.

URL: http://forum.audiogames.net/viewtopic.php?pid=301483#p301483





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Re: Looking for motivated, hard working and ambitious Developers.

2017-03-05 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: Looking for motivated, hard working and ambitious Developers.

Although this is a nice idea, it's been tried before, and failed. I don't want to say that this is impossible because it isn't, but you really should differentiate yourself from the "I have a cool idea for an fps game and you shoot other  players and it is pvp and it has many items!" type of ideas. If you have a good game idea, you should make a manual for it. Describe how every game function should work, etc. It doesn't have to be entirely complete, but just a bit more info would really make you stand out from the crowd. I will also help out if you need it, but I don't have much experience with actually finishing a project. So there would have to be another developer on the team who leads it. I can program in python (intermediate) and bgt, but bgt doesn't have any sort of graphics support, so that's off the board.

URL: http://forum.audiogames.net/viewtopic.php?pid=300570#p300570





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Re: Pure basic devs, I could use your help

2016-12-11 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: Pure basic devs, I could use your help

Although bgt has limited functionality, performance is the one thing it does very well. So if you don't need more functionality, I'd stick with bgt. There is also a performance tutorial in the manual and a profiler which can tell you which functions are taking lots of time.

URL: http://forum.audiogames.net/viewtopic.php?pid=289206#p289206





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Re: my new online engine, coded in python

2016-10-20 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: my new online engine, coded in python

O, just a quick question, why are you not using accessible_output2? From the testing I did with it on windows, it works very well with nvda and sapi.

URL: http://forum.audiogames.net/viewtopic.php?pid=283406#p283406





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Re: my new online engine, coded in python

2016-10-20 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: my new online engine, coded in python

So I have only red the readme so far, but this is absolutely amazing, in many ways. I was also playing with the idea of creating my own engine, but I can probably throw that out the door now. I will see if I can add some more physics to the engine, think PyODE and see where it goes.

URL: http://forum.audiogames.net/viewtopic.php?pid=283405#p283405





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Re: bgt stuff-, bit torrent sync folder.

2016-10-16 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: bgt stuff-, bit torrent sync folder.

Because bgt scripts can also do nasty things. And check the includes too!

URL: http://forum.audiogames.net/viewtopic.php?pid=283018#p283018





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Re: libaudioverse crashing with reverb?

2016-05-20 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: libaudioverse crashing with reverb?

Thanks a lot for solving this bug so quickly! I really appreciate it. I'm looking forward to the 0.9 release and releases that will come afterwards.

URL: http://forum.audiogames.net/viewtopic.php?pid=261093#p261093





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Re: libaudioverse crashing with reverb?

2016-05-19 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


Re: libaudioverse crashing with reverb?

This is code from the libaudioverse documentation, 3d components and reverb. I installed libaudioverse using pip, and tested the code under libaudioverse 0.8 dev 108 and libaudioverse 8.2. I used python 2.7.11 and no, I haven't used debuggers. I'll try updating libaudioverse to the master branch and check if that fixes it. I also have another small question, a little off-topic. Is libaudioverse also going to be available for mac and linux or should I just take the time to make those platforms use something else instead?

URL: http://forum.audiogames.net/viewtopic.php?pid=260994#p260994





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libaudioverse crashing with reverb?

2016-05-19 Thread AudioGames . net ForumDevelopers room : roelvdwal via Audiogames-reflector


  


libaudioverse crashing with reverb?

Hello,For me, python crashes with the following code from the libaudioverse documentation:import libaudioverselibaudioverse.initialize()s=libaudioverse.Simulation()n=libaudioverse.BufferNode(s)b=libaudioverse.Buffer(s)b.load_from_file("sound.wav")n.buffer = be = libaudioverse.EnvironmentNode(s, "default")e.default_panning_strategy = libaudioverse.PanningStrategies.hrtfe.output_channels = 2e.connect_simulation(0)o=libaudioverse.SourceNode(s, e)n.connect(0, o, 0)s.set_output_device(-1)reverb = libaudioverse.FdnReverbNode(s)send = e.add_effect_send(channels = 4, is_reverb = True, connect_by_default = True)e.connect(send, reverb, 0)reverb.connect_simulation(0)Since I saw a lot of issues regarding more advanced things with reverb on the libaudioverse github issues page, am I the only one with this problem?the code crashes specifi
 cally at the line:send = e.add_effect_send(channels = 4, is_reverb = True, connect_by_default = True)I just get a python has stopped working, so no traceback.I'm using a stereo sound card

URL: http://forum.audiogames.net/viewtopic.php?pid=260983#p260983





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Re: SoundRts 1.2a10

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


  


Re: SoundRts 1.2a10

Im not sure, but isnt there a git hub repocitory for sound rts? maybe this download is just a compiled version of that source.Not sure, though

URL: http://forum.audiogames.net/viewtopic.php?pid=194484#p194484




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