Re: Sonus GDE thoughts

2019-11-30 Thread AudioGames . net Forum — Developers room : amerikranian via Audiogames-reflector


  


Re: Sonus GDE thoughts

Yes, it would

URL: https://forum.audiogames.net/post/481440/#p481440




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Re: Sonus GDE thoughts

2019-11-30 Thread AudioGames . net Forum — Developers room : Aaronlp via Audiogames-reflector


  


Re: Sonus GDE thoughts

Those are good suggestions.A percent sign for the variables could work. When we run our project. The run window is empty with just a close button on. The original plan which hasn't been implemented yet is to pass the game data into that window so it can be monitored.This will include all global variables. Game Objects and  loaded sounds list. However looking at your comments I think I would like to add an extra feature to the plan. A game log, which is empty. But we can use an action that is only in the GDE to write whatever we want to that log.Would this kind of feature meet your needs?As for coordinates. Yes Y is up and down. And in my experience is mostly the case. I have seen cases where Z is used for the up a down. I thinks its just a matter of preference

URL: https://forum.audiogames.net/post/481383/#p481383




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Re: Sonus GDE thoughts

2019-11-29 Thread AudioGames . net Forum — Developers room : amerikranian via Audiogames-reflector


  


Re: Sonus GDE thoughts

Re, updating variables.The problem with being bounced back is that our x and y variables aren't being updated. I'll illustrate this:x = 4, y = 3.I move forward.x = 4, y = 4.I move forward, hit wall. The object's y returns to 4, but the variables x and y don't get updated, so x = 4, y = 5.This is fixed whenever I move backwards or forwards, but only then. In the mean time, I can plant an unlimited amount of crops for some odd reason, maybe because the under hood compiler exits immediately upon detecting the wall since it was here first?As to global variable exportation, I mean just that. Have a way to monitor the current values of the selected variables at runtime or when terminating the project. Typically I would achieve this with print statements in Python right before using the variable, but the GDE has no such function to my knowledge. Maybe add a way to log information? This info would only be visible when the project stops running, and only in the GDE itself, not the PCP.If you still don't quite understand what I mean, look up the console.log function in _javascript_. I want something like that if possible.Actually, I was considering the tts channels today. It would be nice to have an ability to speak a word and then the variable, even if they are sharing the same name. Perhaps a percent sign could denote a variable and everything else would be treated as text? Examples could be something like this:You have encountered %encounter enemies.You currently have %health health remaining.The trick would be to distinguish between the words and the punctuation, i.e:Oh no! There are so many %number_of_enemies %enemy_type, so, so many.I don't know what language this is coded in, but that shouldn't be too difficult. If you know Python, I can look around for a solution and you can convert it into the under hood language.I just looked at the 3d fly tutorial, and I have a question:I was taught that x is left to right, y is forward and backwards, and z is up and down. Yet, when telling us how to update coordinates, you told us to decrease or increase the z axes when the user presses s or w. Any reason as to why? Is Open Al using a different coordinate system?Again, thank you for your reply. I will continue poking around and messing with this and will hopefully have something playable out in the future.

URL: https://forum.audiogames.net/post/481299/#p481299




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Re: Sonus GDE thoughts

2019-11-29 Thread AudioGames . net Forum — Developers room : amerikranian via Audiogames-reflector


  


Re: Sonus GDE thoughts

Re, updating variables.The problem with being bounced back is that our x and y variables aren't being updated. I'll illustrate this:x = 4, y = 3.I move forward.x = 4, y = 4.I move forward, hit wall. The object's y returns to 4, but the variables x and y don't get updated, so x = 4, y = 5.This is fixed whenever I move backwards or forwards, but only then. In the mean time, I can plant an unlimited amount of crops for some odd reason, maybe because the under hood compiler exits immediately upon detecting the wall since it was here first?As to global variable exportation, I mean just that. Have a way to monitor the current values of the selected variables at runtime or when terminating the project. Typically I would achieve this with print statements in Python right before using the variable, but the GDE has no such function to my knowledge. Maybe add a way to log information? This info would only be visible when the project stops running, and only in the GDE itself, not the PCP.If you still don't quite understand what I mean, look up the console.log function in _javascript_. I want something like that if possible.Actually, I was considering the tts channels today. It would be nice to have an ability to speak a word and then the variable, even if they are sharing the same name. Perhaps a percent sign could denote a variable and everything else would be treated as text? Examples could be something like this:You have encountered %encounter enemies.You currently have %health health remaining.The trick would be to distinguish between the words and the punctuation, i.e:Oh no! There are so many %number_of_enemies %enemy_type, so, so many.I don't know what language this is coded in, but that shouldn't be too difficult. If you know Python, I can look around for a solution and you can convert it into the under hood language.I just looked at the 3d fly tutorial, and I have a question:I was taught that x is left to right, y is forward and backwards, and z is up and down. Yet, when telling us how to update coordinates, you told us to decrease or increase the z axes when the user presses s or w. Any reason as to why? Is Open Al using a different coordinate system?Again, thank you for your replies. I will continue poking around and messing with this and will hopefully have something playable out in the future.

URL: https://forum.audiogames.net/post/481299/#p481299




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Re: Sonus GDE thoughts

2019-11-29 Thread AudioGames . net Forum — Developers room : amerikranian via Audiogames-reflector


  


Re: Sonus GDE thoughts

Re, updating variables.The problem with being bounced back is that our x and y variables aren't being updated. I'll illustrate this:x = 4, y = 3.I move forward.x = 4, y = 4.I move forward, hit wall. The object's y returns to 4, but the variables x and y don't get updated, so x = 4, y = 5.This is fixed whenever I move backwards or forwards, but only then. In the mean time, I can plant an unlimited amount of crops for some odd reason, maybe because the under hood compiler exits immediately upon detecting the wall since it was here first?As to global variable exportation, I mean just that. Have a way to monitor the current values of the selected variables at runtime or when terminating the project. Typically I would achieve this with print statements in Python right before using the variable, but the GDE has no such function to my knowledge. Maybe add a way to log information? This info would only be visible when the project stops running, and only in the GDE itself, not the PCP.If you still don't quite understand what I mean, look up the console.log function in _javascript_. I want something like that if possible.Actually, I was considering the tts channels today. It would be nice to have an ability to speak a word and then the variable, even if they are sharing the same way. Perhaps a percent sign could denote a variable and everything else would be treated as text? Examples could be something like this:You have encountered %encounter enemies.You currently have %health health remaining.The trick would be to distinguish between the words and the punctuation, i.e:Oh no! There are so many %number_of_enemies %enemy_type, so, so many.I don't know what language this is coded in, but that shouldn't be too difficult. If you know Python, I can look around for a solution and you can convert it into the under hood language.I just looked at the 3d fly tutorial, and I have a question:I was taught that x is left to right, y is forward and backwards, and z is up and down. Yet, when telling us how to update coordinates, you told us to decrease or increase the z axes when the user presses s or w. Any reason as to why? Is Open Al using a different coordinate system?Again, thank you for your replies. I will continue poking around and messing with this and will hopefully have something playable out in the future.

URL: https://forum.audiogames.net/post/481299/#p481299




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Re: Sonus GDE thoughts

2019-11-29 Thread AudioGames . net Forum — Developers room : amerikranian via Audiogames-reflector


  


Re: Sonus GDE thoughts

Re, updating variables.The problem with being bounced back is that our x and y variables aren't being updated. I'll illustrate this:x = 4, y = 3.I move forward.x = 4, y = 5.I move forward, hit wall. The object's y returns to 5, but the variables x and y don't get updated, so x = 4, y = 6.This is fixed whenever I move backwards or forwards, but only then. In the mean time, I can plant an unlimited amount of crops for some odd reason, maybe because the under hood compiler exits immediately upon detecting the wall since it was here first?As to global variable exportation, I mean just that. Have a way to monitor the current values of the selected variables at runtime or when terminating the project. Typically I would achieve this with print statements in Python right before using the variable, but the GDE has no such function to my knowledge. Maybe add a way to log information? This info would only be visible when the project stops running, and only in the GDE itself, not the PCP.If you still don't quite understand what I mean, look up the console.log function in _javascript_. I want something like that if possible.Actually, I was considering the tts channels today. It would be nice to have an ability to speak a word and then the variable, even if they are sharing the same way. Perhaps a percent sign could denote a variable and everything else would be treated as text? Examples could be something like this:You have encountered %encounter enemies.You currently have %health health remaining.The trick would be to distinguish between the words and the punctuation, i.e:Oh no! There are so many %number_of_enemies %enemy_type, so, so many.I don't know what language this is coded in, but that shouldn't be too difficult. If you know Python, I can look around for a solution and you can convert it into the under hood language.I just looked at the 3d fly tutorial, and I have a question:I was taught that x is left to right, y is forward and backwards, and z is up and down. Yet, when telling us how to update coordinates, you told us to decrease or increase the z axes when the user presses s or w. Any reason as to why? Is Open Al using a different coordinate system?Again, thank you for your replies. I will continue poking around and messing with this and will hopefully have something playable out in the future.

URL: https://forum.audiogames.net/post/481299/#p481299




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Re: Sonus GDE thoughts

2019-11-29 Thread AudioGames . net Forum — Developers room : Aaronlp via Audiogames-reflector


  


Re: Sonus GDE thoughts

Hi Amerikranian.I havent experienced that myself but the tutorials were written during an older version of the GDE. I will have to have a look myself at some point to see if I can replicate your issue.I think the reason the player x and y variables arnt updated when we collide with the wall is because it puts the player back to the position they were origianlly in. for example if we are at X 10 and move forward 1 to X 11 which we then get knocked back to X10. we dont need to updatete the variable again because we are already at X10.You'll have to excuse me, I wrote these quite a while ago.I also noticed you said "The playerx and playery variables are my local coordinates." does this mean the playerx and playery are local variables? becasue you are using the set global variable action.I can see the benefit to haveing TTS capable of speaking more than 1 variable. developers will have to make sure they done use variable names that will match words they want to use in TTS though. I'll add that to my list.I'n not sure why you are wanting to write global variables to a file? could you elaborate on that maybe?There is a feature on my list to allow Game Objects to be exported and imported into other projects if thats if thats the kind of thing you are getting at.I'm not sure whats hapening with the used event list, I havent heard any other complaints and I did orignally test it with NVDA. I'll have to take a look at that one, but of course I'll alter the design if needed. thanks for the feedback.And oops. thats little bug slipped through the net. I'll rectify the TTS channels being cleared on the next update then. Thanks for reporting that.EDIT: the issue with NVDA on the used event list has been confirmed by another user. I'll be sure to find the problem and include a fix in the next update. Sorry about that Amerikranian. Thanks for bringing it to my attention. I very much appreciate it.

URL: https://forum.audiogames.net/post/481265/#p481265




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Re: Sonus GDE thoughts

2019-11-29 Thread AudioGames . net Forum — Developers room : Aaronlp via Audiogames-reflector


  


Re: Sonus GDE thoughts

Hi Amerikranian.I havent experienced that myself but the tutorials were written during an older version of the GDE. I will have to have a look myself at some point to see if I can replicate your issue.I think the reason the player x and y variables arnt updated when we collide with the wall is because it puts the player back to the position they were origianlly in. for example if we are at X 10 and move forward 1 to X 11 which we then get knocked back to X10. we dont need to updatete the variable again because we are already at X10.You'll have to excuse me, I wrote these quite a while ago.I also noticed you said "The playerx and playery variables are my local coordinates." does this mean the playerx and playery are local variables? becasue you are using the set global variable action.I can see the benefit to haveing TTS capable of speaking more than 1 variable. developers will have to make sure they done use variable names that will match words they want to use in TTS though. I'll add that to my list.I'n not sure why you are wanting to write global variables to a file? could you elaborate on that maybe?There is a feature on my list to allow Game Objects to be exported and imported into other projects if thats if thats the kind of thing you are getting at.I'm not sure whats hapening with the used event list, I havent heard any other complaints and I did orignally test it with NVDA. I'll have to take a look at that one, but of course I'll alter the design if needed. thanks for the feedback.And oops. thats little bug slipped through the net. I'll rectify the TTS channels being cleared on the next update then. Thanks for reporting that.

URL: https://forum.audiogames.net/post/481265/#p481265




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Re: Sonus GDE thoughts

2019-11-28 Thread AudioGames . net Forum — Developers room : Sean-Terry01 via Audiogames-reflector


  


Re: Sonus GDE thoughts

It all works perfectly. Especially with the second example I gave.

URL: https://forum.audiogames.net/post/481055/#p481055




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Re: Sonus GDE thoughts

2019-11-28 Thread AudioGames . net Forum — Developers room : amerikranian via Audiogames-reflector


  


Re: Sonus GDE thoughts

Yeah, you could do that, but the point is to do it with one statement.

URL: https://forum.audiogames.net/post/481051/#p481051




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Re: Sonus GDE thoughts

2019-11-28 Thread AudioGames . net Forum — Developers room : Sean-Terry01 via Audiogames-reflector


  


Re: Sonus GDE thoughts

Hey there. I was able to get the PlayerX and PlayerZ coordinates to work correctly.If you do this,Load text PlayerX into TTS channel1Play TTS channel 1Wait for 1.5 secondsLoad text PlayerZ into TTS channel 2Play TTS channel 2This should work. I was able to get it to work in my test project.If that doesn't work, you could do it this way.On each of the directional button held events of the player object,Up and Down Held.set global variable PlayerZ to Zload text PlayerZ into TTS channel 1Left and Right heldSet global variable PlayerX to XLoad text PlayerX into TTS channel 2Then on the button 2 pressed event for example, you could then do thisPlay TTS channel 1Wait for 1.5 secondsPlay TTS channel 2I hope that gives you some help.

URL: https://forum.audiogames.net/post/481048/#p481048




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Re: Sonus GDE thoughts

2019-11-28 Thread AudioGames . net Forum — Developers room : amerikranian via Audiogames-reflector


  


Re: Sonus GDE thoughts

I seem to find a bug in the tutorial or the engine itself.In the farm game, whenever we hit a wall, we can plant an unlimited amount of crops. Not sure if it's because the engine checks for the first thing that is on the square when asked to see if the player is currently touching an object, but oh well. If I create the project from the instructions the tutorial gives me, the player would be able to technically walk out of the grid up to the 1 unit on the x, y, and even the z axes should you decide to implement that.The tutorial should tell us that, after we increase x or y upon collision, we must set the value of the global variables x and y to the new values of the object. I feel like this will be better understood with a practical example. Here is my GDE script for the bottom wall.if "Col" "player" "==" "L" ""
playa "thud" "1" "True"
addy "1" "True"
setgv "playery" "y" "True"
endifThe playerx and playery variables are my local coordinates.I fixed the TTS issues. You may want to add an ability to output multiple variables with one tts channel, as currently it takes me 2 buttons to get my coordinates. Perhaps a keystroke to write all globals to a file could be added? Another option is a kewystroke that allows you to select what variable values would be exported upon the termination of the project. That would save me some time creating the keypress events and then removing them afterwards.My NVDA does not play nice with the used events list. I.e, here is how my player looks when I scroll through:Up pressed, down pressed, up pressed, repeat for the entire list. Strangely, I can never reach the bottom, either. Could this may be redesigned into a more friendlier view? Using NVDA on windows 10 here.You may wish to wipe the tts channels upon the termination of the project. I was really confused when I checked my score within the first 20 seconds and it was shown as 180.

URL: https://forum.audiogames.net/post/481046/#p481046




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Re: Sonus GDE thoughts

2019-11-28 Thread AudioGames . net Forum — Developers room : amerikranian via Audiogames-reflector


  


Re: Sonus GDE thoughts

I seem to find a bug in the tutorial or the engine itself.In the farm game, whenever we hit a wall, we can plant an unlimited amount of crops. Not sure if it's because the engine checks for the first thing that is on the square when asked to see if the player is currently touching an object, but oh well. If I create the project from the instructions the tutorial gives me, the player would be able to technically walk out of the grid up to the 1 unit on the x, y, and even the z axes should you decide to implement that.The tutorial should tell us that, after we increase x or y upon collision, we must set the value of the global variables x and y to the new values of the object. I feel like this will be better understood with a practical example. Here is my GDE script for the bottom wall.if "Col" "player" "==" "L" ""
playa "thud" "1" "True"
addy "1" "True"
setgv "playery" "y" "True"
endifThe playerx and playery variables are my local coordinates.I fixed the TTS issues. You may want to add an ability to output multiple variables with one tts channel, as currently it takes me 2 buttons to get my coordinates. Perhaps a keystroke to write all globals to a file could be added? Another option is a kewystroke that allows you to select what variable values would be exported upon the termination of the project. That would save me some time creating the keypress events and then removing them afterwards.My NVDA does not play nice with the used events list. I.e, here is how my player looks when I scroll through:Up pressed, down pressed, up pressed, repeat for the entire list. Strangely, I can never reach the bottom, either. Could this may be redesigned into a more friendlier view? Using NVDA on windows 10 here.

URL: https://forum.audiogames.net/post/481046/#p481046




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Re: Sonus GDE thoughts

2019-11-28 Thread AudioGames . net Forum — Developers room : Aaronlp via Audiogames-reflector


  


Re: Sonus GDE thoughts

Oh I see. The audio names are not returned when the audio finished event happens. I'm not sure where to return them to either if that was an update to be introduced. Perhaps each game object could have a Last Played property that stores the name of the last audio it played. But at the moment, no. You could of course set  a local variable on the audio finished event perhaps. It depends what you want to achieve.As for keyboard input. I do intend to make your own controls mappable but I still need to ensure the PCP acts as a mimic of the sonus itself.Games will be on external storage yes. This is why games dont need to exit.As for commas. I have already taken steps to rectify this issue and future versions should allow more punctuation including commas and exclamation Mark's etc. Is was because of how the games were exported but I have now altered that. But special characters are still untested. I dont know all the issues it could cause if I remove the restriction yet. it  needs investigating on the GDE PCP and on the sonus  before I can release it.

URL: https://forum.audiogames.net/post/481034/#p481034




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Re: Sonus GDE thoughts

2019-11-28 Thread AudioGames . net Forum — Developers room : amerikranian via Audiogames-reflector


  


Re: Sonus GDE thoughts

I'm posting an update here because I think I hit a bit of a snag here, and thus it's time for some feedback and or more questions. Yea!What are your naming conventions for variables and objects? The program didn't like me naming my variables player_x and player_y.Would it be possible to have the ability to monitor the change of the variables? I am asking because I seem to hit a bit of an issue when trying to create the farming game. My project can be found here, and my main issues are the following:1. The channel for speaking the player score doesn't speak correctly, I press 2 and nothing happens, and I have no way of checking if the correct values have even been loaded.2. When trying to check my coordinates, I loaded the playerx and playery into the tts channel 1, and nothing. My entry in the value field looks like this: playerx playery.Again, no speech comes through on my end. No, my sapi is not broken, it worked on the fighting tutorial.3. Sometimes, I can plant an unlimited amount of crops in a single square. I would debug the issue, but it is kind of difficult to do so without knowing my coordinates after I get bounced back from hitting a wall.I think that having more debug options could be useful, though I am not totally sure as to what kind of features should be added, lol.

URL: https://forum.audiogames.net/post/481030/#p481030




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Re: Sonus GDE thoughts

2019-11-28 Thread AudioGames . net Forum — Developers room : amerikranian via Audiogames-reflector


  


Re: Sonus GDE thoughts

re, audio events.I meant something like this:audio finished, name, playerpunch.oggaudio finished, name, playerhurt.oggetc.I know that the actual device wouldn't have this issue, but could it be possible to make the keyboard input be local on PC, at least?Interesting about the exiting not being a thing. How would you get new games on the device? Is it an SD card style?How come the tts messages are not allowed to have commas inside them? Could this be fixed, or is it a permanent issue? Asking for story purposes. You don't realize how often you use commas while writing until you're prevented from doing so, haha.

URL: https://forum.audiogames.net/post/481011/#p481011




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Re: Sonus GDE thoughts

2019-11-28 Thread AudioGames . net Forum — Developers room : amerikranian via Audiogames-reflector


  


Re: Sonus GDE thoughts

re, audio events.I meant something like this:audio finished, name, playerpunch.oggaudiofinished, name, playerhurt.oggetc.I know that the actual device wouldn't have this issue, but could it be possible to make the keyboard input be local on PC, at least?Interesting about the exiting not being a thing. How would you get new games on the device? Is it an SD card style?How come the tts messages are not allowed to have commas inside them? Could this be fixed, or is it a permanent issue? Asking for story purposes. You don't realize how often you use commas while writing until you're prevented from doing so, haha.

URL: https://forum.audiogames.net/post/481011/#p481011




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Re: Sonus GDE thoughts

2019-11-28 Thread AudioGames . net Forum — Developers room : Aaronlp via Audiogames-reflector


  


Re: Sonus GDE thoughts

Oops. Let me answer those for you.The TTS does not have a finished event like the audio. They were intended to be fired and forgotten about. However I myself am finding situation where listening for the TTS finishing would be useful. I was considering adding a new function to the condition action to check the state of a TTS channel.I may be a bit of an idiot here. But I'm not sure what you mean about being able to see what audio has finished. Could you give me an example? What return data are we wanting?The TTs channel limit is 99. But of course all channels can be written  over. You could make an entire game using only 1 channel. They load and speak pretty fast.To make TTS speak a variable value just put the variable name in as a parameter. It will search for a match in the local and global variables lists first before just speaking the text.You cant really make a game exit. You just close the PCP to do that. It's the same with the console. It loads the game on start up. And you just turn it off when you are done.Else statements were never high on the priority  because you could just write the opposite conditon below. However, I could make the GDE do this in the back ground so no alteration to the console is  needed.OR is also very useful so you arnt writing out many differnet if statements containing the same actions. However a way to combat this is the use of functions. So you can simply write many actions to a function and then reference that function instead. Which has been on the update list for some time now. So I may revisit the need for OR once function have been released. It is a basic programming feature and most likely will be in demand.And finally. You can change the variables of another game object. Any action can be applied to another game object. The top section of the action  window let's you select who the action applied to. So if you use the set local variable action but apply it to another object then that objects variable will be altered instead. This is the 6th parameter if you are using GDE script. True means apply to the collision object. LoopGO means apply to the loop object. Or just put the objects name.Hope those answers help a bit.

URL: https://forum.audiogames.net/post/480982/#p480982




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Re: Sonus GDE thoughts

2019-11-28 Thread AudioGames . net Forum — Developers room : Aaronlp via Audiogames-reflector


  


Re: Sonus GDE thoughts

Oops. Let me answer those for you.The TTS does not have a finished event like the audio. They were intended to be fired and forgotten about. However I myself am finding situation where listener ing for the TTS finishing would be useful. I was considering adding a new function to the condition action to check the state of a TTS channel.I may be a bit of an idiot here. But I'm not sure what you mean about being able to see what audio has finished. Could you give me an example? What return data are we wanting?The TTs channel limit is 99. But of course all channel can be written  over. You could make an entire game using only 1 channel. The load and speak pretty fast.To make TTS speak a variable value just put the variable name in as a parameter. It will search for a match in the local and global variables lists first before just speaking the text.You cant really make a game exit. You just close the PCP to do that. It's the same with the console. It loads the game on start up. And you just turn it off when you are done.Else statements were never high on the priority  because you could just write the opposite conditon below. However, I could make the GDE do this in the back ground so no alteration to the console is  needed. OR is also very useful so you arnt writing out many differnet if statements containing the same actions. However a way to combat this is the use of functions. So you can simply write many actions to a function and then reference that function instead. Which has been on the update list for some time now. So I may revisit the need for OR once function have been released. It is a basic programming feature and most likely will be in demand.And finally. You can change the variables of another game object. Any action can be applied to another game object. The top section of the action  window let's you select who the action applied to. So if you use the set local variable action but apply it to another object then that objects variable will be altered instead. This is the 6th parameter if you are using GDE script. True mean apply to the collision object. LoopGO means apply to the loop object. Or just put the objects name.Hope those answers help a bit.

URL: https://forum.audiogames.net/post/480982/#p480982




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Re: Sonus GDE thoughts

2019-11-28 Thread AudioGames . net Forum — Developers room : amerikranian via Audiogames-reflector


  


Re: Sonus GDE thoughts

Here are some questions you have missed, lol, sorry.Is there a tts finished event in the works? That may be extremely useful, depending on what the user decides to do.Is there a way to see what audio has finished playing? That could also potentially save you some object creation headache. Diddo with the TTS if you decide to implement that event, an ability to see the channel that has just finished speaking would be nice.What is the limit for tts channels? How many messages can I queue in?How do I make sapi speak the value of a variable?Here are some new questions.How do I make the project exit? I thought that destroying all objects would do it, but apparently not...Are you planning to add else, and, and or statements in the future?Can you allow us to change the variables of another game object? This will allow for a more cleaner code, not so many global variables.

URL: https://forum.audiogames.net/post/480972/#p480972




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Re: Sonus GDE thoughts

2019-11-28 Thread AudioGames . net Forum — Developers room : amerikranian via Audiogames-reflector


  


Re: Sonus GDE thoughts

Here are some questions you have missed, lol, sorry.Is there a tts finished event in the works? That may be extremely useful, depending on what the user decides to do.Is there a way to see what audio has finished playing? That could also potentially save you some object creation headache. Diddo with the TTS if you decide to implement that event, an ability to see the channel that has just finished speaking would be nice.What is the limit for tts channels? How many messages can I queue in?How do I make sapi speak the value of a variable?Here are some new questions of my own.How do I make the project exit? I thought that destroying all objects would do it, but apparently not...Are you planning to add else, and, and or statements in the future?Can you allow us to change the variables of another game object? This will allow for a more cleaner code, not so many global variables.

URL: https://forum.audiogames.net/post/480972/#p480972




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Re: Sonus GDE thoughts

2019-11-28 Thread AudioGames . net Forum — Developers room : Aaronlp via Audiogames-reflector


  


Re: Sonus GDE thoughts

Hi Amerikanian.Those are a lot of questions. Thank you for that. You  may have to prod me if i miss any. I'm using a phone at the moment and it requires a lot of scrolling up and down.To answer the first post. Simply put the conditions inside each other. This means both conditions need to be true. So we can check if the value is below 5 and above 0.If my memory serves me well. The reason we make the player hurt a separate object is to stop the player audio finished event firing on the player everytime we get hit. This is a method I use a lot when I just want a sound to play and not effect anything else.The actions can be input in 3 different ways. Selection form the list. GDE script, where all the actions are written  in text or there are also hot keys. Which you can find in the help menu. Arrays are not yet included but are on the list for future updates. The reason that arnt considered essential is because you can just make game objects. For example i have an inventory list where each item is a game object that we can scroll through, using a cursor object that detects what it is colliding with. Of course arrays/lists are a great feature and they will be included.There is a tutorial for for loops.The number of sounds that can be played is also planned to be increased. The 16 limit was originally implemented before the project could handle 3D sound. And was all we needed back then.An action to alter the delay could be added. And actually has been considered. But you are right, the way to achieve this would be to have the periodical loop control and check a variable to count and activate after so many iterations.The maps can already be 3D. This is why there is an X Y and Z coordinate and also another action to play audio positionally.The boarder properties stretch either say from the coordinate of an object. For example.And object at X 6 and Y 10 with a border X of 12 and border Y of 9. Would stretch 12 places either side of X6 and 9 places either side of Y.So it would take up X-6 to X18 and from Y1 to Y19.Great questions and appreciated feedback. I hope this answers you question but please ask more if not.

URL: https://forum.audiogames.net/post/480838/#p480838




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Re: Sonus GDE thoughts

2019-11-27 Thread AudioGames . net Forum — Developers room : amerikranian via Audiogames-reflector


  


Re: Sonus GDE thoughts

Just finished the punch up tutorial, some more observations/thoughts.Do we really need an object to play the playerhurt audio? Me? I'd just add the play playerhurt in the conditional that checks for the blocking condition. What am I missing here?The action selection is painfully slow. Can you change it into a combo box or at least allow for first letter navigation in the text field?Is there a tts finished event in the works? That may be extremely useful, depending on what the user decides to do.Is there a way to see what audio has finished playing? That could also potentially save you some object creation headache. Diddo with the TTS if you decide to implement that event, an ability to see the channel that has just finished speaking would be nice.Is it possible to create arrays, for maps and such?What is the limit for tts channels? How many messages can I queue in?Do you have tutorials for for loops? I know how they work, but am not totally sure as to how your engine handles them.Would it be possible to raise the number of sounds playing at once? Some maps can get pretty involved...Is there a way to change the delay of an event when it is set? What if I want the enemy to speed up his attacks in the fighting game. I could probably do that with global variables, but that'd be messy and will require me to set the delay with the condition check to something like 0.2 seconds and I'd rather see if there's an option to change the value before I go trying to reinvent the wheal. If not, could the ability to change the delay of an event be added in the future?I just looked at the farming tutorial to see what we're working with here, and here are some more questions before I go to bed.Would it be possible to have 3d maps at some point?Can you explain in greater detail what the x, y, bx, and by properties actually are, with value/coordinate examples? I.e, something like this:x = 0, y = 1bx = 3, by = 2How big is the object? What coordinates does the object span on the grid?x = 6, y = 10bx = 12, by = 9How big is the object? What coordinates does the object span on the grid?Thank you for the replies.

URL: https://forum.audiogames.net/post/480728/#p480728




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Re: Sonus GDE thoughts

2019-11-27 Thread AudioGames . net Forum — Developers room : amerikranian via Audiogames-reflector


  


Re: Sonus GDE thoughts

Just finished the punch up tutorial, some more observations/thoughts.Do we really need an object to play the playerhurt audio? Me? I'd just add the play playerhurt in the conditional that checks for the blocking condition. What am I missing here?The action selection is painfully slow. Can you change it into a combo box or at least allow for first letter navigation in the text field?Is there a tts finished event in the works? That may be extremely useful, depending on what the user decides to do.Is there a way to see what audio has finished playing? That could also potentially save you some object creation headache. Diddo with the TTS if you decide to implement that event, an ability to see the channel that has just finished speaking would be nice.Is it possible to create arrays, for maps and such?What is the limit for tts channels? How many messages can I queue in?Do you have tutorials for for loops? I know how they work, but am not totally sure as to how your engine handles them.Would it be possible to raise the number of sounds playing at once? Some maps can get pretty involved...I just looked at the farming tutorial to see what we're working with here, and here are some more questions before I go to bed.Would it be possible to have 3d maps at some point?Can you explain in greater detail what the x, y, bx, and by properties actually are, with value/coordinate examples? I.e, something like this:x = 0, y = 1bx = 3, by = 2How big is the object? What coordinates does the object span on the grid?x = 6, y = 10bx = 12, by = 9How big is the object? What coordinates does the object span on the grid?Thank you for the replies.

URL: https://forum.audiogames.net/post/480728/#p480728




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Re: Sonus GDE thoughts

2019-11-27 Thread AudioGames . net Forum — Developers room : amerikranian via Audiogames-reflector


  


Re: Sonus GDE thoughts

Just finished the punch up tutorial, some more observations/thoughts.Do we really need an object to play the playerhurt audio? Me? I'd just add the play playerhurt in the conditional that checks for the blocking condition. What am I missing here?The action selection is painfully slow. Can you change it into a combo box or at least allow for first letter navigation in the text field?Is there a tts finished event in the works? That may be extremely useful, depending on what the user decides to do.Is there a way to see what audio has finished playing? That could also potentially save you some object creation headache. Diddo with the TTS if you decide to implement that event, an ability to see the channel that has just finished speaking would be nice.Is it possible to create arrays, for maps and such?What is the limit for tts channels? How many messages can I queue in?Do you have tutorials for for loops? I know how they work, but am not totally sure as to how your engine handles them.Would it be possible to raise the number of sounds playing at once? Some maps can get pretty involved...

URL: https://forum.audiogames.net/post/480728/#p480728




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Re: Sonus GDE thoughts

2019-11-27 Thread AudioGames . net Forum — Developers room : amerikranian via Audiogames-reflector


  


Re: Sonus GDE thoughts

Just finished the punch up tutorial, some more observations/thoughts.Do we really need an object to play the playerhurt audio? Me? I'd just add the play playerhurt in the conditional that checks for the blocking condition. What am I missing here?The action selection is painfully slow. Can you change it into a combo box or at least allow for first letter navigation in the text field?Is there a tts finished event in the works? That may be extremely useful, depending on what the user decides to do.Is there a way to see what audio has finished playing? That could also potentially save you some object creation headache. Diddo with the TTS if you decide to implement that event, an ability to see the channel that has just finished speaking.Is it possible to create arrays, for maps and such?What is the limit for tts channels? How many messages can I queue in?Do you have tutorials for for loops? I know how they work, but am not totally sure as to how your engine handles them.Would it be possible to raise the number of sounds playing at once? Some maps can get pretty involved...

URL: https://forum.audiogames.net/post/480728/#p480728




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Sonus GDE thoughts

2019-11-27 Thread AudioGames . net Forum — Developers room : amerikranian via Audiogames-reflector


  


Sonus GDE thoughts

Hi.So, I decided to make a new topic for me to ask questions or give feedback about Sonus, I'd hate to take over the new version topic.The engine is, interesting... a bit too simplistic and a bit more controlling, but hey. Whatever floats one's boat, I suppose. Here is the first question of the day. Is there an else statement?In the first tutorial, we create a counter app and tell the user if their values are out of range. However, we do not prevent the value from actually going beyond the specified limit. I know one way to do this (add the "subtract variable" or "add variable" in the conditions), but what if I want to report the value only if it is beyond 0 and below 5? Can we do something like if counter > 0 and counter < 5? If not, can we only fire the speaking condition only if the "counter < 0" or "counter > 5" conditions don't fire (else statement style?). How bout the or token? Can we add that into the if statement?How do I make sapi speak the value of a variable? Thank you for any replies, I'll come and ask on here when I have more questions.

URL: https://forum.audiogames.net/post/480722/#p480722




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Sonus GDE thoughts

2019-11-27 Thread AudioGames . net Forum — Developers room : amerikranian via Audiogames-reflector


  


Sonus GDE thoughts

Hi.So, I decided to make a new topic for me to ask questions or give feedback about Sonus, I'd hate to take over the new version topic.The engine is, interesting... a bit too simplistic and a bit more controlling, but hey. Whatever floats one's boat, I suppose. Here is the first question of the day. Is there an else statement?In the first tutorial, we create a counter app and tell the user if their values are out of range. However, we do not prevent the value from actually going beyond the specified limit. I know one way to do this (add the "subtract variable" or "add variable" in the conditions), but what if I want to report the value only if it is beyond 0 and below 5? Can we do something like if counter > 0 and counter < 5? If not, can we only fire the speaking condition only if the "counter < 0" or "counter > 5" conditions don't fire (else statement style?). How bout the or token? Can we add that into the if statement?How do I make sapi speak the value of a variable? Thank you.

URL: https://forum.audiogames.net/post/480722/#p480722




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