Re: AudioGame Collaboration: Should We Do It?

2019-12-29 Thread AudioGames . net Forum — Developers room : frastlin via Audiogames-reflector


  


Re: AudioGame Collaboration: Should We Do It?

- You could make a version of Candy Crush.- You could make an adventure game with objects in each room that you can interact with, and there could be little mini games. For example, if you are a knight at a tournament, you can do jousting, where you need to raise your shield and position your lance and horse correctly. There could also be detailed entities in each scene that anyone can add depth to. For example, talking to a merchant could yield details on their life. It would allow multiple levels of coding knowledge.- You could make a text adventure game with sounds. Like World of Legends or the Waists, but with sounds.- You could make an educational type of game with different minigames demonstrating different science or physics concepts. For example, if the game was showing Bernoulli's principle, you could have Romans making a set of pipes down to the city from a mountain lake, and they can't make the water flow too fast into each house.- You could make an arcade setup, where you are some person walking around and accessing different games people have made, and collecting points or achievements from each game.

URL: https://forum.audiogames.net/post/489413/#p489413




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Re: AudioGame Collaboration: Should We Do It?

2019-12-29 Thread AudioGames . net Forum — Developers room : crashmaster via Audiogames-reflector


  


Re: AudioGame Collaboration: Should We Do It?

Well I am no coder, but if you need a beta tester either in source or compiled, as well as sound desighn, I can probably help.I have access to a few free and some payed libraries gdc mainly and a few others.I have a workstation with 16gb ram and one of the semi latest 2nd generation ryzen5 cpus.I allready use github to test beatstar sources and npm.If you need me I am here, I also have a load of time as my work is freelance contract.While that has occasionally landed me a high paying contract, most of them are reasonable, bar a few days a year, where I have government research which is worth more than any opensource project is in fact its my most highly payed gig of all, I should be able to handle most things unless it falls on weird days in spring, mid summer or winter.So basically if you want something and I am not about I am grinding my nose somewhere else for someone else, for cash and a meal so yeah bar that I can work all day and night.My timezone is gmt+12 hours, so for those of you on the other side of the world its probably likely I can't participate actively in any group else be outside the descussions but I can certainly talk on here, be in some email descussion group, etc.Skype, well I never liked the interface but if you guys are interested, I can setup a descussion group on groups.io for the project if people want to talk on there.It would be easier for me to well do whatever with that though I probably won't be talking all the time.When I did run on a skype group, I spent time reading messages and well I couldn't really be active.As long as you take that I am going to potentially answer questions up to a day behind then I can do it.Oh thats also why unless you ask I won't attend any audio conferences because timezone wize its just a total bastard.If you are in the us or europe then time is backward for me.If you are in some island nation or something like argenteena or something really weird maybe I can manage it but yeah.Oh and if you want me to test online my time will be limited due to timezone.Now if you are ok for that, but still think there is room for me to be night watchman or something thats fine.If not, oh well at least I put something up here.Sounds like you are getting enough interest.

URL: https://forum.audiogames.net/post/489403/#p489403




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Re: AudioGame Collaboration: Should We Do It?

2019-12-29 Thread AudioGames . net Forum — Developers room : pauliyobo via Audiogames-reflector


  


Re: AudioGame Collaboration: Should We Do It?

Certainly.If possible make a pull request describing the changes you've made.

URL: https://forum.audiogames.net/post/489256/#p489256




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Re: AudioGame Collaboration: Should We Do It?

2019-12-29 Thread AudioGames . net Forum — Developers room : zywek via Audiogames-reflector


  


Re: AudioGame Collaboration: Should We Do It?

I want to help in developing, but I can't use skype. Can I fork the repository and do something from todo list, then send the pull request?

URL: https://forum.audiogames.net/post/489251/#p489251




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Re: AudioGame Collaboration: Should We Do It?

2019-08-19 Thread AudioGames . net Forum — Developers room : pauliyobo via Audiogames-reflector


  


Re: AudioGame Collaboration: Should We Do It?

Sure, what's your idea?

URL: https://forum.audiogames.net/post/456610/#p456610




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Re: AudioGame Collaboration: Should We Do It?

2019-08-19 Thread AudioGames . net Forum — Developers room : defender via Audiogames-reflector


  


Re: AudioGame Collaboration: Should We Do It?

Just change the coins to something else that fits the theme better then maybe?  I mean we already have too many games with coins and powerups on a grid, we don't really need more.

URL: https://forum.audiogames.net/post/456591/#p456591




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Re: AudioGame Collaboration: Should We Do It?

2019-08-18 Thread AudioGames . net Forum — Developers room : kaigoku via Audiogames-reflector


  


Re: AudioGame Collaboration: Should We Do It?

Quick update. An agreement has been made regarding the game. I think our main goal is to make a couple of minigames with coins and some complexity. We're going to try avoid replicating games found in CrazyParty. We don't necessarily want to make a game like CrazyParty, but it might be a little similar. If you have suggestions as to what mini games to make, feel free to suggest. I really like the horror game concept. There may be a game or two with this premise.

URL: https://forum.audiogames.net/post/456420/#p456420




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Re: AudioGame Collaboration: Should We Do It?

2019-08-16 Thread AudioGames . net Forum — Developers room : bgt lover via Audiogames-reflector


  


Re: AudioGame Collaboration: Should We Do It?

I suggest creating a game emulating a film even if not an entire film, some scenes will be ossum.For example, you could develop a level to be the fight with smaug in The hobit, another could represent the great battle with orks, nasguls, ents and gods know what from "The two towers, lord of the rings".

URL: https://forum.audiogames.net/post/455987/#p455987




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Re: AudioGame Collaboration: Should We Do It?

2019-08-15 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector


  


Re: AudioGame Collaboration: Should We Do It?

Don't tempt me. I really don't see that Halloween thing from last year getting made by Halloween this year, unless maybe 2011 Aprone got excited about it.

URL: https://forum.audiogames.net/post/455594/#p455594




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Re: AudioGame Collaboration: Should We Do It?

2019-08-14 Thread AudioGames . net Forum — Developers room : defender via Audiogames-reflector


  


Re: AudioGame Collaboration: Should We Do It?

I'd love to see either A.  A horror atmosphere post apocolyptic survival type thing with jumpscares, E.G. abandoned school with ghosts, space station with aliens, abandoned military base with radioactive mutants what ever, where you can't do much but run.Or B. a stealth game where you mostly avoid fights, and use suppressed weapons, hand to hand, knives ETC to take out targets or get specific documents, with limited ammo and possibly a time limit.Both of those things would be a bit of a breath of fresh air IMO, at least in this community...  And wouldn't require the drama or headache of a multiplayer game.

URL: https://forum.audiogames.net/post/455512/#p455512




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Re: AudioGame Collaboration: Should We Do It?

2019-08-14 Thread AudioGames . net Forum — Developers room : kaigoku via Audiogames-reflector


  


Re: AudioGame Collaboration: Should We Do It?

Hey guys. Just a quick update.So, we are taking off with this small project. Good discussions are being had, and contributions are beginning to come in.That being said, we don't quite have an idea for the game just yet. If you guys have any suggestions as to what we should make, feel free to throw them out here. You don't have to be a contributor to make suggestions. We're happy to hear them all. I feel like we could potentially make anything. The only thing is actually sticking to something. I might even check out some game idea threads on the forum. We have an expandable map system, thoughts about good sound libraries to use, good screen reader support, and other incoming things. Never too late to join in if you want to get in on the fun! 

URL: https://forum.audiogames.net/post/455500/#p455500




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Re: AudioGame Collaboration: Should We Do It?

2019-08-09 Thread AudioGames . net Forum — Developers room : leibylucw via Audiogames-reflector


  


Re: AudioGame Collaboration: Should We Do It?

I'm not a contributor to the project, but I would like to thank kaigoku and all the others for providing more info on how to use versioning-control software like Git!

URL: https://forum.audiogames.net/post/454246/#p454246




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Re: AudioGame Collaboration: Should We Do It?

2019-08-07 Thread AudioGames . net Forum — Developers room : Ilya via Audiogames-reflector


  


Re: AudioGame Collaboration: Should We Do It?

nice. Going to pull the changes

URL: https://forum.audiogames.net/post/453731/#p453731




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Re: AudioGame Collaboration: Should We Do It?

2019-08-06 Thread AudioGames . net Forum — Developers room : kaigoku via Audiogames-reflector


  


Re: AudioGame Collaboration: Should We Do It?

Hey guys. Just wanted to let you know that I just made a contribution to the repository that uses Git LFS for the game assets like dlls and sounds. So now if you clone and pull the repo, you should be able to build the code and test the current state of the project. Which, to be honest, isn't much, but just to ensure the code is indeed working. Thanks again Nolan for the suggestion to use Git LFS. Really handy!We now need an idea for the kind of game or games we are going to develop. There is some discussions going on in the Skype group, so feel free to join and participate. I also have a TeamTalk server on my domain. Maybe we can get that going for us to talk.

URL: https://forum.audiogames.net/post/453671/#p453671




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Re: AudioGame Collaboration: Should We Do It?

2019-08-06 Thread AudioGames . net Forum — Developers room : Ilya via Audiogames-reflector


  


Re: AudioGame Collaboration: Should We Do It?

@24 thanks i wil have a look at that. It might be  useful. I all ready have a plugin for VS code which does most of the stuff that i want it to do. But I am sure I will find a use for TortoiseGit.

URL: https://forum.audiogames.net/post/453549/#p453549




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Re: AudioGame Collaboration: Should We Do It?

2019-08-06 Thread AudioGames . net Forum — Developers room : pauliyobo via Audiogames-reflector


  


Re: AudioGame Collaboration: Should We Do It?

@24, I've really heard that a lot, but I've never tried it. Even though it might be the time to.

URL: https://forum.audiogames.net/post/453550/#p453550




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Re: AudioGame Collaboration: Should We Do It?

2019-08-06 Thread AudioGames . net Forum — Developers room : Ilya via Audiogames-reflector


  


Re: AudioGame Collaboration: Should We Do It?

@24 thanks i wil have a look at that. It might be  usefu. I all ready have a plugin for VS code which does most of the stuff that i want it to do. But I am sure I will find a use for TortoiseGit.

URL: https://forum.audiogames.net/post/453549/#p453549




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Re: AudioGame Collaboration: Should We Do It?

2019-08-06 Thread AudioGames . net Forum — Developers room : Hijacker via Audiogames-reflector


  


Re: AudioGame Collaboration: Should We Do It?

Hi there,just one small correction: when cloning a repository that is not private, even though you're using a https url, you don't need to provide username and password, you don't even need a GitHub account.And one other addition: in my oppinion, the best possible GUI Git client for Windows is TortoiseGit. Its entirely accessible, integrates into the Windows Explorer context menu and does things fairly easy where even command-line commands can become pretty long. Showing/reading through logs, rolling back to certain commits, cherrypicking, all of this is no trouble with TortoiseGit and deffinitely saves you some time. Even though thats probably too advanced for the stuff you're gonna be doing for now, its still really convenient. So all of you who want to give it a try, just go ahead.Best Regards.Hijacker

URL: https://forum.audiogames.net/post/453523/#p453523




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Re: AudioGame Collaboration: Should We Do It?

2019-08-05 Thread AudioGames . net Forum — Developers room : kaigoku via Audiogames-reflector


  


Re: AudioGame Collaboration: Should We Do It?

Alright. So this reply is going to contain some information for how you can get started with Git and Github. If you're a Git or Github expert, I want to appologize ahead of time. Some of this will be oversimplified for the sake of explaining this to newcomers. If you are somewhat familiar with Git or github, this might still be helpful because it will have some cut and paste commands. I've written this over a span of a couple of days, so it might be a little unorganized in some parts.First, here is how I think about Git and Github. If you don't know the difference, this might help.Git is the program used to manage, create, clone, and contribute to repositories. A repository is basically just a code project. The advantage of using Git is that you have the ability to view the history of files, revert to files whose contents have changed over time, and isolate changes that you make to code to work on separate features and issues at the same time as other contributors.Github, on the other hand, is, in its simplist form, a place where these projects can be stored, viewed, and from where latest code changes can be retrieved. It's like a dropbox for code. lol Normally, Git projects are only stored on your computer, and contributions of the simplist kind can be made. Having an area where things can be centrally stored, such as Github, allows other developers to see and contribute to it.The Git program runs on Mac, Windows, and Linux/Unix systems. It can be downloaded at the Git downloads page. Most users run the Git program on the command line. There are GUIs, but I can't speak as to their accessibility. In my opinion, it's much more accessible to run commands in command line environments anyway. The only challenge most beginners experience is the fact that there are so many commands. This can become overwhelming. But no worries, if you're confused, you're not the only one. Even experienced developers have to look up commands from time to time. That, and the fact that books just for git have been written can tell you how complex this system can be. My aim here is to write just enough to get a collaborator to my project up and running. I'm certainly not going to write a whole book about it. lolSo, the first exercise is to get this project onto your computer. Here is where I want to introduce two words of Git/Github terminology: cloning and forking.Cloning a project is to essentially grab the repository from the web and making a copy of it on your computer. Forking a project is to essentially grab a copy of a person's repository, associated to a particular Github user, and making a copy of it on your own Github account. There is a difference! You need an account on Github to do both.You might ask, why would someone fork a project? Well, Github is full of open source libraries and projects. When cloning, although you do have a copy of the project on your computer, the repository is still associated to the location on the web that corresponds to the user that originally created it. So when you make contributions, the only location it can go to is that on the original owner's reserved project location. The original owner might have even restricted others from collaborating directly to their project on this dedicated space. However, when forking, you get a copy of the project, and you reserve a separate location on your account for changes to be made. You can also think about it in terms of URLs. When forking, you get a different URL that you can use to host and retrieve your copy of the repository. There is a bit more to it than that, but I'll introduce it as the concepts come up.Note: I will use the dollar sign ($) to denote that these are commands to be typed into the command line. I am assuming Git was installed on your computer. I am also assuming you have created a Github account. That part should be easy.So, there are two ways to get my project onto your computer:Cloning my repository. This would only be used for viewing the code because I don't have people as collaborators explicitly stated in the repository settings (which is required for allowing direct contribution via my web location). The command to achieve this is:$ git clone https://github.com/EdgarLozano185519/Au … Pyglet.gitWhen you press enter, because this is https, it will ask you for your Github username and password. Just enter that information, and a copy of the code is created in its own automatically-created directory.The second way is to fork a version of my repository onto your account and clone that fork.If you go to my repository URL (found in the first post), then you should see a "fork a copy of this repository" button. This should direct you to adding a repository with a similar name to your Github account. Once this is finished, the forked repository should appear in your account. You then want to take the url from your version, found as a collapsed button that says some

Re: AudioGame Collaboration: Should We Do It?

2019-08-05 Thread AudioGames . net Forum — Developers room : Ty via Audiogames-reflector


  


Re: AudioGame Collaboration: Should We Do It?

Agree with @20.

URL: https://forum.audiogames.net/post/453376/#p453376




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Re: AudioGame Collaboration: Should We Do It?

2019-08-05 Thread AudioGames . net Forum — Developers room : defender via Audiogames-reflector


  


Re: AudioGame Collaboration: Should We Do It?

Yeah alright, the structure you've set up and your seemingly realistic attitude about this should help then.  Guess I mischaracterized your aims...  I just tend to warn people ahead of time because I have seen too many people get burned out by doing this kinda thing in the past, and I don't wana see that happen to you too.I think you've got a healthy approach here though, if it actually pans out that way.

URL: https://forum.audiogames.net/post/453311/#p453311




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Re: AudioGame Collaboration: Should We Do It?

2019-08-05 Thread AudioGames . net Forum — Developers room : Ilya via Audiogames-reflector


  


Re: AudioGame Collaboration: Should We Do It?

yeh, it would really  be nice if we could accomplish something. However it's not a big deal if something goes wrong. This community in the past might have been flaky around the idea of team development. But there's always a time to improve and try again.

URL: https://forum.audiogames.net/post/453301/#p453301




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Re: AudioGame Collaboration: Should We Do It?

2019-08-04 Thread AudioGames . net Forum — Developers room : kaigoku via Audiogames-reflector


  


Re: AudioGame Collaboration: Should We Do It?

defender, thanks for your optimism. lol And I understand collaboration hasn't been a strong part of our community. I know about the many leaks, disagreements, lack of communication, and other negative attributes associated to collaboration within our community. This is the beauty of Github and open source projects. I am not obligating anyone to work on the project once they commit. I don't have to accept any pull requests if I don't want to. And if people distribute the source, so what? It's open source! This is just an attempt to get people to work together! If I'm the only one that contributes to the project in the end, so be it! It doesn't bother me. Heck, I might not even contribute too often. I have a life outside of this, and I'm not obligating myself to work on it to release it for any reason. This is a mere attempt to get something going for people to enjoy. I'm not trying to say that I'm not treating this like a real and true project, but at the same time, I'm not stressing out about it! I have a job, I have other commitments. But you never know, something cool might come out of this. I'm leaving it up to you guys to commit as you see fit. If nothing comes out of it, I don't loose anything. Also, if people expect features to be added, they can add it themselves. Again, I can promise you I won't be unmotivated. The major reason being that I'm not anchored to this community. People's feedback doesn't affect me. I just want to do something good to help our developers, especially our beginners. Maybe you can even help since you are good at procuring sounds. 

URL: https://forum.audiogames.net/post/453215/#p453215




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Re: AudioGame Collaboration: Should We Do It?

2019-08-04 Thread AudioGames . net Forum — Developers room : defender via Audiogames-reflector


  


Re: AudioGame Collaboration: Should We Do It?

I'm 80% sure this will blow up in your face completely.Sorry to say it, but I'm surprised no one has already...It's been proven time and time again by failed projects that some serious selectivity, common sense, a tough attitude, proper communication, and good code security is needed in this community to get anywhere with a collaborative project made up of randoms.You will have people telling you they can do things they can't because of ego.  You will have people saying they have time when they actually don't, or flaking on responsibilities they've taken on out of laziness.  You will have people asking how to do basic things with github or programming it's self so much that you can't work.  You will have people arguing amongst them selves to the point of flame wars, so that you become a moderator first and a head coder second.  You will have people sharing your Alpha builds and trying to steal code you give them to use in their own crappy projects.  You will have people bitching at you constantly to do things faster.On your end you need to A.  Select your people carefully based on previous experience, communication skills, and demonstrated ability, not just what they say they can do.  B.  communicate with them consistently and clearly, even when that just means telling them when you won't be working on the project.  C.  Never give them hard dates for anything, only vague ones.  D.  When someone is assigned a task, keep them to that task, everyone can't do everything, or they'll just step on each other's toes.  E.  Be able to cut people out when it comes down to it, even if it's just because they haven't been around for a long time and they never told you they'd be gone (trim the tree to keep the rest healthy) and  F.  Never cave to pressure, it's your project, remember that.  And your mental health matters too.  As long as you can be honest and communicative, it's okay to take breaks and delegate tasks.And that's just a slice of the pie, you'll learn plenty more along the way I'm sure...  But if you dive in head first than the results could kill your motivation to ever code audio games again, let alone collaborate with others.I can't say that inviting everyone (with totally different levels of maturity and experience) to a group to talk all at once, is a good start.Collaboration without preparation is never a good idea.

URL: https://forum.audiogames.net/post/453208/#p453208




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Re: AudioGame Collaboration: Should We Do It?

2019-08-04 Thread AudioGames . net Forum — Developers room : defender via Audiogames-reflector


  


Re: AudioGame Collaboration: Should We Do It?

I'm 80% sure this will blow up in your face completely.Sorry to say it, but I'm surprised no one has already...It's been proven time and time again by failed projects that some serious selectivity, common sense, a tough attitude, proper communication, and good code security is needed in this community to get anywhere with a collaborative project made up of randoms.You will have people telling you they can do things they can't because of ego.  You will have people saying they have time when they actually don't, or flaking on responsibilities they've taken on out of laziness.  You will have people asking how to do basic things with github or programming it's self so much that you can't work.  You will have people arguing amongst them selves to the point of flame wars, so that you become a moderator first and a head coder second.  You will have people sharing your Alpha builds and trying to steal code you give them to use in their own crappy projects.  You will have people bitching at you constantly to do things faster.On your end you need to A.  Select your people carefully based on previous experience, communication skills, and demonstrated ability, not just what they say they can do.  B.  communicate with them consistently and clearly, even when that just means telling them when you won't be working on the project.  C.  Never give them hard dates for anything, only vague ones.  D.  When someone is assigned a task, keep them to that task, everyone can't do everything, or they'll just step on each other's toes.  E.  Be able to cut people out when it comes down to it, even if it's just because they haven't been around for a long time and they never told you they'd be gone (trim the tree to keep the rest healthy) and  F.  Never cave to pressure, it's your project, remember that.And that's just a slice of the pie, you'll learn plenty more along the way I'm sure...  But if you dive in head first than the results could kill your motivation to ever code audio games again, let alone collaborate with others.I can't say that inviting everyone (with totally different levels of maturity and experience) to a group to talk all at once, is a good start.Collaboration without preparation is never a good idea.

URL: https://forum.audiogames.net/post/453208/#p453208




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Re: AudioGame Collaboration: Should We Do It?

2019-08-04 Thread AudioGames . net Forum — Developers room : defender via Audiogames-reflector


  


Re: AudioGame Collaboration: Should We Do It?

I'm 80% sure this will blow up in your face completely.Sorry to say it, but I'm surprised no one has already...It's been proven time and time again by failed projects that some serious selectivity, common sense, a tough attitude, proper communication, and good code security is needed in this community to get anywhere with a collaborative project made up of randoms.You will have people telling you they can do things they can't because of ego.  You will have people saying they have time when they actually don't, or flaking on responsibilities they've taken on out of laziness.  You will have people asking how to do basic things with github or programming it's self so much that you can't work.  You will have people arguing amongst them selves to the point of flame wars, so that you become a moderator first and a head coder second.  You will have people sharing your Alpha builds and trying to steal code you give them to use in their own crappy projects.  You will have people bitching at you constantly to do things faster.On your end you need to A.  Select your people carefully based on previous experience, communication skills, and demonstrated ability, not just what they say they can do.  B.  communicate with them consistently and clearly, even when that just means telling them when you won't be working on the project.  C.  Never give them hard dates for anything, only vague ones.  D.  Be able to cut people out when it comes down to it, even if it's just because they haven't been around for a long time and they never told you they'd be gone (trim the tree to keep the rest healthy) and  E.  Never cave to pressure, it's your project, remember that.I can't say that inviting everyone (with totally different levels of maturity and experience) to a group to talk all at once, is a good start.Collaboration without preparation is never a good idea.

URL: https://forum.audiogames.net/post/453208/#p453208




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Re: AudioGame Collaboration: Should We Do It?

2019-08-04 Thread AudioGames . net Forum — Developers room : defender via Audiogames-reflector


  


Re: AudioGame Collaboration: Should We Do It?

I'm 80% sure this will blow up in your face completely.Sorry to say it, but I'm surprised no one has already...It's been proven time and time again by failed projects that some serious selectivity, common sense, a tough attitude, proper communication, and good code security is needed in this community to get anywhere with a collaborative project made up of randoms.You will have people telling you they can do things they can't because of ego.  You will have people saying they have time when they actually don't, or flaking on responsibilities they've taken on out of laziness.  You will have people asking how to do basic things with github or programming it's self so much that you can't work.  You will have people arguing amongst them selves to the point of flame wars, so that you become a moderator first and a head coder second.  You will have people sharing your Alpha builds and trying to steal code you give them to use in their own crappy projects.  You will have people bitching at you constantly to do things faster.On your end you need to A.  Select your people carefully based on previous experience, communication skills, and demonstrated ability, not just what they say they can do.  B.  communicate with them consistently and clearly, even when that just means telling them when you won't be working on the project.  C.  Never give them hard dates for anything, only vague ones.  D.  Be able to cut people out when it comes down to it, even if it's just because they haven't been around for a long time and they never told you they'd be gone (trim the tree to keep the rest healthy) and  E.  Never cave to pressure, it's your project, remember that.I can't say that inviting everyone (with totally different levels of maturity and experience) to a group to talk all at once, is a good start.

URL: https://forum.audiogames.net/post/453208/#p453208




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Re: AudioGame Collaboration: Should We Do It?

2019-08-04 Thread AudioGames . net Forum — Developers room : Ty via Audiogames-reflector


  


Re: AudioGame Collaboration: Should We Do It?

So i'm assuming i have to create a github account? aalright.

URL: https://forum.audiogames.net/post/453202/#p453202




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Re: AudioGame Collaboration: Should We Do It?

2019-08-04 Thread AudioGames . net Forum — Developers room : kaigoku via Audiogames-reflector


  


Re: AudioGame Collaboration: Should We Do It?

OK guys. For all interested in this project, you can join the Skype group at this link. Also, Nolan, thanks for your suggestion for Git LFS. I think we might use it. I encourage the collaboration to make use of ogg files.The next thing on the agenda is to discuss what kind of game we are going to make. I think a todo.txt file might help us get a little organized as to things to be implemented, discussed, etc. Oh, and I made a commit to change the source files to an src directory and added a gitignore. If we're using Git LFS, maybe we can modify it such that the sounds directory is no longer excluded from the tracked items.

URL: https://forum.audiogames.net/post/453173/#p453173




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Re: AudioGame Collaboration: Should We Do It?

2019-08-04 Thread AudioGames . net Forum — Developers room : kaigoku via Audiogames-reflector


  


Re: AudioGame Collaboration: Should We Do It?

OK guys. For all interested in this project, you can join the Skype group at this link. Also, Nolan, thanks for your suggestion for Git FS. I think we might use it. I encourage the collaboration to make use of ogg files.The next thing on the agenda is to discuss what kind of game we are going to make. I think a todo.txt file might help us get a little organized as to things to be implemented, discussed, etc. Oh, and I made a commit to change the source files to an src directory and added a gitignore. If we're using Git FS, maybe we can modify it such that the sounds directory is no longer excluded from the tracked items.

URL: https://forum.audiogames.net/post/453173/#p453173




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Re: AudioGame Collaboration: Should We Do It?

2019-08-04 Thread AudioGames . net Forum — Developers room : Ilya via Audiogames-reflector


  


Re: AudioGame Collaboration: Should We Do It?

this sounds like a good idea. It would push the community away from BGt. going to be cloning the code to have a look. also if any one is a little hesitant with git don't worry it's pretty simple to grasp. A good book is called Git Succinctlythe website plays well with screen readers. here's the link. https://www.syncfusion.com/ebooks/git. also a little question.are we going to be testing are code? since we are doing this with python using library's like  like unittest  or test. thanks.

URL: https://forum.audiogames.net/post/453142/#p453142




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Re: AudioGame Collaboration: Should We Do It?

2019-08-03 Thread AudioGames . net Forum — Developers room : nolan via Audiogames-reflector


  


Re: AudioGame Collaboration: Should We Do It?

If you're making a sample game, and want to make developing it as easy as possible, I'd look into git-lfs for sound storage. You manage your audio assets just like other files in Git, and git-lfs transparently handles making sure the binary diffs don't land in the rest of the .git/ directory, and uploads/downloads your files transparently behind the scenes. If you have gigs and gigs of assets then it may not be a great idea, but you're probably better off just starting with git-lfs and kicking that problem down the road until it becomes one. 

URL: https://forum.audiogames.net/post/453061/#p453061




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Re: AudioGame Collaboration: Should We Do It?

2019-08-03 Thread AudioGames . net Forum — Developers room : kaigoku via Audiogames-reflector


  


Re: AudioGame Collaboration: Should We Do It?

nolan, your contribution is much appreciated. And I understand your explanation. However identifying parts of code as branches is still somewhat valuable to get an overview, from a glance, as to what the issue or feature being added is, and how it's commits relate to the current flow. I understand branches can ultimately be created by the maintainer from a fork contribution. Still it's good to have some accountability on the person forking and contributing by identifying parts of code as branches. Also good concise commit messages are great too! Of course I can't prevent people who fork from sticking to my conventions, but I certainly encourage it. Commits, making small feature changes, are probably fine just leaving at master (e.g. spelling changes). Again, thanks for your contribution. I'll be definitely merging your contribution. I'll be adding a contributors.md file. You're first on the list.  Also, I had some sounds I began using for this project. I have to figure out a way to host them such that collaborators can add sounds and be able to have a complete build to play the game and distribute if they so desire. Maybe OwnCloud?

URL: https://forum.audiogames.net/post/453058/#p453058




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Re: AudioGame Collaboration: Should We Do It?

2019-08-03 Thread AudioGames . net Forum — Developers room : nolan via Audiogames-reflector


  


Re: AudioGame Collaboration: Should We Do It?

It doesn't matter what the origin branch of a PR is if you're merging it into master.I.e. it doesn't matter to you at all that I submitted my PR on the master branch. You can merge it into master, a branch called development, or whatever you like. The only thing that matters to you as a maintainer is that you pull the commits you want, and as long as I push nothing else to master before you merge it, which I won't, you'll be fine. Our repositories are entirely separate namespaces, and we have lots of latitude about which commits arrive and where they end up.So I won't redo my work on another branch. Sorry. But I also won't push to master before you accept the PR, so you're in no danger if you accept it. I just thought that my changes--using a virtualenv, documenting it, and adding a requirements.txt--were pretty standard for modern Python projects, so thought I'd nudge folks in that direction.Either way, best of luck with this project!

URL: https://forum.audiogames.net/post/453052/#p453052




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Re: AudioGame Collaboration: Should We Do It?

2019-08-03 Thread AudioGames . net Forum — Developers room : kaigoku via Audiogames-reflector


  


Re: AudioGame Collaboration: Should We Do It?

Wow! I'm glad there is some interest. I was afraid nobody was going to offer. It sounds good to me. If you guys wouldn't mind, send me your Skype addresses, or suggest another messaging method so that we can communicate more freely and we have a dedicated space to talk about this project. I can start a Skype group unless others have other ideas. If you don't want your Skype out there for everyone, just go to my website at edgarl.com and fill out the contact form. It has a "I'm not a robot" thing, so you can just fill out that form and provide me with your Skype address. My website is a really bare thing, but the contact form works, and I'm planning to add other things in the future when I can get around to it.  Also, I noticed someone already submitted a pull request. The effort is much appreciated. However I will not merge it because I am going to be firm about enforcing the rule about good version control practices. And usually, in a good development setting, each person will create their own branch, even off of their own forked project. This branch with the new feature or bug fixes is eventually merged into master by the original author. That way there is some central authority. Direct changes to master will not be merged. Sorry! If the contributor that made the pull request to improve the build process could make a separate branch and call it "improve-build" or something like that and commit that and do another pull request, then I would be happy to merge into master. Also, I did say pull requests would not be accepted until the scope, goals, and extent of our project is further discussed and established. I can make exceptions for pull requests addressing documentation, build environment improvements, and anything not related to the code directly. I also want to emphasize no contribution is too small. If you make small spelling corrections, grammar corrections, etc, that's just as valid as code contributions. In my opinion, documentation is just as important! Anyway, I'll keep an eye on this thread, and I am excited to work with some of you guys.

URL: https://forum.audiogames.net/post/452926/#p452926




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Re: AudioGame Collaboration: Should We Do It?

2019-08-03 Thread AudioGames . net Forum — Developers room : amerikranian via Audiogames-reflector


  


Re: AudioGame Collaboration: Should We Do It?

I'd be interested, though I dono how difficult it will get with so many other devs. I haven't used Git beyond the basics yet, but I am a quick learner

URL: https://forum.audiogames.net/post/452897/#p452897




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Re: AudioGame Collaboration: Should We Do It?

2019-08-03 Thread AudioGames . net Forum — Developers room : ashleygrobler04 via Audiogames-reflector


  


Re: AudioGame Collaboration: Should We Do It?

I would also love to help where i can

URL: https://forum.audiogames.net/post/452830/#p452830




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Re: AudioGame Collaboration: Should We Do It?

2019-08-03 Thread AudioGames . net Forum — Developers room : ashleygrobler04 via Audiogames-reflector


  


Re: AudioGame Collaboration: Should We Do It?

I would also love to help where i can

URL: https://forum.audiogames.net/post/452831/#p452831




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Re: AudioGame Collaboration: Should We Do It?

2019-08-02 Thread AudioGames . net Forum — Developers room : hurstseth405 via Audiogames-reflector


  


Re: AudioGame Collaboration: Should We Do It?

I'm sorry to post this here but you said that you were using tolk. I can't seam to find the python bindings fore tolk that I downloaded from the git project for tolk. Sorry for being off topic I just thought I would ask here. Also what is soundlib?

URL: https://forum.audiogames.net/post/452786/#p452786




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Re: AudioGame Collaboration: Should We Do It?

2019-08-02 Thread AudioGames . net Forum — Developers room : kingzombie via Audiogames-reflector


  


Re: AudioGame Collaboration: Should We Do It?

I'd definetly be willing to participate in this project. I think if this is done right a great game or set of games can come out from this and make a great advancement in audiogames.

URL: https://forum.audiogames.net/post/452783/#p452783




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Re: AudioGame Collaboration: Should We Do It?

2019-08-02 Thread AudioGames . net Forum — Developers room : Ty via Audiogames-reflector


  


Re: AudioGame Collaboration: Should We Do It?

I'll give the code a look. i'll gladdly  work with you on this.

URL: https://forum.audiogames.net/post/452705/#p452705




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Re: AudioGame Collaboration: Should We Do It?

2019-08-02 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: AudioGame Collaboration: Should We Do It?

Checking out the code right now. Would love to participate though.

URL: https://forum.audiogames.net/post/452704/#p452704




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Re: AudioGame Collaboration: Should We Do It?

2019-08-02 Thread AudioGames . net Forum — Developers room : pauliyobo via Audiogames-reflector


  


Re: AudioGame Collaboration: Should We Do It?

I definitely will give a hand. This sounds a pretty organized project idea, so why not.

URL: https://forum.audiogames.net/post/452699/#p452699




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Re: AudioGame Collaboration: Should We Do It?

2019-08-02 Thread AudioGames . net Forum — Developers room : cmerry via Audiogames-reflector


  


Re: AudioGame Collaboration: Should We Do It?

I might be interested in contributing, depending on the sort of game that we'd be working on.

URL: https://forum.audiogames.net/post/452692/#p452692




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