Re: Migrated Godot accessibility to GitHub

2020-11-16 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: Migrated Godot accessibility to GitHub Hello nolan!Um, basically all?With the previous versions on the 3.2 branch (all 3.1 mono builds works well) you can't build anything that have a c# script and have godot-accessibility loaded in the project.Apparently the problem was something

Re: Migrated Godot accessibility to GitHub

2020-11-13 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: Migrated Godot accessibility to GitHub Hello nolan!Only a small update With the latest godot beta (3.2.4 beta1) the plugin works like a charm with godot's mono builds!thanks for your awesome work! URL: https://forum.audiogames.net/post/589631/#p589631 -- Audiogames-reflector

Re: Onslaught, audio Asteroids, early Linux/Windows beta

2020-08-02 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: Onslaught, audio Asteroids, early Linux/Windows beta signed too to test it so @ironcross32 whitch is the name of the program that you are talking about?Is a comercial one? or what?And well Nolan, mayve try with the classic comercial options that have a small free tier like fmod, or

Re: Migrated Godot accessibility to GitHub

2020-07-27 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: Migrated Godot accessibility to GitHub Hello nolan!O don't worry; isn't really a issue with priority port the add-ons to c#.The problem is if you want to use them with c# (in godot abobe 3.2) it explodes, but isnt fault of the add-on, is a problem of godot itself.If all things are like

Re: Migrated Godot accessibility to GitHub

2020-07-23 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: Migrated Godot accessibility to GitHub Interesting Nolan, interesting.But yep, apparently the error is deeper than the godot-accessibility; the error appears when some things on GDScript and others in c# are combined in the same project. They should be usable at the same project

Re: Migrated Godot accessibility to GitHub

2020-07-15 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: Migrated Godot accessibility to GitHub @nolan hello! aparently are good news; in the master repo aparently the issue was fixed; Is necesary compile godot to test it, or... wait to the next release; reading the issue the fix was implemented before the new version released a few weeks

Re: Quorum Studio 2.0 - Accessible Scene Editing

2020-07-12 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: Quorum Studio 2.0 - Accessible Scene Editing @john_weed what are you trying to do?A console example, or directly a game example including a window. URL: https://forum.audiogames.net/post/551763/#p551763 -- Audiogames-reflector mailing list

Re: Quorum Studio 2.0 - Accessible Scene Editing

2020-07-11 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: Quorum Studio 2.0 - Accessible Scene Editing OK! tested the new version and is interesting, really interesting how is the first aproach Specially various things are great But, some suggestions; is possible add a painting feature for a keyboard?For example is tedious if you want create

Re: Quorum Studio 2.0 - Accessible Scene Editing

2020-07-05 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: Quorum Studio 2.0 - Accessible Scene Editing hmm @stefika what audio engine uses quorum in background?Openal, direcsound or something similar?because I follow the spatial audio tutorial, specifically the audio3d section playing with a sound and a cube, and added some basic controls to

Re: Quorum Studio 2.0 - Accessible Scene Editing

2020-07-03 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: Quorum Studio 2.0 - Accessible Scene Editing wow, I've reading the manuals and tutorials, and sounds veri interesting for programing games and the ide on version 1.1 is very accessible. I hope that on the new version more awesome things kome to the editor So, a small question; i readed

Re: Migrated Godot accessibility to GitHub

2020-07-02 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: Migrated Godot accessibility to GitHub hello @nolan!Well, a few time passed of my last post but well...here is the issue posted on the godot's repository, about the problem when you want to use c# scripts with the accessibility plugin. It was created by

Re: Let's make an audio first person shooter in JavaScript together!

2020-06-10 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: Let's make an audio first person shooter in _javascript_ together! hum thanks camlord for all the explanation :3its really a big topic URL: https://forum.audiogames.net/post/539887/#p539887 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com

Re: UI Screen reader support

2020-06-10 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: UI Screen reader support jum. I agree with your statement, but only if money in the middle of the formula.if you read free code, for use in a free project that derives in other free stuff is really a circle of problems, and only conceptual.If you're closed in that, for example, if the

Re: WSL2 and bash - select all feature?

2020-06-10 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: WSL2 and bash - select all feature? Hello!In my case to read output that is ofscreen caused by the scrolling I do this using jaws.First, left click in the bash window. Next, I can scroll the window with shift+pgUp or shift+pgDown. After the scroll, I use the jaws cursor to read the

Re: The Synthizer Thread

2020-06-10 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: The Synthizer Thread For clarifying, when I talked about the c# Binding, I am refferring about that I can try to create a c# binding for the project, when it reach a functional state, or at most with the major apis and features declared, so will be possible work implement it.Probably

Re: What are your experiences with WŠL2 on Windows?

2020-06-10 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: What are your experiences with WŠL2 on Windows? hello @arbuzIn my case the majority of the time, i work using jaws. I've not upgraded yet to WSL2 so I continue (for now) with wsl1, but...For select, and copy the output of wsl i use the virtualice window feature of jfw.

Re: UI Screen reader support

2020-06-10 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: UI Screen reader support I understand all your point, but.What is the problem on read the NVDA code, create your own communication system and put it under other license?Really do  you think that you will have problems? somebody will go to your house and ask you if you read the code to

Re: The Synthizer Thread

2020-06-09 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: The Synthizer Thread Hello camlord so, what are the last updates of the project?Maybebe a good idea update the first post with the last major news about the project, if something interesting was updated in the lasts weeks thanks, sounds... interesting, but well. For the future maybe a

Re: C#. SoundPool, Timers, and more?

2020-06-09 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: C#. SoundPool, Timers, and more? @camlord interesting, interesting; I've found that topic the other day. Will be interesting About Fmod... yea, I know, but... is rare the case on that you want release a commercial software in less than 12 months; and 5000 usd for a commercial

Re: Let's make an audio first person shooter in JavaScript together!

2020-06-09 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: Let's make an audio first person shooter in _javascript_ together! ... so, is really interesting all of these things... of... licence, but...Really what things stop you of do something or another with licences?Really is a legal thing, if you or your projects fall into problems, but...

Re: Just wanted to provide an update on Max-Lib

2020-06-09 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: Just wanted to provide an update on Max-Lib hello @daigoniteWell one thing that is clear of this project, is that is ambitious; really ambitious  and if it can really go out could have a lot of interesting stuff, but... so, a few questions.The idea is, if you want to implement max in a

Re: Migrated Godot accessibility to GitHub

2020-05-24 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: Migrated Godot accessibility to GitHub Sorry for the doble post, but I made a interesting small discover.The project is buildable in the old 3.1.2 mono version of godot, so. If someone want work with the template using the mono branch of godot, for now the 3.1.2_stable version is for

Re: Migrated Godot accessibility to GitHub

2020-05-24 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: Migrated Godot accessibility to GitHub Don't worry Nolan, thank you I'll check that can I do, probably will be a good way ask directly into the godots github with an issue.If I got something I'll ward you So, did you check the suggestion that I received about one of the functions of

Re: Migrated Godot accessibility to GitHub

2020-05-24 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: Migrated Godot accessibility to GitHub Hello Nolan!Again first of all, thanks for your amazing work building these tools to make godot accessible So, go into details, can you please give to us some help with this?https://godotforums.org/discussion/2295 … ect#latestTrying the template

Re: UI Screen reader support

2020-05-24 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: UI Screen reader support As I noted in other topick, is interesting @camlord your interest in the license used in the projects.Exactly... why?What problems exist with the current license of NVDA apis?I know that you are thinking for c++ world; and you preffer statick linking instead

Re: C#. SoundPool, Timers, and more?

2020-05-23 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: C#. SoundPool, Timers, and more? I know all the things and math problems that can have implement HRTF in a sound engine; because that aren't much engines (and the majority through plugins) that currently had implemented HRTF in their features.I know that probably openal is one of the

Re: C#. SoundPool, Timers, and more?

2020-05-22 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: C#. SoundPool, Timers, and more? As alisson said, We know the limitations about fmod license, but comparing with other HRTF capable engines was the more friendli compare with others.Two other options that I've considered was openal, and slab3d. The last have a very impressive results,

Re: Is Visual Studio (not VSCode) accessible?

2020-05-21 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: Is Visual Studio (not VSCode) accessible? ... soo.In my case, I'm using visual studio from 2008 version, passing through 2010, 2012, 2013, 2015, 2017 and 2019. For my use it is perfect. I can use the editor without problems, can check errors without lagging, move on to the output,

Re: Let's make an audio first person shooter in JavaScript together!

2020-05-17 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: Let's make an audio first person shooter in _javascript_ together! Hey @camlord.Really what is the problem about GPL?Is interesting know why GPL is a matter to... block someone contribute in a opensource project. URL: https://forum.audiogames.net/post/530379/#p530379 --

Re: Migrated Godot accessibility to GitHub

2020-04-26 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: Migrated Godot accessibility to GitHub Hello @Nolan! Thanks for your answer!If Im not wrong, you can use c# with the mono version of godot, that is true?And, can you use godot accesibility with the mono version?And thanks for your answer. I hope that the godot team can solve the three

Re: Migrated Godot accessibility to GitHub

2020-04-26 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: Migrated Godot accessibility to GitHub thanks @nolan for the updates; with the versions of godot compatible with c# will be very interesting.So, a small question. with the current features of the accesible UI. can you do some things using the UI?Or only can add new scripts, but all the

Re: Code Dungeon - A first person hack & slash dungeon crawler

2020-04-18 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: Code Dungeon - A first person hack & slash dungeon crawler Your work and ideas are very, very interesting.I have to keep on eye on it, because the idea is very good The people here give to you a lot of good feedback, with a lot of interesting aprouches. So, turn now the game into a 3d

Re: ALure and linker errors

2020-02-09 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: ALure and linker errors O awesome!So, currently the small project, evolved on this:https://github.com/sanslash332/exploudEngineA small classical sound engine, but implementing our (you and me) discovers on how to use fmod with oculus, turned in a classical and easy to use sound

Re: ALure and linker errors

2020-01-30 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: ALure and linker errors @lightsomeIf you want, pull again my repository.Now it works with oculus spatialicer, and currently we implemented correct 3d source positioning, and listener rotation The next step is configure correctly the rooms

Re: ALure and linker errors

2020-01-25 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: ALure and linker errors Hello lightsome;After update the values in the update method, do you push again the new values using the setDSPParameterData?Currently, for simply fun, I changed resonance audio for oculus spatialicer, and for now I get only move on the z axis, but im working

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

2020-01-24 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: Help me, how can I continue on development when this happens I'm happy using vsCode or vs 2019 (when is necessary) and for compile stuff or something similar, I use wsl with ubuntu.For server things I run a local copy of XAMPP when I need them, or simply run a docker image of apache,

Re: ALure and linker errors

2020-01-22 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: ALure and linker errors @Ian Reed perfect!let me send you an email to have more information! And for english, na, isn't really a big problem; I can speak English with other person, obviously with some... difficulties, but when I have the option to choose a communication channel, I

Re: ALure and linker errors

2020-01-22 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: ALure and linker errors @lightsomeExactly, to control the properties of a source, you have to set them using the functions setDspFloatProperti, setDspParameterData, and other stuf.So, in the last time that I've tested the example, it works fine.The only thing that I don't test, was

Re: ALure and linker errors

2020-01-22 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: ALure and linker errors Am, which problems do you have with fmod?If I'm not wrong, I remember that you achieve implement in a small c# example fmod with resonance audio.And, I created too a small example loading a sound, and positioning it in the space, exactly with that; using fmod

Re: Announce: alpha version of my Godot Accessibility plugin now available

2020-01-15 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: Announce: alpha version of my Godot Accessibility plugin now available thanks! works like a charm! so, now I have to learn the sections of the godot and keystrokes to move faster on the UI, but is a very nise job provide accesibility to the editor.And works very well.thanks URL:

Re: Shooter with C#

2020-01-01 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: Shooter with C# @Rastislav Kiss is interesting the map aproach that you use in the post 4, but... ¿how to you store this?For free some memori you only save the size of the map, and the corner of each element, and next everi time when you have to compute collisions, geometrick bounding,

Re: maxseer, blind accessibility automation for Monogame

2019-07-08 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: maxseer, blind accessibility automation for Monogame woa daigonite you're really awesome!Every time that you appear here is for give us your giant love The project sounds very very interesting, so i wanna try it Do you use farseer for calculate physics in the library?the name is very

Re: NoPipeline Tool for Monogame

2019-06-10 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: NoPipeline Tool for Monogame As usual Daigonite, thanks for your contribution!This  tool sounds very interesting for create automatic builds, and a system that can compile without intervention the assets if you want do a complete automatic pipeline for deploiment I gonna check it

Re: Ride, new code editor for blind programmers

2019-05-30 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: Ride, new code editor for blind programmers Only one thing wasn't clear for me...@Rastislav Kissare you turning Ride in to an extension for vs? or VSCode?Both things sound interesting, too.thanks URL: https://forum.audiogames.net/post/437610/#p437610 -- Audiogames-reflector

Re: Which Language Should I Start With?

2019-05-02 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: Which Language Should I Start With? OK, answering the question from our friend @ksapergia:Really man, you have a lot of interesting options to take, you have to check witch language fits better for you, and your projects.In my case, mi favorite Language for various kind of projects is

Re: FMOD with Resonance Audio in Csharp

2019-04-24 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: FMOD with Resonance Audio in Csharp Oh! Interesting, very interesting!So, first. You should upload the code to a git repository; is more easy share it, track the changes, push new code, and other things So, about the code itself...How can work that struct distribution?Checking the same

Re: FMOD with Resonance Audio in Csharp

2019-04-23 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: FMOD with Resonance Audio in Csharp OK guys, finally is working.After fight with the variables, the parameters and other invisible stuff, with the appreciated help of cameron from from the FMOD forum, we got that this shit works But well, currently the example works just instantiating

Re: FMOD with Resonance Audio in Csharp

2019-04-18 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: FMOD with Resonance Audio in Csharp Is the same result, only in a different way.But well probably (IntPtr)0 works well too.My problem wasn't know how to create a pointer to 0... the problem was know what was the correct value. So, use the enum is a more explicit way to know what are

Re: FMOD with Resonance Audio in Csharp

2019-04-17 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: FMOD with Resonance Audio in Csharp @ethin... the result is the same...Better explicit it, so you can remember what mean that 0.But... well.Lets go to continue with this experiments. URL: https://forum.audiogames.net/post/427521/#p427521 -- Audiogames-reflector mailing list

Re: MonoGame Pipeline accessibility

2019-04-17 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: MonoGame Pipeline accessibility thanks @daigoniteI'll going to check it URL: https://forum.audiogames.net/post/427503/#p427503 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com

Re: FMOD with Resonance Audio in Csharp

2019-04-17 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: FMOD with Resonance Audio in Csharp Hello @ethin again!Ok, lets do this! I love these discussions about programming 1. Nope! You can't pass null when the required object is a IntPtr.IntPtr is a value type, instead a reference type. you can't use null in a value type... except if it was

Re: FMOD with Resonance Audio in Csharp

2019-04-17 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: FMOD with Resonance Audio in Csharp Hello @ethin again:The code that is posted on these threads is old code.In the most resent version, I checked all the calls to fmod functions, and any of these throws a error. this is the repository where I uploaded the

Re: FMOD with Resonance Audio in Csharp

2019-04-17 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: FMOD with Resonance Audio in Csharp Well, thanks @ethin for your feedback. So... using only fmod built-in functions do you get play sounds with 3d and HRTF effect? or not.So, about the "set3d" functions, for listeners and channels:yes, I've read the documentation. Various times, but

Re: FMOD with Resonance Audio in Csharp

2019-04-17 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: FMOD with Resonance Audio in Csharp @Ethin what exactly I have to check in the documentation?The 3dAtributes that the documentation indicates aren't for the resonance audio plugin; If you set it with "set3dListenerAtributes" in the main system object and "set3DAtributes" in the DSP for

Re: FMOD with Resonance Audio in Csharp

2019-04-17 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: FMOD with Resonance Audio in Csharp @Ethin what exactly I have to check in the documentation?The 3dAtributes that the documentation indicates aren't for the resonance audio plugin; If you set it with "set3dListenerAtributes" in the main system object and "set3DAtributes" in the DSP for

Re: FMOD with Resonance Audio in Csharp

2019-04-16 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: FMOD with Resonance Audio in Csharp Sure! But these are the struct for the room settings.where are the options and parameters for the listener and the source?And if you want create a room using that struct... You have apply it to what?The room is a  property of the listener? or

Re: MonoGame Pipeline accessibility

2019-04-16 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: MonoGame Pipeline accessibility hmmm really no.Currently in the small examples that i do, y load the assets directly from disc instead of use the pipeline.Is less optimiced, but for experiment is well.but, if you get more into the pipeline, you can use it with NVDA. So, if really

Re: FMOD with Resonance Audio in Csharp

2019-04-16 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: FMOD with Resonance Audio in Csharp Hello guys!Well, I'm trying to make a functional example using the official FMOD headers for c# (without supersonic) and monogame, plus resonance, and the majority of the things works fine, except resonanse audio.@Ethin do you can  make resonanse

Re: FMOD with Resonance Audio in Csharp

2019-03-18 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: FMOD with Resonance Audio in Csharp O, i love your answer I want to learn how to use fmod  specially in c#.That library works... Well something diferent than other more common libs Thanks c forcreate this post xd. URL: https://forum.audiogames.net/post/420206/#p420206 --

Re: 3d audio in CSharp

2019-03-03 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: 3d audio in CSharp Is a very interesting question.I program in c# to, and the libs that I know that supports 3d or HTRF are FMOD with a wrraperr for c#, slab3d, xenko a game engine supports directli htrf, openal with a wraper, and xaudio2  of microsoft.I hope if someone know other

Re: About C#. Keys

2019-01-14 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: About C#. Keys Interesting, two post with a lot of useful information. let get in touch one by one @rasti:When you are planning to make an audiofps with thousands of enemies and tons of objects in 3D map, you can use game loops to save cpu. But you still havea chance to do it.hmmm not

Re: About C#. Keys

2019-01-13 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: About C#. Keys Interesting, two post with a lot of useful information. let get in touch one by one @rasti:When you are planning to make an audiofps with thousands of enemies and tons of objects in 3D map, you can use game loops to save cpu. But you still havea chance to do it.hmmm not

Re: About C#. Keys

2019-01-09 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: About C#. Keys @EthinOf course, if you need FPS  precision a gui is the worst solution that can you take, but as I said on my previous post, not all games need FPS precision. Various genres can live without them.About divide and conker, the example of various languages isn't good, but

Re: About C#. Keys

2019-01-09 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: About C#. Keys @Rastislav Kiss were is published your BGTKit library?Or currently is only a work in progress.Sound interesting to check what kind of things you can do with that.@EthinI agree with you in various things, but for some others... well.Is clearly that if you want develop a

Re: Game menu

2019-01-08 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: Game menu @nuno69 add a key handler to capture the arrows and your activate button, and you're done ... URL: http://forum.audiogames.net/post/404005/#p404005 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com

Re: New BPCSharedComponent.dll

2018-12-13 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: New BPCSharedComponent.dll u, i love these espaces, for any languaje.But, muna why did you need so many times use bytecodeStrings instead simple strings?I used them only when i want to encrypt and decrypt some data for send through a request, but in other times, I don't need any time

Re: New BPCSharedComponent.dll

2018-12-05 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: New BPCSharedComponent.dll hello Muna,I was talking about xaudio2-7 or abobe ,that are the implementations of xaudio for directx 11 and abobe, used in windows 10 or other things.These support hrtf, and other things URL: http://forum.audiogames.net/post/396986/#p396986 --

Re: New BPCSharedComponent.dll

2018-12-05 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: New BPCSharedComponent.dll oo! awesome!thanks @ for the dllMunawar.A small question, have a implementation for the new apis of xaudio compatible with hrtf? or only the old direct3d for multichannel support ¡thanks! URL: http://forum.audiogames.net/post/396950/#p396950 --

Re: Help to new developers: Which language should I choose?

2018-11-16 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: Help to new developers: Which language should I choose? a @Ethin of course if you want make profit of your game, is a bad idea to publish it publicly, but if all of them are freeware projects, don't exist any problem of them And well, for private projects, bitbucket is your friend, if

Re: An fps game written in python3. Feel free to use it!

2018-11-02 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: An fps game written in python3. Feel free to use it! hello @kianooshCan your add to the readme file all the dependencies that you need to run the game?For example accessible output (the new) isn't available on PiPi, so "pip install -r requirements.txt" always fails independentli if you

Re: Luna Stories Development Release A 3d Binaural Audio Horror Game

2018-04-10 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: Luna Stories Development Release A 3d Binaural Audio Horror Game The engine sounds really, really cool.Oculus spatialicer is a library itself? Or is a extension for fmod?Now trying the concept demo.Really we need a complete game engine with binaural audio, for a powerful languagelike

Re: make unity 3d accessible

2018-03-10 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: make unity 3d accessible em... @frastlin why do you want html5 support  do you want compile to HTML5? na.For web games, preferrable use a _javascript_ game engine. URL: http://forum.audiogames.net/viewtopic.php?pid=355216#p355216 ___

Re: make unity 3d accessible

2018-03-09 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: make unity 3d accessible @francipvb monogame is a very well framework that works fine. If you love c# and code isn't your problem, you can use it without problem, and have interesting results.A little problem with monogame, is its component tool (to manage resources) in old versions

Re: Modules to help build Audio Games in the browser

2018-03-08 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: Modules to help build Audio Games in the browser ok ghort, this is definitedly awesome. you did a small framework for build games in JS, using your favorite tools and libs. keep doing that amazing work.Waiting for the voilerplate for a complete project! URL:

Re: C# vs Python

2018-03-06 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: C# vs Python On my case, I love c# environment, but for various things, python every time is my second instant option when i have to think witch language I want to use.Generally, for larger projects, i use c# because you're more ordered with your files and coding practices, but for

Re: C# vs Java for work. Which is easier and faster to learn?

2018-02-19 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: C# vs Java for work. Which is easier and faster to learn? good choice @jonikster URL: http://forum.audiogames.net/viewtopic.php?pid=352941#p352941 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com

Re: C# vs Java for work. Which is easier and faster to learn?

2018-02-11 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: C# vs Java for work. Which is easier and faster to learn? 1. hard to use? wtf? are you crazy mi man. Simply install it with the default options and OK 2. em... If you have a good criteria to download an iso from tpb are OK.a Small scan with your antivirus is OK. Or simply find the iso

Re: C# vs Java for work. Which is easier and faster to learn?

2018-02-07 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: C# vs Java for work. Which is easier and faster to learn? @Guitarman if you have problems with the installation of vs community 2017, well you have various things to try:Firts, downgrade and try to install vs community 2015, is very well too and works fine for your purposes, if the

Re: C# vs Java for work. Which is easier and faster to learn?

2018-02-03 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: C# vs Java for work. Which is easier and faster to learn? In my case, I preffer and love c#. If you want try something for web, check ASP .net, when I've tried it, i loved it.Respect java, well. sincerely if you are going to work with the JVM. Try scala, is a interesting language, or

Re: Blog post: Why does BGT get bashed?

2018-01-15 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: Blog post: Why does BGT get bashed? Well, in my case my preferred environment for development is the .net with c#.I think that is a very good tool, with interesting frameworks on it, one more accesible than others.Some games will can be created withtout problem with wpf, or more

Re: Let's Build an RPG!

2017-09-29 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: Let's Build an RPG! OKi Jaide! Here we will wait news about the project!If you need somethin contact us! URL: http://forum.audiogames.net/viewtopic.php?pid=331295#p331295 ___ Audiogames-reflector mailing list

Re: Let's Build an RPG!

2017-09-25 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: Let's Build an RPG! Hello Jaide, we at tiflojuegos are interested about you project.If you want, you can contact us.We have  one or two enthusiast programmers (one is currently studying and me that I'm nearby to complete my carrier)  two enthusiast sound editors, and two or three

Re: Visual studio 2015 accessebility

2017-08-30 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: Visual studio 2015 accessebility In my case, I'm more familiar with jaws than NVDA  for diary use. And, in parts like the wpf or winforms dessigner, jaws can read... one or two more things, but really don't make a great difference.Also, Aparently exist an add-on for NVDA that helps

Re: Creating Accessible Magic the Gathering

2017-07-20 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: Creating Accessible Magic the Gathering [[wow]] guys, this sounds really awesome If you can get done something  it will be really great. Start from a existing point, using a  existing mtg engine will make the things easier. Now, use java to build the client... Well you know that the

Re: Visual studio 2015 accessebility

2017-07-20 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: Visual studio 2015 accessebility Hello Leo,Really I don't know the specific differences between vs15 and vs17.In my case, I use currently vs15, and in the past  I used vs2008, vs2010, vvs2012 and vs2013.All of these are really a good ide to program.In my case, I use jaws, that have...

Re: Few ideas about fully accessible ide

2017-07-07 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: Few ideas about fully accessible ide Hello guys.In my case, for program in python, and .net variant, I ever use visual studio.For me, visual studio is the ideal editor. With it's auto completion tools, solution manager, nuget package repository system, and some other tools that it

Re: make unity 3d accessible

2017-06-19 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: make unity 3d accessible @Frastlin, do you know how to build the aplication to test it outside unity?When i press ctrl+b (or go to file/build) appear some inaccessible window. You know, or some tip what i have to do to compyle the test?Yea, I can try it using eyes of somebody, but that

Re: make unity 3d accessible

2017-05-21 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: make unity 3d accessible ok, thanks . lets try something using a splash window :V URL: http://forum.audiogames.net/viewtopic.php?pid=312150#p312150 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com

Re: make unity 3d accessible

2017-05-21 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: make unity 3d accessible thanks @Frastlin for all the tips!Well, a other small question. The gameObject created at main function, are automatically added to the mainScene? or after create it, I have add to main Scene manually.I know that throug sceneManajer i Have functions like

Re: make unity 3d accessible

2017-05-18 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: make unity 3d accessible Hello @Frastling, thanks. And yep, it give me some tips to proceed. But... The example script is a component. ok. But ¿what is the gameobject that is the parent of the exampleScript?I Know that i can create more gameObjects in the main method, and create more

Re: make unity 3d accessible

2017-05-17 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: make unity 3d accessible Hello again @Frastling.A Small question. In the template, the example script, in the main method is ataqhed to a GameObject created at runtime in the same main method. But, in the editor, that main method is atached to something else? Or is atached directly to

Re: make unity 3d accessible

2017-05-12 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: make unity 3d accessible Hello @frastlin,Yes, supposedly you can click something inside unity, after open the project.this is a ... old documentation, but you can do something similar to generate the sln.https://docs.unity3d.com/Manual/VisualS … ation.htmlCurrently I don't have ani eye

Re: make unity 3d accessible

2017-05-11 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: make unity 3d accessible Hello @Frastlin Well, I achieve the template working, but Now, I have other problem.How to generate the solution file to open correctly the project in visual studio?Currently, I can open the scripts (cs) files in visual studio, but opening directly the code you

Re: make unity 3d accessible

2017-05-05 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: make unity 3d accessible of course, if I can do something playable, y tell to you to try it For now, I'm not planing nothing special, but for start, something training exercises will be good with unity. To familiarice with the engine, know concepts, and of course, try to see

Re: make unity 3d accessible

2017-05-05 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: make unity 3d accessible Micrima, Franstlin, thanks to you for having done this  great project.I'm a small debeloper, and my strong languaje is presisely c#. One of the engines that I want to try a lot of time back, is unity, but because it's accesibility was impossible until today.For

Re: We are developing a fps audio game using 3D sound (HRTF)

2016-09-19 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: We are developing a fps audio game using 3D sound (HRTF) hmmm can you show me your alsoft.ini?and your current distribution of the files?Respecting the api, of openal, and for the game. You can override the user settings directly from the game? For example. If the user doesn't have

Re: We are developing a fps audio game using 3D sound (HRTF)

2016-09-19 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: We are developing a fps audio game using 3D sound (HRTF) First, thanks for the code, I'm gona try it. But if java doesn't work, I can tri using directly the  lib in c++Respect the folder... ¿are you sure?the alsoft.ini is placed on c:\users\user\appdata\roaming\alsoft.ini the tutorial

Re: We are developing a fps audio game using 3D sound (HRTF)

2016-09-12 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: We are developing a fps audio game using 3D sound (HRTF) @CosmicNeanderthalThanks for the info!In personal, Java isn't one of my preferred develop environments, but I can achieve the same result using pyAl or some wraper for .net :3Thanks for the info! I will use this in the future!I

Re: We are developing a fps audio game using 3D sound (HRTF)

2016-09-05 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: We are developing a fps audio game using 3D sound (HRTF) Well, your idea is definitelly awesome!Thanks for all, I'm waiting for tchec the final game!And I didn't know that openal supports HRTF X_X. I want use, a lot of time, hrtf on my progects, and I've tried open al sometimes,but I

Re: Avert thine eyes, for most of this code is probably horrible

2016-05-17 Thread AudioGames . net ForumDevelopers room : sanslash332 via Audiogames-reflector
Re: Avert thine eyes, for most of this code is probably horrible Hello Ghort,Thanks very much for upload all code of your programs as a git repository on github ^^With this, a lot of people can try to improve some part of code, revive or add more features to the current games, and the most

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