Re: Migrated Godot accessibility to GitHub

2021-02-03 Thread AudioGames . net Forum — Developers room : nolan via Audiogames-reflector


  


Re: Migrated Godot accessibility to GitHub

At this point, I probably wouldn't recommend it for blind developers. I'll keep maintaining it on a best-effort basis, and am happy to collaborate with anyone wanting to push it forward, or to work with anyone making a Godot title accessible.I'm discovering that Godot falls down in some pretty major ways that most users probably don't care about but that blind users probably do. Keyboard handling on Android is fine for basic text input, but falls over with just about any extended keycode. Also, gamepad handling on Android is scattershot. My Xbox controller worked fine on my crappy Android 7 handset, but doesn't work at all on my Android 11 Pixel.Anyhow, my big drive for using Godot is that I wanted to release everywhere. But if Android support isn't enough to run on notetakers or to use physical controllers, then that rules out mobile releases for all but the simplest titles. And at that point, I might as well just use love2d or something similar.Anyway, that's where I'm at. Sorry to disappoint.

URL: https://forum.audiogames.net/post/612488/#p612488




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2021-02-03 Thread AudioGames . net Forum — Developers room : jonikster via Audiogames-reflector


  


Re: Migrated Godot accessibility to GitHub

So, I'm starting to hear more and more about Godot, and I decided to give it a try.So, a few questions:1) What's with Godot accessibility right now? What can we and what we cannot?2) Godot is an open source project. Can we count on Godot accessibility officially?3) So what do I need to do to get started? Step by step if I'm using Windows. At least for a start.Thanks in advance!

URL: https://forum.audiogames.net/post/612437/#p612437




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-12-08 Thread AudioGames . net Forum — Developers room : nolan via Audiogames-reflector


  


Re: Migrated Godot accessibility to GitHub

Interesting. Might look into it. Thanks for the pointer!

URL: https://forum.audiogames.net/post/596504/#p596504




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-12-08 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Migrated Godot accessibility to GitHub

Hey @nolan,Will you be taking part in Godotcon 2021?

URL: https://forum.audiogames.net/post/596494/#p596494




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-11-20 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Migrated Godot accessibility to GitHub

@57Is there any way you can check to see if Godot has focus before using the output function? You could simply use the speak function otherwise to prevent the problem you describe.

URL: https://forum.audiogames.net/post/591338/#p591338




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-11-19 Thread AudioGames . net Forum — Developers room : alisson via Audiogames-reflector


  


Re: Migrated Godot accessibility to GitHub

Yep. That they say in the forums and documentation. I will take a closer look at that. actually the object instance doesn't go to the position I have set in the transform, which is very strange. The sound only go to the position when I change the child transform, not the parent...

URL: https://forum.audiogames.net/post/591170/#p591170




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-11-19 Thread AudioGames . net Forum — Developers room : nolan via Audiogames-reflector


  


Re: Migrated Godot accessibility to GitHub

Cool, I'll take a look, though I haven't done anything with 3-D yet so don't have a lot of experience with the transforms. One thing to maybe look out for if you're changing the translation is that you're changing the parent-most translation. I.e. if you have one node that's a child of another, changing its translation likely only changes it relative to the parent. So if you have a player body containing a shape or sound, you need to change the translation of the parent, not the shape or sound that is its child. Not sure if that's your issue, but it's something to look out for.

URL: https://forum.audiogames.net/post/591159/#p591159




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-11-19 Thread AudioGames . net Forum — Developers room : alisson via Audiogames-reflector


  


Re: Migrated Godot accessibility to GitHub

Hey @nolan. Here is the repo which we are working now. From most of the part i'm making some tests and @sanslash332 is helping me with some bug correction and things like that. For now I'm having struggles with place things on the scenes. I am changing the translation of the object, I supose that will work to position them in dipherent places, but I don't know if this is correct. If you want to take a look, here is the link:Edit: the readme is the same of your accesible starter, so ignore it https://github.com/tiflojuegos-com/godot-fps-test

URL: https://forum.audiogames.net/post/591131/#p591131




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-11-19 Thread AudioGames . net Forum — Developers room : alisson via Audiogames-reflector


  


Re: Migrated Godot accessibility to GitHub

Hey @nolan. Here is the repo which we are working now. From most of the part i'm making some tests and @sanslash332 is helping me with some bug correction and things like that. For now I'm having struggles with place things on the scenes. I am changing the translation of the object, I supose that will work to position them in diferent places, but I don't know if this is correct. If you want to take a look, here is the link:https://github.com/tiflojuegos-com/godot-fps-test

URL: https://forum.audiogames.net/post/591131/#p591131




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-11-18 Thread AudioGames . net Forum — Developers room : nolan via Audiogames-reflector


  


Re: Migrated Godot accessibility to GitHub

Sorry, that was to sanslash332.I'll have to think about using the output function. I suppose there's nothing wrong with that, other than that folks might be surprised when godot-tts starts driving their Braille displays.

URL: https://forum.audiogames.net/post/590800/#p590800




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-11-18 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Migrated Godot accessibility to GitHub

Not yet mate.I literally got it set up, and established it worked. I was procrastinating though, so I didn't go too far into it.I'd like to make something with it though, just to see how far I can get.One little thing, I don't suppose you could make Tolk output braille as well? Looks like you're using the speak function, rather than the output one.No worries if not.

URL: https://forum.audiogames.net/post/590750/#p590750




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-11-17 Thread AudioGames . net Forum — Developers room : nolan via Audiogames-reflector


  


Re: Migrated Godot accessibility to GitHub

Very nice! Are you pushing your work anywhere? Would love to take a look.

URL: https://forum.audiogames.net/post/590499/#p590499




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-11-17 Thread AudioGames . net Forum — Developers room : chrisnorman7 via Audiogames-reflector


  


Re: Migrated Godot accessibility to GitHub

Hi,I've just had a bash at getting this working, and it seems to work fine.I couldn't find an external editor setting, but I suppose that's no biggy.I was having the "I don't know what to do with this" problem, but that's because I've no idea what I'm doing, and need to read, and I just wanted to say well done. You've done a great job!!Cheers.

URL: https://forum.audiogames.net/post/590469/#p590469




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-11-16 Thread AudioGames . net Forum — Developers 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 internally, that have type casting problems when other scripts were trying to do things on the nodes of the editor, and these operations are translated to the c# engine. but these casting problems apparently (they didn't say anything about that on the changelogs) were fixed on the last beta, so I hope that fix continue when they launch the release of the 3.2.4And well, for now it works like a charm. With a friend we are doing the different godots tutorials and all are OK; plus we can load without problems a custom fmod library that we have on c# with hrtf, and works fine.Again, thanks nolan. The next step is try to push this engine on the blind dev community.

URL: https://forum.audiogames.net/post/590307/#p590307




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-11-13 Thread AudioGames . net Forum — Developers room : nolan via Audiogames-reflector


  


Re: Migrated Godot accessibility to GitHub

Nice to hear, you made my day! Out of curiosity, what didn't work previously? Glad it works now--I'm just curious to learn what changed.Thanks!

URL: https://forum.audiogames.net/post/589632/#p589632




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-11-13 Thread AudioGames . net Forum — Developers 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 mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-08-01 Thread AudioGames . net Forum — Developers room : thetechguy via Audiogames-reflector


  


Re: Migrated Godot accessibility to GitHub

Agreed with 50.

URL: https://forum.audiogames.net/post/557289/#p557289




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-07-31 Thread AudioGames . net Forum — Developers room : nolan via Audiogames-reflector


  


Re: Migrated Godot accessibility to GitHub

Why do you repeatedly ask people to use search engines for you? This isn't the first time I've called you on that, either.

URL: https://forum.audiogames.net/post/557143/#p557143




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-07-31 Thread AudioGames . net Forum — Developers room : Blind angel 444 via Audiogames-reflector


  


Re: Migrated Godot accessibility to GitHub

Can someone please tell me what is Godot and how is it used? Also is it good for beginners like me? Thank you for making it accessible for us.

URL: https://forum.audiogames.net/post/557137/#p557137




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-07-31 Thread AudioGames . net Forum — Developers room : nolan via Audiogames-reflector


  


Re: Migrated Godot accessibility to GitHub

I'm thinking of maybe doing some coding streams/recordings for my No Video Game Jam project. The Godot docs/tutorials are mostly visual, and there are inaccessible bits of game creation that I work around by hand-editing files, so the process is a bit wonky. That said, building a screen reader, building games, *and* documenting the process is a bit of a tall order, so I'm not sure what to do.Has anyone done any good accessible live coding streams that I can look to for inspiration? I'm not talking about gaming here, as I've seen plenty of those. I'm just not sure that the process of coding can be streamed in a way that is accessible and useful, but would happily accept being proven wrong. I don't really want to write docs now. Would be nice if someone else tackled that, but that may be a bit much to expect.

URL: https://forum.audiogames.net/post/557105/#p557105




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-07-31 Thread AudioGames . net Forum — Developers room : alisson via Audiogames-reflector


  


Re: Migrated Godot accessibility to GitHub

I think nolan has put all that we can do and all we can't in his github

URL: https://forum.audiogames.net/post/557096/#p557096




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-07-30 Thread AudioGames . net Forum — Developers room : ashleygrobler04 via Audiogames-reflector


  


Re: Migrated Godot accessibility to GitHub

I'm truely sorry for the 3rd post, but i got the project working. it was just that i did not have the right files in the right directories it seems... but yeah. this looks so awesome. so currently, what can we do  and what can't we do? but i love what is happening with this engine. keep up the good work

URL: https://forum.audiogames.net/post/556914/#p556914




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-07-30 Thread AudioGames . net Forum — Developers room : ashleygrobler04 via Audiogames-reflector


  


Re: Migrated Godot accessibility to GitHub

I cloned the accessible starter that aparrently helps you do all the accessibility stuff. but the thing is that i've put the godot exe in that folder, and i've put the accessibility addon in side the addons\accessibility folder, and the same for the tts, but it does not work when i run the godot project. i right-click and open the project.godot file with godot engine... can any one please help? i don't know if i even done this the right way...

URL: https://forum.audiogames.net/post/556908/#p556908




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-07-30 Thread AudioGames . net Forum — Developers room : ashleygrobler04 via Audiogames-reflector


  


Re: Migrated Godot accessibility to GitHub

Is it even possible to setup godot as a blind person?

URL: https://forum.audiogames.net/post/556898/#p556898




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-07-30 Thread AudioGames . net Forum — Developers room : alisson via Audiogames-reflector


  


Re: Migrated Godot accessibility to GitHub

yea... it seems the problem is c#. Ive tried to do what you sayd in post 40, but I'm still getting the error too. Well... for now The only way is to wait until 4.0

URL: https://forum.audiogames.net/post/556882/#p556882




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-07-27 Thread AudioGames . net Forum — Developers room : nolan via Audiogames-reflector


  


Re: Migrated Godot accessibility to GitHub

@41 Thanks for being brave and trying this out. I don't know why you're still having C# issues when I don't, but I feel confident stating that it has nothing to do with godot-accessibility and everything to do with C# Godot issues. I say that because I'm successfully using it in a C# project. I'm sorry you're having errors, but I don't have the time to investigate them further unless they can be proven to be errors in the plugin itself.Godot-tts is a standard Rust project. Look up how to build it in the GitHub actions file at .github/workflows/release.yml or something similar. But I'm probably not going to support Godot 4.0 until shortly after its release. I don't have the resources, and my experience with master builds is that they're unstable and not exactly drop-in upgrades. It looks like maybe the constructors for PoolStringArray may have changed. If you can provide a non-breaking fix that works on both 3.2 and 4.0 then I'd probably accept a PR. But I'm not doing it until after 4.0.This work may not be ready for you just yet. Apologies.

URL: https://forum.audiogames.net/post/556207/#p556207




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-07-27 Thread AudioGames . net Forum — Developers 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 in godot 3.1, you can load and use c# scripts and load and use the add-ons without problem. But well.So, I've tried again to use the accessible starter on godot 4.0, now compiling without mono, only with GDScript supports, and I got the same error.On that godot version, the line 34 of accessible.gd:"    var tokens = PoolStringArray([])"Throws a critical error, saying that PoolStringArray is a non declared function on that class.Maybe something changed between the 3.x branch and the 4.0 upcoming version, so the scripts have to be checked, and the dlls be recompiled against this new godot version?But... well.Can you add to the readme of the godot-tts the instructions to build it?I want to try re-compile it using godot 4, to check if I can get new results Again, thanks nolan for your valuable work. Is awesome.

URL: https://forum.audiogames.net/post/556202/#p556202




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-07-24 Thread AudioGames . net Forum — Developers room : nolan via Audiogames-reflector


  


Re: Migrated Godot accessibility to GitHub

@39 I don't know why you're having these issues.If I change the ext_resource line referencing Main.gd to Main.cs in Main.tscn, then save the following in scenes/Main.cs and add scenes\Main.cs to the .csproj:using Godot;
using System;

public class Main : Node
{

public override void _Ready()
{
var tts = (Godot.Object)GetNode("/root/TTS");
tts.Call("speak", "Hello, world.");
}

}I've essentially ported the accessible starter to C#. You're right in that there are deeper issues at play here, but they aren't due to some interaction with either godot-tts/godot-accessibility and Mono.I've decided to abandon my efforts to port TTS.gd to C# for now for a few reasons, so for now use the above pattern to call GDScript code. Maybe you can work around this with an interface declaring default members, though it looks like that only works in C# 8 or greater, and because Godot uses Mono, I think you're limited to 7.X. I think .net 5 supposedly merges Mono and Core, which Godot plans to switch to, but that isn't out yet.In summary, the C# tooling has come a long way, but isn't 100% yet. I'm probably not investing any more time in integrating it more fully right now. But you can still use it with GDScript, so I can still use RogueSharp to generate tilemaps, then consume them in GDScript.

URL: https://forum.audiogames.net/post/555128/#p555128




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-07-23 Thread AudioGames . net Forum — Developers 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 without problem, but the issue in godot maybe is on that way.For example, if you use godot-accessibility with a c# project in godot 3.1 versions... ¡it works fine! Without any problem!But well...In the issue, they said that it is fixed on the master branch, so I've tried to compile godot with the mono modules, and it was compiled successfully, but when I opened the godot-accessible starter (with all add-ons updated) It throws me this error:ERROR: Parameter "assembly" is null.   at: GDMonoAssembly::load (modules\mono\mono_gd\gd_mono_assembly.cpp:467)SCRIPT ERROR: Parse Error: The method "PoolStringArray" isn't declared in the current class.          at: GDScript::reload (res://addons/godot-accessibility/Accessible.gd:34)ERROR: Method/function failed. Returning: ERR_PARSE_ERROR   at: GDScript::reload (modules\gdscript\gdscript.cpp:564)SCRIPT ERROR: Parse Error: Couldn't fully preload the script, possible cyclic reference or compilation error. Use "load()" instead if a cyclic reference is intended.          at: GDScript::reload (res://addons/godot-accessibility/ScreenReader.gd:12)ERROR: Method/function failed. Returning: ERR_PARSE_ERROR   at: GDScript::reload (modules\gdscript\gdscript.cpp:564)ERROR: Script does not inherit a Node: res://addons/godot-accessibility/ScreenReader.gd.   at: (editor\editor_autoload_settings.cpp:357)ERROR: Error loading GDNative file res://addons/godot-tts/target/release/godot_tts.dll: Extension "0" can't be loaded.Got version 4.0 but needs 1.0!   at: gdnative_init (res://addons/godot-tts/target/release/godot_tts.dll:0)SCRIPT ERROR: Parse Error: The method "PoolStringArray" isn't declared in the current class.          at: GDScript::reload (res://addons/godot-accessibility/Accessible.gd:34)ERROR: Method/function failed. Returning: ERR_PARSE_ERROR   at: GDScript::reload (modules\gdscript\gdscript.cpp:564)SCRIPT ERROR: Parse Error: Couldn't fully preload the script, possible cyclic reference or compilation error. Use "load()" instead if a cyclic reference is intended.          at: GDScript::reload (res://addons/godot-accessibility/ScreenReader.gd:12)ERROR: Method/function failed. Returning: ERR_PARSE_ERROR   at: GDScript::reload (modules\gdscript\gdscript.cpp:564)SCRIPT ERROR: Parse Error: Couldn't fully preload the script, possible cyclic reference or compilation error. Use "load()" instead if a cyclic reference is intended.          at: GDScript::reload (res://addons/godot-accessibility/Plugin.gd:4)ERROR: Method/function failed. Returning: ERR_PARSE_ERROR   at: GDScript::reload (modules\gdscript\gdscript.cpp:564)SCRIPT ERROR: Attempt to call function 'new' in base 'NativeScript' on a null instance.          at: _ready (res://addons/godot-tts/TTS.gd:20)Do you have idea what can be that?I forget something at compilation time of the godot?Or something changed in the latest version of the master branch in the godot repository.The godots runs fine, but cant load the plugin u.uI will try to compile, but the non-mono build to check if it worksAnd... well, I hope than on the future if you got something interesting can upload your c# accessible starter pack |

URL: https://forum.audiogames.net/post/555074/#p555074




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-07-23 Thread AudioGames . net Forum — Developers room : nolan via Audiogames-reflector


  


Re: Migrated Godot accessibility to GitHub

So apparently this has nothing to do with godot-accessibility at all. As in, I've ported the accessible starter to C# and it works. I can't confirm whether the build error doesn't happen without godot-accessibility, but it isn't happening anymore after I've ported the main scene script. I also created a C# partial port of TTS.gd so it can be used directly with intellisense.I'm not ready to publish any of this work yet because it's all very early. However, part of why I'm doing it is because I want to use either RogueSharp or something like it to procedurally generate Godot tilemaps for the No Video Game Jam, then try something tile-based. I'm knocking together some prototypes in a private repo, and if anything comes of that then I'll either make it public for the game jam code, or will upstream whatever I can.All that is to say, C# seems to work just fine.

URL: https://forum.audiogames.net/post/554999/#p554999




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-07-15 Thread AudioGames . net Forum — Developers 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 ago, but was not included on that release, so,  I hope that will be included in the next version thanks!

URL: https://forum.audiogames.net/post/552491/#p552491




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-07-03 Thread AudioGames . net Forum — Developers room : daigonite via Audiogames-reflector


  


Re: Migrated Godot accessibility to GitHub

Fantastic work Nolan; I'm kind of busy right now with my own projects but if I get a free week I want to take a look at this. I'm not super familiar with Godot but I want to see if I can contribute at all. It's very important for Godot and other similar projects to gain accessibility features due to market pressures.

URL: https://forum.audiogames.net/post/548270/#p548270




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-07-02 Thread AudioGames . net Forum — Developers room : nolan via Audiogames-reflector


  


Re: Migrated Godot accessibility to GitHub

Perfect, thanks! Hoping to use C# in future titles, and am glad people smarter than me are working on this.

URL: https://forum.audiogames.net/post/548134/#p548134




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-07-02 Thread AudioGames . net Forum — Developers 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 @alissonhttps://github.com/godotengine/godot/issues/40069Aparently some devs currently concider it to well, dig into the problem and look what they can do.

URL: https://forum.audiogames.net/post/548120/#p548120




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-06-29 Thread AudioGames . net Forum — Developers room : nolan via Audiogames-reflector


  


Re: Migrated Godot accessibility to GitHub

Orin wrote:How goes this project?I'd be very interested to create games with this, although if I were sighted it looks like this thing has the ability to create stuff without coding.It goes. You still need to write code--you just have other tools to lay out your project hierarchically. Games are organized as hierarchies of nodes, some of which are physical, some not. Nodes have scripts attached, which can programatically create more nodes if needed. But there's no way to create games without code.Not that I mind coding, but is there a Godot VSCode extension, I wonder?Yes there is. Google is your friend here. It will kind of have to be if< you work with this for now.Also I know OP is the person who created Torrent back in the day. I'd love to see a revival of that game again. We're in serious need of some more sim games. I'm trying to find some tutorials on what audio functions exist. I want to design a truck sim with this, perhaps.An Asteroids-like game similar to Torrent written with Godot is about a month out of testing, assuming live doesn't throw any more curveballs in that time.

URL: https://forum.audiogames.net/post/546959/#p546959




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-06-28 Thread AudioGames . net Forum — Developers room : Orin via Audiogames-reflector


  


Re: Migrated Godot accessibility to GitHub

How goes this project?I'd be very interested to create games with this, although if I were sighted it looks like this thing has the ability to create stuff without coding.Not that I mind coding, but is there a Godot VSCode extension, I wonder?Also I know OP is the person who created Torrent back in the day. I'd love to see a revival of that game again. We're in serious need of some more sim games. I'm trying to find some tutorials on what audio functions exist. I want to design a truck sim with this, perhaps.

URL: https://forum.audiogames.net/post/546670/#p546670




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-05-25 Thread AudioGames . net Forum — Developers room : nolan via Audiogames-reflector


  


Re: Migrated Godot accessibility to GitHub

Nice find! Please post the issue link here when you've filed it. Also, if you feel like helping it get fixed faster, try setting up your environment to build Godot, then run a git bisect between 3.2.1 and the last known working 3.1 version. I imagine they'll get to it eventually, but IME they're usually quicker to fix issues that identify which commit broke things.Thanks again, I do appreciate the work you've done on this.

URL: https://forum.audiogames.net/post/533285/#p533285




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-05-24 Thread AudioGames . net Forum — Developers 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 us.Next step, report this directly into godot's github to the gurús can check it. Again, thanks nolan.

URL: https://forum.audiogames.net/post/533171/#p533171




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-05-24 Thread AudioGames . net Forum — Developers 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 accessibility? Is a fixeable thing? Or really is something without big importance.Thanks

URL: https://forum.audiogames.net/post/533159/#p533159




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-05-24 Thread AudioGames . net Forum — Developers room : nolan via Audiogames-reflector


  


Re: Migrated Godot accessibility to GitHub

That seems to be an issue in the Godot Mono integration, as suggested in that thread. I'm going to need you to work on that yourself if you'd like to see it fixed. I do plan on eventually using the C# integration in the future, but I'm not using it now, and my hands are full with other foundational issues. Sorry.

URL: https://forum.audiogames.net/post/533078/#p533078




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-05-24 Thread AudioGames . net Forum — Developers 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 to work with godot and c#, apparently with @alisson we found something weird about godot itself, but I prefer that you check it directly that in some way include things about how the plugin interact with the godot itself.A, aparently one of the users that answers me found a small issue in one function of goddot accessibility, so please check it.Again, thanks nolan for your big job 

URL: https://forum.audiogames.net/post/533073/#p533073




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-05-14 Thread AudioGames . net Forum — Developers room : nolan via Audiogames-reflector


  


Re: Migrated Godot accessibility to GitHub

I agree in theory, but it almost certainly won't happen, at least not without full-time effort. Cross-platform TTS is hard enough, and that has a very small API surface. I'm being approached by someone wanting to use TTS in a language-learning game, meaning we'd need some sort of cross-platform language selection functions in addition to what I'm struggling to get working now. Also, Godot is kind of its own thing. For instance, there aren't menubars. There are menus arranged horizontally in a row, and the interface was mouse-only until I scraped and augmented it. Even if it supported accessibility APIs under Linux, Windows, HTML 5 and Android (current known-working platforms) the keyboard layout would be different enough that it wouldn't feel like a native app. Don't get me wrong, I'd love to see that too. But I'm already overwhelmed with just trying to get TTS working. I know you're not asking me to do the work, I'm just noting that it's probably easier to just build your own engine at that point.

URL: https://forum.audiogames.net/post/529241/#p529241




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-05-14 Thread AudioGames . net Forum — Developers room : nolan via Audiogames-reflector


  


Re: Migrated Godot accessibility to GitHub

I agree in theory, but it almost certainly won't happen, at least not without full-time effort. Cross-platform TTS is hard enough, and that has a very small API surface. I'm being approached by someone wanting to use TTS in a language-learning game, meaning we'd need some sort of cross-platform language selection functions in addition to what I'm struggling to get working now. Also, Godot is kind of its own thing. For instance, there aren't menubars. There are menus arranged horizontally in a row, and the interface was mouse-only until I scraped and augmented it. Even if it supported accessibility APIs under Linux, Windows, and Android (current known-working platforms) the keyboard layout would be different enough that it wouldn't feel like a native app. Don't get me wrong, I'd love to see that too. But I'm already overwhelmed with just trying to get TTS working. I know you're not asking me to do the work, I'm just noting that it's probably easier to just build your own engine at that point.

URL: https://forum.audiogames.net/post/529241/#p529241




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-05-14 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Migrated Godot accessibility to GitHub

@23Their string is String with capital S, the one in std is string with lower-case S.  SO they're not redefining parts of the standard library (indeed they can't actually do that in this context, the compiler would error in all likelihood).I'd pester the Godot people.  I suspect their code is broken at this point, and no one realized because no one has tried to do what you're doing.  If all you did was add a printf and you're getting weird values, then that's probably not your fault.  The one thing that immediately jumps out at me though, is that %s is expecting pointer to char and your string is CharType, which on windows might be wchar_t.  Functions using varargs are notoriously bad at checking this unless you compile with GCC or Clang with some additional warnings enabled, so if CharType is wchar_t then what you have a is a UTF16 codepoint, one byte of which will be NULL, and a potential implicit conversion of the pointer.In order for me to help further I'd have to actually try to duplicate this myself.I'll just also throw out there that it would be nice to see an actual accessibility API implementation, not just another hacky "we wrote our own screen reader".  I understand why you're not, but it would be nice, if this got far enough that I wanted to use this I don't particularly want to learn a new keyboard layout to do it.

URL: https://forum.audiogames.net/post/529227/#p529227




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-05-13 Thread AudioGames . net Forum — Developers room : nolan via Audiogames-reflector


  


Re: Migrated Godot accessibility to GitHub

So here's an interesting thing, and perhaps where my C cluelessness shows. If I modify the code like this:if (p_also_set_library_path && has_dll_directory_api) {
WARN_PRINTS("Adding " + path + ", base=" + path.get_base_dir());
printf("c_str=%s\n", path.get_base_dir().c_str());
cookie = add_dll_directory(path.get_base_dir().c_str());
}The paths look fine, but then I get:c_str=ZReally interesting how that c_str() is just "z" and, assuming I'm not botching my printf, if add_dll_directory is really just adding "Z" to the path then of course subsequent lookups would fail.Any idea what's going on here? Surely there isn't a \0 after the first character in this string...surely...Also tried replacing / with \ in the path, no change.Thanks for all the help so far.

URL: https://forum.audiogames.net/post/529104/#p529104




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-05-13 Thread AudioGames . net Forum — Developers room : alisson via Audiogames-reflector


  


Re: Migrated Godot accessibility to GitHub

@nolan thanks, is finally working! Now I will try to do some code. Thank so much!

URL: https://forum.audiogames.net/post/529108/#p529108




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-05-13 Thread AudioGames . net Forum — Developers room : nolan via Audiogames-reflector


  


Re: Migrated Godot accessibility to GitHub

They have their own c_str definition:const CharType *String::c_str() const {

static const CharType zero = 0;

return size() ? [](0) : 
}
...
bool CharString::operator<(const CharString _right) const {

if (length() == 0) {
return p_right.length() != 0;
}

return is_str_less(get_data(), p_right.get_data());
}I'm not smart enough to figure that out.  Unless someone else can parse that, I'll pester the Godot folks. Ugh, brain hurts.

URL: https://forum.audiogames.net/post/529107/#p529107




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-05-13 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Migrated Godot accessibility to GitHub

LoadLibraryEx is actually a magic macro that expands to either LoadLibraryExA or LoadLibraryExW based on whether something I forget how to set is set in the C headers.  The only difference is whether or not it's expecting a string that's unicode (I think UTF-16 codepoints using wchar_t for the W variant).  But in terms of behavior they're otherwise the same, at runtime both variants are always available, and Microsoft documents without the A and/or W suffix (though confusingly not all functions have the A/W suffix).I know that the DLL path settings can propagate downward otherwise Libaudioverse couldn't have worked in Python, since the only reason it works at all is that Python is setting this up when you load with ctypes so that the DLL you load can in turn find the DLLs it might want next to itself.  It might be worth digging into the Python interpreter to find their LoadLibraryEx calls for C extensions and see if they add anything you don't have here.Oddly, for paths, a straight-up string substitution does actually work.  Windows doesn't allow / in file names.  In fact Windows has a lot of restrictions on what can go in file names, one of the things making it different from everything else, but it works to your advantage here since you're not going to corrupt a file name replacing the separator.The ultimate patch to Tolk or something like it is to make it always use absolute paths to the DLLs it wants to load.  That may be your best option if you're willing to patch Tolk, but C/C++ file path handling is of course special, especially if you want it to work with non-English paths, since on Windows you've got UTF16.  But you should be able to grab the path of the tolk dll, then do all the paths relative to it, and you're done.I can't help too much further. I haven't had to deal with this in a long time, and never to this level.

URL: https://forum.audiogames.net/post/529099/#p529099




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-05-13 Thread AudioGames . net Forum — Developers room : nolan via Audiogames-reflector


  


Re: Migrated Godot accessibility to GitHub

@17 Thanks for your pointers. I tracked down the callsite of LoadLibraryEx (they're using LoadLibraryExW and I'm not immediately sure of the differences,) made some tweaks, and nothing seems to have worked. Here's the code. Does anything look odd?I tried a few things already--using LOAD_LIBRARY_SEARCH_DLL_LOAD_DIR (which provided no speech at all,), removing the code that removed the newly-added DLL path in case something was attempting to asynchronously load another DLL after the path to said DLL was removed. I added the WARN_PRINTS line, and the path to the base does appear correct, with the minor knit that it uses / rather than \. Are these APIs smart enough to figure that out, and if not, is there an easy way to convert path delimiters? I'm not even going to try on my own since I know better.  Edit: Looking at the docs, it does say to use \, but it does seem to load the initial DLL. Surely a straight-up string substitution is full of footguns, but I'm not finding an API function to do the conversion for me.I'm also looking at how Tolk loads its libraries:ScreenReaderDriverNVDA::ScreenReaderDriverNVDA() :
  ScreenReaderDriver(L"NVDA", true, true),
  #ifdef _WIN64
  controller(LoadLibrary(L"nvdaControllerClient64.dll")),
  #else
  controller(LoadLibrary(L"nvdaControllerClient32.dll")),
  #endif
...Maybe this is where the load is failing? Wondering if perhaps it doesn't inherit the paths set up in the parent? Would a patch to use LoadLibraryEx possibly fix this, or would it introduce more issues on Tolk's end?Anyhow, the code:Error OS_Windows::open_dynamic_library(const String p_path, void *_library_handle, bool p_also_set_library_path) {

String path = p_path;

if (!FileAccess::exists(path)) {
//this code exists so gdnative can load .dll files from within the executable path
path = get_executable_path().get_base_dir().plus_file(p_path.get_file());
}

typedef DLL_DIRECTORY_COOKIE(WINAPI * PAddDllDirectory)(PCWSTR);
typedef BOOL(WINAPI * PRemoveDllDirectory)(DLL_DIRECTORY_COOKIE);

PAddDllDirectory add_dll_directory = (PAddDllDirectory)GetProcAddress(GetModuleHandle("kernel32.dll"), "AddDllDirectory");
PRemoveDllDirectory remove_dll_directory = (PRemoveDllDirectory)GetProcAddress(GetModuleHandle("kernel32.dll"), "RemoveDllDirectory");

bool has_dll_directory_api = ((add_dll_directory != NULL) && (remove_dll_directory != NULL));
DLL_DIRECTORY_COOKIE cookie = NULL;

if (p_also_set_library_path && has_dll_directory_api) {
WARN_PRINTS("Adding " + path + ", base=" + path.get_base_dir());
cookie = add_dll_directory(path.get_base_dir().c_str());
}

p_library_handle = (void *)LoadLibraryExW(path.c_str(), NULL, (p_also_set_library_path && has_dll_directory_api) ? LOAD_LIBRARY_SEARCH_DEFAULT_DIRS : 0);
ERR_FAIL_COND_V_MSG(!p_library_handle, ERR_CANT_OPEN, "Can't open dynamic library: " + p_path + ", error: " + format_error_message(GetLastError()) + ".");

if (cookie) {
remove_dll_directory(cookie);
}

return OK;
}Other advice on how to debug this is welcome. Thanks for the pointers--my C++ is a couple decades outdated, and Win32 is entirely new ground.

URL: https://forum.audiogames.net/post/529090/#p529090




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-05-13 Thread AudioGames . net Forum — Developers room : nolan via Audiogames-reflector


  


Re: Migrated Godot accessibility to GitHub

@17 Thanks, will check that out. Right now I'm taking a crack at implementing WinRT's speech synthesis APIs for a non-accessibility use case (language-learning game that needs TTS) so I'll see about tweaking Godot when I'm done with that.@18 Cool, please do keep me posted if you decide to start working with Godot. I assume you're sighted, and there are some tasks I really need sighted help to kickstart. I'd like to see if the tilemap editor can be made accessible in a way similar to what Sable provides but without all the limitations and extra bling. But I need a bit of help to get to that point, and since my current project doesn't use tilemaps, I've bumped that down the priority list.

URL: https://forum.audiogames.net/post/528983/#p528983




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-05-13 Thread AudioGames . net Forum — Developers room : Stealcase_ via Audiogames-reflector


  


Re: Migrated Godot accessibility to GitHub

Amazing work; I've been meaning to check out Godot, and your godot-tts just bumped it up on my priority list.I tried to create my own implementation of screen reader support for a Unity Game using Tolk. As I haven't had a lot of experience working with DLLs, I failed to get it working and ended up paying for an Asset Store Plugin to do the functionality I wanted. But this thread is enlightening, and your godot-tts certainly gives me reason to check out the engine.

URL: https://forum.audiogames.net/post/528934/#p528934




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-05-13 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Migrated Godot accessibility to GitHub

SAAPI64.dll is probably System Access.The DLL search path on Windows is documented here.  It's not as configurable as you want it to be overall, and is a pain to work with.  Copying DLLs to the same directory as your executable when distributing your app is pretty typical.That said, if Godot is using LoadLibraryEx on your behalf, there are some flags that can change whether or not loading a dll looks for assemblies that dll itself needs next to the dll or the executable.  This is how Python C extensions can work, as Python passes that flag. Looks like you need LOAD_LIBRARY_SEARCH_DLL_LOAD_DIR, but the full list is here.  Whether you have enough control to change this, and in what components it'd need to be changed, I don't know enough about Godot to say.

URL: https://forum.audiogames.net/post/528920/#p528920




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-05-13 Thread AudioGames . net Forum — Developers room : nolan via Audiogames-reflector


  


Re: Migrated Godot accessibility to GitHub

FWIW, I've solved this with someone else's help since my Windows VM doesn't have accelerated graphics and can't run Godot:1. Copy all the DLLs from addons/godot-tts/target/release to your game's top-level directory, and either:2. Place godot.exe alongside them in the same directory, or:3. Edit addons/godot-tts/godot-tts.gdnlib and remove "addons/godot-tts/target/release" from the dependencies key, I.e.:[dependencies]Windows.64=["res://nvdaControllerClient64.dll", "res://SAAPI64.dll"]So in other words, put the executable in your game's directory, or edit the configuration to reference them in the working directory. I'll work on documenting this soon, but I've actually started getting some non-accessibility interest in godot-tts from someone building a language-learning game, so I'll see if I can land a few of their requested fixes before documenting godot-tts/godot-accessibility.Is there any way to change the DLL search path in a specific directory, or programatically somehow? I understand why locating them alongside the executable works, but it's odd that they're also loaded if they're in the working directory when the game is launched. Maybe there's a DLL-loading path whitelist of some sort? And, if so, maybe I can patch Godot to add directories where its dependencies are located to this path? It clearly loads the main addon just fine, but not its dependencies.As an aside, what is SAAPI64.dll? I thought it was some SAPI-related thing, but apparently removing it doesn't stop SAPI from loading in Tolk.

URL: https://forum.audiogames.net/post/528889/#p528889




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-04-29 Thread AudioGames . net Forum — Developers room : alisson via Audiogames-reflector


  


Re: Migrated Godot accessibility to GitHub

yea i know. I only want to have nvda speaking. But for some reason tolk don't detect it and I have a friend which can use nvda and jaws and both programs read the interface without problem.

URL: https://forum.audiogames.net/post/524241/#p524241




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-04-29 Thread AudioGames . net Forum — Developers room : nolan via Audiogames-reflector


  


Re: Migrated Godot accessibility to GitHub

It uses Tolk, so should speak through NVDA under Windows. But the GUI itself can't be made accessible through NVDA. The screen reader runs entirely in-engine.

URL: https://forum.audiogames.net/post/524161/#p524161




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-04-29 Thread AudioGames . net Forum — Developers room : alisson via Audiogames-reflector


  


Re: Migrated Godot accessibility to GitHub

hi!First of all, thank you @nolan for this awesome plugin. Hope it can grow more into the future.Second, has anyone managed to use NVDA with the plugin? I only have sapy wen i open the editors

URL: https://forum.audiogames.net/post/524128/#p524128




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-04-27 Thread AudioGames . net Forum — Developers room : nolan via Audiogames-reflector


  


Re: Migrated Godot accessibility to GitHub

Yes and probably yes, though I haven't tried.

URL: https://forum.audiogames.net/post/523474/#p523474




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-04-26 Thread AudioGames . net Forum — Developers 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 issueI was reading the problem (on the link that you've provided) and well, souns anoying. So, thanks!

URL: https://forum.audiogames.net/post/523188/#p523188




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-04-26 Thread AudioGames . net Forum — Developers room : nolan via Audiogames-reflector


  


Re: Migrated Godot accessibility to GitHub

Probably not. Feel free to try, though. In all seriousness, I'm not an expert, just someone trying to make this all work.

URL: https://forum.audiogames.net/post/523155/#p523155




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-04-26 Thread AudioGames . net Forum — Developers room : Orin via Audiogames-reflector


  


Re: Migrated Godot accessibility to GitHub

Is there a way we can make the visual scripting methods accessible? I have no problem learning to code, but the option exists in Godot.Plus I don't have VS but I'm not sure if that is required.

URL: https://forum.audiogames.net/post/523114/#p523114




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-04-26 Thread AudioGames . net Forum — Developers room : nolan via Audiogames-reflector


  


Re: Migrated Godot accessibility to GitHub

Right now one issue with the UI is https://github.com/godotengine/godot/issues/36291 but I'm having a hard time duplicating this under 3.2, so it may either be fixed or lessened. But essentially there are two types of files:1. .tscn files that are essentially INI. These structure objects into scenes, which can either be run directly, or which can be instanced in other scenes. In Godot, you don't run scripts. You run scenes, which instantiate objects/other scenes which in turn may have scripts attached.2. GDScript (.gd) files. These look a bit like Python.The editor has pretty good keyboard support, but if the tree item selection thing is still an issue, that may pose some problems. I'll keep poking it to see if a) it still happens and b) I can fix it. In the meantime, I use VSCode snippets to quickly add nodes to the tscn files without needing the editor. At that point, Godot essentially becomes a runtime that ingests configuration/scripts and runs or exports games.

URL: https://forum.audiogames.net/post/522960/#p522960




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-04-26 Thread AudioGames . net Forum — Developers 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 things you have to configure using code.thanks!

URL: https://forum.audiogames.net/post/522827/#p522827




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-04-22 Thread AudioGames . net Forum — Developers room : Gaki_shonen via Audiogames-reflector


  


Re: Migrated Godot accessibility to GitHub

interesting! will check it out.

URL: https://forum.audiogames.net/post/521807/#p521807




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-04-12 Thread AudioGames . net Forum — Developers room : nolan via Audiogames-reflector


  


Re: Migrated Godot accessibility to GitHub

The accessible starter is an empty, ready-to-run Godot game that launches and speaks "Hello, world." The Godot engine is a single executable. Run it from the directory containing the checkout. The executable doesn't have to be in the directory. "godot -e" launches the game in the editor, which itself is just a game used to create other games.

URL: https://forum.audiogames.net/post/518744/#p518744




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-04-12 Thread AudioGames . net Forum — Developers room : ashleygrobler04 via Audiogames-reflector


  


Re: Migrated Godot accessibility to GitHub

I just want to make sure about one thing: should all the files be in the same directory as the godot build?

URL: https://forum.audiogames.net/post/518716/#p518716




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-04-12 Thread AudioGames . net Forum — Developers room : nolan via Audiogames-reflector


  


Re: Migrated Godot accessibility to GitHub

If by "struggle" you mean install Godot and an accessibility addon, then yes, and that won't change. The intent isn't to make this a single-file install, but instead to give Godot developers a way to make games and use the editor accessibly. The accessible starter gives you a repo you can check out, populate with a working godot-tts (which is easier since there are now pre-built releases) and go. But it won't get simpler than that.

URL: https://forum.audiogames.net/post/518674/#p518674




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Re: Migrated Godot accessibility to GitHub

2020-04-12 Thread AudioGames . net Forum — Developers room : ashleygrobler04 via Audiogames-reflector


  


Re: Migrated Godot accessibility to GitHub

do i still need to strugle with the setup of this? or is it all in one file?

URL: https://forum.audiogames.net/post/518647/#p518647




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector


Migrated Godot accessibility to GitHub

2020-04-12 Thread AudioGames . net Forum — Developers room : nolan via Audiogames-reflector


  


Migrated Godot accessibility to GitHub

Hey folks,A note to anyone following my Godot accessibility work: I've migrated everything public to GitHub. The main impetus was godot-tts which, thanks to GitHub Actions, now has actual releases with binaries compiled for Linux and Windows. I think Actions also supports MacOS, so if anyone wanted to port this Rust crate to use MacOS' TTS API, I can probably get this working on MacOS as well. Likewise for UWP--I don't know if Tolk's SAPI support works on Windows Universal, but if it does then we should have Xbox support too. As of now we've got Linux, Windows desktop, and Android support confirmed.As a reminder, this work is all very early. It's also not a BGT replacement and there really isn't much documentation for working blind with the Godot editor. I won't provide support for anyone who hasn't made an obvious good-faith effort to use this on their own. I'd like to do some sort of audio tutorial of my Godot/VSCode workflow, but I'd like to organize some other things and maybe actually release a game first.Enjoy.

URL: https://forum.audiogames.net/post/518615/#p518615




-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector