Re: JavaScript for audio game.

2014-10-02 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: _javascript_ for audio game. I made most of my games in _javascript_ before I realized that my comfortable little IE6 on an optimized XP professional machine was not standard enough or permanent enough to support it.The biggest problem: audio. Audio support in _javascript_ is abismal

Re: JavaScript for audio game.

2014-10-03 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: _javascript_ for audio game. C++ is probably overkill.It depends on what you want the user experience to be. Is there a game window? Is there visible text? Will it use Sapi/screen reader output? Will the player choose from a list, or enter a word in a prompt?For this sort of thing, I

Re: JavaScript for audio game.

2014-10-03 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: _javascript_ for audio game. Py2exe isnt a problem of itself; its rather that the additional filesize of all the dependencies would be a bit much for a project of this size. URL: http://forum.audiogames.net/viewtopic.php?pid=191092#p191092

Re: BGT ToneSynth noise channels, macros and other stuff

2014-10-07 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: BGT ToneSynth noise channels, macros and other stuff 1. Im with you on this one. Heres the best I could do, which I have compared to NES and Genesis and found lacking.2. We could do this for songs playing in the engine, but not if we want to save them as wave files. It would, however,

Re: BGT ToneSynth noise channels, macros and other stuff

2014-10-07 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: BGT ToneSynth noise channels, macros and other stuff 1. Im with you on this one. Heres the best I could do (the function you want starts void noise), which I have compared to NES and Genesis and found lacking.2. We could do this for songs playing in the engine, but not if we want to

Re: BGT ToneSynth noise channels, macros and other stuff

2014-10-07 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: BGT ToneSynth noise channels, macros and other stuff 1. Im with you on this one. Heres the best I could do (the function you want starts void noise), which I have compared to NES and Genesis and found lacking.2. We could do this for songs playing in the engine, but not if we want to

Re: where can i get an easy file packer?

2014-10-07 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: where can i get an easy file packer? I feel like weve been here before; have we been here before?// Pack all files in a certain directory, recursive. // This probably needs to be in its own script; pack everything separately from the game, otherwise it will do weird things when someone

Re: where can i get an easy file packer?

2014-10-09 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: where can i get an easy file packer? Save the code I posted and run it. It will pack everything in the sounds folder.If you want to pack other things, change this line:pack_all(sounds/).close();Replacing sounds/ with the path to the folder to pack. (Or just remove sounds/ to pack

Re: BGT ToneSynth noise channels, macros and other stuff

2014-10-14 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: BGT ToneSynth noise channels, macros and other stuff This isnt quite what you wanted, but I extended the soundtrack class a bit:https://dl.dropboxusercontent.com/u/165 … track2.bgtIt has what drum-like sounds I could scrounge up (set instrument to 0. B1-E2 and C5-Bb5 are all thats

Re: frameworks to develop audiogames

2014-10-16 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: frameworks to develop audiogames Yeah. I ported my java games to BGT just so they would work fine on multiple *windows* computers.Java is cross platform in the same sense as just about any other language, which is to say, not really. URL:

Re: frameworks to develop audiogames

2014-10-16 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: frameworks to develop audiogames Java is good for business applications, but games not so much.The Java Sound API is terrible. Youd need something like JOAL or FMODEX. Never mind that Windows appears to hate the concept of case-sensitive filenames. URL:

Re: list of people who are open for collaboration/higher

2014-10-24 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: list of people who are open for collaboration/higher Open for new projects: Yes (tentative)focus: Development, programming, random experimental interface shenaniganslanguages I communicate best in: English, French (I can try Japanese if you want, but my vocabulary is awful)Employment

Re: BGT dynamic_menu?

2014-11-01 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: BGT dynamic_menu? Yes. You can create as many as you want, so long as you dont run out of RAM. Which you wont, unless you try to create billions. URL: http://forum.audiogames.net/viewtopic.php?pid=193616#p193616 ___ Audiogames-reflector

Re: Best way to implement screen reader support with BGT

2014-11-01 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Best way to implement screen reader support with BGT You could use something like this:https://dl.dropboxusercontent.com/u/165 … _voice.bgtThat versions from 2011, though.The version in here is newer, but has a (unfinished) word_speaker feature that in practice means it requires some

Re: Best way to implement screen reader support with BGT

2014-11-01 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Best way to implement screen reader support with BGT You could use something like this:https://dl.dropboxusercontent.com/u/165 … _voice.bgtThat versions from 2011, though.The version in here is newer, but has a (unfinished) word_speaker feature that in practice means it requires some

Re: developing audiogames in java

2014-11-13 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: developing audiogames in java 1) compile once, run everywhere will sound great, until you actually try to distribute something and discover that its pretty much completely false. (But if you find a way around this, please let me know!)2) Java sound is, as Aminiel said, kinda

Re: While parcing statement block error

2014-11-13 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: "While parcing statement block" error Does putting it through this help?http://dl.dropbox.com/u/16520690/matcher.bgtId copy it into another file and cut blocks to approximate binary search. Its saved loads of time and frustration for me.(I havent had to do this much at all since I

Re: Is there a way to Encrypt entire folders with BGT?

2014-11-19 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Is there a way to Encrypt entire folders with BGT? Sure.One could encrypt each file individually, or could encrypt them after packing them.(IIRC, the encryption scheme changed after the Perilous Hearts demo, but Im not sure about that. I know it changed at one point to something more

Re: Is there a way to Encrypt entire folders with BGT?

2014-11-19 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Is there a way to Encrypt entire folders with BGT? Sure.One could encrypt each file individually, or could encrypt them after packing them.(IIRC, the encryption scheme changed after the Perilous Hearts demo, but Im not sure about that. I think it changed at one point to something more

Re: questions on audiogame development

2014-11-23 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: questions on audiogame development BGT uses pitch bending for behind. One can adjust the magnitude of the bending so its more noticeable.I also have a custom version of the sound_positioning and sound_pool scripts that allows a volume decrease as well.IIRC, The default behind pitch

Re: frustrating bgt error

2014-11-30 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: frustrating bgt error Is the error pointing to the alert, by chance, an unclosed string literal, or an expected ) or ;? You might have an open string somewhere above it, or something like that. URL: http://forum.audiogames.net/viewtopic.php?pid=196157#p196157

Re: frustrating bgt error

2014-12-01 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: frustrating bgt error It works fine for me, if I add #include dynamic_menu.bgt to the top.It exits after the menu, but that appears to be expected. URL: http://forum.audiogames.net/viewtopic.php?pid=196235#p196235 ___

Re: how to make guis in python or more like how to import tkenter

2014-12-03 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: how to make guis in python or more like how to import tkenter You probably have the wrong wxpython for your version of python. Make sure both the version number and the bit depth match what you have installed. URL: http://forum.audiogames.net/viewtopic.php?pid=196451#p196451

Re: object handle not supported by this type bgt error

2014-12-05 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: object handle not supported by this type bgt error My first reaction is that the pathfinder needs to be a handle.But your post implies that the error is pointing to this line:else if (this.p.level.walls[this.x+xInc][this.y+yInc] == true) Which does seem weird. It might help to

Re: Question about vector object in BGT

2014-12-09 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Question about vector object in BGT This is a little weird, but I think the vector object is setup to let you bypass handles, by overloading opAssign and opCmp.You can probably remove the [ a-t ] from the function, but if you keep it, this line:vector ret=normalize(test);Probably needs

Re: Question about vector object in BGT

2014-12-09 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Question about vector object in BGT BGTs handles and C-style pointers are different, not in especially clear ways. I think its more analogous to C#, but I havent actually paid enough attention to C# to be sure.Handles function like pointers to objects, and most of the time this is

Re: object handle not supported by this type bgt error

2014-12-09 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: object handle not supported by this type bgt error You might try this big package of includable scripts:https://dl.dropboxusercontent.com/u/165 … cludes.zipcustom_pool.bgt does what youre asking for. Its just like the sound_pool, but it supports rotation, plus a few other things. Youll

Re: object handle not supported by this type bgt error

2014-12-10 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: object handle not supported by this type bgt error Its cool; if people didnt ask these sorts of things Id probably never get around to doing anything. URL: http://forum.audiogames.net/viewtopic.php?pid=197077#p197077 ___

Re: I'm blind and want to develop a very complex game

2014-12-15 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: I'm blind and want to develop a very complex game Hi, my alternate universe twin!All my attempts at replicating RPG Maker in audio have failed, because I have the conscientiousness of a wet leaf. (Theres no reason someone couldnt just read the manual or a walkthrough for, say, RPG

Re: HRTF for sounds directly above, centred/level and below listener?

2014-12-16 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: HRTF for sounds directly above, centred/level and below listener? All x=~4 does is turn off the 4 bit,? URL: http://forum.audiogames.net/viewtopic.php?pid=197603#p197603 ___ Audiogames-reflector mailing list

Re: Collision detection in 2d games when turning is a thing?

2014-12-18 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Collision detection in 2d games when turning is a thing? arc tangent is the inverse of tangent: you give it a tangent, and it returns the angle. Youd use this, say, if you have sets of coordinates, but need an angle. theta=arc_tangent(dy/dx) (but be sure to catch when dx is 0!), for

Re: Collision detection in 2d games when turning is a thing?

2014-12-18 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Collision detection in 2d games when turning is a thing? A 2d array of bools should be easy: just figure out what tile youd be hitting next, and do a check for it.The problem is one of resolution. Should I assume that each wall/floor tile is roughly the size of the player? Does the

Re: Game Development

2014-12-18 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Game Development Actually, he did specify C#. Your settings might have missed that, since theres a space between the C and the # in the original post.He also specified Visual Studio, but then said something about Eclipse, so Im kinda confused as to if either of those should play into

Re: which language to choose

2014-12-20 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: which language to choose Ah... Hmm.BGT supports the mouse. Previously, this feature was only in the pro versions, but now that BGT is freeware, you can use this feature for free.If you do not understand how to make an enemy with BGT, I dont think switching to C++ will help. URL:

Re: bgt three questions

2014-12-23 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: bgt three questions Perhaps add a timer as a property?timer time;then the movement function looks like this, assuming you have a variable called player_position:void move() {if(time.elapsed=speed) {if(positionplayer_position) position--;else position++;pool.play_1d(sounds/step.wav,

Re: bgt three questions

2014-12-24 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: bgt three questions That code is mostly good.There are only two major problems:1. The enemy is declared inside the loop, so it is created and destroyed every iteration. Just move the lineenemy enem;Above the line that says while(true)2. Theres no way to leave the game after it starts.

Re: bgt three questions

2014-12-26 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: bgt three questions The easiest way to do this looks something like:if(absolute(player_position-this.position)=10 and this.ammo0) {// play the attack sound.this.ammo--;player_hp-=10;}But this probably wont be enough to make for a playable game; if this is your enemy::attack method, the

Re: timer

2014-12-31 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: timer I think he wants a way to shoot a machinegun.This is... hmm... complicated. It can be more or less complicated, depending on the degree of realism. Tracking individual bullets would probably be a bit much, but doing it all at once might be a bit too simple.This brings me back to

Re: timer

2014-12-31 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: timer A countdown to when the next bullet can fire is pretty much the major thing I was going for.In this case, I think he wants to shoot off a burst of ~10 bullets, either all at once or rapidly.Hence, state changes: start shooting plays the sound, fires the first bullet, possibly

Re: timer

2014-12-31 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: timer Ill grant you that. My usual solution (which does not work here) is an object representing what states can do--geometric changes, attack details, changes in velocity, etc--and once the basic rules are coded, the majority of the work becomes making new states and adding them to a

Re: talking video game consoles

2015-01-02 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: talking video game consoles Double bind, here.By which I mean how text is represented.Were not even at the point of menus, yet. Just the commands that display text on the screen.Say you want to mod an open source emulator--Those are only really stable up to PS1 at this point,

Re: frustrating bgt error

2015-01-26 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: frustrating bgt error And, doesnt list_sound_devices return a string array? I dont remember if BGT can concatenate those to strings natively.If it doesnt, this function is most of the work:string arraystring(string[] str) { string ret=[; for(uint i=0; istr.length(); i++) { ret +=

Re: BGT pack stuff and custom classes and functions

2015-02-02 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: BGT pack stuff and custom classes and functions Ah.Try this?(Havent actually tested it):sound_pool pool; string[] files=find_files(sounds/*); int n=0; dynamic_menu menu; for(uint i=0; ifiles.length(); i++) { menu.add_item_tts(files[i]); } while(n=0) { n=menu.run(); if(n=0 and

Re: BGT pack stuff and custom classes and functions

2015-02-07 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: BGT pack stuff and custom classes and functions Hm. I was under the impression that n=-1 was for escape. You can just change this line:n=menu.run()-1;You could do it with a sound object, yeah. Are you wanting to use one sound object, or do you want one for each sound?You would just

Re: Help with coding a map in bgt

2015-01-14 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Help with coding a map in bgt Actually, that works, for the most part.Youd eventually want a function for moving, so you dont have to maintain redundant code for each possible direction. URL: http://forum.audiogames.net/viewtopic.php?pid=201087#p201087

Re: Getting arrows to be spoken by screen readers

2015-01-21 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Getting arrows to be spoken by screen readers There are ways to make Jaws and NVDA to read them, but I doubt most users would have them set up by default.Im not sure about other screen readers. URL: http://forum.audiogames.net/viewtopic.php?pid=201858#p201858

Re: Help with coding a map in bgt

2015-01-16 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Help with coding a map in bgt The map needs to be inside an array declaration, like,string[] map={(The map goes here.)};And you have an extra E in key_preessed. URL: http://forum.audiogames.net/viewtopic.php?pid=201255#p201255 ___

Re: Full-Fledged Audio RPG: Seeking Help

2015-01-17 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Full-Fledged Audio RPG: Seeking Help You *can* do most of this in BGT. (*Hides unfinished campaign scripting engine for Sengoku Jidai*)But should you? Eh.Back in the day, I started using the word Specificode in my notes, whenever Id come up on a game mechanic or feature that looked

Re: Hi, I have a very stupid math / bgt question

2015-01-20 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Hi, I have a very stupid math / bgt question Yep. Its not immediately obvious, but it is wonderful.Pythons version makes more sense, although its not in quite the same order, so porting between Python and C-like languages is more work with these.The Python version goes:x = A if p else

Re: I'm blind and want to develop a very complex game

2015-01-18 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: I'm blind and want to develop a very complex game You know whats weird?I started out here: Lissa Explains it all. Yes, its mostly focused on HTML (and pre Web2.0, at that), or at least it was the last time I was there... ur... years and years ago. The tiny, near useless _javascript_

Re: Help with coding a map in bgt

2015-01-14 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Help with coding a map in bgt I like string arrays, because then its more like drawing. This only works if you have a good spatial / tactile / visual imagination (braille helps, and as a bonus, you dont even need to be good at reading it).But theres too much processing involved in

Re: Want To Learn Programming

2015-02-15 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Want To Learn Programming When I was starting out, I did a lot of copy-editing from small examples, and stuck to the syntax as closely as possible. (To this day, I am in the habit of spacing my switch statements because of those early _javascript_ examples...)It was after about 3

Re: BGT pack stuff and custom classes and functions

2015-01-27 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: BGT pack stuff and custom classes and functions Packs use arbitrary strings to identify files. These can have the same syntax as file/folder paths, but thats purely for convenience.I dont remember if theres a way to get all the contents of a pack without extracting everything. But once

Re: BGT pack stuff and custom classes and functions

2015-01-30 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: BGT pack stuff and custom classes and functions You could use a for loop to add each file to the menu.What I did when I wanted a sound browser was take my file browser and change it so that pressing enter on a file would play it instead of returning. I dont have that program on this

Re: BGT pack stuff and custom classes and functions

2015-01-30 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: BGT pack stuff and custom classes and functions You could use a for loop to add each file to the menu.What I did when I wanted a sound browser was take my file browser and change it so that pressing enter on a file would play it instead of returning. I dont have that program on this

Re: bgt question

2015-01-26 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: bgt question Yes. Thats exactly how it works. URL: http://forum.audiogames.net/viewtopic.php?pid=202420#p202420 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com

Re: bgt question

2015-01-26 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: bgt question Im not sure if youd necessarily need anything abstract classes provide that you cant get with interfaces, unless its variables? URL: http://forum.audiogames.net/viewtopic.php?pid=202522#p202522 ___ Audiogames-reflector

Re: I'm blind and want to develop a very complex game

2015-01-05 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: I'm blind and want to develop a very complex game Ahem.Graphics are hard, yesIf youre talking good, modern style 3D.There is a market for sprite-based graphics, it overlaps with the fantasy/KH-style audience quite a good bit, and that particular art style will be the easiest to add

Re: I'm blind and want to develop a very complex game

2015-01-05 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: I'm blind and want to develop a very complex game Ahem.Graphics are hard, yesIf youre talking good, modern style 3D.There is a market for sprite-based graphics, it overlaps with the fantasy/KH-style audience quite a good bit, and that particular art style will be the easiest to add

Re: developing a kind of radar?

2015-01-09 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: developing a kind of radar? For BGT, I wrote a clock class that takes care of the timer shenanigans. All you need to specify is how much time should pass between the start of each frame.A main function might look like this:void main() { clock fps(50); // The constructor takes

Re: developing a kind of radar?

2015-01-09 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: developing a kind of radar? For BGT, I wrote a clock class that takes care of the timer shenanigans. All you need to specify is how much time should pass between the start of each frame.A main function might look like this:void main() { clock fps(50); // The constructor takes

Re: developing a kind of radar?

2015-01-10 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: developing a kind of radar? The difference betweenwhile(true) {functions(5);wait(5);}andwhile(true) {functions(fps.delay);fps.tick();}Is minor when youre doing something simple. You can go ahead and do it the first way, if you want. The only real advantage to the second way is that it

Re: Declaring an array of handles to functions in BGT?

2015-01-10 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Declaring an array of handles to functions in BGT? Does this work?funcdef void my_function_type(); my_function_type@[] functions(10); URL: http://forum.audiogames.net/viewtopic.php?pid=200609#p200609 ___ Audiogames-reflector mailing

Re: developing a kind of radar?

2015-01-13 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: developing a kind of radar? The wait function in BGT was pretty novel for me, on the grounds that Id been working primarily in Java and _javascript_ up to that point._javascript_ first. This was way before HTML5. Timers with callbacks were the only way to go.Javas Thread.sleep() is

Re: example bgt maps

2015-02-10 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: example bgt maps I dont think most of the examples that come to mind would be particularly helpful.Maybe look at The Amaze?Heres a map from the JF IM Adventure. Its more complicated than what youre looking for, probably, but eh:string[] diag= { ---, - == ---, --

Re: I'm blind and want to develop a very complex game

2015-01-07 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: I'm blind and want to develop a very complex game 6 months sounds about right. I started in earnest in December, and just copy-editing buttons and alerts got me a quiz I will not link. Three months later, I managed this (Dont look at the source. Just dont.). Three months yet, to this,

Re: developing a kind of radar?

2015-01-07 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: developing a kind of radar? Camlorn is right on track. The loop-and-wait thing works if you never have multiple things happening simultaneously (or as close to simultaneously as possible, anyway).In BGT, you _could_ use timers to keep track of these various independent mechanisms, but

Re: BGT confusion

2015-03-22 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: BGT confusion Yeah, pretty much. Thats more or less exactly how the character view command in Sengoku Jidai works. URL: http://forum.audiogames.net/viewtopic.php?pid=209394#p209394 ___ Audiogames-reflector mailing list

Re: Two questions about bgt

2015-03-20 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Two questions about bgt There are lots of ways to make 3D maps. Ive tried at least 4, that I can remember quickly.As for reading from files, a basic example:file datafile; datafile.open(data.dat, r); string data="" datafile.close(); // Assuming the data is divided into lines: string[]

Re: Is Learning 2 Programming languages at once possible?

2015-03-10 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Is Learning 2 Programming languages at once possible? I pretty much learned _javascript_ and Java at the same time, but it helps that theyre syntactically quite similar (though theyre incredibly different when you get to the details. I didnt get to read my Java text for the first loop

Re: a question in bgt

2015-03-06 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: a question in bgt audio_form, or input_box?If I need to avoid using input_box (say, because it would break a network connection), Id probably write my own text edit function out of shere not-feeling-like-it with those that already exist.But there are plenty out there.Just use

Re: suggestions on how to deal with destruction of a class?

2015-03-05 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: suggestions on how to deal with destruction of a class? Ah, thanks. So then, how would I effect the enemy via the dictionary? From what I understand from the helpfile, Id have to create a generic enemy, then do something like enemies.get(key, enemy);Where enemy is a handle to the

Re: a question in bgt

2015-03-06 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: a question in bgt If you dont need a network connection, input_box should be fine.string text=input_box(Number, enter a number:);int number=string_to_number(text); URL: http://forum.audiogames.net/viewtopic.php?pid=207649#p207649 ___

Re: sounds stop

2015-03-07 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: sounds stop The sound_pool has the easiest methods: pause_all, or destroy_all.If you are using individual sound objects, youd need to stop them all manually. If you have them in an array or dictionary, you can loop through and stop them more readily that way. URL:

Re: free collection of 10GB+ of premium sound effects for game developers

2015-03-13 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: free collection of 10GB+ of premium sound effects for game developers Is it anywhere divided up into smaller packages or individual sounds? Id rather only download what I expect to use. URL: http://forum.audiogames.net/viewtopic.php?pid=208413#p208413

Re: loading sounds from memory bgt

2015-03-24 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: loading sounds from memory bgt Eh, its hard to explain. I dont know how Shades and RTR, etc do this. Swamp uses tiles, though.I think I have examples, but not on this computer.You have three issues;Represent the mapmaneuver the actorsget collisions between the actors and the map.The

Re: loading sounds from memory bgt

2015-03-24 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: loading sounds from memory bgt The example in the manual does seem a bit complicated.I wonder if loading all the filenames into an array, then doing a for loop to load the sounds would work?For example:string[] files=find_files(sounds/*.*); sound snd; for(uint i=0; ifiles.length();

Re: loading sounds from memory bgt

2015-03-24 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: loading sounds from memory bgt You could try this:http://www.blastbay.com/forum/viewtopic.php?id=1663 URL: http://forum.audiogames.net/viewtopic.php?pid=209704#p209704 ___ Audiogames-reflector mailing list

Re: want to study another programming language

2015-03-29 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: want to study another programming language Python is easier than _javascript_ is easier than Java is easier than C++. I cant comment on C# or .net or purebasic (but it sounds like Purebasic is basically C but with most of the work already done, so Id tentatively put it above Java based

Re: free collection of 10GB+ of premium sound effects for game developers

2015-03-29 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: free collection of 10GB+ of premium sound effects for game developers Well, I give up. Who wants to be my sound team after I stick a Discount Filet Knife in Akrasias face and get back to making games? URL: http://forum.audiogames.net/viewtopic.php?pid=210297#p210297

Re: suggestions on how to deal with destruction of a class?

2015-02-28 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: suggestions on how to deal with destruction of a class? You can only remove dead enemies from outside the class. That said, its pretty simple:for (uint i=0; ienemies.length(); i++) { enemies[i].step(); if(enemies[i].health=0) { enemies.remove_at(i); i--; } } URL:

Re: Heat Engine, a game engine for BGT games

2015-02-28 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Heat Engine, a game engine for BGT games Its not so hard to write, but Im also pretty sure it already exists for arbitrary languages. (Is that what Doxygen does?) URL: http://forum.audiogames.net/viewtopic.php?pid=206742#p206742 ___

Re: suggestions on how to deal with destruction of a class?

2015-03-02 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: suggestions on how to deal with destruction of a class? I have no idea how this works, but there is a way to run the GC explicitly (garbage_collect()). URL: http://forum.audiogames.net/viewtopic.php?pid=207086#p207086 ___

Re: How to produce professional recordings for games?

2015-02-27 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: How to produce professional recordings for games? Oh, another thing. If you dont have a wind screen, or something like it, its better to keep the recorder out of the path of your breath. If your recorder is already shielded against wind, its not so important, but I try to make a habit

Re: suggestions on how to deal with destruction of a class?

2015-03-04 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: suggestions on how to deal with destruction of a class? Youre better off arranging the keys in your dictionary so you dont have to iterate through all of them, but if you really need to, use the get_keys method. URL: http://forum.audiogames.net/viewtopic.php?pid=207350#p207350

Re: moving in formation?

2015-03-01 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: moving in formation? It might be possible to assign units a position in formation property? It might even be allowed to rotate. So then you can set up arbitrary formations, identify a base point for the formation as a whole, then move it wherever you want.Im guessing the other

Re: please, tell me

2015-03-05 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: please, tell me if (absolute(player_position-enemy_position)=10) {// The player is within 10 paces of the enemy.// Maybe see if the attacker is facing the right direction?if(enemy_face==east and player_position=enemy_position) {// to the east.}else {// to the west.}}Thats for 1

Re: Anyone interested in another racing game?

2015-02-25 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Anyone interested in another racing game? Id say go for it. We can never have too many audio games*.* Well, maybe not never, but not any time soon. URL: http://forum.audiogames.net/viewtopic.php?pid=206191#p206191 ___

Re: How to produce professional recordings for games?

2015-02-26 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: How to produce professional recordings for games? Turn off everything that you can turn off, and grab as many fluffy barricades as possible. Ive used a blanket, pillows, and a mattress (the kind that is all stuffing; no springs, and the cloth on the outside is softer). Build these up

Re: how to present notes through pitch

2015-03-26 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: how to present notes through pitch The tone_synth object allows both frequency and musical notes when generating tones.If you need exact frequencies, theres probably a table somewhere, but I just start from middle A = 440 and go from there.If youre use to a different musical system,

Re: Help with choosing between Python VS. PureBasic

2015-04-23 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Help with choosing between Python VS. PureBasic I wrote something like a port of BGTs sound_positioning functions to Pygame:https://www.sendspace.com/file/yja837The convert function takes pan and volume in the units used by BGT, and returns a toople for the channel volumes as used for

Re: Help with choosing between Python VS. PureBasic

2015-04-23 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Help with choosing between Python VS. PureBasic I wrote something like a port of BGTs sound_positioning functions to Pygame:https://www.sendspace.com/file/yja837The convert function takes pan and volume in the units used by BGT, and returns a toople for the channel volumes as used for

Re: Help with choosing between Python VS. PureBasic

2015-04-23 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Help with choosing between Python VS. PureBasic At Dhruv: ah, oops. I copy-edited the code and must have forgotten to remove them. Fixing now. URL: http://forum.audiogames.net/viewtopic.php?pid=213339#p213339 ___ Audiogames-reflector

Re: Heat Engine, a game engine for BGT games

2015-05-05 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Heat Engine, a game engine for BGT games The dynamic menus run method contains its own loop. Thats probably the reason the first one works. URL: http://forum.audiogames.net/viewtopic.php?pid=214946#p214946 ___ Audiogames-reflector

Thinking about trying to mod Genz for more accessibility

2015-05-11 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Thinking about trying to mod Genz for more accessibility I dont know if this is as good an idea as it sounds in my head, and Im kinda afraid to dig into the source with only a half-baked plan (and so little experience with C-style macros), so I thought Id bring it up here first.My research

Re: I'm blind and want to develop a very complex game

2015-05-09 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: I'm blind and want to develop a very complex game Im glad that youre posting again!Even after 10 years of programming, I have a hard time working on anything I cant constantly test, which is doubtless one of the reasons why very few of my bigger projects get made, and those that do are

Slope detection and other geometry adventures

2015-05-16 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Slope detection and other geometry adventures Well, the good news is that Ill probably be releasing a simpler 2D library for BGT, since geom is complex, the documentation is hard to read, and transformations/polygon collision dont always work correctly.I want to use this in a game with

Re: Sound Libraries

2015-04-15 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Sound Libraries Its this thread:http://forum.audiogames.net/viewtopic.php?id=15569There are a few cheap libraries out there, but theyre generally not all that great for games, in my experience.Pay-per-sound sites like SoundDogs.com and 1soundFX.com make it cheaper to get higher-quality

Re: Audio Game Console Game Development

2015-04-07 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Audio Game Console Game Development Windows is probably the most popular audio gaming platform, but iOS has been doing well in the past 5 or so years. Android is improving, but Android accessibility is the weakest of the three, so it seems to have taken longer to take off. (Youll

Re: Audio Game Console Game Development

2015-04-08 Thread AudioGames . net ForumDevelopers room : CAE_Jones via Audiogames-reflector
Re: Audio Game Console Game Development Theres a topic on Ethins console here. URL: http://forum.audiogames.net/viewtopic.php?pid=211532#p211532 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com

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