Re: Psycho Strike - New Strategy/Action game

2015-05-01 Thread AudioGames . net Forum — New releases room : Sean-Terry01 via Audiogames-reflector


  


Re: Psycho Strike - New Strategy/Action game

Hi, I am so loving this game. I like the idea that there will be more content coming. I really like the ideas that ther person in post 50 suggested. i'd like them too. As I said, I really love this game. Keep up the awesome work Aaron and Philop. I have a suggestion of my own to make. when a character gets taken by the police, instead of the death sound, I think you should hear like the caracter being handcuffed and pushed to the door. It would make it that much more realistic.

URL: http://forum.audiogames.net/viewtopic.php?pid=214539#p214539




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Re: Survive the Wild!

2015-05-01 Thread AudioGames . net Forum — New releases room : samtupy1 via Audiogames-reflector


  


Re: Survive the Wild!

Ok, another update that you all will love! I have introduced the first aspects of building actual things in this game, you can kind of make your own little campsite! You can gather a pile of branches, then drop them as a wood pile, so now you can truely go out and gather a wood stock! It's really awesome! I tried this before and my code made the server crash every time hahahaha, but now, 25 branches or 25 wood, is good for one fire! yay! Also, you can make sand tiles, mud, well water turns most stuff into mud hahahahahahahaha, but you can just experiment! All the other tiles it works with from the top of my head are soil, dirt, and sand. I will add the rest in due time though. Have fun!

URL: http://forum.audiogames.net/viewtopic.php?pid=214541#p214541




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Re: lets erge microsoft to develop a fully functional screen reader!

2015-05-01 Thread AudioGames . net Forum — Off-topic room : afrim via Audiogames-reflector


  


Re: lets erge microsoft to develop a fully functional screen reader!

@Chris,In this time we live, it's not only important, I'd rather call it vital. The legislative system requires that a public platform, (windows in this case is a public one) must be accessible to all categories of people, including blinds.So I think we should discuss nomore about this. It should have been done years and years before.I still don't see Narrator as a fully-functional screen reader. It needs lots of work on it. Although I'm not an expert, and I don't intend to be one someday, the problems are so much visible that everybody can identify them. In short words, I don't see Narrator a screen reader which can be used in daily basis. Maybe I'm completely wrong, but Talk back on android (4.4.2) is highly superior to Narrator.

URL: http://forum.audiogames.net/viewtopic.php?pid=214540#p214540




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Re: lets erge microsoft to develop a fully functional screen reader!

2015-05-01 Thread AudioGames . net Forum — Off-topic room : afrim via Audiogames-reflector


  


Re: lets erge microsoft to develop a fully functional screen reader!

@Chris,In this time we live, it's not only important, I'd rather call it vital. Apart from legislative system, which requires that a public platform, (windows in this case is a public one) must be accessible to all categories of people, including blinds.So I think we should discuss nomore about this. It should have been done years and years before.I still don't see Narrator as a fully-functional screen reader. It needs lots of work on it. Although I'm not an expert, and I don't intend to be one someday, the problems are so much visible that everybody can identify them. In short words, I don't see Narrator a screen reader which can be used in daily basis. Maybe I'm completely wrong, but Talk back on android (4.4.2) is highly superior to Narrator.

URL: http://forum.audiogames.net/viewtopic.php?pid=214540#p214540




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Re: Psycho Strike - New Strategy/Action game

2015-05-01 Thread AudioGames . net Forum — New releases room : Sean-Terry01 via Audiogames-reflector


  


Re: Psycho Strike - New Strategy/Action game

Hi, I am so loving this game. I like the idea that there will be more content coming. I really like the ideas that ther person in post 50 suggested. i'd like them too. As I said, I really love this game. Keep up the awesome work Aaron and Philop.

URL: http://forum.audiogames.net/viewtopic.php?pid=214539#p214539




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greek transliteration?

2015-05-01 Thread AudioGames . net Forum — Off-topic room : Chandu via Audiogames-reflector


  


greek transliteration?

hi, is there a possible way, or can someone knowledgeable help me with, a bit of greek transliteration? I badly and urgently need a transliteration of the Homeric Hymn XXX to Gaea. I tried searching google, but got nowhere with it. so,...

URL: http://forum.audiogames.net/viewtopic.php?pid=214538#p214538




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Re: question on Psycho strike

2015-05-01 Thread AudioGames . net Forum — General Game Discussion : Sean-Terry01 via Audiogames-reflector


  


Re: question on Psycho strike

Yes, you will need to go into the prison and knife  open the cell door which sounds like a locked door knob turning, and do it till the game says that the named person has escaped to the bass.

URL: http://forum.audiogames.net/viewtopic.php?pid=214537#p214537




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Re: Heat Engine, a game engine for BGT games

2015-05-01 Thread AudioGames . net Forum — Developers room : Orin via Audiogames-reflector


  


Re: Heat Engine, a game engine for BGT games

It'd also be nice if we could make a class for this engine to add screen reader support. Speech Manager does this, but I've had issues with it in the past.Also, can you add the documentation to the engine files itself? I mean, it is, afterall, the engine documentation.I can't find it again so I need a link.Thanks.

URL: http://forum.audiogames.net/viewtopic.php?pid=214536#p214536




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Re: Survive the Wild!

2015-05-01 Thread AudioGames . net Forum — New releases room : samtupy1 via Audiogames-reflector


  


Re: Survive the Wild!

Also... I don't do this much, here, have a changelog of the next version so farNew in 0.65.0Made it so if client is unable to connect, you can now hit escape while connecting to abort connection.Added first letter navigation to the tts options menu.Finished sleeping system.Fixed bug with turning system.Fixxed tree detection bug, that kept popping up after a fire took place. Now, sometimes if you drop enough of that item, the square that your standing on will turn into that tile for a while, which means if you have enough branches or wood you don't have to cut down a tree to start a fire! More will be added in that version probably, well at least I hope lol, but yeh, enjoy.

URL: http://forum.audiogames.net/viewtopic.php?pid=214535#p214535




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Re: beatstar soundpacks!

2015-05-01 Thread AudioGames . net Forum — New releases room : Giovani via Audiogames-reflector


  


Re: beatstar soundpacks!

OK, due to this problems again, I'v uploaded It on a Dropbox and also one pleasure to do something with this crashes of connections.https://dl.dropboxusercontent.com/u/602 … xican.pack

URL: http://forum.audiogames.net/viewtopic.php?pid=214534#p214534




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Re: New macbook air, my thoughts

2015-05-01 Thread AudioGames . net Forum — Off-topic room : arqmeister via Audiogames-reflector


  


Re: New macbook air, my thoughts

I know what you mean. I don't mind windows at all, but mac hardware is just awesome, it's well made, and does what you need it to. I might keep the air as it is, just keep OS X on it. I like the way it functions, i don't think i need any additional software right now.

URL: http://forum.audiogames.net/viewtopic.php?pid=214533#p214533




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Re: Talking dosbox pre pre alpha 0.01

2015-05-01 Thread AudioGames . net Forum — New releases room : ammericandad2005 via Audiogames-reflector


  


Re: Talking dosbox pre pre alpha 0.01

Thanks jack.Any way I can make sbtalker less choppy?

URL: http://forum.audiogames.net/viewtopic.php?pid=214532#p214532




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Re: question on Psycho strike

2015-05-01 Thread AudioGames . net Forum — General Game Discussion : Socheat via Audiogames-reflector


  


Re: question on Psycho strike

I have a question too. do I need to destroy the door to get them to join me?

URL: http://forum.audiogames.net/viewtopic.php?pid=214531#p214531




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Re: Swamp, zombie FPS by Aprone

2015-05-01 Thread AudioGames . net Forum — New releases room : Rory via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

Aprone, I'm not sure, i think this is a bug. I was going to ask if it was safe to take sounds from older versions but i dno't need to ask anynmore, i think. Ok, so i was wondering why the guard didn't talk anymore. If you know why you can tell me, please. This is where i thought were was bug. The guard voice files were still in the sounds folder. wWhy don't they play? I only hear him shooting down zombies and reloading sometimes but he doesn't talk anymore. I don't know if he was annoying or if you acidently took some code out and if he was annoying to some do you think i could put some sounds from v1.8b or something? I just wonder why i can not hear him talking.

URL: http://forum.audiogames.net/viewtopic.php?pid=214530#p214530




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Re: Talking dosbox pre pre alpha 0.01

2015-05-01 Thread AudioGames . net Forum — New releases room : jack via Audiogames-reflector


  


Re: Talking dosbox pre pre alpha 0.01

If y'all are looking for some pcs stuff, go to jeff.tdrealms.com, there's a growing host of them, some demos, some full versions, you'll just see what's what when you get there. And Peter, does pc speaker emulation work when running dosbox within a vm in fusion?

URL: http://forum.audiogames.net/viewtopic.php?pid=214529#p214529




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Re: Swamp, zombie FPS by Aprone

2015-05-01 Thread AudioGames . net Forum — New releases room : grryfindore via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

Ahoy all@mehgcap Thanks for your reply. I Suppose there is nothing for it but to Gain levels which are kind of hard without missions and only db's seem to be worth it at this level which obviously I can't do alone. With the Help of revan and chivell I got to level 60 where I could at least trade and further more revan was kind enough to give me quite a lot of starting gear Which has certaimly helped. So far I have tried solo 20 and 30 crates warehouse missions with different zombies, biters fearse which I did at 80 40 respectively which worked out pretty well but the exp was about 1300 which is not enough at 60 or even 61. For kicks I tried40 dbs and 10 crates but the buggers kept running on me and instead of finding crates what I w
 as forced to do after moveing even a bit was to pull out my m60 and get to shooting those deathbringers. I managed to find about 4 crates out of 10 and then had to retreat. Maybe its to do with me not being so good at finding crates considering I have only recently learned how to navigate the weapons wearhouse again with the help of someone who was kind enough to walk me through the hole thing.Talking of missions zombies and their loudness, I don't really use the radars until I'm stuck and if I am not, I prefer to move without it. It works out pretty well in the weapons warehouse at least, couldn't say about the other one as I haven't tried a solo on it. The zombies can indeed get so loud  when many of them are hitting you at once, that you are not able to here anything at all What a few people have done to deal with such things is to lower the sound volumes of the things they find too loud but I haven't tried it myself. sometimes pressing the rel
 oad button on the medkit after using it, doesn't seem to reload it you need to press it a few  times to get it to work. .Grryf

URL: http://forum.audiogames.net/viewtopic.php?pid=214527#p214527




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Re: Best way of recording from both a sound card and microphone?

2015-05-01 Thread AudioGames . net Forum — Off-topic room : ammericandad2005 via Audiogames-reflector


  


Re: Best way of recording from both a sound card and microphone?

I just downloaded sound tap, so next time I reboot my computer I am going to test it out with a demo of my tts preschool album.

URL: http://forum.audiogames.net/viewtopic.php?pid=214528#p214528




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Re: Swamp, zombie FPS by Aprone

2015-05-01 Thread AudioGames . net Forum — New releases room : grryfindore via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

Ahoy all@mehgcap Thanks for your reply. I Suppose there is nothing for it but to Gain levels which are kind of hard without missions and only db's seem to be worth it at this level which obviously I can't do alone. With the Help of revan and chivell I got to level 60 where I could at least trade and further more revan was kind enough to give me quite a lot of starting gear Which has certaimly helped. So far I have tried solo 20 and 30 crates warehouse missions with different zombies, biters fearse which I did at 80 40 respectively which worked out pretty well but the exp was about 1300 which is not enough at 60 or even 61. For kicks I tried40 dbs and 10 crates but the buggers kept running on me and instead of finding crates what I w
 as forced to do after moveing even a bit was to pull out my m60 and get to shooting those deathbringers. I managed to find about 4 crates out of 10 and then had to retreat. Maybe its to do with me not being so good at finding crates considering I have only recently learned how to navigate the weapons wearhouse again with the help of someone who was kind enough to walk me through the hole thing.Talking of missions zombies and their loudness, I don't really use the radars until I'm stuck and if I am not, I prefer to move without it. It works out pretty well in the weapons warehouse at least, couldn't say about the other one as I haven't tried a solo on it. The zombies can indeed get so loud  when many of them are hitting you at once, that you are not able to here anything at all, and sometimes pressing the reload button on the medkit after using it, doesn't seem to reload it you need to press it a few  times to get it to work. What a few people
  have done to deal with such things is to lower the sound volumes of the things they find too loud but I personally haven't tried it myself.Grryf

URL: http://forum.audiogames.net/viewtopic.php?pid=214527#p214527




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Re: Swamp, zombie FPS by Aprone

2015-05-01 Thread AudioGames . net Forum — New releases room : Nikos via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

It happens to me, I tried it in offline mode, any idea's?  Is it sound boost.

URL: http://forum.audiogames.net/viewtopic.php?pid=214526#p214526




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Re: DeathMatch, a new beginning

2015-05-01 Thread AudioGames . net Forum — General Game Discussion : danny via Audiogames-reflector


  


Re: DeathMatch, a new beginning

Also, an awsome new change to planet probing. Planets will now have a set number of moons orbitting them, currently they are non landable but I do expect this to change at somepoint. So yes, rejoyse. Also, sirten planets you probe will be non habitable, this means their will be no landing sites on them, but you can still name them, you can also name moons as well. Enjoy! Oh, and i've finished off the patrol mission as a last thing to missions, just wanted to finish that off even though the client side work is done, I wanted to have some missions for people to play at the launch of this system. Also, i've started some very basic work on the new planet side building system, so expect that in the next update as well.

URL: http://forum.audiogames.net/viewtopic.php?pid=214525#p214525




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Re: Swamp, zombie FPS by Aprone

2015-05-01 Thread AudioGames . net Forum — New releases room : mehgcap via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

Yep, it just happened again. The combination of the insane lag in 180-zombie missions and the total inability to hear what's going on with weapons and game feedback while being attacked is really frustrating. I'm remembering now why I don't do missions like this; get into an area where you get attacked, and suddenly you can't hear your radar, then the lag kicks in and you aren't sure about your weapons or med kits, then you can't hear anything to verify what they are or aren't doing. Is this just me? How do you all deal with it?

URL: http://forum.audiogames.net/viewtopic.php?pid=214524#p214524




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Re: Best way of recording from both a sound card and microphone?

2015-05-01 Thread AudioGames . net Forum — Off-topic room : turtlepower17 via Audiogames-reflector


  


Re: Best way of recording from both a sound card and microphone?

Oh, see, that makes a lot more sense now. Thank you. I thought that you had to route each application that you wanted to record through virtual audio cable, and I had no idea how I was going to accomplish that.

URL: http://forum.audiogames.net/viewtopic.php?pid=214523#p214523




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Re: Removing music vocals in gold wave, is it possible?

2015-05-01 Thread AudioGames . net Forum — Off-topic room : assault_freak via Audiogames-reflector


  


Re: Removing music vocals in gold wave, is it possible?

Adobe Audition actually does quite a good job if you use the center channel extractor, which among other things gives you choices on how much of the vocals you want to remove, what the frequency range is, etc. It's actually the best I've seen so far, and as others have said, it's almost impossible to perfectly remove vocals and leave the instrumentals. but Adobe Audition is probably the closest you'll get.

URL: http://forum.audiogames.net/viewtopic.php?pid=214522#p214522




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Re: Survive the Wild!

2015-05-01 Thread AudioGames . net Forum — New releases room : samtupy1 via Audiogames-reflector


  


Re: Survive the Wild!

The idea is kind of to experiment, but sence the game isn't done, you can find things in walkthrews and stuff. To join events please consult the readme. It explains better than I will in one post. Glad you like the game! Also, gifts, what happens is someone picks up a box, and everyone on the server get's a random gifts and the box spawns somewhare else.

URL: http://forum.audiogames.net/viewtopic.php?pid=214521#p214521




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Re: Survive the Wild!

2015-05-01 Thread AudioGames . net Forum — New releases room : samtupy1 via Audiogames-reflector


  


Re: Survive the Wild!

The idea is kind of to experiment, but sence the game isn't done, you can find things in walkthrews and stuff. To join events please consult the readme. It explains better than I will in one post. Glad you like the game!

URL: http://forum.audiogames.net/viewtopic.php?pid=214521#p214521




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Re: Heat Engine, a game engine for BGT games

2015-05-01 Thread AudioGames . net Forum — Developers room : Genroa via Audiogames-reflector


  


Re: Heat Engine, a game engine for BGT games

Yeah I thought to add a standart Vehicle class when I saw someone was programing a racing game here, and I think this will be added one day (but I'm all alone to build this, if you want to share the actor classes you made, feel free to do it here or in a new thread!  )For the 3D audio you will have to wait a little bit, because the FMODEx wrapper is kind of buggy sometimes. And it doesn't give some things like streaming, knowing the sound length sometimes, etc.

URL: http://forum.audiogames.net/viewtopic.php?pid=214520#p214520




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Re: hacking the wifis

2015-05-01 Thread AudioGames . net Forum — Off-topic room : Socheat via Audiogames-reflector


  


Re: hacking the wifis

Yeah, but just a question to omer: if he doesn't have internet connection, how could he posted in the ag forum? anyways, thanks jack and Alvarado for telling me...

URL: http://forum.audiogames.net/viewtopic.php?pid=214519#p214519




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Re: Heat Engine, a game engine for BGT games

2015-05-01 Thread AudioGames . net Forum — Developers room : audioracer via Audiogames-reflector


  


Re: Heat Engine, a game engine for BGT games

I can't wait until you include 3D audio in this. Sounds awesome. And building vehicles will be interesting. Hopefully you can make a racing game with this thing.

URL: http://forum.audiogames.net/viewtopic.php?pid=214518#p214518




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Re: Removing music vocals in gold wave, is it possible?

2015-05-01 Thread AudioGames . net Forum — Off-topic room : raygrote via Audiogames-reflector


  


Re: Removing music vocals in gold wave, is it possible?

Agreeing with soundworx on this. Due to the way such plug-ins work, there is no way to completely and automatically remove a vocal without leaving nasty artifacts behind. There are only a few very special cases where this can be done.No technology that I've heard of can do it, even the best stuff out there. However there are some cool developments from the guys at Celemony and Zynaptiq that could make this possible in a decade or two.Actually there was a highly resource intensive and expensive program called sonic works released by a company called Prosoniq a while back. It was a mac program I believe, and it wouldn't be accessible to us because it relied almost exclusively on diagrams which you would then edit with mouse commands. By drawing around the vocal parts of the diagram, you could remove or isolate them almost completely, and while it wasn't perfect, it was far better than any automatic tools will do. This took a very long time to accomplish as
  there was a ton of manual work to do, I think one of the guys on the Prosoniq Youtube channel said it took 3 or so minutes to process 20 seconds of audio, what with all the manual work. The program is abandoned now and Zynaptiq have bought out many of Prosoniq's technologies.

URL: http://forum.audiogames.net/viewtopic.php?pid=214517#p214517




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Re: Removing music vocals in gold wave, is it possible?

2015-05-01 Thread AudioGames . net Forum — Off-topic room : raygrote via Audiogames-reflector


  


Re: Removing music vocals in gold wave, is it possible?

Agreeing with soundworx on this. Due to the way such plug-ins work, there is no way to completely and automatically remove a vocal without leaving nasty artifacts behind. There are only a few very special cases where this can be done.No technology that I've heard of can do it, even the best stuff out there. However there are some cool developments from the guys at Celemony and Zynaptiq that could make this possible in a decade or two.Actually there was a program called sonic works released by Prosoniq a while back. It was a mac program I believe, and it wouldn't be accessible to us because it relied almost exclusively on diagrams which you would then edit with mouse commands. By drawing around the vocal parts of the diagram, you could remove or isolate them almost completely, and while it wasn't perfect, it was far better than any automatic tools will do. This took a very long time to accomplish as there was a ton of manual work to do, I think one of the
  guys on the Prosoniq Youtube channel said it took 3 or so minutes to process 20 seconds of audio, what with all the manual work that had to be done. The program is abandoned now and Zynaptiq have bought out all of Prosoniq's technologies.

URL: http://forum.audiogames.net/viewtopic.php?pid=214517#p214517




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Re: hacking the wifis

2015-05-01 Thread AudioGames . net Forum — Off-topic room : raygrote via Audiogames-reflector


  


Re: hacking the wifis

To agree with Omar Alvarado, yep he never said how he got Internet. That made me a bit suspicious. I don't like to accuse people of making jokes and posting random stupid things like that on forums... I believe many things are done for a reason which has some justification at least. But this one is kind of hard for me to justify, other than the fact that he's desperate for better Internet than he already has. Yes he does have Internet or this topic wouldn't be here. So whatever he needs Internet for, he can accomplish some of that with the network he used to post this topic.The reason that people say that it would take years to do it and give details on how to do it is likely so that the person realizes, "hey, this isn't a simple matter, probably isn't something I can do..." At least I always took it that way when people would tell me such things.If we really have to mention that hacking your neighbor's network is illegal, For th
 e op's sake, I'm going to assume he already knows but doesn't care or is really that desperate. And I have to come back to that. There are so many ways around having limited or no Internet access nowadays that there is no excuse to hack into your poor neighbor's router. That's like saying I never got back to you on that because you never came to my door and asked about it. No I don't have a phone so I couldn't call or text you, no I don't have Internet so I couldn't e-mail you or find you on social media. Most people wouldn't accept that for a reason and would think you're just making excuses.The only reason I'm replying here is because I have nothing better to do right now. Please don't have fun trying to find a way to hack into your neighbor's network.

URL: http://forum.audiogames.net/viewtopic.php?pid=214516#p214516




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Re: Heat Engine, a game engine for BGT games

2015-05-01 Thread AudioGames . net Forum — Developers room : Genroa via Audiogames-reflector


  


Re: Heat Engine, a game engine for BGT games

You are using the engine just right. The problem may comes from me, one moment please.In the HeatEngine\Controlers\ directory, the Controlers.bgt file lists all controlers (I didn't automated it for now). Inside there's still the FactoryControler included but the v0.10 doesn't have the files from the demo. I'm correcting it right now.EDIT : the file has been corrected, you can remove the line by yourself or you can download the engine again. There's only one error in what you did : if the player choose the "new game" option, the game loop is launched without loading anything in the game world, on the scene. There should be a game.config.setMapFile before loading, check the main file of the demo again Everything else is f
 ine! Please also note that the online documentation has been updated ; you can  now find a Basics and tutorials>Step by Step tutorials> Robot Factory section, explaining a lot of things about the engine through the study of the game I'll also answer to your questions : the generate.bgt file generates .bgt files like the HeatEngine\Actors\ObjectsClassTree.bgt file. Theses files are vital, because they lists the actors, controlers and events known by the engine. Each time a new actor is created, the file listing them must be updated. But because it's a little bit tricky, the generate.bgt script generates it for you. Calling it each time you create a new actor, just launch the generate.bgt script to keep the engine up to date.  (before the v0.10 you had to mod
 ify them manually) I will soon (tomorrow maybe) update the generate.bgt file to rebuild the events list and the controlers list. Right now it only rebuild the actors list.There's no need to load maps and all before the menu, you can do it whenever you want...but you have to do it before calling the game.run() function. In fact, it's often just line just right before loading.

URL: http://forum.audiogames.net/viewtopic.php?pid=214513#p214513




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Re: hacking the wifis

2015-05-01 Thread AudioGames . net Forum — Off-topic room : raygrote via Audiogames-reflector


  


Re: hacking the wifis

To agree with Omar Alvarado, yep he never said how he got Internet.The reason that people post that it would take years to do it and give details on how to do it is likely so that the person realizes, "hey, this isn't a simple matter, probably isn't something I can do..." At least I always took it that way when people would tell me such things.If we really have to mention that hacking your neighbor'snetwork is illegal, For the op's sake, I'm going to assume he already knows but doesn't care or is really that depserate, which really there are so many ways around that. That's like saying I never got back to you on that because you never came to my door and asked about it.The only reason I'm replying here is because I have nothing better to do right now. Please don't have fun trying to find a way to hack into your neighbor's network.

URL: http://forum.audiogames.net/viewtopic.php?pid=214516#p214516




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Re: Best way of recording from both a sound card and microphone?

2015-05-01 Thread AudioGames . net Forum — Off-topic room : raygrote via Audiogames-reflector


  


Re: Best way of recording from both a sound card and microphone?

Hi Turtlepower and others,As you may or may not know, I have recorded gameplays before and posted them here. As it is, there aren't many but I made a topic called yet another guy's game recordings.The way I do those recordings is using two separate instances of Gold Wave. the first instance records stereo mix, or the sound card. The second instance records the microphone. I then save both tracks as individual files, and since I can't start both recordings at exactly the same time, I have to do some lining up. Normally what I do is try to synchronize keystrokes with their feedback. For example if I press the windows key to go to the start menu, I try to sync the key press on the microphone recording with the screen reader announcement on the sound card recording. If I can get the two files relatively close together, the final mix normally comes out fine, provided that bad things like system stalls and skips don't happen which could knock the two file
 s out of sync.To make the files sound more professional, I mute parts of the sound card recording which contain the screen reader speech, though normally I keep those parts unmuted on the microphone since I normally talk about things while I am navigating to the game shortcut. I also apply some effects on the microphone such as noise reduction, gating, and compression. For the most part the sound card track remains unprocessed. I then mix the two files together in such a way that my microphone is slightly louder than the game audio but I try not to overpower it. After the two files are mixed together, I'll apply a final conservative touch of compression to avoid distortion and convert to mp3.FYI I also keep flac versions of all of my recordings if anyone wanted them. I was going to put them someplace, maybe a bt sync? but there's already a gameplays bt sync folder and although I haven't joined it yet, I'd guess large flac files aren't preferred t
 here.The other way I record gameplays is to use virtual audio cable. I normally do this if I want something quick. Virtual audio cable isn't complex if you keep things simple. Just launch the audio repeater application, set the input to your microphone, the output to your sound card, and adjust the delay to around 80 and press the start button. You'll be hearing yourself through headphones on a slight delay which may take some time to get used to. Then use your recording program to record stereo mix or whatever your sound card calls it, and the microphone and the game will both be picked up, though you won't have anywhere near as much control over the mix as you would with the method I described above. Where things get complicated is if you want to do more intricate things. While a mixer is definitely the professional way to go, it's not going to make things much easier. Virtual cables are going to be replaced with physical ones instead. Having physical cab
 les instead of virtual ones can be easier for a lot of people but I think it would still be pretty daunting for someone who isn't familiar with signal routing.

URL: http://forum.audiogames.net/viewtopic.php?pid=214514#p214514




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Re: Best way of recording from both a sound card and microphone?

2015-05-01 Thread AudioGames . net Forum — Off-topic room : raygrote via Audiogames-reflector


  


Re: Best way of recording from both a sound card and microphone?

Hi Turtlepower and others,As you may or may not know, I have recorded gameplays before and posted them here. As it is, there aren't many but I made a topic called yet another guy's game recordings.The way I do those recordings is using two separate instances of Gold Wave. the first instance records stereo mix, or the sound card. The second instance records the microphone. I then save both tracks as individual files, and since I can't start both recordings at exactly the same time, I have to do some lining up. Normally what I do is try to synchronize keystrokes with their feedback. For example if I press the windows key to go to the start menu, I try to sync the key press on the microphone recording with the screen reader announcement on the sound card recording. If I can get the two files relatively close together, the final mix normally comes out fine, provided that bad things like system stalls and skips don't happen which could knock the two file
 s out of sync.To make the files sound more professional, I mute parts of the sound card recording which contain the screen reader speech, though normally I keep those parts unmuted on the microphone since I normally talk about things while I am navigating to the game shortcut. I also apply some effects on the microphone such as noise reduction, gating, and compression. For the most part the sound card track remains unprocessed. I then mix the two files together in such a way that my microphone is slightly louder than the game audio but I try not to overpower it. After the two files are mixed together, I'll apply a final conservative touch of compression to avoid distortion and convert to mp3.FYI I also keep flac versions of all of my recordings if anyone wanted them. I was going to put them someplace, maybe a bt sync? but there's already a gameplays bt sync folder and although I haven't joined it yet, I'd guess large flac files aren't preferred t
 here.The other way I record gameplays is to use virtual audio cable. I normally do this if I want something quick. Virtual audio cable isn't complex if you keep things simple. Just launch the audio repeater application, set the input to your microphone, the output to your sound card, and adjust the delay to around 80 and press the start button. You'll be hearing yourself through headphones on a slight delay which may take some time to get used to. Then use your recording program to record stereo mix or whatever your sound card calls it, and the microphone and the game will both be picked up, though you won't have anywhere near as much control over the mix as you would with the method I described above. Where things get complicated is if you want to do more intricate things. While a mixer is definitely the professional way to go, it's not going to make things much easier. The virtual cables are going to be replaced with physical ones instead. Having physical
  cables instead of virtual ones may be easier for some people but I think it would still be pretty daunting for someone who isn't familiar with signal routing.

URL: http://forum.audiogames.net/viewtopic.php?pid=214514#p214514




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Re: bit of python help

2015-05-01 Thread AudioGames . net Forum — Developers room : Genroa via Audiogames-reflector


  


Re: bit of python help

Oh sorry, the french word is 'modulo' and I thought it was the same word Hm I didn't programed in python for more than a year, but when you want to play a turn, you play it, and at the end of the loop, before updating the player index (to know that you are playing the turn of the player 1 or 2), you do : current_player = (current_player+1) % player_nbplayer_nb being the number of players, current_player being the current player (the one which is playing). If you want to keep a track of the number of turns, you can keep a variable counting it. This way, the player which is playing is turn % player_nb .The module trick is assuming that the 0 result is for player 1, the 1 result for player 2, etc. That's why it is so cool when it is used as the index of a list I don't remember if lists index begins at 1 or 0 in python, but if they begin with 1 the calcul is : current_player = ((current_player+1) % player_nb)+1, same thing for the calcul using the turn variable 

URL: http://forum.audiogames.net/viewtopic.php?pid=214515#p214515




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Re: Best way of recording from both a sound card and microphone?

2015-05-01 Thread AudioGames . net Forum — Off-topic room : raygrote via Audiogames-reflector


  


Re: Best way of recording from both a sound card and microphone?

Hi Turtlepower and others,As you may or may not know, I have recorded gameplays before and posted them here. As it is, there aren't many but I made a topic called yet another guy's game recordings.The way I do those recordings is using two separate instances of Gold Wave. the first instance records stereo mix, or the sound card. The second instance records the microphone. I then save both tracks as individual files, and since I can't start both recordings at exactly the same time, I have to do some lining up. Normally what I do is try to synchronize keystrokes with their feedback. For example if I press the windows key to go to the start menu, I try to sync the key press on the microphone recording with the screen reader announcement on the sound card recording. If I can get the two files relatively close together, the final mix normally comes out fine, provided that bad things like system stalls and skips don't happen which could knock the two file
 s out of sync.To make the files sound more professional, I mute parts of the sound card recording which contain the screen reader speech, though normally I keep those parts unmuted on the microphone since I normally talk about things while I am navigating to the game shortcut. I also apply some effects on the microphone such as noise reduction, gating, and compression. For the most part the sound card track remains unprocessed. I then mix the two files together in such a way that my microphone is slightly louder than the game audio but I try not to overpower it. After the two files are mixed together, I'll apply a final conservative touch of compression to avoid distortion and convert to mp3.FYI I also keep flac versions of all of my recordings if anyone wanted them. I was going to put them someplace, maybe a bt sync? but there's already a gameplays bt sync folder and although I haven't joined it yet, I'd guess large flac files aren't preferred t
 here.The other way I record gameplays recordings is to use virtual audio cable. I normally do this if I want something quick. Virtual audio cable isn't complex if you keept hings simple. Just set launch the audio repeater application, set the input to your microphone, the output to your sound card, and adjust the delay to around 80 and press the start button. You'll be hearing yourself through the headphones. Then use your recording program to record stereo mix or whatever your sound card calls it, and the microphone and the game will both be picked up, though you won't have anywhere near as much control over the mix as you would with the method I described above. Where things get complicated is if you want to do more intricate things. While a mixer is definitely the professional way to go, it's not going to make things much easier. The virtual cables are going to be replaced with physical ones instead. Having physical cables instead of virtual ones may be 
 easier for some people but I think it would be very daunting for someone who isn't familiar with signal routing.

URL: http://forum.audiogames.net/viewtopic.php?pid=214514#p214514




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Re: bit of python help

2015-05-01 Thread AudioGames . net Forum — Developers room : Genroa via Audiogames-reflector


  


Re: bit of python help

Oh sorry, the french word is 'modulo' and I thought it was the same word Hm I didn't programed in python for more than a year, but when you want to play a turn, you play it, and at the end of the loop, before updating the player index (to know that you are playing the turn of the player 1 or 2), you do : current_player = (current_player+1) % player_nbplayer_nb being the number of players, current_player being the current player (the one which is playing). If you want to keep a track of the number of turns, you can keep a variable counting it. This way, the player which is playing is turn % player_nb .The module trick is assuming that the 0 result is for player 1, the 1 result for player 2, etc. That's why it is so cool when it is used as the index of a list 

URL: http://forum.audiogames.net/viewtopic.php?pid=214515#p214515




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Re: Heat Engine, a game engine for BGT games

2015-05-01 Thread AudioGames . net Forum — Developers room : Genroa via Audiogames-reflector


  


Re: Heat Engine, a game engine for BGT games

You are using the engine just right. The problem may comes from me, one moment please.In the HeatEngine\Controlers\ directory, the Controlers.bgt file lists all controlers (I didn't automated it for now). Inside there's still the FactoryControler included but the v0.10 doesn't have the files from the demo. I'm correcting it right now.EDIT : the file has been corrected, you can remove the line by yourself or you can download the engine again. There's only one error in what you did : if the player choose the "new game" option, the game loop is launched without loading anything in the game world, on the scene. There should be a game.config.setMapFile before loading, check the main file of the demo again Everything else is f
 ine!I'll also answer to your questions : the generate.bgt file generates .bgt files like the HeatEngine\Actors\ObjectsClassTree.bgt file. Theses files are vital, because they lists the actors, controlers and events known by the engine. Each time a new actor is created, the file listing them must be updated. But because it's a little bit tricky, the generate.bgt script generates it for you. Calling it each time you create a new actor, just launch the generate.bgt script to keep the engine up to date.  (before the v0.10 you had to modify them manually) I will soon (tomorrow maybe) update the generate.bgt file to rebuild the events list and the controlers list. Right now it only rebuild the actors list.There's no need to load maps and all before the menu, you can do it whenever you want...but you have to do it before calling the game.run() function. In fa
 ct, it's often just line just right before loading.

URL: http://forum.audiogames.net/viewtopic.php?pid=214513#p214513




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Re: Heat Engine, a game engine for BGT games

2015-05-01 Thread AudioGames . net Forum — Developers room : Genroa via Audiogames-reflector


  


Re: Heat Engine, a game engine for BGT games

You are using the engine just right. The problem may comes from me, one moment please.In the HeatEngine\Controlers\ directory, the Controlers.bgt file lists all controlers (I didn't automated it for now). Inside there's still the FactoryControler included but the v0.10 doesn't have the files from the demo. I'm correcting it right now.EDIT : the file has been corrected, you can remove the line by yourself or you can download the engine again. There's only one error in what you did : if the player choose the "new game" option, the game loop is launched without loading anything in the game world, on the scene. There should be a game.config.setMapFile before loading, check the main file of the demo again Everything else is f
 ine!I'll also answer to your questions : the generate.bgt file generates .bgt files like the HeatEngine\Actors\ObjectsClassTree.bgt file. Theses files are vital, because they lists the actors, controlers and events known by the engine. Each time a new actor is created, the file listing them must be updated. But because it's a little bit tricky, the generate.bgt script generates it for you. Calling it each time you create a new actor, just launch the generate.bgt script to keep the engine up to date.  (before the v0.10 you had to modify them manually)There's no need to load maps and all before the menu, you can do it whenever you want...but you have to do it before calling the game.run() function. In fact, it's often just line just right before loading.

URL: http://forum.audiogames.net/viewtopic.php?pid=214513#p214513




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Re: Best way of recording from both a sound card and microphone?

2015-05-01 Thread AudioGames . net Forum — Off-topic room : raygrote via Audiogames-reflector


  


Re: Best way of recording from both a sound card and microphone?

Hi Turtlepower and others,As you may or may not know, I have recorded gameplays before and posted them here. As it is, there aren't many but I made a topic called yet another guy's game recordings.The way I do those recordings is using two separate instances of Gold Wave. the first instance records stereo mix, or the sound card. The second instance records the microphone. I then save both tracks as individual files, and since I can't start both recordings at exactly the same time, I have to do some lining up. Normally what I do is try to synchronize keystrokes with their feedback. For example if I press the windows key to go to the start menu, I try to sync the key press on the microphone recording with the screen reader announcement on the sound card recording. If I can get the two files relatively close together, the final mix normally comes out fine, provided that bad things like system stalls and skips don't happen which could knock the two file
 s out of sync.To make the files sound more professional, I mute parts of the sound card recording which contain the screen reader speech, though normally I keep those parts unmuted on the microphone since I normally talk about things while I am navigating to the game shortcut. I also apply some effects on the microphone such as noise reduction, gating, and compression. For the most part the sound card track remains unprocessed. I then mix the two files together in such a way that my microphone is slightly louder than the game audio but I try not to overpower it. After the two files are mixed together, I'll apply a final conservative touch of compression to avoid distortion and compress to mp3.FYI I also keep flac versions of all of my recordings if anyone wanted them. I was going to put them someplace, maybe a bt sync? but there's already a gameplays bt sync folder and although I haven't joined it yet, I'd guess large flac files aren't preferred 
 there.

URL: http://forum.audiogames.net/viewtopic.php?pid=214514#p214514




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Re: Best way of recording from both a sound card and microphone?

2015-05-01 Thread AudioGames . net Forum — Off-topic room : raygrote via Audiogames-reflector


  


Re: Best way of recording from both a sound card and microphone?

Hi Turtlepower and others,As you may or may not know, I have recorded gamepalys before and posted them here. As it is, there aren't many but I made a topic called yet another guy's game recordings.The way I do those recordings is using two seperate instances of Gold Wave. the first instance records stereo mix, or the sound card. The second instance records the microphone. I then save both tracks as individual files, and since I can't start both recordings at exactly the same time, I have to do some lining up. Normally what I do is try to synchronize keystrokes with their feedback. For example if I press the windows key to go to the start menu, I try to sync the key press on the microphone recording with the screen reader announcement on the sound card recording. So long as there aren't any bad things happening like system stalls which could knock the two files out of sync, that normally works pretty well. So long as I get the two files relatively cl
 ose, the final mix normally comes out fine.I also apply some effects on the microphone such as noise reduction, gating, and compression. For the most part the sound card track remains untouched. I then mix the file in such a way that my microphone is slightly louder than the game audio but I try not to overpower it. After the two files are mixed together, I'll apply a final conservative touch of compression to avoid distortion and compress to mp3.FYI I also keep flac versions of all of my recordings if anyone wanted them. I was going to put them someplace, maybe a bt sync? but there's already a gameplays bt sync folder and although I haven't joined it yet, I'd guess large flac files aren't preferred there.

URL: http://forum.audiogames.net/viewtopic.php?pid=214514#p214514




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Re: Heat Engine, a game engine for BGT games

2015-05-01 Thread AudioGames . net Forum — Developers room : Genroa via Audiogames-reflector


  


Re: Heat Engine, a game engine for BGT games

You are using the engine just right. The problem may comes from me, one moment please.In the HeatEngine\Controlers\ directory, the Controlers.bgt file lists all controlers (I didn't automated it for now). Inside there's still the FactoryControler included but the v0.10 doesn't have the files from the demo. I'm correcting it right now.EDIT : the file has been corrected, you can remove the line by yourself or you can download the engine again. There's only one error in what you did : if the player choose the "new game" option, the game loop is launched without loading anything in the game world, on the scene. There should be a game.config.setMapFile before loading, check the main file of the demo again Everything else is f
 ine!

URL: http://forum.audiogames.net/viewtopic.php?pid=214513#p214513




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Re: Heat Engine, a game engine for BGT games

2015-05-01 Thread AudioGames . net Forum — Developers room : Genroa via Audiogames-reflector


  


Re: Heat Engine, a game engine for BGT games

You are using the engine just right. The problem may come from me, one moment please.In the HeatEngine\Controlers\ directory, the Controlers.bgt file lists all controlers (I didn't automated it for now). Inside there's still the FactoryControler included but the v0.10 doesn't have the files from the demo. I'm correcting it right now.

URL: http://forum.audiogames.net/viewtopic.php?pid=214513#p214513




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Re: Heat Engine, a game engine for BGT games

2015-05-01 Thread AudioGames . net Forum — Developers room : Genroa via Audiogames-reflector


  


Re: Heat Engine, a game engine for BGT games

You are using the engine just right. The problem may come from me, one moment please.EDIT: in the HeatEngine\Controlers\ directory, the Controlers.bgt file lists all controlers (I didn't automated it for now). Inside there's still the FactoryControler included but the v0.10 doesn't have the files from the demo. If you want to use them, replace the HeatEngine directory by the HeatEngine directory from the demo. I'll correct that

URL: http://forum.audiogames.net/viewtopic.php?pid=214513#p214513




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Re: hacking the wifis

2015-05-01 Thread AudioGames . net Forum — Off-topic room : jack via Audiogames-reflector


  


Re: hacking the wifis

Yeah Socheat, however it's done you should be able to do it on your own, and even if you gotta get in contact with your sip to do it, I'm sure they can do it for free. Most of your security settings are in the main router settings anyway so this really shouldn't be a problem. And yeah Alverato, unless he's using his mobile phone I dunno how he could possibly be doing this unless, as you said, he used a public network to do that. Even so, yes hacking a wpa2 ask is pretty much a useless endeavor. And as I said, if he's usin his phone to post this he can, again, set up tethering on his phone just fine

URL: http://forum.audiogames.net/viewtopic.php?pid=214512#p214512




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Re: bit of python help

2015-05-01 Thread AudioGames . net Forum — Developers room : Kyleman123 via Audiogames-reflector


  


Re: bit of python help

hmm, i'm assuming by modulo you mean module?i understand i think, but could you provide an example?

URL: http://forum.audiogames.net/viewtopic.php?pid=214511#p214511




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Re: Heat Engine, a game engine for BGT games

2015-05-01 Thread AudioGames . net Forum — Developers room : Orin via Audiogames-reflector


  


Re: Heat Engine, a game engine for BGT games

Okay, so here is a test game I started to see if I can get some boiler plate code working, for starters.I am not even using the Factory Controller object, so why is my game trying to use it?#include "HeatEngine\\Game.bgt"
#include "dynamic_menu.bgt"
Game game("Test");
sound music;

void main()

{
dynamic_menu menu;
int choice;
menu.add_item_tts("New Game");
menu.add_item_tts("Continue Game");
menu.add_item_tts("Exit Game");

choice=menu.run("Please choose an option from the following menu.");

if(choice==-1)
{
alert("Error", "There was a problem with menu loading.");
exit();
}

if(choice==1)
{
game.run();
}
if(choice==2)
{
if(file_exists("saves\\save.hemap"))
game.config.setMapFile("saves\\save.hemap");
else
alert("Woops," "There is not a saved game to load.");
}


if(choice==3)
exit();
}

}I get the following compile error when BGT tries to compile:File: FactoryControler.bgt
On line: 0 (0)
Error: Could not find script file in any of the following locations:
'C:\Heat Engine\HeatEngine PRE-RELEASE v0.10\HE\HeatEngine\Controlers\FactoryControler.bgt'
'C:\Program Files\BGT\include\FactoryControler.bgt'That would be because I don't want it to be there? What does the generate.bgt file supposed to do?Thinking that it was trying to use it because I had the Robot Factory demo in the same directory, I moved it, but no go. Do I have to make the maps and all that before I can load a basic menu?Thanks.

URL: http://forum.audiogames.net/viewtopic.php?pid=214510#p214510




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Re: bit of python help

2015-05-01 Thread AudioGames . net Forum — Developers room : Genroa via Audiogames-reflector


  


Re: bit of python help

Just a trick, instead of using a condition, you can use modulos You can also use players in a list, and ++ the index of this list for each turn, and again with a modulo to loop around it

URL: http://forum.audiogames.net/viewtopic.php?pid=214509#p214509




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Re: Heat Engine, a game engine for BGT games

2015-05-01 Thread AudioGames . net Forum — Developers room : Genroa via Audiogames-reflector


  


Re: Heat Engine, a game engine for BGT games

Whatever the way, you have to learn basic programic, algorithmic and the basics of your language. Here, it's BGT. This helps a lot to make games, but it doesn't replace the basic programing knowledge.  You can't program with this without knowing a little about BGT.

URL: http://forum.audiogames.net/viewtopic.php?pid=214508#p214508




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Re: DeathMatch, a new beginning

2015-05-01 Thread AudioGames . net Forum — General Game Discussion : danny via Audiogames-reflector


  


Re: DeathMatch, a new beginning

Hi all, since the various starship classes article has gotten extremely out of date, i've taken the time to rewrite it from scratch. Let me know if you have any questions. Also, I didn't include the new ssn since shane had just released it today, and since I haven't really explored it much to figure out what it was all about, yes, i've still got my fine old lockheed and it serves me well. Also, i've dephanatly noticed their arn't any moons in the game, i'm thinking we should add to the planet probing system the possibility for it to find moons orbitting around a planet, though i'm still trying to determan how menny it should find.

URL: http://forum.audiogames.net/viewtopic.php?pid=214507#p214507




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Various starship classes on death match a new beginning

2015-05-01 Thread AudioGames . net Forum — Articles Room : danny via Audiogames-reflector


  


Various starship classes on death match a new beginning

Various starship classes on dmnb.This is a list of starship classes one can order on dmnb, newly updated to take into account the new ships which are being baught.Note because dmnb has gone through several changes, much of the information pertaining to older ship classes has been notoriously out of date, so i'm updating this article to explain what each ship class is.Corian mining freighter. These are the rust buckets, the cheap shuttles of the dm universe. They are capable of asteroid mining, but they have an extremely noisy cockpit with very little space. In the early days of dmnb, these ships were the ideal new pilot starship. However, in light of several changes made to the game since our early opening, alass, this starship has gotten extremely out of date, and it is do for either a redesign or removal from the game.Nova transport. These little shuttles have a max speed of 130, and are capable of quick acceleration. However, the only good use out o
 f these ships is as escape pods in case you need to abandon a capital ship.Inovations light freighter. Designed as a replacement for the corian mining freighter, these vessels have a top speed of 600, sporting a graviton ion power core engine, they can store a lot of cargo but are slow accelerators.Inovations cargo freighter. These ships are the next generation of light freighters. Storing twice the amount of cargo, these ships are capable of going at speed 2000 past lightspeed. The acceleration on these ships is slow and sluggish, but it can be upgraded at bakuan5.Inovations asteroid hauler. These small, box like starships sport a hypertech fusion drive engine, capable of going at lightspeed. They are designed specificly for the process of hauling asteroids to any shipyard for credits.Dwarf corvette. This little spaceship used to be the pride of the fleet for newer federation and outer rim captains, but in light of newer models, it has fallen out of faver. S
 till, one can argue its a nice little ship, bosting a speed of 600 and a highly advanced fusion jump module at ordering time.f16 fighter. Developed for the same exact perpice as the f16 jet fighters from the early 2000's, these small fighters are designed for quick and easy maneuverability and served as attack craft during the first uncharted colonies conflict, faught in the early 2200's. These were also the first starships to showcase the phased beam weapon, which came into effect in shooting several uncharted colonies revengers which had attacked the hydra system.viper. This starship was designed for one perpice in mined. Pirate distruction. It is the ideal vessel for flying on a bounty mission. It comes stocked with a small supply of warheads, pluss a few phased beams and turrets. It also has super fast acceleration and lightspeed travel of up to 7000.Inovations multiperpice starship. As the name suggests, this ship was designed specificly for the proc
 ess of bounty missions, and planet cracking, old stile. Its bridge is a cumffy layout, but its fuel is limited. It carrys warheads.lockheed cruiser. Named for the aircraft company lockheed, as well as a vanished and missing supply ship called the lockheed, this ship is ideal for exploration of systems beyond known space. It sports an advanced sensors system, with a range of 10 coordinates ahead or behind the vessel. It is also the first ship to utalize the new 4 engine design, giving it a top speed of 41000 and quick acceleration. It sports 2 warhead launchers, and a shield strength of 900. Its computer systems design is antiquated compared to the newer vessels in service, but it has served its perpice extremely well and continues to be employed around the galaxy by captains seeking adventure in exploration.nebvan cruiser. These are the ultimit warships, the vessels which are on the frontlines when enemy factions strike or when pirates come calling. Sporting the best
  shielding technoligy currently in use by both the federation and outer rim factions, they also come packed with an array of weapons including several warhead launchers, a few turrets, and a row of phased beams waiting to strike for long range and short range combat. However, their top speed is only 21000, quite a lot less to the well loved and celibrated lockheed design.planet cracker. A joint venture between the outer rim and federation governments, this ship is somewhat antiquated. Sporting its own speshily designed dark matter engine, it has extremely poor acceleration that can be upgraded. This ship is also capable of asteroid mining and cargo hauling. Recently, its original perpice has been replaced by a newer design, and it serves more or less as a cargo hauler and asteroid mining ship as aposed to the planet cracking perpice it was built for.turbograv g51 planet cracker. Developed at a time when earth's resources were at an all time low, and when the coloniz
 ation boom really began to be popular, this is a mam

Re: Heat Engine, a game engine for BGT games

2015-05-01 Thread AudioGames . net Forum — Developers room : Sean-Terry01 via Audiogames-reflector


  


Re: Heat Engine, a game engine for BGT games

Hi, I have no programming experience. I've looked at BGT before, but it seems a bit difficult for me. Will this Injun be of any help to me at all? I really want to learn how to make my own audio games.

URL: http://forum.audiogames.net/viewtopic.php?pid=214506#p214506




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Re: lets erge microsoft to develop a fully functional screen reader!

2015-05-01 Thread AudioGames . net Forum — Off-topic room : Chris via Audiogames-reflector


  


Re: lets erge microsoft to develop a fully functional screen reader!

The lag for Narrator might be due to the tts voice, not the screen reader. I'm still not completely sure what's at fault here.Having the ability to install the operating system is very, very important. This is why I'm using Mac OS X. SInce 10.4, Tiger, you have been able to boot from the install disk, press command f5, and independently install the operating system. That is very useful if your computer breaks down or something happens that requires you to reinstall. The argument that Narrator owrks when you first get a PC is not valid because the computers you buy from HP and Dell already have Windows pre-installed.I have left feedback about these issues in the WIndows feedback application in the tech preview. We'll see what happens. Once again, I encourage anyone who feels the same as I do to post feedback. I think the more people we have submitting feedback like this, the morel ikely it will happen. Afterall, isn't this tech preview for the
  users to help build Windows 10? The blind should be able to contribute as well. I just hope they listen to us this time.

URL: http://forum.audiogames.net/viewtopic.php?pid=214505#p214505




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Re: lets erge microsoft to develop a fully functional screen reader!

2015-05-01 Thread AudioGames . net Forum — Off-topic room : Ethin via Audiogames-reflector


  


Re: lets erge microsoft to develop a fully functional screen reader!

@Afrim, the preview you heard is completely and utterly outdated. I have windows 10 technical preview version 10.0.10074 and I have to say its quite usable. The only thing I hate is that windows 10 disabled my FN key, so I can't press delete, page up, page down, insert, or change my system volume quickly and efficiently. Damn you, Microsoft! And people call it "The software giant". Yeah right. The only thing Microsoft is is a bunch of idiots who have no way to listen to feedback. This petition will get us absolutely nowhere. I have submitted multiple requests to improve accessibility during the windows install and during many other aspects of windows that are not accessible, such as the bootloader - which CentOS has somehow achieved a little - but what will they do? The will not listen! I even sent them a request for a product key replacement - but they say no, you have to buy it again! WTF, Microsoft? I am not paying another $120.00 for Microsoft Windows again!

URL: http://forum.audiogames.net/viewtopic.php?pid=214504#p214504




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Re: Swamp, zombie FPS by Aprone

2015-05-01 Thread AudioGames . net Forum — New releases room : mehgcap via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

Aprone, I just died. I don't want my stuff back, and it was my own fault, mostly. It made me realize something though: the volume of tons of attacks makes it impossible to hear weapon status or anything else. Could you possibly introduce a way for attack volumes to lower if multiple ons are happening?When you're in a hard mission and being hit by a bunch of zombies, and you try to pull out the Vulcan, you have no way of knowing what is happening. I did just that--hit the dash key, hit the brace button, and fired, but nothing happened. I have no idea why, and as I tried to think of a way out, I switched to my field kit and healed. I had to reload it after four medkits though, so I hit the reload button, but I don't think it ever reloaded because I couldn't heal anymore. Again, the volume of so many attacks drowned out absolutely everything else, and I hand clue what was really going on.Under normal circumstances, most of us can do this stuff withou
 t feedback--we know the timing and buttons well enough. However, when you're operating under the lag of a large mission and the heart-pumping terror that you're about to die, you really need that audio feedback to know what's happening and what button didn't work the first time you pressed it.Again, I'm not complaining that I died, and I don't blame anyone but myself for backing into that corner. I was surprised at how many zombies piled in, but my vulcan should have been able to handle it. Something didn't work, or was delayed, or broke, or something, and it was all over. I think we just really need to be able to hear speech and sound feedback when being clobbered by tens of zombies at once.

URL: http://forum.audiogames.net/viewtopic.php?pid=214503#p214503




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Re: bit of python help

2015-05-01 Thread AudioGames . net Forum — Developers room : Kyleman123 via Audiogames-reflector


  


Re: bit of python help

well update time, it seems i am now able to loop around the board. yeah go me.a simple if conditional solved it. with a bit of math to manipulate the numbers a bit.but still don't really have a reliable way to switch players.i'm using an if block that if its player 1's turn, it changes it to player 2's. but the hang up, or at least part of it, is that the elif block is that if its player 2's turn it changes it to player 1's. and those execute if then elif. and player two doesn't actually get to  take his turn.

URL: http://forum.audiogames.net/viewtopic.php?pid=214502#p214502




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I'm looking for a few games, someone has?

2015-05-01 Thread AudioGames . net Forum — General Game Discussion : FabiG94 via Audiogames-reflector


  


I'm looking for a few games, someone has?

Hello.I'm looking for games that your links do not work in the game list.The games are: the demo of the l-works arcade.Alternative magicEnemy Attacksuper simonthe last 3 games are free.if anyone has any, and you can give me, I grateful.greetings and thanks.

URL: http://forum.audiogames.net/viewtopic.php?pid=214501#p214501




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Re: a topic about forum signatures

2015-05-01 Thread AudioGames . net Forum — Off-topic room : Dark via Audiogames-reflector


  


Re: a topic about forum signatures

@Turtlepower, I had not seen your sig before sinse as I said I have sigs turned off for reasons of speed, however , I'll have to remember that one next time someone gives me the "think positive" lecture tooo. I actually am however a little surprised you haven't got something from Tmnt. I always liked the bit in the first film where Michael Angelo was  playing with a yo yo while surrounded by foot ninjas. "walking the dog, rocking the baby, around the world!" where upon he spun the yo yo round for a mass clobbering! .

URL: http://forum.audiogames.net/viewtopic.php?pid=214500#p214500




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Re: Survive the Wild!

2015-05-01 Thread AudioGames . net Forum — New releases room : Mirage via Audiogames-reflector


  


Re: Survive the Wild!

This game is amazing, and I have a couple of questions.Is there a list anywhere of all the things we can make, or is the idea just to experiment and see what you get when you combine things?Also, how do you join a gift collection event?  I see events using the comma and period, but I don't see how to join anything.  Finally, regarding gifts, do you just walk around and look for them, or are you given certain ones?A final comment: I love the sounds that accompany each zone.  They bring a lot of realism to the game.

URL: http://forum.audiogames.net/viewtopic.php?pid=214499#p214499




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Re: bit of python help

2015-05-01 Thread AudioGames . net Forum — Developers room : Kyleman123 via Audiogames-reflector


  


Re: bit of python help

i've seen try statements around and i had to look up specifically what they were and stuff. i'll see what i can do with that.i'll probably will eventually post my code, but its in no state to be shown to anyone. at this point, its split into several different files according to different parts of the game so i can run tests on new code easier. i'll probably want to add comments and stuff before posting as well.

URL: http://forum.audiogames.net/viewtopic.php?pid=214498#p214498




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Re: Survive the Wild!

2015-05-01 Thread AudioGames . net Forum — New releases room : samtupy1 via Audiogames-reflector


  


Re: Survive the Wild!

You do wake up actually when your sleeping. Sometimes it takes a bit but you have been able to do that for a while. You just have to give ti time.

URL: http://forum.audiogames.net/viewtopic.php?pid=214497#p214497




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Re: lets erge microsoft to develop a fully functional screen reader!

2015-05-01 Thread AudioGames . net Forum — Off-topic room : afrim via Audiogames-reflector


  


Re: lets erge microsoft to develop a fully functional screen reader!

@ChrisActually you’re right. On a review, or comparison among narrator of win 7, win 8.1 and windows 10 Preview recorded by Cool blind tech, I didn’t see any noticeable changes which made the difference from windows 8.1.The David voice had been removed, and an Indian English voice had been introduced. Microsoft Hazel (British) and Microsoft Sira (American) are still there. I don’t see any reason why they ought to remove David voice, it was one of the best in windows 8.1.I know there might be other improvements which we’ll find out by the time windows 10 final version is released, but I am not expecting so much from it.It’s a real shame for a company which has been on the market for more than 20 years to have such a bad accessibility While Android, a company which was founded in 2009 is far better conserning accessibility. Yet I find windows the company which has made the less noticeable progression regarding accessibility comparing to others.

URL: http://forum.audiogames.net/viewtopic.php?pid=214496#p214496




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Re: lets erge microsoft to develop a fully functional screen reader!

2015-05-01 Thread AudioGames . net Forum — Off-topic room : afrim via Audiogames-reflector


  


Re: lets erge microsoft to develop a fully functional screen reader!

@ChrisActually you’re right. On a review, or comparison among narrator of win 7, win 8.1 and windows 10 Preview recorded by Cool blind tech, I didn’t see any noticeable changes which made the difference from windows 8.1.The David voice had been removed, and an Indian English voice had been introduced. Microsoft Hazel (British) and Microsoft Sira (American) are still there. I don’t see any reason why they ought to remove David voice, it was one of the best in windows 8.1.I know there might be other improvements which we’ll find out by the time windows 10 final version is released, but I am not expecting so much from it.It’s a real shame for a company which has been on the market for more than 20 years to have such a bad accessibility While Android, a company which was founded in 2009 is far better conserning accessibility. Yet I find windows the company which has made the less noticeable progression regarding accessibility.Windows 10 final version has not been launched yet, so I don’t know what are the features that does Narrator provide. In my opinion, following my short and ongoing experience on windows 8.1, I find Narrator usable, but terribly slow. The speed at which it navigates through menus and options is undoubtedly slow, I mean compared to other screen readers like Jaws, NVDA or window eyes. It’s accessible, although it could be far and way better, but the speed is what lags the most. Moreover, they must use some more simple shortcuts for example, why shouldn’t I press up or down arrow to navigate through the lines of a document in MS word?Furthermore, I find something on narrator much frustrating, which unfortunately was not gone by the release of windows 8.1. When you navigate from a program to another or from desktop to a certain opened program, narrator won’t speak. You have to do it another time but slower to make the cursor position on the currently focused application.Another thing I don’t like, is how we interact with the mouse when we use it with narrator in windows 8.1.I can’t explain it exclusively, but I myself don’t find it so working on a touchpad  in a laptop.While reading the previous posts on this topic, I find chris’s posts much appreciated.Windows itself must provide a talking installer when we install a copy of windows on our computers. For example, I know very good English, but none of my family members know to speek, neither read it. So if I have to format my laptop and jump to another edition of windows, I won’t find a way to do it on my own, so I have to go to a service centre and tell the guy there to do what I need.I know the audio drivers do not work during the setup installation, but following this progression that is occurring nowadays, I assume this problem might be overcame.

URL: http://forum.audiogames.net/viewtopic.php?pid=214496#p214496




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Re: Swamp, zombie FPS by Aprone

2015-05-01 Thread AudioGames . net Forum — New releases room : Aprone via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

[[wow]] that is indeed strange Mehgcap!  I'll keep this one in mind and see if I can figure out what sort of bug could have caused this mix-up.

URL: http://forum.audiogames.net/viewtopic.php?pid=214495#p214495




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Re: lets erge microsoft to develop a fully functional screen reader!

2015-05-01 Thread AudioGames . net Forum — Off-topic room : afrim via Audiogames-reflector


  


Re: lets erge microsoft to develop a fully functional screen reader!

Windows 10 final version has not been launched yet, so I don’t know what are the features that does Narrator provide. In my opinion, following my short and ongoing experience on windows 8.1, I find Narrator usable, but terribly slow. The speed at which it navigates through menus and options is undoubtedly slow, I mean compared to other screen readers like Jaws, NVDA or window eyes. It’s accessible, although it could be far and way better, but the speed is what lags the most. Moreover, they must use some more simple shortcuts for example, why shouldn’t I press up or down arrow to navigate through the lines of a document in MS word?Furthermore, I find something on narrator much frustrating, which unfortunately was not gone by the release of windows 8.1. When you navigate from a program to another or from desktop to a certain opened program, narrator won’t speak. You have to do it another time but slower to make the cursor position on the currently focused application.Another thing I don’t like, is how we interact with the mouse when we use it with narrator in windows 8.1.I can’t explain it exclusively, but I myself don’t find it so working on a touchpad  in a laptop.While reading the previous posts on this topic, I find chris’s posts much appreciated.Windows itself must provide a talking installer when we install a copy of windows on our computers. For example, I know very good English, but none of my family members know to speek, neither read it. So if I have to format my laptop and jump to another edition of windows, I won’t find a way to do it on my own, so I have to go to a service centre and tell the guy there to do what I need.I know the audio drivers do not work during the setup installation, but following this progression that is occurring nowadays, I assume this problem might be overcame.

URL: http://forum.audiogames.net/viewtopic.php?pid=214494#p214494




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Re: Swamp, zombie FPS by Aprone

2015-05-01 Thread AudioGames . net Forum — New releases room : mehgcap via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

Okay, here's a crazy story. This just happened to me, at around 1645 EDT. I haven't yet tried to reproduce it.I logged in as Cosby, my *normal* character (that'll be important). I started a 10-crate mission with 180 normal zombies, in the small warehouse, and launched it immediately. I didn't hear anything about anyone joining.A minute later, I hear that Chico had found a crate! I said that I thought I was alone, and Chico replied that he hadn't joined any mission and was more surprised than I was. We completed the mission (well, he did, somehow finding all the crates before I could locate one). Then, it got weirder…My reward was 10,800 experience points and 260 food. Remember when I said Cosby being a non-HC would matter? Yep, here it is. My *normal* character got a reward of food, somehow. Then Chico reminded me that he was playing as an HC character!Somehow, the server put Chico--an HC character--into a mission he didn't join, a mission led by a NORMAL player--Cosby. At the end, we both got experience and food, even though Cosby shouldn't have gotten food, and Chico should never have been able to join at all, let alone involuntarily. It was crazy!

URL: http://forum.audiogames.net/viewtopic.php?pid=214493#p214493




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Re: lets erge microsoft to develop a fully functional screen reader!

2015-05-01 Thread AudioGames . net Forum — Off-topic room : Chris via Audiogames-reflector


  


Re: lets erge microsoft to develop a fully functional screen reader!

I have not noticed anything except how Narrator announces checkboxes now. It's actually quite disappointing. I was hoping Microsoft was finally shaping up. Oh well, Windows 10 isn't out of beta yet. Still, I'm afraid we won't have any meaningful updates. Then again, who knows. I just hope something happens pretty soon. As it stands right now, I have more respect for Apple and Google. I mean, look at the recent Talkback beta. I'm still hopeful, although my hopes are beginning to die as we near the release of 10. I'm also hopeful that Windows Phone will get some substantial updates. It would be nice if all the buttons in the stock Microsoft apps were finally labeled and we could access the action center with Narrator. I got excited when they put Narrator into WIndows Phone 8.1. I just hope this isn't a one time accessibility improvement. Guys, I juss don't know anymore.

URL: http://forum.audiogames.net/viewtopic.php?pid=214492#p214492




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Re: lets erge microsoft to develop a fully functional screen reader!

2015-05-01 Thread AudioGames . net Forum — Off-topic room : Chris via Audiogames-reflector


  


Re: lets erge microsoft to develop a fully functional screen reader!

I have not noticed anything except how Narrator announces checkboxes now. It's actually quite disappointing. I was hoping Microsoft was finally shaping up. Oh well, Windows 10 isn't out of beta yet. Still, I'm afraid we won't have any meaningful updates. Then again, who knows. I just hope something happens pretty soon. As it stands right now, I have more repsect for Apple and Google.

URL: http://forum.audiogames.net/viewtopic.php?pid=214492#p214492




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Re: Anybody here interested in Stenography?

2015-05-01 Thread AudioGames . net Forum — Off-topic room : Green Gables Fan via Audiogames-reflector


  


Re: Anybody here interested in Stenography?

Hi Steve,Have you checked out Talking Typer by The American Printing House, or Talking Typing Teacher by Marvel Soft? Those are rgreat prorammes to try, although Talking Typing Teacher is probably better at this, even though it's more expensive and doesn't come with a demo.Stenography is a form of short-hand writing, almost like texting. In classic stenography (i.e, no software), the paper that is printed lines up with the keys on the keyboard.Yesterday I saw a steno machine. It almost looks like a typewriter and a brailler at the same time. There's a tray on the bottom of the keyboard.You place your middle fingers inside the squares and your fingers would naturally fall over the other keys. Your thumbs rest on the a, e, o, u keys.The left hand prints all of the starting letters or consonants and vowels or sounds. Take the word fish, used in the above example. We'll consider the letters T and P, which makes the F sound. T and P are
  found in the initial starting point, so that means the left hand will strike those first.The vowel that combines the short I sound, which is, ih, is produced by hitting the tumbs on e and U at the same time as the left hand hits T and P.To top it all off, the right hand will write R and B, which makes the SH sound.Differnnt combination of vowels produces long and short vowel sounds, diffdongs and spell differntiations, like two, too, and to.The asterisk key is used to ignore a peevious error, the same way it's used on the internet.So here's how a good layout would look like. On the left there is s, t, k, p, w, h and r. On the bottom the vowels are a, e, separated by the asterisk key, then o and u. On the right we have F, R, P, B, L, G,S, T, D, and Z.Again, notice that what's written on the left is sometimes repeated on the right. You could spell with this machine, but the whole concept is based on writing the sounds of the word usi
 ng a combination of letters, or just writing pre-programmed phrases by pressing one or two keys instead of four or six keys.

URL: http://forum.audiogames.net/viewtopic.php?pid=214491#p214491




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Re: a topic about forum signatures

2015-05-01 Thread AudioGames . net Forum — Off-topic room : turtlepower17 via Audiogames-reflector


  


Re: a topic about forum signatures

My signature comes from a thought that just randomly struck me one day, it's a thing I say to people sometimes when they start spouting clichés about positive thinking. If nothing else, it makes them stop in their tracks.Over the years I've also had short quotes from songs as my signature, but I'm going to stick with this one for awhile, I think.

URL: http://forum.audiogames.net/viewtopic.php?pid=214490#p214490




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Re: beatstar soundpacks!

2015-05-01 Thread AudioGames . net Forum — New releases room : Giovani via Audiogames-reflector


  


Re: beatstar soundpacks!

Hi!I have one problem.I can't upload a sound packs here on the server. It says, that there is a connection outage. I don't know, but I have a great connection.What is that?

URL: http://forum.audiogames.net/viewtopic.php?pid=214489#p214489




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Re: Audio Game Engine

2015-05-01 Thread AudioGames . net Forum — General Game Discussion : Genroa via Audiogames-reflector


  


Re: Audio Game Engine

No, this is the latest release (v0.10), but certainly not the last version ever 

URL: http://forum.audiogames.net/viewtopic.php?pid=214488#p214488




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Re: Audio Game Engine

2015-05-01 Thread AudioGames . net Forum — General Game Discussion : Ethin via Audiogames-reflector


  


Re: Audio Game Engine

Wait, the last version, as in, the very last version, ever?

URL: http://forum.audiogames.net/viewtopic.php?pid=214487#p214487




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Re: DeathMatch, a new beginning

2015-05-01 Thread AudioGames . net Forum — General Game Discussion : danny via Audiogames-reflector


  


Re: DeathMatch, a new beginning

Hi all, to add more realism to the game, you will now here the probe sound when someone is using the sensors console, this sound will obviously stop when you select an object to scan. Also, in the next version, you may see the starts of a building system since I figured out a way it could be done, hents i'll try to work on it for planets.

URL: http://forum.audiogames.net/viewtopic.php?pid=214486#p214486




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Re: Psycho Strike - New Strategy/Action game

2015-05-01 Thread AudioGames . net Forum — New releases room : BryanP via Audiogames-reflector


  


Re: Psycho Strike - New Strategy/Action game

Well it's kinda hard to not level up since anytime  you injure or kill something and presumably pick something up you get experience. But the more levels you have the more powerful weapons you can find. That's why that steel shield in the black market increases in price and defense.

URL: http://forum.audiogames.net/viewtopic.php?pid=214485#p214485




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Re: Best way of recording from both a sound card and microphone?

2015-05-01 Thread AudioGames . net Forum — Off-topic room : turtlepower17 via Audiogames-reflector


  


Re: Best way of recording from both a sound card and microphone?

Thanks for all the suggestions, guys. I'll have a look at some of these programs and see what I think.Regarding the comment on virtual audio cable not being complex, I disagree. The amount of things you have to do in order to get it to output several programs is pretty astounding. I have a really good podcast in my possession that explains it all, but I'm really struggling. Which, again, I'm sure means that I shouldn't try doing something like this in the first place, since it should be reasonably professional when it comes out. It doesn't help that I'm a perfectionist, and I really want to please the audiophiles, of which there are many in the blind community, as much as I despise that term.Oddly enough, I'm more comfortable with editing the audio once it is done, since I have experience with Gold Wave.Anyway, over the weekend I'll play around with some of these programs and see how I get on.

URL: http://forum.audiogames.net/viewtopic.php?pid=214484#p214484




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Re: bit of python help

2015-05-01 Thread AudioGames . net Forum — Developers room : dhruv via Audiogames-reflector


  


Re: bit of python help

Hi,First, you might be able to catch it with a try: except clause, but there are probably better solutions out there.Second, could I please get the code?   it'll really help me learn python more.

URL: http://forum.audiogames.net/viewtopic.php?pid=214483#p214483




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Re: bit of python help

2015-05-01 Thread AudioGames . net Forum — Developers room : dhruv via Audiogames-reflector


  


Re: bit of python help

Hi,First, you might be able to catch it with a try: except clause, but there are probably better solutions out there.Second, could I please get the code?   it'll really help me learn python mre.

URL: http://forum.audiogames.net/viewtopic.php?pid=214483#p214483




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New from choiceofgames, hollywood visionary

2015-05-01 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


  


New from choiceofgames, hollywood visionary

Here be the writeup. I'm not sure on this one but then again I've never really been a major fan of all the fifties hollywoodshtick, I don't mean the films (I can think of some good ones from the fifties I've seen), I just mean all the studio ambience, jockying for position, big coctale parties and what not, it's always seemed rather self indulgent to me (and yes I know saying hollywood is self indulgent is a little like saying audiogames make sound, but you see what I mean).Hollywood Visionary: Make the movie of your dreams amid the glamor and romance of 1950s Hollywood!Hollywood Visionary“Hollywood Visionary” is a 150,000-word interactive novel by Aaron A. Reed, where your choices control the story. It’s entirely text-based–without graphics or sound effects–and fueled by the vast, unstoppable power of your imagination.As head of your own movie studio, you call the shots: hire Hitchcock, seduce Garbo, build your studio into an Oscar-winning powerhouse or star in a B-movie train wreck. Control everything about your production, from genre to casting to building up buzz.Do you have what it takes to become a Hollywood visionary?Conquer the movie biz as a writer, director, producer, actor, or editor Banter with Hollywood royalty like Orson Welles and Greta Garbo Choose from dozens of genres and modifiers to make your film unique Five possible endings to discover Find love or throw yourself into your art: extensive but optional romance plots Win an Oscar, create a cult classic, or languish in film obscurity Will you name names for the blacklist, or risk everything to uphold your artistic ideals? 150,000 words of content Flexible gender presentation: independently control your pronouns, appearance, titles, and romance options About the Author: Aaron A. Reed is an award-winning author of interactive narratives. His games have been featured at Slamdance, IndieCade, IndieCade East, the Independent Games Festival at GDC, and in exhibitions of “electronic literature” around the world. His textbook “Creating Interactive Fiction with Inform 7″ is the leading reference on the popular language for digital storytelling. His interactive novel “Blue Lacuna” was named one of the Top 10 Interactive Fictions of all time in a recent poll. Aaron lives in Santa Cruz, California.We hope you enjoy playing Hollywood Visionary

URL: http://forum.audiogames.net/viewtopic.php?pid=214482#p214482




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New from choiceofgames, hollywood visionary

2015-05-01 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


  


New from choiceofgames, hollywood visionary

Here be the writeup. I'm not sure on this one but then again I've never really been a major fan of all the thirties hollywoodshtick.Hollywood Visionary: Make the movie of your dreams amid the glamor and romance of 1950s Hollywood!Hollywood Visionary“Hollywood Visionary” is a 150,000-word interactive novel by Aaron A. Reed, where your choices control the story. It’s entirely text-based–without graphics or sound effects–and fueled by the vast, unstoppable power of your imagination.As head of your own movie studio, you call the shots: hire Hitchcock, seduce Garbo, build your studio into an Oscar-winning powerhouse or star in a B-movie train wreck. Control everything about your production, from genre to casting to building up buzz.Do you have what it takes to become a Hollywood visionary?Conquer the movie biz as a writer, director, producer, actor, or editor Banter with Hollywood royalty like Orson Welles and Greta Garbo Choose from dozens of genres and modifiers to make your film unique Five possible endings to discover Find love or throw yourself into your art: extensive but optional romance plots Win an Oscar, create a cult classic, or languish in film obscurity Will you name names for the blacklist, or risk everything to uphold your artistic ideals? 150,000 words of content Flexible gender presentation: independently control your pronouns, appearance, titles, and romance options About the Author: Aaron A. Reed is an award-winning author of interactive narratives. His games have been featured at Slamdance, IndieCade, IndieCade East, the Independent Games Festival at GDC, and in exhibitions of “electronic literature” around the world. His textbook “Creating Interactive Fiction with Inform 7″ is the leading reference on the popular language for digital storytelling. His interactive novel “Blue Lacuna” was named one of the Top 10 Interactive Fictions of all time in a recent poll. Aaron lives in Santa Cruz, California.We hope you enjoy playing Hollywood Visionary

URL: http://forum.audiogames.net/viewtopic.php?pid=214482#p214482




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Re: Prometheus: The Eternal Wars

2015-05-01 Thread AudioGames . net Forum — New releases room : PrometheusMOO via Audiogames-reflector


  


Re: Prometheus: The Eternal Wars

Greetings!The 'ct' command can now be used in control rooms to see the remaining time of currently constructed items, if any.Enjoy!

URL: http://forum.audiogames.net/viewtopic.php?pid=214481#p214481




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Re: Swamp, zombie FPS by Aprone

2015-05-01 Thread AudioGames . net Forum — New releases room : revan via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

hi there,         yes alright,       ceramic leggings by sub 1,     utility beld map 2,      oh  and i'm glad we are have new way for new title,      who stuck hc,  or who don't want go hc,   then search loot map 1 map 2,  it's your prefer guies,      and good to hear,     next update bugs going fix!

URL: http://forum.audiogames.net/viewtopic.php?pid=214479#p214479




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Re: Heat Engine, a game engine for BGT games

2015-05-01 Thread AudioGames . net Forum — Developers room : Genroa via Audiogames-reflector


  


Re: Heat Engine, a game engine for BGT games

Instead of the Goblin Hunter which I wanted to do, I made a little example posted here : http://forum.audiogames.net/viewtopic.php?id=15873 , the Robot Factory. This is a very short game with only one level, showing a simple game : three classes in fact. The problem with goblin hunter is that it was involving a lot of knowledge, so giving this kind of example to someone who never used the engine may be tough. The help hasn't been updated and is lacking of examples, I agree with you. I will update it this evening, with the very last version and more and more examples. Your beginning is right, the only thing to do in order to use the engine is to include Game.bgt, which gives you a global object called game, wich is from the class Game. This also gives you all the other includes of the engine 

URL: http://forum.audiogames.net/viewtopic.php?pid=214480#p214480




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Re: Swamp, zombie FPS by Aprone

2015-05-01 Thread AudioGames . net Forum — New releases room : revan via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

hi there,         yes alright,       ceramic leggings by sub 1,     utility beld map 2

URL: http://forum.audiogames.net/viewtopic.php?pid=214479#p214479




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Re: ren py development

2015-05-01 Thread AudioGames . net Forum — Developers room : Orin via Audiogames-reflector


  


Re: ren py development

If you know Python, you can make a Renpy game.I think Renpy is just Python modules.

URL: http://forum.audiogames.net/viewtopic.php?pid=214478#p214478




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Re: Heat Engine, a game engine for BGT games

2015-05-01 Thread AudioGames . net Forum — Developers room : Orin via Audiogames-reflector


  


Re: Heat Engine, a game engine for BGT games

Has the help been updated recently? What I'd like to know is how to create a game, perhaps a basic sidescroller with two levels, that tells me how to use the class...So I create a new BGT file and always include the game.BGT right? This means that the functions and other classes that the Heat Engine uses will be utilized.I'll take a look at the help again, but a bunch of stuff is throne at me without any kind of examples.Edit: Is that game example ready that the help mentions? Something about Goblin Hunter?

URL: http://forum.audiogames.net/viewtopic.php?pid=214477#p214477




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Re: Heat Engine, a game engine for BGT games

2015-05-01 Thread AudioGames . net Forum — Developers room : Orin via Audiogames-reflector


  


Re: Heat Engine, a game engine for BGT games

Has the help been updated recently? What I'd like to know is how to create a game, perhaps a basic sidescroller with two levels, that tells me how to use the class...So I create a new BGT file and always include the game.BGT right? This means that the functions and other classes that the Heat Engine uses will be utilized.I'll take a look at the help again, but a bunch of stuff is throne at me without any kind of examples.

URL: http://forum.audiogames.net/viewtopic.php?pid=214477#p214477




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bit of python help

2015-05-01 Thread AudioGames . net Forum — Developers room : Kyleman123 via Audiogames-reflector


  


bit of python help

i am currently learning python. so as i'm getting fairly decent with it i thought it was time to start on a bit of a project. i am coding a monopoly game. this isn't really something i plan on releasing but if it  turns out to be something really good, i'll consider it.i have to major issues at this point. i've been working on a lot of the player methods  currently. so here comes the questions.my board is a tuple i am  using my player object instance attribute to move my to players along the board. however, once the number gets higher than the number of things in the board, 40, i get a tuple index is out of range error. how might a be able to loop it back and start again like the normal game loops around the board?secondly, are there any general practices to for alternating between players in a game? i kind of have something working in this regard, but it breaks half the time and thought I'd ask here for any advice from any
  other more experienced pythonians.

URL: http://forum.audiogames.net/viewtopic.php?pid=214476#p214476




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Re: Swamp, zombie FPS by Aprone

2015-05-01 Thread AudioGames . net Forum — New releases room : mehgcap via Audiogames-reflector


  


Re: Swamp, zombie FPS by Aprone

I'm still not sure which maps hold which items now. I believe the belt can be found on Map2, and metal leggings on Sub1, I'm not sure about most items, since things were moved around a few versions back.

URL: http://forum.audiogames.net/viewtopic.php?pid=214475#p214475




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Re: Best way of recording from both a sound card and microphone?

2015-05-01 Thread AudioGames . net Forum — Off-topic room : Xoren via Audiogames-reflector


  


Re: Best way of recording from both a sound card and microphone?

Open Broadcaster Software is a program that allows you to stream your audio/video to sites such as Twitch. It also allows you to record, basically going into offline streaming mode. It records full system audio as well as your microphone, and doesn't really have any latency issues, given a relatively ok PC setup. Given that you only want audio, you can set the video settings in to the lowest possible. You will have to open the resulting MP4 in Goldwave, and then save the audio, but this to me is much easier than setting up VAC.Kai

URL: http://forum.audiogames.net/viewtopic.php?pid=214474#p214474




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Re: lets erge microsoft to develop a fully functional screen reader!

2015-05-01 Thread AudioGames . net Forum — Off-topic room : Diego via Audiogames-reflector


  


Re: lets erge microsoft to develop a fully functional screen reader!

Hello everybody!bWhat are the improvements to the narrator in recent builds of Windows 10?

URL: http://forum.audiogames.net/viewtopic.php?pid=214473#p214473




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Re: Best way of recording from both a sound card and microphone?

2015-05-01 Thread AudioGames . net Forum — Off-topic room : bcs993 via Audiogames-reflector


  


Re: Best way of recording from both a sound card and microphone?

I think in soundtap you need to change the silence time of the mic to a very high number for that not to happen. I can't exactly remember the setting, though.

URL: http://forum.audiogames.net/viewtopic.php?pid=214472#p214472




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Re: Crimson Currents

2015-05-01 Thread AudioGames . net Forum — New releases room : Muhammad Hajjar via Audiogames-reflector


  


Re: Crimson Currents

HiI'm really sorry to say, but I didn't see any enjoyment in this release, what can we fire for if there's nothing to shoot on? and just a sound of a boat has an accelerating and decelerating sounds which are very easy to program, I'm very sorry to say that, I'm not frustrating you, I just want you to work more on the game and then release it, I wish the blinds comunity have a very awesome games with an awesome gameplay as is the case with the main stream games and some pretty awesome audiogames here.I wish you good luck in this man, keep up your work, and I'm sorry again if my words are kind of harsh, but I wish the audiogames have a great gameplay which can't be compared with the main stream games., I know that this game is only a concept demo, but even if it a concept demo, it must be enjoyable even a little.This was my point of view, courtesy will not help the developer to develop his product, I wish you a good luck in this 
 game, keep up your work.

URL: http://forum.audiogames.net/viewtopic.php?pid=214470#p214470




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Re: Survive the Wild!

2015-05-01 Thread AudioGames . net Forum — New releases room : Giovani via Audiogames-reflector


  


Re: Survive the Wild!

OK, Brendan says very good things to think about sleeping.

URL: http://forum.audiogames.net/viewtopic.php?pid=214471#p214471




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Re: Best way of recording from both a sound card and microphone?

2015-05-01 Thread AudioGames . net Forum — Off-topic room : bcs993 via Audiogames-reflector


  


Re: Best way of recording from both a sound card and microphone?

I think in soundtap you need to change the delay time of the mic to a very high number for that not to happen.

URL: http://forum.audiogames.net/viewtopic.php?pid=214472#p214472




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Re: Best way of recording from both a sound card and microphone?

2015-05-01 Thread AudioGames . net Forum — Off-topic room : Chris via Audiogames-reflector


  


Re: Best way of recording from both a sound card and microphone?

Basically, Soundflower just takes audio from one audio source and allows it to be sent to another application. For instance, to send system audio or the audio from a media player, you choose the soundflower channel as the output device for the audio to go out through and then in the receiving application, you choose the same channel as a microphone. This has many uses, including recording specific sounds, sending specific sounds through applications like Skype, etc. I assume this is what VAC does? I actually need to try the trial of VAC since I have not really played with it. Still, this is probably too complicated.THe last time I tried Soundtap, it kept splitting recordings into tons and tons of little files so I quit using it.

URL: http://forum.audiogames.net/viewtopic.php?pid=214469#p214469




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Re: a topic about forum signatures

2015-05-01 Thread AudioGames . net Forum — Off-topic room : ammericandad2005 via Audiogames-reflector


  


Re: a topic about forum signatures

my signature came from Microsoft sam reads funny windows errors. It is my favorite line mike says throughout the series. my old signature, back when I was wondering_wolverene, was from origon trail.

URL: http://forum.audiogames.net/viewtopic.php?pid=214468#p214468




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Re: Best way of recording from both a sound card and microphone?

2015-05-01 Thread AudioGames . net Forum — Off-topic room : Chris via Audiogames-reflector


  


Re: Best way of recording from both a sound card and microphone?

Basically, Soundflower just takes audio from one audio source and allows it be be sent to another application. For instance, to send system audio or the audio from a media player, you choose the soundflower channel as the output device for the audio to go out through and then in the receiving application, you choose the same channel as a microphone. This has many uses, including recording specific sounds, sending specific sounds through applications like Skype, etc. I assume this is what VAC does? I actually need to try the trial of VAC since I have not really played with it. Still, this is probably too complicated.

URL: http://forum.audiogames.net/viewtopic.php?pid=214469#p214469




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Re: Ubuntu

2015-05-01 Thread AudioGames . net Forum — Off-topic room : Diego via Audiogames-reflector


  


Re: Ubuntu

Hello everybody!When I press alt f10 and go to the network guides, the only options that appear are editi connections, VPN settings and enable network, which is activeand no wifi appears to connect.Wath can I do?

URL: http://forum.audiogames.net/viewtopic.php?pid=214467#p214467




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